[Discussion] Alien Mods

Post » Sat May 28, 2011 8:57 am

I am currently looking for solid alien or sci-fi mods. I have downloaded one called mars in which you go to mars after completing MZ. Now you need to return to DC and back to the ship to activate this and my teleporter will not let me return to DC..(not sure if this is a common glitch or mod related). But i am interested to test that.

Anyhow i am interested in creating a mod for fallout 3 that is as lore friendly and fitting as possible, i have quite a lot of experience modding oblivion with the CS, and fallouts GECK seems pretty similar whilst i have had a toy with it. What i am wondering is, is there any well done alien or space related mods out there?
They don't have to be big, preferably with atleast some good new models etc, instead of just using the Zeta tileset over and over.

I have searched the nexus and found a couple but do not want to download and search them either in game or in GECK to find unique content. Unless say it were using only Zeta resources and it was very innovative and well done. Don't want to feel like i am just looking through Zeta again.

Thank you
Balthazzar
User avatar
Cagla Cali
 
Posts: 3431
Joined: Tue Apr 10, 2007 8:36 am

Post » Sat May 28, 2011 9:21 am

Any ideas anybody? These or any advanced technology mods, peferrably with scripted effects that could be integrated with a space/alien mod?
User avatar
Helen Quill
 
Posts: 3334
Joined: Fri Oct 13, 2006 1:12 pm

Post » Sat May 28, 2011 2:32 pm

No body?
User avatar
lillian luna
 
Posts: 3432
Joined: Thu Aug 31, 2006 9:43 pm

Post » Sat May 28, 2011 9:24 am

I think a major problem is that the US Government has yet to release all the ufo files it has. A large group of x-military officials from every branch of the military and some parts of the government have already come forth with tons of proof (see disclosure project, and follow ups with Steven Greer).

Be prepared for an announcement very soon from our government that there is an extra-terrestrial presence engaging this planet and the human race.

Mothership Zeta barely captures a fraction of ufos and aliens. There are in fact 57 different alien species, and once people realize that an absence of evidence is not evidence of absence, then there will be much more interest in alien mods.

I hope you feel motivated.
User avatar
Micah Judaeah
 
Posts: 3443
Joined: Tue Oct 24, 2006 6:22 pm

Post » Sat May 28, 2011 8:30 pm

If you haven't seen it yet there's a nice-looking District 9 Prawn armor set.... http://www.fallout3nexus.com/downloads/file.php?id=13061
User avatar
RObert loVes MOmmy
 
Posts: 3432
Joined: Fri Dec 08, 2006 10:12 am

Post » Sat May 28, 2011 4:05 pm

We aren't going to see aliens, until aliens want us to see them. the truth is, humans will never posess the nescessary brain power to harness the idea that we are not the most inteligent species in the universe, we aren't even the most inteligent species on earth! Just look at how far backwards we are progressing, over-population, increase in human ego, increase in rascism, increase in inbreeding, polution, the list goes on and on. If inteligent life does come to earth and destroy all human life, it would be putting the earth out of it's misery...

Now, back to your question. :)
I did see that someone was starting production on an alien mod, over on the Nexus. Although it might have just been discussion also.
User avatar
ezra
 
Posts: 3510
Joined: Sun Aug 12, 2007 6:40 pm

Post » Sat May 28, 2011 10:42 pm

Ps. I did not mean to start a debate on whether or not aliens exist, so please take my post as an opinion, not a statement. :)
User avatar
Laurenn Doylee
 
Posts: 3427
Joined: Sun Dec 03, 2006 11:48 am

Post » Sat May 28, 2011 8:35 am

...
Be prepared for an announcement very soon from our government that there is an extra-terrestrial presence engaging this planet and the human race.
...


Heh, that's never going to happen...

As far as mods go, I was really into the whole 50's sci-fi vibe going on in Zeta. So, as an idea in keeping with Fallout 3 lore, aliens are obviously aware of our presence and have been around abducting humans from various time frames, so perhaps they also have some secret underground base somewhere? Maybe they were stranded when their spacecraft crashed? Maybe the Lone Wanderer has to rescue said abductees?

Other than that, since their doesn't seem to be that many alien mods, I would say go with whatever you feel fit. :)

~Xeph'
User avatar
Hannah Barnard
 
Posts: 3421
Joined: Fri Feb 09, 2007 9:42 am

Post » Sat May 28, 2011 4:57 pm

I did have a look at the prawn mod, and there are also several mass effect type ones, but really i am looking for something i can tie in to the game effectively. I am currently using the genox alien, who is cybernetically enhanced, textured personally like the infiltrators from the cybernetic dawn mod, so you can see metal under some wounded areas of flesh.
This futuristic but beleavable technology is what i am looking for.

I have downloaded the librarian mod which is suppose to be very good. The screen shots have given me an idea to make a mod for an alien base on jupiters moon europa, i will play through the mod and see what the author has done but it looks impressive.

Anyways to tie in with lore it would be the aliens base in our solar system. The cold icey surface is their launch pad area and they have a system underwater where it is warmer and easier to maintain their habitation regulators.
If possible i would try to incorperate europan lifeforms causing trouble for the alien settlers and some type of link in with that.

This would be where the 2nd zeta ship was launched from, alerted by the distress signal from mothership zeta.

Anyway that is what i have been thinking, also i have looked at the mod "brazil", in one screenshot it shows a large mech, i would be very interested to have a play with that and check permission to use. It would make a good weapon to use against such advanced enemies if you were to launch an attack on the moon base.

All just brainstorming anyways.
User avatar
Elizabeth Falvey
 
Posts: 3347
Joined: Fri Oct 26, 2007 1:37 am

Post » Sat May 28, 2011 6:17 pm

Any other suggestions on high tech or alien mods?
User avatar
Bethany Watkin
 
Posts: 3445
Joined: Sun Jul 23, 2006 4:13 pm

Post » Sat May 28, 2011 10:02 pm

The mod Crash Site adds some alien tech.
User avatar
Wayne W
 
Posts: 3482
Joined: Sun Jun 17, 2007 5:49 am

Post » Sat May 28, 2011 9:36 am

We aren't going to see aliens, until aliens want us to see them. the truth is, humans will never posess the nescessary brain power to harness the idea that we are not the most inteligent species in the universe, we aren't even the most inteligent species on earth! Just look at how far backwards we are progressing, over-population, increase in human ego, increase in rascism, increase in inbreeding, polution, the list goes on and on. If inteligent life does come to earth and destroy all human life, it would be putting the earth out of it's misery...

1. Then how come you have the mental capacity to realize it? If we didn't have the brainpower, then thinking about it would be impossible.
2. You say earth is overpopulated, but we have not met any other races to compare our planet to. Not to mention, the entire population of earth can fit in Texas.

Just saying...

On the topic of alien mods, I have been trying but for some unknown reason, I always run into the same bug of every single object i place in its own cell using the MZ assets, all get svcked to a single point. I would also really love a human spaceship tile set.

I really need to settle down and get producing again...
User avatar
BEl J
 
Posts: 3397
Joined: Tue Feb 13, 2007 8:12 am

Post » Sat May 28, 2011 5:39 pm

Okay i will have to take a look at crash site.
I was wondering if there are many good scripted weapons mods? I am currently using the coyote reflex power armour and cyborntics, these both are excellent and add highly scripted items, i am currently trying to integrate them together for personal use as i have already changed the implanted laser to the plasma cannon arm resource, the bionic eye to the warhammer eye and retextured the power armour to have red lighting when in overdrive.

I wanted to know if there is a weapon equivilent integrated with upgrade quests etc, i know there is the weapon modifications mod etc, i would like to include an alien weapon in my mod with modular upgrades that you could create with random world items. Such as burst fire, automatic mode, overdrive, silenced, larger power pack etc. And prefferably with model changes.

As for the zeta resources i have not played with them before, i do intend to when i start playing with a europa moon base though, hopefully i can find a work around.

Also is there any good modular elevator mods? It would be a prefferable way to transport people through the ice layers for aesthetics and grandure, but i suppose teleporters is always a shortcut if not.
User avatar
Matthew Warren
 
Posts: 3463
Joined: Fri Oct 19, 2007 11:37 pm

Post » Sat May 28, 2011 9:54 am

Okay i will have to take a look at crash site.
I was wondering if there are many good scripted weapons mods? I am currently using the coyote reflex power armour and cyborntics, these both are excellent and add highly scripted items, i am currently trying to integrate them together for personal use as i have already changed the implanted laser to the plasma cannon arm resource, the bionic eye to the warhammer eye and retextured the power armour to have red lighting when in overdrive.


You might like Weapons Attached To Power Armor. It adds a quest to retrieve a unique prototype PA. Sadly no new mesh, sorry but I svck with blender, but it has some neat scripted functions that I ahven't seen anywhere else. And quests are always nice :) You start the quest in one of the three cities; Megaton, Tenpenny, or Rivet City.
User avatar
Raymond J. Ramirez
 
Posts: 3390
Joined: Sun Oct 14, 2007 8:28 am

Post » Sat May 28, 2011 12:58 pm

Oh okay, i will check the power armor mod but can you tell me what scripted effects it adds?

I would rather know what they are instead of playing through the whole mod or trawling the Geck to try understand. Not that i will not play the quest at some point, its just easier to have the option for time reasons.

Keep it coming
User avatar
Nicole Coucopoulos
 
Posts: 3484
Joined: Fri Feb 23, 2007 4:09 am


Return to Fallout 3