[WIP] Bunker Gamma Four

Post » Mon Sep 13, 2010 1:48 pm

http://www.fallout3nexus.com/downloads/file.php?id=11413

Grr... haven't really done a readme other than instructions on where the keys are.

The mod adds a bunker, the security system relies on IFF transponders rather than passwords (so in order to get into certain areas/files you need the IFF key)

The mod includes 3 areas (1 ranch house that is the source of the IFF unit/first key, the main bunker area, and a cave linked to the bunker area)

Basics:
1 - Bunker was set up as a test site for the Pip-Boy 3000 IFF module systems by the US government
2 - The site was also a test facility for yet another lock a group up and see how it goes experiment (1 month duration...)
3 - Things were not all they seemed at all.

The location of the house is auto-given on the instal (ghoul house = location... will likely rename the landmark.. or disable it when the bunker is activated)

Acquiring the first key activates the map marker for the bunker and the door (which is real close to the house. For a reason that will be fleshed out when I get the notes/logs and stuff done for the terminals)

Every container & mob in the house/complex is a seperate entry in the lists.

If you encounter any issues let me know.


Spoiler data:
Spoiler
First key is on one of the ghouls in the house (hint she has a pipboy)

Inside you find the Bunker IFF key down the shaft a ways on an enclave trooper corpse

The CO IFF key is by her skeleton in the drainage caverns (bring ammo... and a new pair of shorts)

The master IFF key brings itself kinda...

The local files include manuals: you can get 1 of the skill boosts, and if you lack power armor training you can get it from the terminal as well. (it's a 2pt increase to skills:
Armory tech: explosives, repair
Communications specialist: barter, speech
Medic : medicine, science
spec-ops: lockpick, sneak



Currently still tweaking interior data some, but mainly working now in the text parts of the location (notes, terminal entries)
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Joe Alvarado
 
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Joined: Sat Nov 24, 2007 11:13 pm

Post » Tue Sep 14, 2010 2:49 am

That's alright, readme's are horrible ! I've just been doing a real nasty one myself... :yuck:

Any chance of a few screenshots?

:)
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Nicole Coucopoulos
 
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Joined: Fri Feb 23, 2007 4:09 am

Post » Mon Sep 13, 2010 2:19 pm

That's alright, readme's are horrible ! I've just been doing a real nasty one myself... :yuck:

Any chance of a few screenshots?

:)


Soon, just got to finish tweaking the bunker's interior... I'm ocd when it comes to making sure everything looks like it should... the random clutter you see in most mods.. everything I put in is hand placed because I don't want it to look like someone just turned a firehose on and sprayed random junk all over.

But the complex has:
1 - maintenance area (first access level)
2 - Bunker area: Armory/Storage, Rec-Area/Dinning, Trooper quarters, CO quarters, and Command Center rooms

Spoilerish but meh: You can get the US Army version of the std power armor (in low condition) with a matching helmet (renamed power helmet to match the armor).

There are 2 workbenches (armory, maint areas)
Several safes/cabinets linked to the CO's key (medical supplies and specialist gear)

I tried to balance value with durability on all items (and to keep it from being woot I gots it all!) overboard. Same for other items (one reason the ammo say lots of tweaking on ammounts...but did upgrade durability on one weapon as it was the only one in there of it's kind and really helpful...)

But I do plan to make the text and all work well (one reason it takes so long for me to do it) and I constantly like to test tweaks and such to everything. (script, make sure the text shows up right on terminals, encounters work, bodies are removed and don't last forever for scripted encounters... etc)

Edit: Added a few pictures of the interior of the bunker
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Judy Lynch
 
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Joined: Fri Oct 20, 2006 8:31 am

Post » Tue Sep 14, 2010 1:43 am

Update- At pre-release stage now..

All encounters added and scripted...

Only text changes... replacing my custom merchant with just a std scavanger merchant (modded some)... and fixing idle markers that are off
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Olga Xx
 
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Joined: Tue Jul 11, 2006 8:31 pm

Post » Mon Sep 13, 2010 6:52 pm

Ooo... Screens!

I'm really curious to see what's down that tunnel! :ooo:

I'll have a proper look at this when I get a minute.

:)
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Floor Punch
 
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