[WiP] Bunker V1 Player Home

Post » Thu May 03, 2012 7:00 am

Introduction

I wanted to make a bunker for Fallout New Vegas that was player owned.
This bunker was however not to be some messy work like most player home mods.
It needed work and with that all things that were supposed to come along with that.
This attempt is not just highten the bar for all other mod creators, but most of all to show that a mod also can be more challenging to make and even look better then before!

(Video all the way on the bottom of this first post)

The Story

NOTE: Story is NOT installed at this time, the door is unlocked so feel free to enter directly.

After you are done speaking with Doc Mitchell, you should explore Good Springs to find the first clue where to find the next clue and so on. This since the bunker is locked and many of it's doors are as well, the bunker is in 'offline' mode as well. But more about that later.

The location of the bunker is right behind Doc Mitchell's House in Good Springs, walk around his house and look at the mountains behind it. It should be easy to find with the trees infront of it. You will find here some plants that give you food as well. The light next to the entrance door can be switched on by using the switch on the right side of the door.

The hunt for the key starts in Good Springs, you will simply not gain the key just like that. You will need to explore, hunt and kill during your travels. As I mentioned, the first clue should be in Good Springs. Find this clue and you should have the clue where the next one should be. Continue till you find no more clues and have the key!

Once inside you need to find a way to unlock the other doors and find switches to light up the place a bit, besides this you will find a lot to explore and free-form quests to find out what this bunker is about and the personal stories of it's people. The bunker hold more secrets, can you find them all out?


Features
  • Multiple cell player owned bunker!
  • Fully (red) nav mesh installed!
  • Companion/Follower ready!
  • Light switches that work!
  • Lots of details!
  • Unique enviroments!
  • Place to store your items! (current storage capability may change)
* Future updates pending*

Required
  • PC Version of Fallout New Vegas
  • This mod
Mod Progress

Version 0.4

Fixed some minor problems, like lights that did the opposite of what they should.

Work in progress, keep posted.


To do:
  • Hallway
    Hall - 50%
    Details – 0%
    Lights – 10%
    Nav Mesh - 50%

  • Switch Room
    Switches – 0%
    Details – 0%
    Lights – 0%
    Nav Mesh - 0%

  • Storage Bay 1 (Static Crates)
    Details – 90%
    Lights – 0%

  • Storage Bay 2 (clothing, materials, workshop, etc.)
    Details – 0%
    Lights – 0%
    Nav Mesh - 0%

  • Armory (armor, weapons, ammo, etc.)
    Room - 0%
    Details – 0%
    Lights – 0%
    Weapons – 0%
    Ammo – 0%
    Nav Mesh - 0%

  • Storage Bay 3 (shooting Range between crates, walls, etc)
    Room - 0%
    Details – 0%
    Lights – 0%
    Sniper Lanes (2x) – 0%
    Demo Village – 0%
    Demo Village Targets – 0%
    Nav Mesh - 0%

Version 0.3

The hallway ring cell and the living area cell are fully completed, except for the doors for the hallway ring cell which I will be doing later on. This since the cells are not yet created.

Version 0.2b

The outside is now finished and additional space to the entrance area is added. Additional space was needed to get everything working as planned.

Version 0.2a

The first cell is finished! The entrance area is now 100% completed.

Version 0.1

The start on the mod! Idea is to find where a good location would be plus making the preperations.

Q&A

Q: Will you be adding more?
A: Yes, the idea is to add a lot more. But no comments on what, where and how etc.

Q: Fallout 3 and NV do not show always logical cell linking (loading new cell), did you do anything about this?
A: Yes, I tried to keep things realistic. I used the entrance cell to proceed on with the next cells, this prefends any odd logic fails. Like a staircase that runs trough the previous cell, walls that collide, etc. With this mod you should not see any of these odd logical fails at all.

Q: Did you add light switches like in your previous mods?
A: Yes, some switches even activate/deactivate other things. Like emergancy lighting, klaxons, computers, consoles, etc. In future updates there will be more done like this.

Q: Why so much green in this bunker?
A: Well, with time you will know when the freeform quests are finished and added.

Q: Why so much 'show' objects in this mod?
A: Well, simply said it will be part of the freeform quests later on. But also because you should not be able to blast away everything just because you want that. I placed it to make it look nicer instead of empty.

Q: Will you be adding working vehicles?
A: No, I simply do not have the scripts nor the time. You may want to look around for other authors that do work on working vehicles.

Q: Why did you add in a hall ring cell?
A: Simply because of future updates, all will be revealed in time!

Q: Will you be adding any NPC's?
A: Not for this moment, perhaps later on in the project.

Q: Why is there not so much storage space?
A: Simply because this is reserved for the future updates. This also counts for other areas you may be missing at this time, the 2.0 version will hold more new cells.

Q: How often will you be updating?
A: To be honest, I really do not know. When things are ready I guess. I will however do quick bug fixes in the meanwhile when needed. Other then that, it will take time to finish everything.

Youtube Video:

http://www.youtube.com/watch?v=UQz2TQfB7RY
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Laura Cartwright
 
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