Seattleite Posted February 21, 2013 Share Posted February 21, 2013 I'm planning on starting a total conversion for Fallout 4 once it's out and I need people to work with me. I can personally handle the essential worldbuilding (although if somebody wants to pitch in and make a few generic dungeons, that'd be great) and any audio work that needs to be done, music included for where the built-in audio won't do. I haven't made any music in a long time, but I was pretty good at it back when I did it regularly. I'm not much of a scripter, but I'm rapidly getting better and I'm already in college taking programming. I'm confident that by the time we start I'll be able to handle scripting for the mod. I can animate, but I'm not exactly great at it. It'll do if it has too and it'll be a good placeholder until we can get a better animator, but it won't be very good. Finally, I can do simple textures. Most of my experience comes from working with a team of modders from when I was 12 to when I was 13. We in Halo: CE after it came out, making maps either based off other games or of our own design. Our biggest accomplishment was remaking the entirety of Ocarina of Time as a Halo multiplayer map. (We got the idea when we saw that somebody else had made Hyrule field. But we didn't use any of their resources, of course.) We redid the entire OoT world, (the childhood version, at least) including bots enemies and NPCs. I did the worldbuilding for that project, and made remixes of a considerable portion of the OoT soundtrack. The project was never completed, as we never did include all the NPCs and our scripter struggled in vain to include a shop mechanic, but the map and enemies did get completed and we had it all set for most gametypes. We also got halfway through a campaign of our own design. Unfortunately, our campaign was never finished because two of our members died. We will need at least two modelers, at least one to handle creatures and another to handle inanimate objects. We'll also need at least one, probably two texture artists, because I can't handle the textures for creatures and my other textures suck. A dedicated animator would be nice, and if we don't get a somebody to help with the sound there won't be much unique audio. (There'll be some, there has to be, but there won't be much.) Finally, while we'll be starting with no voice and might end up completing the game with no voice acting or with the voice acting incomplete, it won't be right without it. As far as voice, I can do a good number of voices and accents myself and the rest of the team could do some voice acting themselves. Now onto the mod itself. The game will start with a cutscene, as is traditional. First, it'll show Seattle (the central hub of the game) starting with a closeup of a coffee pot brewing. It'll pan out to show the coffee shop is destroyed and occupied by post-war soldiers, and the camera will pan out to the city streets where the soldiers are shooting at ghouls taking cover across the street. It'll pass then to the sound, then to Whidby island and a boat the player is on. Cue the narration about how war never changes. (Speaking of which, I can't imitate Ron Perlman. I'll do the narration if we can't find somebody who can, but it won't sound the same.) When the narration is over, it'll cut back to the boat where the player is watching the captain and first mate argue about their delivery of medical supplies. The captain argues that their company needs the revenue and their delivery could end the war in Seattle. The first mate argues that neither side will be willing to buy the supplies, they'll just kill the crew and take them. This arguement is interrupted when a crewmember spots a contrail in the sky, coming at them from the east. The contrail is a cruise missile, which hits the ship and the scene ends. The player then wakes up in a bed in a destroyed apartment on Whidby island. They're greeted by a young boy who tells them he found them on the shore and brought them here. He tells you that your belongings had already been taken when he found you, except for the vault suit you were wearing. He asks you a lot about yourself (an excuse for the chargen), and tells you that you look sick. (Sure enough, the player has an illness that compromises their resistances.) He then helps you up and gives you 100 caps and a few items. (These depend on your tag skills.) He tells you to talk to a local fisherman about getting off the island. When the player arrives, they find the mayor waiting out front. He tells you about the various issues with the villages on Whidby. He asks you to check in at the other villages and find out what's going on. If you refuse him, the fisherman will refuse to take you to the mainland. The quest simply says to check in on the other villages and find out what's the matter, but each has a sidequest you can resolve if you want. (Note: once you leave you won't be coming back for a long time. Might want to finish these now.) Each village (including the starting village) represents a particular skill. The starting village represents the repair skill, and their sidequest is simple. They have a storehouse where they keep spare parts, and this has been infested with giant rats. The little boy who rescued you is in charge of maintaining the storehouse and asks for your help clearing them out. Help him, and he'll show you a few tricks he knows about fixing things. (Repair skill cap increased to 200.) There is a mercenary camp nearby (explosives) that wants you to resolve a contractual dispute between its captains. (Kill one side or find a resolution.) Do this, they'll give you a holotape on explosive design, application and features. (Explosives cap 200.) Next is a small family camp, where a lone little girl tells you her parents have "gone away" (hinting that they are dead) and asks for your company for a while. Stay with her for an evening, and the next morning she'll be gone and so will be all your money. Track her down later at the barter camp, where her parents are quite definitely alive, and she'll apologize and return your money. Then a bit of dialogue later she'll give you hints on stealing and avoiding attention. (Sneak... you get the idea.) The next camp is a primitive camp, representing melee/unarmed. You will have to disarm and disrobe to enter. Don't worry too much, you'll get it all back later. The village is a primitive tribal settlement with a strong oligarchy that demands all pre-war technology recovered be given to the church. It also uses advanced pre-war tech in discreet manners and claims it to be magical, trying to pretend this sci-fi setting is a fantasy setting. The two groups in this case are the humans and the "orcs." The "orcs" are obviously super mutants (as always, 90% second gen) of a somewhat smaller size and unusual yellowish colouration. They do not have many resources and normally use their fists and simple improvised weapons in combat. The humans have plenty of resources but a medieval technology base. They often fight with swords, bows and crossbows and are clearly several times more potent in combat than their supermutant slaves, if only due to superior weapons and resources. However, slavery is only favoured by the upper class. The middle class remains apathetic towards this issue (and pretty much everything else) while the lower class is adamantly against slavery but is convinced there's nothing they can do about it. Upon entering, the player is approached by a small child (~8 years, female), who works at a vendor stall near the entrance to the village. She greets the player, strikes up some conversation and finally offers to give the player some clothes for free... with any purchase at the stall. (You knew it was coming. It's not like she'd leave her stall to talk to naked strangers if she wasn't trying to sell them something.) She is MUCH friendlier if the player is a child, and gives them the clothing for free right at the beginning. She can be convinced to show the player around and becomes a companion for the time you spend there once her tour is done, and if the player is a child the checks are much lower and can be done with the lady killer or chechez la femme perks. (Clearly, this wouldn't work if the player was an adult. She'd just back away slowly and go find a guard.) The little one can also be talked into giving you a discount. The store carries simple, low-grade wares. You don't need to take the tour to continue, but it helps you know where to go because you have to witness some events and she shows you all of them. First is a mutant being beaten to death for striking its master, followed by the slave camp itself, the slums and the citadel. She tells you all about each location as well, and after that she follows you around and comments on things that you pass. She also sells you better gear later in the quest (once you get a permit to purchase such equipment, or if you manage to make a high barter check) and will assist you if you side with the slaves. The slavery is a recent development. The player is tasked with either freeing the slaves or repressing the rebellion rising within their ranks. This is all you need to complete the quest, and once it is done you'll get rewarded with tips on both skills. (Yeah, cap 200. You know the drill.) The little girl's will give you a discount if you free the slaves, and sell better wares to you. If you repress the slaves, she will refuse to sell you anything and will give you one chance to leave her store before before she stabs you to death. The next village is barter/speech. This place has salemen who are trying to mechanise their delivery but can't get their engines working. There is a family from the repair village who are trying to convince them they can fix up their boats but they're arguing about payment. (The repairmen are speech, and are trying to talk them into paying more.) Just resolve the matter, use force if you need to, and once member from each side will give you a tip. (You know how that works.) Next village is a small settlement of children, who are refugees from California. Their tribe fled to washington from the NCR, which went Bitter Springs on them last year. The difference here is that the NCR didn't manage to kill all of the fleeing children this time. (The NCR actually has an outpost at the south side of the map, looking for the survivors. It's headed by the complete monster Cassandra Moore, who ordered the massacre.) However, these children are the only survivors of the massacre. (I should note, this is 2285, and it assumes the courier went wild card and was on good terms with the NCR.) What action provoked this attack? One, I repeat ONE of the tribe's members killed a number of NCR troopers and ex-troopers. Specifically, he killed all present and past members of NCR's first recon. (And first recon had it coming.) A small number of the followers of the apocalypse followed the escaping children to Washington several months ago and are providing education and medical services for them. However, the little ones have taken up some unsavory actions in the last year and one of the followers (a teacher) has convinced the other teachers not to teach them until these habits have been changed. Either convince the other teachers to continue teaching, convince the children to give up some of their habits, or set up an "accident" for the one teacher and the other teachers will go back to normal. And once more, tips as rewards. Last one, two villages are at war with one another. Both villages are resistance groups dedicated to an invasion that isn't anywhere near them and that they clearly cannot resist from their current position. They're fighting over their methodology. One uses energy weapons and alien tech which they believe are the only effective means to repel them while the other uses guns and believes that alien tech is evil and should all be destroyed. Both are wrong, of course. Either get them to leave each other alone, massacre one side or use a few quick assassinations to allow them to merge into one larger, more effective group. Tips from both sides, you know how that works. Once you check in, and possibly resolve the issues, you can leave the island on the fisherman's boat. The boat is headed to Everett, but when you get close another missile sinks the boat, this time an incendiary. (Yeah, somebody really wants you dead.) You wake up on the shore, with all your limbs crippled, half your health lost, minor starvation, advanced dehydration and critical radiation poisoning. All your possessions have been stolen right down to your clothes, but there's a dead prospector directly in front of you with some supplies. Water, berries, a bit of pre-war food, his clothes and a couple weapons including a unique rifle named Natasha. That's as far as I've written out the main plot as of this moment, but I have some information about the area I'm willing to reveal. Everett:Mostly a ghost town. Not many people live there, and those who do keep to themselves. It's home to a small number of scavengers, one of which was responsible for taking your belongings. (They thought you were dead.) Once you find them, you can convince them to return everything or take it back by force. Your choice. Seattle:There's a war going on in Seattle over the limited supply of medicine and water purifiers. The combatants are the human Seattleites and the "Undead." The "Undead" are mutants changed either by radiation, chemicals, FEV or local cults into various monsters. (Ghouls, zombies, skeletons, vampires, wraiths and spectres.) The Seattleites stick to the buildings, and the undead to the underground. The streets belong mostly to the Seattleites during the day and the Undead at night. Tacoma: Completely overtaken by a group of religious supermutant raiders called the "Children of the New World." Most definitely not a safe place for the player. Olympia: See above. I'll be adding more in additional posts. I simply don't have time right now to finish this. Link to comment Share on other sites More sharing options...
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