Mizzoon Posted December 15, 2008 Share Posted December 15, 2008 First of all hi to all of you.This is my first posting here. First of all, I think that this whole place is great with a lot of talent and ideas. (I suppose I could have said that in many other topics aswell, but...).Thing is I would like to have something as this in my own FO3. Having completed it 3 times already, doing probably the majority of things and going to practically all the places, with different variations (good/bad choices, different routes to almost any quests etc.) I can honestly say that something of this magnitude, new locations, bigger locations, new quests and added depth to existing ones sounds great. I did find some of the current NPCs' for example to be lacking in depth, like Burke for example. I mean, I honestly expected a bit more than "hey, great job... thanks for paving way for better future... or what not" after the Megaton "incident". Its kinda stupid that you can't even really talk to him afterwards. There are many others similiar, but you get the point. This and a bit more applies to the ghoultowns' doctor. He is supposedly seeking a cure for "ghoulisnism"?, but you can't help him or screw him over about it, like releasing those glowing ones to wreak havoc, so they would kill the doc and his assistant or something like that :) I also had an idea regarding BoS and outcasts, but since the official package seems to be concentrating on Bos altogether, it could well be that my idea(s) are already there. Like a quest called "uniting brothers". Quite self-explaining really. You could reunite the outcasts with BoS, or not if you would prefer.It would obviously mean many quests to both sides or just one or so.Enclave would also be in the picture of course. Just a few questions btw, are these changes done so that they at least at one point would work seemlessly with mods that allow you to keep playing after PP? I mean, when you start adding more quest related content etc., would they be done so that PP is completely irrevelant to them?Activating PP wouldn't necessarily have to change anything in the game btw, if that's taken into consisderation. I mean, you wouldn't have to remove radiation or anything like that, since "it would take decades for the changes to water supply or so, to be visible". I'm probably getting ahead of things here, but with all the new stuff going be done by modders everywhere, I would love to see something that would go well with PP, if you would like to complete the "current MQ". Link to comment Share on other sites More sharing options...
Khet Posted December 15, 2008 Author Share Posted December 15, 2008 Actually I'm against the whole 'use stock voice acting' approach for any new NPC. It's not that hard to grab a headset and do some recording for custom dialogue. And besides, no one is expecting studio quality sound from a mod like this, we don't have the equipment nor money for such. But, in my experience, as long as the voice acting is done well (read: Not monotone and actually sounds like someone talking and not reading a line) and isn't cluttered with a ton of background noise then they're rather happy with it. Link to comment Share on other sites More sharing options...
Doedel Posted December 16, 2008 Share Posted December 16, 2008 There'll be need for both, definately. My additions to Arefu include 4 generic unnamed NPCs referred to as "Arefu Settlers". They will by and large be similar to Megaton settlers in that they won't even have dialogue -- they'll simply reply to activation with a little quip or remark and go about their business. They'll go to the bar and drink, wander around town, do townly stuff, and sleep in the Common House. I've also included a number of named NPCs, though I'm not sure if I will keep them. But so far here is the general idea I have for them: Jesse - Owner of the Underbar, Arefu's little drinking hole and general store. After returning to Arefu he will ask the Player for help in re-stocking his supplies in order to restart his business. He'll provide a "shopping list" of sorts of various numbers of generic items, from Abraxo Cleaner to Dandy Apples to ammunition. The Player can choose to either help Jesse without any reward (which will +karma), accept the offer of some payment (200 caps or something, for no karma alteration), or demand an increased sum of money (negative karma). The player is then free to go out and gather the items and return at their leisure, with the quest ending once all items have been given to Jesse, at which point Jesse's store will have more money to barter with and more stuff to sell (still not very much, definately less than what Moira offers, probably similar to what a random Scavenger out in the wastelands can offer) George and Mediah Franklin - This couple left Arefu with the others when the Family crisis drove most Arefuians (?) out. However, during their time elsewhere, they ran into some marital problems, specifically, Mediah believes George cheated on her. Mediah returned to Arefu alone, but George followed her - though she won't speak to him nor let him into her house, so he sleeps in the Common House with the rest of the "semi-residents". The Player can get caught up in this lover's quarrel by either talking to Mediah, who generally stomps up and down town all day in a fury, or talking to George, who mainly cowers in the Common House. Mediah will ask the Player to help get rid of George, which of course the player can do in one of several ways, such as convincing him to leave, threatening him, or even killing him. George on the other hand will ask the player to help him win back Mediah, by either convincing her, tricking her, or helping him prove his innocence. Again, choices affect karma gains/drops. Henry and Mary Keller - Henry is an old retired Hunter who will at the slightest provocation inundate the player with his stories of his past adventures. He'll tell the Player about how one day he was hunting Mirelurks or something when he was attacked by a Yao Guai or Deathclaw. In his flight he dropped his favorite, precious Hunting Rifle, and has never been able to retrieve it (perhaps it will be at Old Olney, or near the Deathclaw Sanctuary, or Yao Gaui dens). He'll ask the player to go fetch it for old times sake, since now he's just too old. The player can either do so and return the rifle (receive karma), or keep the rifle (with the chance to lie to Henry for negative karma). Maybe Mary will try to convince the player not to do it because she's afraid Henry will go all gun-crazy and want to return to the wastelands hunting again, when she'd like to settle down and start a family. Herston Brothers - Two brothers sharing a shack in Arefu. Don't know if they'll have a story or quest yet. Was thinking perhaps they could be ex-Raiders who've given up the Raider lifestyle and want to just live normally, so they're in semi-hiding. They could be a bit untrustworthy (they were Raiders afterall, and old habits die hard, namely stealing, assault, intimidation, etc). Player can either keep their secret, or maybe turn them in to someone who might be looking for them, in return for some karma alterations and/or loot of some sort (maybe instead they're ex-Slavers -- can either keep their secret, rat them out to Paradise Falls for neg Karma, rat them out to some good guy for plus karma, both giving rewards, etc). So yeah, new dialogue will definately be needed. However, in my experience, good voice acting is pretty hard to come by. And one thing that's very important to me when I play is immersion, and having shoddy voice acting is usually enough to really turn me off of something... but we can see, won't we! This is all still quite far away. Although I've actually got most of the framework for this down -- I've added all of these NPCs to Arefu, with their homes, completed their interiors, completed Arefu exterior, etc etc. basically, all they need now is dialogues and quest stuff and this is ready for gold release! In the meantime, I wonder what settlement I can do next... Link to comment Share on other sites More sharing options...
Triumph675 Posted December 16, 2008 Share Posted December 16, 2008 Wow you are a lot farther than I am. Have you scripted any of the quests for the npcs yet or those just ideas? Right now I`m really just playing with the Geck figuring everything out. I just got done cluttering and building an interior for my quest to take place in. I need to finish the navmesh and work on getting npcs up and running. And probably go back through it and fine tune everything. These pictures might be too dark. Link to comment Share on other sites More sharing options...
Doedel Posted December 16, 2008 Share Posted December 16, 2008 Looking good so far! What kind of thing are you making? Where it's at, what kind of story, etc I've uploaded a BETA of Arefu_Expanded to Nexus: http://fallout3nexus.com/downloads/file.php?id=1636 All interiors are completed, all exterior modification done (including navmeshes), NPCs have been made and added and given simple AI package routines (like sleep, eat, etc -- the bar tender, Jesse, will sweep up the shop just before closing time). No dialogue or quests yet, but its got a pretty much final version of the overall layout there. As for dialogue/quests.. those two aspects are going to be a female dog to learn. I'm satisfied for the moment with having the layout completed. I may continue working on another settlement in the same fashion, and put off learning quests and dialogue until later. Or I may learn dialogue and questing now, and release a "full" version of Arefu Expanded. Link to comment Share on other sites More sharing options...
NukAddict Posted December 17, 2008 Share Posted December 17, 2008 And you're both farther still than myself.I just finished my large clutter pass.Lookin and soundin good guys! Link to comment Share on other sites More sharing options...
Triumph675 Posted December 17, 2008 Share Posted December 17, 2008 Looking good so far! What kind of thing are you making? Where it's at, what kind of story, etc It was going to be a clinic over ran with raiders. With the "boss" capturing wastlanders and doing experiments on them. With a quest where a family was attacked, the kid escaped but the parents were captured and brought there. Pretty basic. It was really just a practice on working with the Geck, I have another idea that I think I'd rather work on. Involving a jet lab! Doedel........ I downloaded your Arefu exp and I must say I`m pretty impressed. I didn't have much time to play around with it, but it looks like how Arefu should look like. Whats the next settlement, after bug shooting? Link to comment Share on other sites More sharing options...
Khet Posted December 17, 2008 Author Share Posted December 17, 2008 Triumph, I'd really take some of the Street Litter decals and spread them around the floor. Simple task but it really does make things look 'messy' which is how we'd expect things to look after people stopped giving a crap whether their floors were clean or dirty and cared more about whether or not a raider was nearby. Other than look, looking nice. And not to take all his glory away of the announcement I believe Doedel was talking about either Canteburry or Big Town (leaning towards the Big Town) though I'm still trying to convince him to do something with Shacktown. C'mon Doedel, what do ya say, buddy? Link to comment Share on other sites More sharing options...
Triumph675 Posted December 17, 2008 Share Posted December 17, 2008 Already ahead of you :) That first room is going to be a boss room, while the raiders main quarters are below it.. Have either of you guys sorted out more of the clutter into the .opl lists? I mostly just throw whatever sounds good into the object palette and go from there, it'd be convenient to be able to have everything divvied up. Actually, I`ll post some up tomorrow morning. I've been seperating everyhting by what it is, IE... All chairs/sofas/ desks/ weapons and what not. Here's some more pics.... Link to comment Share on other sites More sharing options...
TheDivineWind Posted December 18, 2008 Share Posted December 18, 2008 Hi, old modder who hasn't done it in ages here. I'd like to tackle that vault idea. I've got a load of ideas as far as a path for growing the 'vault-city' goes, but could use some help beyond things like mapping and navmeshing. Still new to how to set up quests and give NPCs daily routines/specific triggered routines. I've got about 75% of the map done. Need to mesh and populate it with objects next to give it some atmosphere, as well as a creepy(-ish?) backstory that does a little cameo action on one of the favorite series among sci-fi fans~ :happy: I suppose I could show some preliminary images... http://img.photobucket.com/albums/v117/TheDivineWind/Vault1.jpg The first area. This is where you'll have the first couple quests to get the reactors up and running again. http://img.photobucket.com/albums/v117/TheDivineWind/Vault3.jpg The main part of town, with some weird graphical issues that decided today they should pop up. Probably just my PC being wonky with me. The area is completely finished as far as general area is concerned. In the midst of populating it with objects and navmeshes right now. I'll stick with that for right now, since the display is going sideways on me. Maybe after I play with it some more it'll stop being stupid. -edited- because apparently I was blind and couldn't type correctly when I made this post. Link to comment Share on other sites More sharing options...
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