[WIP] David

Post » Wed Aug 18, 2010 9:27 pm

David
slavery for Fallout NV
(a FNNCQ2 quest mod)

Fallout New Vegas has a whole faction which bases its existence on slavery. But there is no option in the whole game to allow the player to become a slaver even if he or she is Caesar's champion. This changes now. David has arrived in Vegas and he has big plans.

This mod (actually they are two) is in development about a year and started with Fallout 3 (which gets it's own version of FNNCQ 2). I tried very hard to fit the lore and to keep it as compatible as possible. It is the result of the experience I earned from making and updating FNNCQ for FO3.

The first release will not be at the same level as FNNCQ! I completely changed the basic enslaving technique to make it more compatible, less CPU intensive (FPS rate) and flexible. It is much easier now for me to add additional features in a shorter time.

The hardest and most complicated things are already done. I am wrapping them in the quests in the moment that I designed for them. So if you wonder why you see resources in the Geck you haven't played yet you know now why ;). It was always my plan since “Friendly New Neighbours” to publish the enslaving system alongside with quests that are using it. David is the first one where I think I achieved this in a proper way. This is btw. the reason why the WIP thread comes so late. I wanted the mod features at a specific state before I make it public.

So if you want to try it early (as soon as it is released) this is possible and you can continue the story as soon as the next quest is ready. Every quest has a logical, fitting and hopefully satisfying end.

Pictures:
http://www.flickr.com/photos/sesom_07/5136232347/in/photostream/
http://www.flickr.com/photos/sesom_07/5152885670/in/photostream/
mild spoilers:
http://www.flickr.com/photos/sesom_07/4931753904/in/photostream/
http://www.flickr.com/photos/sesom_07/4931753970/in/photostream/
http://www.flickr.com/photos/sesom_07/4931161739/in/photostream/


Quests (descriptions):

A matter of trust (100% done)
If you want to learn the slaver profession you have to earn David's trust first. He isn't the nicest person around so it isn't a easy task.

Anthropology for Beginners (99,9% done)
David joins you at your travels to begin his studies of the Mojave Wasteland. He brought a lot of interesting toys. If you watch carefully maybe you can learn something.

La Cage aux Folles (10% done)
Back at 'home' it's time to start the business. Did anybody say this would be easy? The customer is always right and that's the problem.

Make Room! Make Room! (20% done)
Business is running great. The only problem is how to feed all this hungry mouths. A new customer has a great idea to solve this problem but he has a unusual request.

Thorpe Park (30% done)
Sorry no spoilers

Features (quests):

Done:
O Ingame introduction to the slavery system
O Full featured (and more) follower for 'evil' characters
O 3 new factions (slaver, slaves and … sorry no spoiler)
O 48 new clothings (new meshes & textures, sorry no female clothing, there are enough mods already around) for one of the factions (the spoilerish one ;) ) which can be upgraded with
O 9 fitting addons to armour (light & medium)
O 10 new interiors (10 done)
O estimated playing time per quest: about 2 hours or more.
O a driveable (sort of ;) you see what I mean when you play it) car
O open building (new mesh, sorry no details, spoiler)
O several new decorative meshes

In Development:
o 5 new additional interiors (15% done)
o 1 new worldspace (50% done)
o fully voice acted
o a fully functional prison for your slaves (Quest: La Cage aux Folles).
o the evil... I mean the 'good' way ;) to play through the quests
o other slave selling points then David (Quest: La Cage aux Folles & Make Room! Make Room!)
o a world changing event (Quest: Thorpe Park)

Features (slavery system):

Done:
O a slavery system where almost every NPC (including mod added, no children) can be enslaved, follow the player, be placed anywhere (also DLC or mod added spaces) and !! don't !! get lost, aggressive or loose equipment
O game mechanics (spawn points), original statistics, packages and dialogue are not harmed, if you allow the slave to live
O 5 following slaves (choose whoever you want)
O no limit of obtainable slaves (in theory you can enslave the whole game ;) )
O 4 new slaver clothings (new meshes & textures, sorry no female clothing, there are enough mods already around) which can be upgraded with
O 2 mesh fitting addons (no clipping) to armour (light)
O 15 new male slave outfits (new meshes & textures, sorry no female clothing, there are enough mods already around) which can be upgraded with
O 11 mesh fitting addons (no clipping). All addons are made to combine them with the new outfits (a lot of combinations are possible)
O 10 new slave collars
O 2 new taser based slaver weapons
O slaver weapons are no longer player only
O 3 new melee weapons (no enslaving, but every slaver should have them to keep the slaves obidient ;) )

In Development:
o slaves have needs (food & sleep) (50% done)
o slave training. Slaves can be trained for a specific function (mule,meatshield(fighting basic),grunt(fighting extended),housekeeping, working) (40% done)
o slaves are fully voice acted (not started yet but important project goal)
o slaves interact with the player directly (for example: hug) (15% done)

Comments, questions and suggestions are always welcome.
User avatar
sam westover
 
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Post » Wed Aug 18, 2010 5:57 pm

This is the part where I shower you with praise and gifts in celebration for a reason to play New Vegas. I have missed David so much! Any new and exciting ways to torture train slaves? :)
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Samantha hulme
 
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Post » Wed Aug 18, 2010 7:30 pm

Anything that references Soylent Green is good in my book. Best of luck - I look forward to trying it.
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Alyce Argabright
 
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Post » Wed Aug 18, 2010 3:10 pm

Anything that references Soylent Green is good in my book. Best of luck - I look forward to trying it.


Soylent Green is PEOPLE! It's PEOPLE!!!
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steve brewin
 
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Post » Wed Aug 18, 2010 7:00 pm

Soylent Green is PEOPLE! It's PEOPLE!!!


Soylent Green is PURPLE!!!

... yar.


Okrite, so where to begin? Um... how about AWESOME?!

Does awesome really begin to cover how important it is that this has finally reached a level of development where it warrants a WIP thread? This is one of those mods what I've been waiting a -loong- damn time for. Now that it's on the horizon, I have something to look forward to again!

Bah, but now I have to wait...
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Budgie
 
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Post » Wed Aug 18, 2010 8:03 pm

Nice! :celebration:

Is FNNCQ for Fallout 3 also getting the basic enslaving technique rewritten?
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Amanda savory
 
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Post » Wed Aug 18, 2010 3:45 pm

@ghoulsrpeople2
Yes there will be. But in the beginning you have to concentrate how to catch them ;) .

About "Make Room! Make Room!":
Yes the reference is deliberate. "David" is not made for the goody two shoes courier. :evil: I concentrated on the evil play through first but I left in the quest design some hooks for me to add a play through from the other side.

@Colonel Tannanbaum
No worry. As I said at the entrance post I plan to release at a quest per quest basis. As soon as "Anthropology for Beginners" is at 100% a first WIP version is released. The other quests can maybe found in GECK but have no effect to the game. They show up as soon as I released and you updated to the next installment. The core enslavement scripts are at the same level as FNNCQ and beyond that. But the quests where you gain access to them are WIP.
I tried to avoid the problems I had with "Bingham" which never got finished because some core routines never functioned or made compatibility troubles with FNNCQ itself. That's why I didn't make a WIP thread for so long.

@povuholo
Yes! The new system is fully compatible to the old. Which means you can add it to the standard FNNCQ. Play the quest which is attached to it and finally replace all old FNNCQ assets and deinstall it later if you wish. That was the plan from the beginning at the development of FNNCQ2. Btw. I cheated a bit to avoid spoilers for "David" and used some pics from FNNCQ2 for FO3 to promote "David" here. ;)
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Beth Belcher
 
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Post » Wed Aug 18, 2010 11:48 am

@ghoulsrpeople2
Yes there will be. But in the beginning you have to concentrate how to catch them ;) .



Gotta catch 'em all eh? ^^ either way looking forward to this mod, honestly i havent played fallout nv for ages cause im just waiting for this mod :D
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D LOpez
 
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Post » Wed Aug 18, 2010 10:16 pm

This looks so awesome, i wish i had a PC :(
I love the sound of "MAKE ROOM! MAKE ROOM!" You just never seem to see Soylent green references in things...

One thing though, whats with the car? Is it like a fast travel spot or something?
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Nuno Castro
 
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Post » Wed Aug 18, 2010 7:34 pm

Keep up the good work. As soon as this comes out I plan to make a full legion camp using real time settler. This was an essential mod for FO3 and I look forward to playing the new iteration.
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Mark Churchman
 
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Post » Wed Aug 18, 2010 5:44 pm

FNNCQ is one of my favourite mods in F3..IMO It is a "must have" mod for an evil playthrough...keeps the replay factor alive for me in that game... The missing mesmatron was a great disappointment in FNV... I sincerely hope you can sort out your computer problems and publish this mod.
FNV would definitely benefit from your input. :)
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neil slattery
 
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Post » Wed Aug 18, 2010 10:30 pm

FNNCQ is one of my favourite mods in F3..IMO It is a "must have" mod for an evil playthrough...keeps the replay factor alive for me in that game... The missing mesmatron was a great disappointment in FNV... I sincerely hope you can sort out your computer problems and publish this mod.
FNV would definitely benefit from your input. :)


The same here, I was wondering the other day how progress was going and had hopes that Iguana's may make it to FONV sometime soon.
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Chrissie Pillinger
 
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Post » Wed Aug 18, 2010 2:37 pm

A must have mod for me, keep up the good work!
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lisa nuttall
 
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Post » Wed Aug 18, 2010 4:28 pm

Heey Sesom any ETA yet? :) i heard last weekend but nothing happened and i cant seem to find any information :(
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I’m my own
 
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Post » Thu Aug 19, 2010 1:26 am

Waiting patiently here, but still very excited. How's this going?
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Brandon Bernardi
 
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Post » Wed Aug 18, 2010 1:56 pm

Sorry about my silence lately. Real life is pretty hard at the moment (lost my job and have to look for a new apartment shortly). I tested yesterday the existing mod with the new patch and everything is working fine luckily.

There are some changes I have to make to the basic enslaving system as I found out while working on FNNCQ2 for FO3. But these are minor. As soon as the first installment on FNNCQ2 for FO3 is released (it's done about 90% in the moment) I work on 'David' again.

"La Cage aux Folles" btw. is at 90% now. Which means with the first release of 'David' the player can work as slaver similar as in FNNCQ in FO3.
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StunnaLiike FiiFii
 
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Post » Wed Aug 18, 2010 12:41 pm

I wish you the best of luck in your endeavors, sir. I hope things work out for you and I feel like I speak for everyone when I say we appreciate your efforts and look forward to playing them. Of course, I might have to go install FO3 again and migrate back there now....
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HARDHEAD
 
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Post » Thu Aug 19, 2010 3:25 am

Hi, i never tried the FO3 mod, but at the time i was very picky which mods i downloaded so i probably missed a lot of good ones, just want to let you know im taking interest in this, since the thread doesnt seem to be getting many replies (i myself rarely log in to post , but i looked up and noticed i was already logged in so i figured id post something)

Please keep up the good work, im looking forward to trying this :).
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Angel Torres
 
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Post » Wed Aug 18, 2010 10:12 pm

Sorry to hear you are experiencing so many "challenges" at present. It is good to see your post back on page 1 however :)
As I said above; I loved your work on F3 and it is mods like FNNCQ that provide a superior, immersive experience compared to FNV IMO.
Looking forward to seeing the results of your hard work when you can find some rellief from the RL issues confronting you B)
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OJY
 
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