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M.E.R.C.


sumoftwosins

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Well if people are interested in the new armor, I think I could through it all in an esp file and upload it. I've got a few more items that I am working on that I'll include as well.

 

 

Aside from that, I'd like to get some feed back on the quest side of things.

 

I intend for there to be two quests or two different role aspects of the mod. The first quest will be to locate the base and acquire the special characters. Originally I wanted to do something to where you would hire people from a terminal, but I felt that was to simple and limited. Instead, after you meet the first special character (which really gets the quest started), he will inform you of some other people that would ideal choices for primary staff. You will then have to locate them and perform a specific function - save their ass, hire them, or whatever.

 

The second quest will be the contract side of it. This is where I need feedback (granted I'll take feedback on everything). The question is, should this be a long single quest with multiple stages or should each "contract" be an individual quest?

 

Also since there is plenty of EXP to gather from other places, I figure the quest rewards for this will be the new items, money, and some custom perks.

 

Finally, what type of contacts would you guys like to see?

- Protection & Escort

- Assassination

- Territory Control

- Espionage / Theft / Raids

 

I would like a freelance style of play too. To the extend that you can look at a map and assign personnel to an area. At which point your men/women will invade that area and kill all enemy related factions.

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freelance style sounds Great But territory and assasination seems Nice also Theft and raids sound Nice for the Evil sided characters maybe for those a Little Karma decrease? Espinage could be good and Bad Heh.. all 4/5 could be good :P (i ran out of things to say atm o.O late night does that )
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Here is a sample of the primary character for the mod, which starts the "Combat Currency" Quest. All of the main characters have some sort of story and tie in with this guy. His story is deserter from the Enclave and was under Col. Autumn. I'm not going to provide any more info on the quest though.

 

http://astraybullet.com/_web/fo3/MercBlain.jpg

 

 

I've managed to finish all of the characters other than the voices yet. I've got some people together and we're fixing to start on the voice overs. I've got most of the packages, all of the perks, classes, and most of the items knocked out. I finally got a solid location for the exterior which will be directly south of Jury St. Metro and East of evergreen mills. I picked it because of the lack of other markers in the area. I had planned for the Dunwick area, but decided against it.

 

So the voice over and dialog will probably talk a while. I've got the character quest lined out. What I'm trying to do now is get these special people into random locations for the quest and wire them to meet at the base. The problem I'm having is the base isn't fully open and some of AI packages require all areas. The next trick I need to work out is adding perks to the soldiers and security guards when you locate the special characters.

 

Some other changes that I decided to not implement. Originally I was going to have the normal fallout 3 followers retreat to this base when you fired them, but since I didn't want to have problems with other mods out there I am leaving this alone.

So thats that so far.

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Not only am I impressed by your modding skills, I'm also very impressed by your imagination and enthusiasm. People like you should be snapped up by large game developers!

Really looking forward to this "expansion". :D I wish I could offer my help in making this, but my skill are that of a novice.

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Not only am I impressed by your modding skills, I'm also very impressed by your imagination and enthusiasm. People like you should be snapped up by large game developers!

 

That would be nice, but a lot of it has to do with what I am provided with. This game and the GECK allows a modder a lot of room, versus other games out there. I've modded in HL1. HL2, Quake 2/4, and a few others.... and you basically have to do everything scratch. I spent almost a 6 months writing code for Quake 4 mod and those bastards decided to come out with Quake Wars - Thus abandoning the community. FO3, is probably the first game I've had an almost limitless environment to work with and it isn't that complicated. I guess it all depends on what you are doing. If I work on a mod I always try to use as much of the existing system as I can.

 

 

It would be cool to see a group of slavers leading the slaves accross the wastelands. It comes under attack by bos//raiders?? Your given the option between helping one side or the either.

 

That has been one of the tricks is the good/evil thing. I'm sure there is a way, I just haven't started messing with it yet... but one of my concerns is getting the new faction to some what match the player's side. Some of the story already implies that some of these characters are not evil. But I guess that is the way it works with most of the factions. However, the new followers won't care if you are evil or good.

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Sweet Jesus... it is about time for a test run! Exterior is finished. Probably took 3-4 hours for the damn navmesh. I made the mistake of placing my exterior on the cross section of 4 cells. So getting all of them connected again was a pain.

 

With that said I want to give the mod a test run before I finish the quest side of it. Right now I'd like to see if the base works correctly with all the characters and so forth. I want to nail down all the bugs before I start connecting the characters, quests, perks, and so forth. The release will simply be as if you have completed all of the quests. So I'll clean it up, drop the characters back in the map and upload.

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Looks excellent. Might need to snag a few pointers from your experiences once I get out of my "modelling hole" and current project and can proceed into world cell editing and scripting. :D
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