[RELz] Fallout 3 Advanced (Version 3.0)

Post » Tue Jun 01, 2010 6:03 am

I can not modify the FO3A nexus page.

Also, I saw your post on the Phalnx topic. I hope that will not be too difficult to add.
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Kelsey Anna Farley
 
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Post » Mon May 31, 2010 8:48 pm

I can not modify the FO3A nexus page.

Also, I saw your post on the Phalnx topic. I hope that will not be too difficult to add.


hmm ill have to figure out what the problem is then. I know I placed your ID number in the list to have access.

As far as Phalanx I have an idea on how it can be done with minimal issues as far as compatibility. For the most part the changes are just making sure they have enough health and that stimpaks work a bit differently. This could be done without even having to touch the NPCs themselves. Heck its even possible that I can look into adding Follower upgrade items that increase DR and health in the base FO3A game and that would add a new facet to the game while indirectly addressing the low HP in Phalanx. The new perks in FO3A can be done with a simple Quest script.

The stimpaks and potential weapon changes would be the only things I would need to look at really. And I kind of like the idea of collecting follower upgrade items.

"Place this in your followers backpack and he gains 15% health!" - Sounds cool to me hehe
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oliver klosoff
 
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Post » Tue Jun 01, 2010 3:49 am

Progress is being made on the DLC front.

Another game play adjustment that I am planning to make is to allow you to sleep in random beds even when your hunger is above 45. When I realized that people would simply drink from a faucet or toilet just so they can sleep the entire system seemed silly to me. "LOL why is it even like that? Forcing people to drink from toilets?"

I have also been considering how I would go about adding follower upgrades without making the game feel to "gamey". If I find a piece armor or metal plating that I cannot personally use but my Follower of choice can use it might not make very much sense to the player. I like this idea though because it adds a whole new element of improving followers and upgrading them but I need a good way to do this.

Full Phalanx support is going to be my first priority after the DLC stuff is completed.

At this point FO3A is I am now starting to feel confident that I can take FO3A to the next level. This means that I am considering the prospect of adding new content through other mods and raising the overall size of the overhaul. I am actually kind of wondering at this point how far I need to take this project before it garners a larger audience.

Hey Deathtard if you are reading this, do you use ICQ or AIM? Can you PM me so we can work together a bit more efficiently. ( I still need to get you access to the FO3A page. )
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Jason King
 
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Post » Mon May 31, 2010 7:18 pm

I don't at the moment, but I will set an account up tomorrow.
Were you thinking of something like FWE or FOOK2? Or a little smaller than that?

I can ask some modders if they would mind their mods being incorporated into FO3A.


Anyways, had a long day so i'm gonna sleep.
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Latino HeaT
 
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Post » Mon May 31, 2010 9:48 pm

I don't at the moment, but I will set an account up tomorrow.
Were you thinking of something like FWE or FOOK2? Or a little smaller than that?

I can ask some modders if they would mind their mods being incorporated into FO3A.


Anyways, had a long day so i'm gonna sleep.


What I have in mind will most likely be smaller than FOOK or FWE. Like you have mentioned before how its kind of strange when you have weapons with identical stats and the like. Ultimately I just want this to be a tight, stable, and well integrated experience. I like the mods that you have chosen to make compatibility for.

On that note
I am now almost done with the proper DLC plugin support. Should be ready tonight.
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Tiffany Holmes
 
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Post » Mon May 31, 2010 8:13 pm

I've been following along since the first release and I have to say I love where your head is at regarding the future of FO3A. I have to manually create a merged patch for Phalanx and other mods you've been mentioning. I'm glad you're looking to make them compatible "right out of the box" so to speak. One of my greatest joys mod-wise was finding the great modern weapon models. Rolling around with a HK 416 and a tactical SOCOM pistol completely changes the feel of the game for me. It would be great if uniques had a different model and vanilla weapons were toned down in damage since they were so abundant and ordinary. You could implement tiers of unique weapons into the game somehow so you feel like you're upgrading as you advance to higher level areas. It would be cool to have these areas rigged with traps and harder mobs to signify their importance. Bosses and "Lieutenant" characters that used those tiered weapons (which you can't loot) would be cool as well. Just a thought.
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Tracy Byworth
 
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Post » Tue Jun 01, 2010 12:27 am

Well modern weapons would not seem to fit compared with laser, plasma, and the "advanced" technologies of the future.
And what is the point of weapons that can't be looted?
However, the idea of a tiered weapon system would be cool and add to the rpg, and progression elements of the game.

This idea, with some more thought, I think, would be a great feature of the mod.
What do you think "All Mighty Overlord TheCastle"? :clap:
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Charlotte Buckley
 
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Post » Tue Jun 01, 2010 12:05 pm

I've been following along since the first release and I have to say I love where your head is at regarding the future of FO3A. I have to manually create a merged patch for Phalanx and other mods you've been mentioning. I'm glad you're looking to make them compatible "right out of the box" so to speak. One of my greatest joys mod-wise was finding the great modern weapon models. Rolling around with a HK 416 and a tactical SOCOM pistol completely changes the feel of the game for me. It would be great if uniques had a different model and vanilla weapons were toned down in damage since they were so abundant and ordinary. You could implement tiers of unique weapons into the game somehow so you feel like you're upgrading as you advance to higher level areas. It would be cool to have these areas rigged with traps and harder mobs to signify their importance. Bosses and "Lieutenant" characters that used those tiered weapons (which you can't loot) would be cool as well. Just a thought.


A well defined and clear feeling of progression really would be interesting. Earning the right to use that mp5 or 50 cal rifle over the stock weapons.
I definitely agree that it would be cool to run up against some raider boss type brandishing an m60. :)

edit:Though I do agree that the weapons need to look and feel as though they belong in the fallout 3 universe.
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Niisha
 
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Post » Tue Jun 01, 2010 7:40 am

Well, you can make them whatever model you wanted. I would just change it to something else in my own game. I understand that a lot of people like to keep things within the Fallout Universe technology wise. I change them all to modern weapons. Raiders run around with Uzis, glocks, and sawed offs. I never really cared for ray guns, bulky pistols, and odd shotguns (not to mention the atrocious sniper rifle.) Although, I never played the original games so I don't have the nostalgia for them. I like to think all of my USPs and HK rifles came out of the Anchorage Vault, which was seriously lacking in loot by the way. You can have a chinese stealth suit but can't have a barrel mounted grenade launcher? I don't want to live in that world.

I'm mixing up Tiered and Unique. Vanilla unique weapons should be more varied and actually unique (larger than normal clip size, fire rate, etc. Think Borderlands.) Tiered would be more advanced and powerful weapon classes. Low level raider using a glock (just an example, use whatever weapons you want in the actual mod), mid level using an Uzi, high level using a M16, Boss using a M60. I don't think the uniques can be that different since we don't have any "+5 Damage against Super Mutants" effects. I've been playing too much Dragon Age. I understand how all of TheCastle's free time got svcked into Borderlands.

I was thinking you couldn't loot their weapons so you couldn't get them too soon or before you earned them. I don't know how one would implement something like this in the game. Maybe you are scripted one when you earn it, not when you take it off an enemy corpse.

I prefer my Talon Mercs to wear camo w/wasteland mufflers, Balaclava masks, tactical vests, and AlexScorpions NVGs while using AK-47s. That's just me.
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Matt Bee
 
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Post » Tue Jun 01, 2010 5:26 am

I am fine with modern weapons like you mention bneezy. I love modern weapons, hell if it were possible I would have all the guns matching what you find in MW2 complete with red dot scopes and proper iron sight. It doesn't bother me very much Really it comes down to what types of weapons are available. I care more about the quality of the weapons and if they look as though they were in the wasteland for 200 years. Some of the modern weapons I see merely need a different skin to make them look more beat up and nothing more. And stat wise the weapons need to act and feel differently. For example there is a H&K mp5 on the nexus that appears to look as though its in pristine condition. ( Not to mention the fact that it must be using a 1024 or 2048 texture lol )

The other criteria is that I want to avoid as much as possible adding more ammo types.

I am getting a bit ahead of myself as there are still a few things to do with FO3A before it starts to move in this direction. I believe version 4.0 will be the first time this kind of integration begins. But this is the right time to start talking about this though.

If you have suggestions for guns you like let me know.
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Anne marie
 
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Post » Mon May 31, 2010 10:36 pm

Oh and one small update.
I completed all 5 separate optional DLC plugins.

Today I will begin working on preliminary support for Phalanx followers. The first iteration I am going to simply bump up follower health and see how it feels to play like that. Depending on how that goes I will make the choice to have follower upgrade items. It was brought to my attention that if micro managing followers is already on the high in phalanx then adding upgrade items would only contribute to this very aspect.

And another thing I am considering is to make it possible for people to not have to start a fresh character in order to play FO3A. The class system is the only hurdle on this front believe it or not. This means that I am considering the prospect of having a small station or computer terminal in your home of choice that when activated allows you to add class perks to your character. Once a perk is earned you always have it but if it is not a part of your class then it goes dormant.

This would also allow you to respec.
Potentially level more than one class and be able to switch between them.
This would mean raising the level cap to 90 effectively because you can work on leveling up all 3 classes on one character to level 30.
You can go to the terminal in your house and activate your class perks when ever you want. Perks that don't belong with your class will go dormant but you can still see that you have it on the list. This means you can collect every perk in the game but you can only have the ones that are allowed with your class to be active at that time.
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R.I.p MOmmy
 
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Post » Tue Jun 01, 2010 5:25 am

I am fine with modern weapons like you mention bneezy. I love modern weapons, hell if it were possible I would have all the guns matching what you find in MW2 complete with red dot scopes and proper iron sight. It doesn't bother me very much Really it comes down to what types of weapons are available. I care more about the quality of the weapons and if they look as though they were in the wasteland for 200 years. Some of the modern weapons I see merely need a different skin to make them look more beat up and nothing more. And stat wise the weapons need to act and feel differently. For example there is a H&K mp5 on the nexus that appears to look as though its in pristine condition. ( Not to mention the fact that it must be using a 1024 or 2048 texture lol )


LOL, YES! You can read the text on those guns from 100yds away they're so crisp. I understand most of the modern weapons we get aren't first party. I think most of them come from CS:S modders. Just think if you could get someone like Alexscorpion/SpyRodz (or anyone who does great texture work) to lovingly destory some weapon textures. It's too much to hope for. I tried to learn how to add scratches in photoshop but to no avail. That is one of the things (for me) that make me want to pay people for their time (they could even release them on nexus for free, just make the damn thing). One could probably get a distributed payment system to people who make original models/textures. If you could get 10 people in the entire world to give you 5 bucks for an original model/texture, that's...hell, that's more than Bethesda got for the entire game! I've got at least $10 per texture on it to some modders Cayman Island or Swiss bank account, who's with me? I need to get a team of those people that farm gold for WOW and teach them to texture, model, and script.

The other criteria is that I want to avoid as much as possible adding more ammo types.


I wouldn't add more ammo types if I were you. I usually make MP5s/Uzis use 10mm, M16/AK47s use 556mm, Glocks use 10mm but H&K USPs use .44, and M60s/SAWs use 5mm. I just adjust damage accordingly.

I think (I know this is just brainstorming for 4.0/future versions) we can all agree on certain mandatory changes:

American Assault Rifle - M16
Chinese Assault Rifle - AK-47
10mm pistol - Glock/Mk23/Beretta?
Shotguns/Sniper Rifles/.44 are a matter of preference, I guess.


After a while, Mini Guns just felt silly too me. I changed them all to heavy machine guns. Worked out really well. I used to think a .50 cal sniper rifle was overpowered and then I realized I was out of mini tactical nukes for my fatman.
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meghan lock
 
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Post » Tue Jun 01, 2010 2:26 am

Wouldn't those models conflict with RH_IronSights?

I won't complain if you use modern weapons, but I am thinking some more futuristic or newer weapons (with textures that make them look beet up) would make more sense.
With your discussion of what weapon models to replace current ones, I think that a H&K MP-7 would be great for the 10mm SMG.
The main issue i think is that RH_IronSights uses altered models to make the sights line up perfectly.
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Glu Glu
 
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Post » Tue Jun 01, 2010 7:55 am

I think you're confusing modern weapons with fresh off the assembly line textures. If you think they should look worn, no one is disagreeing with you. That is way the way it should be.

Does FO3A have iron sights built in? I don't use it since it doesn't work with the good weapon models.

I would like to know how they did http://www.fallout3nexus.com/downloads/images/8059-1-1252677185.jpg.
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Jennifer May
 
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Post » Mon May 31, 2010 10:21 pm

No, but I have some FO3A plugins http://www.fallout3nexus.com/modules/members/index.php?id=1292273 that add support.
And I think TheCastle was thinking about incorporating it down the road (I forget though).

Worn textures are fine, but what I meant was that the war was around 2077, and the guns mentioned are from 2009 and back.
However, all the mentioned weapons so far would look cool (not lore accurate, but cool).
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Claire Lynham
 
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Post » Tue Jun 01, 2010 8:42 am

No, but I have some FO3A plugins http://www.fallout3nexus.com/modules/members/index.php?id=1292273 that add support.
And I think TheCastle was thinking about incorporating it down the road (I forget though).

Worn textures are fine, but what I meant was that the war was around 2077, and the guns mentioned are from 2009 and back.
However, all the mentioned weapons so far would look cool (not lore accurate, but cool).


Most of the small guns are just based off of "2009" and earlier weapons. Fallout is an alternate universe where you can have 1950's culture and technology along with nuclear powered cars, plasma rifles, and power armor. The hunting rifle isn't advanced technology and no one is talking about replacing energy weapons.
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Nancy RIP
 
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Post » Mon May 31, 2010 10:49 pm

Ok, that makes sense. Sorry. :P

And once again, what about RH_IronSights (i'm in love with that mod)?
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Ian White
 
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Post » Tue Jun 01, 2010 3:38 am

Ok, that makes sense. Sorry. :P

And once again, what about RH_IronSights (i'm in love with that mod)?


Ideally proper iron sights would be incorporated with every gun. Though I am not 100% sure about the complications of doing so I believe that this mod is a very big deal and a fantastic choice. Id even be willing to take a look at changing animations or model assets if it could mean making this work with more weapons myself.
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John Moore
 
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Post » Mon May 31, 2010 11:41 pm

I believe you have to adjust their position in NifSkope but I'm not 100% on that. Alexscorpion and another modder are the only ones that have released iron sight mods. I would love to know how to implement this for my own use as well. We should fire up the PMs to those two.
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Tracy Byworth
 
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Post » Tue Jun 01, 2010 5:12 am

I believe you have to adjust their position in NifSkope but I'm not 100% on that. Alexscorpion and another modder are the only ones that have released iron sight mods. I would love to know how to implement this for my own use as well. We should fire up the PMs to those two.


Yes agreed. I am wondering myself right now how involved the process is to set a weapon up with proper ADS.

on another note.
Phalanx is now fully supported.
Version 3.2 should be ready soon with full and proper separate DLC plugins various game play tweaks.

My next goal at the moment will be this crazy new leveling system I thought about recently allowing you to level 3 different class slots separately and being able to take an old character not setup in the class system and jump in at any time. I am also considering the idea that I will reward you with persistent class abilities that remain available once earned regardless of your current class. So once you level one of your classes up to say something like a tier 2 trader you gain the ability to place a turret on the ground. This ability will remain available even as you level your soldier or rogue. This would mean that you gain permanent upgrades to your character as you level your different class slots up. The class abilities will all cost action points and have set cool down timers on them. This system is still very much in the brain storming phase.
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Sarah Evason
 
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Post » Mon May 31, 2010 8:46 pm

You will need to edit the weapon mesh to have the iron sights line up properly, NOT the animations.
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Sarah Bishop
 
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Post » Tue Jun 01, 2010 9:14 am

So far I have been play testing with phalanx support.
It seems that with MMM increased spawns, playing on very hard, and ghoul rampage the game would be essentially impossible to play without phalanx anymore. With my new character I had to actually spend time saving enough bottle caps to hire RL3 just so I can even think about doing the Roy Philips quest by Tenpenny tower. o.O

I think I will have a pretty solid task list for version 3.2 in a bit. The leveling system I have in mind most likely will not be started until after 4.0.

Tier 1 ( 100% likely to make it into 3.2 )
-Tesla Armor and helm are a little too good at the moment
-"Rad diffusion bonus" has a slight glitch when displayed in the pipboy
-Poison damage will be reduced a bit
-Tier 4 Trader with full out survivors confidence bonus is too good at the moment. ( Can stay at 85% cap while almost naked when combined with some other perks )
-Proper messages and notes to explain how the Hunger, Poison, radiation and ammo penalty system works
-Books currently do not display what stats they will provide when read in the pipboy
-A very simple system to allow people to bring old characters into FO3A without having to manually add class perks. ( Most likely wont be perfect since these characters will have perks not allowed by their class but it should be good enough )


Anyone find any other bugs or issues like the above let me know.
Even just slight complaints or nitpicks are welcome. I want to try and nail down the base game before the big integration stuff comes around the corner.
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Elisabete Gaspar
 
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Post » Tue Jun 01, 2010 2:34 am

Well I think that some melee weapons wight too much compared to damage.
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Clea Jamerson
 
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Post » Tue Jun 01, 2010 11:36 am

Well I think that some melee weapons wight too much compared to damage.


Hmm you know what I think you might be right on that one.
ill take a look at that for version 3.2. Once I take a closer look at melee weapons its possible that I could try to make them more desirable in general considering the disadvantages involved.

What do you think about this?
I am thinking about adjusting the mechanics around how action points function. I was thinking that I would give you a much larger pool of action points but make it so during combat your points increase much more slowly. Considering how the cool down based abilities will also drain your action points my goal will be to make action points act allot more like a mana pool in world of warcraft. So for example if I decide to pop "bullet time" at the start of a fight and then immediately "berserk" or "Sprint" away I will blow almost half of my action points right away. During the rest of the fight I have to try and conserve or pop things like jet or Nuka Cola quantum in the same exact way a mage will pot before he OOMs during a critical moment in a fight.

Imagine a system where action points act much more like a mana pool and you had an assortment of cooldowns you could use. Things, for stealth, things for raising attack power at the cost of damage resistance, Make your next bullet when fired from a sniper weapon a lethal shot, One inch punch, air strike a target, transfer action points into health or more damage, who knows what else.

I am also getting pretty serious about figuring out how to edit XML for some new Hud elements. This mod NEEDS them badly and since FOSE is getting to look like its going to be required anyway. I really really need to get some hud elements going.

Even though I talked myself down from attempting to do the class system thing recently. The more I think about it the more interested I am in giving it a shot. It would go really well along with making action points more like a a mana pool. Combined with earning all kinds of crazy abilities from leveling up to 90 times. :blink:
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Jessica Phoenix
 
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Post » Mon May 31, 2010 8:15 pm

Wouldn't all your skills be maxed at 90?
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lolly13
 
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