Jump to content

[WIP/Group]The Wasteland Expansion Project


Khet

Recommended Posts

  • Replies 94
  • Created
  • Last Reply

Going to cover a few things in this post so it'll probably get kind of long.

 

First off, I'm sorry for not posting more and keeping folks up to date on anything. I'll try to make a better habit of that.

 

Secondly, since I presume that there's interest in having a modular pack here's a few more details as to what we'd like the Wasteland Expansion Project to be. As I said before WEP is NOT a mod in and of itself. Instead it's more of a tag, or title for mods. A mod found in the WEP Pack can be made by anyone (not just me and Doedel) but the requirement? ALL mods that are considered to be WEP MUST BE FULLY COMPATIBLE! And by fully, I mean fully. WEP can be seen as nothing more than a little tag saying "If you see WEP then this mod is 100% guaranteed to work flawlessly with other WEP mods or your money back!"

 

That's what me and Doedel are focusing on, especially with Settlements Expanded and Expanded Exploration. I've actually gone back and completely removed a couple of my interiors because Doedel informed me that he'll be using those same buildings. We're setting it up so if you use both mods then there will be no conflicts at all.

 

Third, Expanded Exploration should be out shortly after the new year (or if I'm lucky before the new year).

 

Fourth, I've fully restocked my fridge with mountain dew! Woot!

 

Fifthly, (is that even a word?) the screenshots posted already have been very nice, though it looks like most of them are interiors. Because of that I would also like those modders to mention what exterior cells their interiors connect with and try to give as best of a description of the location as they can, especially since on cell can contain multiple buildings, however there might one be on green building in the cell. Tell us that. Without knowing what exterior cells to watch out for we completely defeat the purpose of having WEP and might as well have this thread deleted, which would cause me to go on a nerd-rage and smash in the heads of cute and innocent baby marsupials.

 

Sixthly, well... there really isn't a sixth point I was just wondering if Sixthly is even a word too...

Link to comment
Share on other sites

Hi there, comrades.

 

New in town and just giving ideas like such a smartass, hate if you want. :rolleyes:

 

I really like this proyect, i think we need more mading teams like this one instead of EPIC discussing thread of how bad are people who liked FO3 vanilla (they are like commies, they must burn in hell)

 

Im no modder (always tried to do funny places for my old skool rpg projects and i keep failing so much i have to format the entire HD to cover such failure) but i could give some ideas, advice, and helping each modder to make their personal projects FULLY compatible not only in a technical way, but also in a context and "roleplaying" way; like quests between the new zones or throwing ideas why some new expanded cities have some resources or some people.

 

We should (Wow, using plurals now, me %&$!) try to get all that quite fantastic interior mods people are doing into the same project, always respecting the "modular" issue.

That will help mod fans to just search for the Wasteland Expansion Project, knowing that the mods inside such project are surrounded with this quality.

 

Some idea floating for new expansions. We have seen quite good hand in the Arefu expansion with the underlevel. Why not doing an overlevel in the upper part of Rivet City?

 

I've seen quite some skills in opening lately closed buildings (in a quite forgotten mod someone in here was doing) why not opening and expanding Canterbury Commons (it has some quite buildings that are totally closed making the city quite abandoned-like once the city quest is completed)? By its context, it makes a natural trade post for every single faction in DC, rendering it to a neutral position which would create some conflicts... Maybe an open market ala we-send-all post apocalypsis market with some problems with the corrupt guards...

 

Let me help you, brothers!

Link to comment
Share on other sites

Fidelius - To my knowledge I'm the only one that is and has been working on opening up closed buildings. While I let that thread pretty much die I'm still working on it, albeit slowly. Also, Doedel WILL be expanding ALL settlements, Arefu was just a starting point.

 

 

Everyone Else - One thing that I will be doing (after both me and Doedel release our mods) is creating a 'master thread' of sorts either on these forums or elsewhere (I need to ensure it won't be lost within the countless other threads and I'll always have the ability to update it) that will contain the names and links to EVERY mod that is officially in WEP. Furthermore, every mod that is part of WEP must link to the thread. I do this because with enough work and effort there might always be the person who wants to get exposure and high downloads by claiming to be part of WEP yet be incompatible with many of the mods that truly ARE WEP.

Link to comment
Share on other sites

I've already started work on Canterbury Commons. I've opened up three of its buildings for new residents and have a few more to do. Then NPC addage!

 

Someone (Triumph) has been working on Tenpenny Tower and it's shaping up quite nicely. I've also briefly touched on Greyditch, opened up a couple of houses there, thankfully I don't have to worry about NPCs, just burnt corpses...

 

That leaves Big Town and Rivet City. I'm unsure of the other settlements (Paradise Falls, Republic of Dave) and whether they really need improvement. Megaton definately doesn't (besides, enough people have been working on improving Megaton in one way or another...).

 

Still, anyone wishing to step up and work on expanding a settlement, just pick one that hasn't had much work done (basically any bug Tenpenny, Canterbury and Arefu) and go go go!

Link to comment
Share on other sites

Good to hear Doedel. I'll be releasing Expanded Exploration very soon now, I've gotten most of the interiors done in Fairfax (which is what the first version will be) there's just a few more left and a bit of tweaking here and there.
Link to comment
Share on other sites

Dont quite remember where i saw it (maybe in the first page of this post, maybe looking for mods in Nexus) but someone was doing some "camping" in front of Megaton (in the end it was just a campfire and ammo) and also, i heard the idea of making a group of shacks and poor guys in front of Tenpenny. People wanting to enter and also a good way to protect the traders.

 

The idea of repoblation Greyditch, already told some pages before, after the town quest is also quite interesting (but should be quite hard for scripting, i suppouse)

 

Way to GNR building, along the riverside and some meters after Dukov's love place there is a quite nice semibuilded raider camp that only contains 3 raiders. I think it has enought space to expanded making some nice BoS Advanced Outpost with some refugees or something inside.

 

Somewhere upside the "river" there is a small shack of fishermen that could be expanded to do a small town of mirelurk-hunters, this place has even a NPC or two already.

 

I know you boys are the guys who make the hard work, but there are quite some interesting points that could also have a nice touch of your "magic".

 

PD: I dont know if it makes sense at all, but you can have an Alpha version of the projects (like the one Arefu has) released for testing. So the less capable readers of this post can help you.

Link to comment
Share on other sites

Ah, then I don't remember seeing anything about that in this thread, but have been elsewhere.

 

Scripting for Greyditch repopulation would actually be very easy to do, just time consuming.

 

As for alpha/betas while it can help out with most mods, it wouldn't help me personally. I'm not doing advanced scripting/coding, only building interiors so really the only testing that's needed is light levels. But, like I said with most other mods out there it's very useful to release a 'public beta' of sorts as the more intricate scripting you use the harder it is to catch everything yourself.

Link to comment
Share on other sites

i would like 2 apply 2 add my services 2 this grp i am very smart w/ a computer(i mention this because i did this http://www.fallout3nexus.com/downloads/file.php?id=1832 with little 2 no modding experience on fomms tessnip editing hex for 40 hrs(my geck is fubar :wallbash: )) i am very good at finding extraneous code and multiplying and renaming scripts in hex my geck does work enough to edit (not Make) conversation and radio as well as item effects but w/ a combination of geck and fomm i think i have a pretty good thing going if u haqve a mod that need some scripts multiplyed and renamed in hex so u can open it in geck or are having some issues w/ a mod not working correctly i wouyld be happy 2 work on it.

 

 

 

Btw my geck says english.esp is not a valid file and that my .bsa's are not valid :wallbash: which is bull because i bought the english version of the game a nd i have tried reinstalling several times the game still plays(in english) my disk iws scratched which i think is the issue so if u want me 2 have a fully operational geck i could use a .rar of those files :thumbsup:

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...