[WIPz] Expanded Reilly's Rangers Compound

Post » Sat May 28, 2011 8:01 am

or you find some of Reily's comrades during the missions. Comrades that were seperated from Reily long ago, that is whichever ones that survive coming back to base.
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Jason Wolf
 
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Post » Sat May 28, 2011 5:05 am

http://img.photobucket.com/albums/v483/Tubal/F3/tubRRScreen03.jpg.


I love the idea of expanding the compound. Is there anychance the new armor though could be optional? I love the way their armor looks as is(Or give the new armor to new members you create). :-)
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matt oneil
 
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Post » Sat May 28, 2011 5:46 am

Don't you have any WIP screenshots of the new outdoor areas? =)
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mimi_lys
 
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Post » Sat May 28, 2011 9:33 am

The follwing replies are not necessarily in the order recieved: :)

Acolyte only problem with visiting Reilly is
Spoiler
the idiot screaming in the alley

Sniper. Rifle.

When in doubt, do both :D Afterall why wouldn't they have a couple extra sets of BDUs laying around, using as needed (green for nighttime, since there isn't much "green" to be found in the wasteland, urban camouflage pattern for day ops)

I love the idea of expanding the compound. Is there anychance the new armor though could be optional? I love the way their armor looks as is(Or give the new armor to new members you create). :-)

I will probably only have one version at a time, except if I add more types than the standard combat armour (unlikely). I'm thinking of having them as separate downloads though.

have a quartermaster, someone you can go to for supplies ie. ammo, health, bartering items. If your with the rangers the quartermaster can give u a set amount of supplies once a week or so.

They are mercenaries, they don't give supplies without you having to work for it. If I implement quests then that will give rewards, and Reilly still gives you cash for exploring though.

just a quick thought . . . the backstory for the rangers is that:
Spoiler
two of Riley's favorites had died, and Theo became the replacement, and also died.
. . . how about having one of the features of the mod be to help riley recruit some new rangers, who would then start to populate the base, rather than just having 10 or so new guys pop up. Riley's rangers is pretty small + intimate outfit, and having it grow super quickly would be a little strange.

I could see having a series of missions where Riley sends you off to resuce some people, or map something specifically, and when you get to the locattion, you meet someone that you can bring back to the ranger compund and get them sworn in. Might be more fun that way :)

or you find some of Reily's comrades during the missions. Comrades that were seperated from Reily long ago, that is whichever ones that survive coming back to base.

I'm concentrating on getting something ready for release, having the compound expand as the player helps the rangers would be great for version 2. ;)
I have a few ideas for recruitment, the easiest would be to tie the growth to the player's exploration reward. S/he brings in info for them to sell to however it it that's paying them (who IS paying them anyway???), and they invest in new recruits and other resources.

Don't you have any WIP screenshots of the new outdoor areas? =)

Not yet. What I've done so far isn't terribly exciting in itself, I've just made it look more lived-in. A refrigerator, some beds, a miniature hospital, that sort of thing.



By the way, I always write Riley and then have to correct it, but I see I'm not alone in that. ;)
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Monique Cameron
 
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Post » Sat May 28, 2011 7:33 am

also maybe a modified sniper rifle and assault rifle suited especially for the rangers missions
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Melis Hristina
 
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Post » Fri May 27, 2011 11:17 pm

I don't think I'll add any weapons. The reason is that many people run rebalance mods like FWE (I do), so then I have to produce a compatible version for both vanilla and FWE (and possibly others), not to mention figure out apropriate stats for each mod. I'll probably just use the standard leveled lists, which mods often modify.
Armour is another matter, as it's usually not modified as much by overhauls. I've already made a ballistic mask, and am planning to re-tex the generic BDU's (merc clothing) to RR colours, if I ever manage to decide on a colour-scheme...
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Jamie Lee
 
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Post » Sat May 28, 2011 9:13 am

A screen to show I'm still working on this: http://img.photobucket.com/albums/v483/Tubal/F3/tubRRScreen05.jpg.
It shows the new tents, the preliminary merchant, parts of the infirmary, and an overview of the whole base.
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TIhIsmc L Griot
 
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Post » Sat May 28, 2011 3:29 am

I've started to flesh out the compund a bit, and I'm planning out what NPC's are needed.

I'm going to need someplace to heal, to repair, and a merchant. Traditionally the healing is done by a doctor, and the reparing is done by the merchant, but the Rangers have named NPC's to do doctoring (Butcher) and repairing (Donovan) so if they're alive I'd like to reuse them, maybe adding a few packages to have them 'work' in the compound after the quest is completed. If they're dead you'd get a more generic NPC that gives worse prices :)


FYI, Donovan will wander off into the wastes and get killed. I've found his body several times now. His loot includes: Ranger Armor, Ranger Helmet, Donovan's Wrench & Assault Rifle w/ammo. Sometimes has misc junk.

Might want to take that into account when you start populating the expanded compound.
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Ebony Lawson
 
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Post » Sat May 28, 2011 6:34 am

Dumascain: That's part of a random encounter, where he will search for you and hand you a mini nuke from Reilly. He usually get's killed on the way, especially if you use mods.
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Chloé
 
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Post » Sat May 28, 2011 1:18 am

Yes, I've noticed this too. I'm not entirely sure what I should do about it. Ideally I'd like to restrict that event to the ranger compound, but I haven't looked into it to see how easy it would be. I don't know how these events are triggerer.
Another possibility is to give him a token item that raises his DR and health while he's out looking for you, effectively making him immortal without making him essential, so you don't get "Donovan is unconcious" messages.
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Jynx Anthropic
 
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Post » Fri May 27, 2011 7:28 pm

I've uploaded a preview alpha for anyone who's interested in seeing where I'm at: http://www.fallout3nexus.com/downloads/file.php?id=6068. Keep in mind that it's extremely unfinished.
Type "coc tubRRTestCell" to get to a testing area for the new items. Also, the compound map marker is set as enabled and fast-travelable to help when testing.
There are several different camouflages on different versions of their uniform, since I haven't decided on a design. It's likey that it will be none of the ones included. Suggestions are welcome.

I've tracked down the random events system that causes Donovan to appear (and frequently get killed), and I have a theory on how to at least disable it without conflicts with other mods. I'd like to re-do it a bit so it only happens in the compound, or perhaps only in settlements like Rivet City.
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Kirsty Wood
 
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Post » Sat May 28, 2011 5:14 am

I've tracked down the random events system that causes Donovan to appear (and frequently get killed), and I have a theory on how to at least disable it without conflicts with other mods. I'd like to re-do it a bit so it only happens in the compound, or perhaps only in settlements like Rivet City.


Rather than mess with the event, maybe you could make the rangers essential once they have been rescued (they leave the hotel and return to the compound).
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Milad Hajipour
 
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Post » Sat May 28, 2011 5:04 am

Rather than mess with the event, maybe you could make the rangers essential once they have been rescued (they leave the hotel and return to the compound).


Thats brilliant! Do it!
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Steph
 
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Post » Fri May 27, 2011 6:27 pm

I could do that, but then you couldn't kill them yourself. :)
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Alex Blacke
 
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Post » Fri May 27, 2011 9:52 pm

I could do that, but then you couldn't kill them yourself. :)


Why would you want to do that
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JD bernal
 
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Post » Fri May 27, 2011 10:08 pm

If you're playing an evil character for example. Also, I know that many players want the option even though they're never going to use it. And then there's this friend of mine who, in Fo1/Fo2, went around and slaughtered everyone when he had finished the game. ;)
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krystal sowten
 
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Post » Sat May 28, 2011 3:02 am

For some camos you could do green plates with urban camo cloth.
or you could ask to use these sweet retexes or look at them for ideas.

http://www.fallout3nexus.com/downloads/file.php?id=398

or

http://www.fallout3nexus.com/downloads/file.php?id=380


Very good idea hope you come through with it.
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Alessandra Botham
 
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Post » Fri May 27, 2011 7:25 pm

how is progress on this mod?
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Angela Woods
 
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Post » Fri May 27, 2011 11:45 pm

So I am definitely interested to see where this mod is - any progress recently?

Lately I've been enamored with the idea of making the Rangers a full-blown faction in the Wasteland, especially since I lost two in the escape. Have you considered teaming up with other, similar mods? Like VitorC's http://fallout3nexus.com/downloads/file.php?id=5731?

I would love to see these things come together with a set of new quests (particularly quests to upgrade the Ranger HQ and recruit new Rangers).
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Nims
 
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Post » Fri May 27, 2011 10:50 pm

Progress has been nonexistent. I got tired of Bethesdas atrocious patching record and I stopped playing Fo3 entirerly when BS came out and forced you to patch. I am now a bitter man, a hollow shell.

I've considered trying it again, we'll see how that goes...
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no_excuse
 
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Post » Sat May 28, 2011 12:30 am

Basically I'm just posting this to 'claim' a Reilly's Rangers expansion for myself, since I haven't actually done anything but planning yet. Obviously I can't stop anyone from also doing one, but at least I can say I was first. I did a quite thorough search here and on the FO3 Nexus without finding anything major concerning the Rangers, but if I've missed one please tell me :)

I see FO3 as a modding tool more than a game. All the major sites (Megaton, Rivet City, Paradise Falls, RR Compound obviously, etc) seem unfinished, and there are just TONS of boarded up doors ALL OVER the DC wasteland. A console player would complain about missing content, a PC modder just rubs his/r hands ;)
As there are projects already for many of the more obvious sites, I'll cover the Ranger's Compound.

Step one is to simply flesh out the area itself, primarily the outside. I will add a merchant or two, guards at the entrance, and a few more rangers that do different things (borrowing a little from the citadel courtyard). The ruined building will be furnished and repaired to house the new rangers.
Later on I'd like to add, in no particular order:
  • Some way for the compound to realistically react to the RR quest.
  • Specific exploration targets (to existing locations).
  • Hirable rangers (they're mercenaries after all).
  • A voiced character (though I'm not keen on using my own voice ;) ).
  • Retextures of the ranger armour.
  • Matching ranger variants of other equipment (eg Merc Grunt Outfit).
  • Other things I may think of.

I see myself as a competend modder, and I'm capable of most things FO3, except modeling armour perhaps (never tried ;) ), so I'm open to suggestions for anything I could add. Keep in mind that it's not supposed to be an equipment overhaul, just an expansion for Reilly's Rangers. :)



Progress has been nonexistent. I got tired of Bethesdas atrocious patching record and I stopped playing Fo3 entirerly when BS came out and forced you to patch. I am now a bitter man, a hollow shell.

I've considered trying it again, we'll see how that goes...



From beginning to end, there is nothing happened, right ?
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Jani Eayon
 
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Post » Sat May 28, 2011 4:12 am

I did post an early version:
I've uploaded a preview alpha for anyone who's interested in seeing where I'm at: http://www.fallout3nexus.com/downloads/file.php?id=6068. Keep in mind that it's extremely unfinished.

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Kirsty Wood
 
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Post » Sat May 28, 2011 1:07 am

A new computer (lightyears ahead of the old one) and a new patch has gotten me motivated to mod again. I've sat down and solved a few technical issues so far: how to hook up the growth of the base to the exploration rewards you get from Reilly (without modding the RR quests), and how to make the named Rangers nearly unkillable by mobs, but still murderable by the player should s/he so wish.

Getting the base to grow realistically is now mostly a matter of taste: how fast, and how many steps it should take etc. I current have it so the base grows one step per reward you get from Reilly (with a day's delay, and only if you're not in the compound), no matter how small, so technically you could discover 1 point of interest and fast-travel back to get the base to grow. I've considered making it linked to the total reward you've gotten, or demand a certain amount of discoveries before a growth step is allowed, but I'm uncertain of how to balance it so it works naturally for as many players as possible. I use a mod that increases the number of map markers (Xyx's More Map Markers) and that probably doubles my growth rate in any case.
I'll likely add a condition to make the compound grow a step every 7 days if the player doesn't return, for those who don't bother with minor side-quests, and to make the rangers seem more independent.

I've also decided to add a type of protection to the rangers to ensure they survive any unforseen accidents after the quest (especially Donovan). I haven't worked out the details exactly, but I'll probably give them a scripted spell effect with an onHit block. If the attacker isn't the player it makes them essential for a few minutes, and possibly heals them afterwards. This should ensure that they survive anything except the odd initial headshot, and nukes, while still letting the player go crazy. :)
I might have to think of something more advanced to account for player followers, possibly by checking whether the ranger is hostile to the player at the time or something similar.

I've made a few cosmetic decisions too: I'll give the rangers brittish DPM BDU's. Reilly is an irish name, and the clover in their logo is another clue. Also, it's predominantly green, which matches their original look. Also2: getting complete uniforms in Irish camouflage, in DC, 200 years after an atomic war, is really pushing the limits of probability. ;)
The Irish army actually has their own camouflage, but it's difficult to find good enough references for it. The armoured plates themselves will remain green, although I'll rework them a little from the original.
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JESSE
 
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Post » Sat May 28, 2011 7:21 am

Hmm...the Irish bit will most definitely attract me...And the four leaf clover also points to their source of "good luck" :D It sure sound promising!

just a minor question, due to the fact that I have installed VitorC's Reilly's Rangers Upgrade, would i have to deactivate that mod before playing with yours?(due to cross over's)
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Monika
 
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Post » Fri May 27, 2011 9:26 pm

I forgot: Ranger Battle Armor gives a bonus to luck too. The irish connection is mostly me looking for a reason to make up my mind though, I've made probably 30 mock-ups of different camouflages and colours for them. Among the rejects: Swedish M90/Desert M90 (I'm swedish), vietnam tigerstripe, urban tigerstripe, airforce tigerstripe, digital tigerstripe, cadpat, US woodland and urban, multicam, various WW2 camouflages, single colours etc etc. Currently they are http://i10.photobucket.com/albums/a146/demoncase/07122007439.jpg with green armour. :blink: (note to self, might work for Rivet City security...)
I might still release mini-packs with a few of the other variants, just to make the work meaningful...

The mod will not be compatible with any that modify the compound exterior significantly, and may have issues with mods affecting the rangers themselves. Interior mods will probably be ok, and mods changing the Ranger Battle Armor will only have a minor effect (ie changing the armour). Mods that drastically change other aspects of the rangers, like the quests, may also conflict.
VitorC's mod will have major issues, mostly because of the changes we both make to the exterior.

While on the subject of other mods: I've considered asking a few other modders for permission to use some of their cosmetic additions in my own mod, like http://www.fallout3nexus.com/downloads/file.php?id=5424 (sic), and maybe Prometheus_ts' http://www.fallout3nexus.com/downloads/file.php?id=6978 (the helmets specifically), to help kit out the named rangers a little more.
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CRuzIta LUVz grlz
 
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