[WIP] Friendly New Neighbors

Post » Sat Oct 17, 2009 12:34 am

I feel realy sorry, for one of my characters in my mod. He has to live through terrible times ;) with my evil ideas.
While playtesting the 1st good solution this weekend, i got a new idea for the second one and made it straight ahead.

Warning! Story Spoiler:

Spoiler
At first i had planed to enslave the good player and let him find a way out of his prison. Not an easy task promised.

But then i thought why not sell the player to a customer with absolutly the same principle, as the player do with his slaves, if he choose the evil way in my mod. I tried it out and it works.

I am pretty sure, dikeie the main evil character in my mod, hates me and the player, for what he has to going through to protect his precious Vault Dweller Slave. ;)


It is fun to play gives a total different perspective of the Fallout 3 world and it was an idea which was worth to invest the additional development time. But now i have decreed a feature stop to myself.

I am bughunting now to get the next alpha ready.
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SaVino GοΜ
 
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Post » Fri Oct 16, 2009 8:08 pm

I have good and bad news!

At first the bad one: Sorry, there will be no more alpha version of Friendly New Neighbours! I had to restructure the quest completly. Now its not a unhandable single quest anymore. I splitted every act of part one and a few optional tasks in single quests. Now it is much easier to work with and gives the desired effect to complete the quests in different orders. I am still converting the main quest.

And now to the good news: The next version is Beta not Alpha! I completed all Acts and all possible outcomes of the story of part one. All scripting (except of quest handling), all npcs, all locations, all new equipment and features are done and working. Now i only have to make some additional dialogue and the splitting up of my monsterquest. I am considering a public beta but i am not sure yet, because i need heavy spellchecking, maybe a closed Beta.

Be warned the "Friendly" new neigbours are soon in town. ;)
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noa zarfati
 
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Post » Fri Oct 16, 2009 7:50 pm

Short update:

3 Quests and 4 Endings of planned 12 are done. Now its moving fast the hardest work is behind me (beside of writing the documentation) only one NPC and one encounter is missing. I left this one for the end because it is the most fun to made. I should goto sleep but i cant stop modding in the moment.
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Craig Martin
 
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Post » Fri Oct 16, 2009 2:48 pm

Looking forward to this one. thanks for all the updates.

Small note of caution
Im not sure if your mod will feature the ability to capture fallout npcs and control them /move them to a location etc. If it does i thought i should put in some information that was learned when playing the collector mod (which enables the player to capture/enslave npc's, control and sell them)

It seems the problem is that if you enslave someone that is hostile to player faction then when cell reset occurs the person you have enslaved will respawn at there last location full armed and hostile (even if you havent killed them). If npc type is not hostile to player faction they will still respawn after 4 days with weapons but wont attack you.

If you kill the slave they will still respawn at last location (not at their spawn marker). Its a problem for example if you enslave a raider, take weapons and armor away from him/her, take the raider back to your house and tell raider to wait there. You leave the house and come back in 4 days. the raider will still be there but he/her will have weapons/armor back and start attacking you. If you kill him, he will still respawn hostile and with weapons at your house every 4 days. only way to fix is to teleport or drag the raiders body to another location. raider will then respawn at that location instead of your house.
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Andres Lechuga
 
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Post » Fri Oct 16, 2009 9:13 pm

Looking forward to this one. thanks for all the updates.

Small note of caution...


Thanks for the feedback. The respawn problem was one of the main reasons why it took so long to develop this mod. My goal was to develop a none gamebreaking enslaving systen. The described problems of other mods were my incentive to write my own mod.

!! Slaves stay slaves as long as the player wants to keep them in my mod.

One tiny little exception here. It is impossible with vanilla scrippting techniques to control gender and apperance of respawners (maybe FOSE can help here in the future, i found interesting functions in OBSE). I used this game engine "flaw" in a very creative way. It is one of the main story themes in part II: Don?t let your slave out of your sight, your new carrier as a slaver is?nt unnoticed. ;)

Relocation (orphaned actors) is the other great problem, correct. With other mods you can easily depopulate entire cities or make the Paradise Falls slavepen in a chaotic hellhole.

I chose the way to let the player deciede where he want to find his respawned slaves.

If the (respawn) slave is killed, then this is its new position while the player is near. If he respawns he is looking for fun ;) with the player or try to find the way home. Good advice never kill your slaves in your living room ;) his (respawned) friend could know about it.

Is the player not in the same cell and the next cell reset happens (3 days rule), the respawned slave is back in its original position, so there is not realy a problem with dead slaves. I could change this behaviour (if there is enough demand), but i like it this way. Slaves are people to and not dead and bloody decoration for the players home.

!! If the player sets his slave free, the slave find his way home guaranteed in my mod.

No rule with a little exception ;). Is the freed (respawn) slave trained by the player (chances of stats, inventory, ...) he keeps his training until the next respawn happens. This is intended and completly under player control.

!! The position of freed trained slaves is always correct, they are were they come from.

The loss of training for (respawn) former slaves is logical, because after a respawn has happend, your original slave is lost in the wastes and another untrained npc has taken its place.

I know this is not what a lot of people want to hear: Slavetraining is coming in Part II.

Part I is about setting the stage and establish the slaver organisation and the enslaving system. Its the begin of the story i want to tell. I was fascinated about the hunderts of little stories wich are included in Fallout 3 and wrote my own little story 4 months ago. Now has the first part of this "little" story an actual play time of estimated 3 hours. Is a freeform quest with many different endings and beginnings depending of the players choice. Much bigger as i ever planned. But i am happy that part one is only days away for completion. I am sure that part II is much quicker to develop (main scripting of the new functions and some locations are already done) because the build up (respectively the stopping) of your own (an) slaver organisation is much more linear. The last part where you destroy your greatest enemy as a slaver (respectively learn and destroy the greatest enemy of the lone wanderer) is also a traditional sequence of quests. I hope the hardest work is already done.

To end this lengthy post some progress report:
All Beginnings and 10 Endings done (only 2 to go), all NPCs done, 70% of the last quest done. The Beta is shortly on its way.
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~Amy~
 
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Post » Fri Oct 16, 2009 1:33 pm

Big News: All quests, endings and beginings are done! Beta testers needed!
There are now 3 main quests, 2 side quests , 1 repeatable quest and a hidden one. The repeatable one is new. I know i wrote no more new features, but i thought it was needed to have an award for the evil player after all that hardship ;) . All quests have different difficulty levels from easy to ultra hard it depends all on your own actions.

For example: You can choose the guided path (it's the longest but mostly the easiest to play) or make your own thing and see how your new neighbours react to your action ;) . Little hint for one of the greater consequences: It?s unhealthy to try to betray a slaver. The names of the bigger ones are (spoiler ahead):

Spoiler
Around their neck
Around your neck
Behind your neck
Easy Money
Fresh Meat for Pete


Today, i am playtesting, hunting for bugs, expanding the dialogue to give more hints and preparing the beta and documentation for tomorow. The beta will not be voice acted. I want to do this after serious spellchecking. If you want to betatest please send me a PM but be prepared it is hard work. Multiple endings and beginnings and a estimated playtime of 2 to 3 hours. If there are not enough testers (5 or 6 serious testers should be enough) i make a public beta. I want to avoid this because of my bad english grammar. Now back to work and more information tomorow.
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koumba
 
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Post » Sat Oct 17, 2009 12:34 am

There are still Beta testers needed!

Nonprogress report: I broke today one of the complicatest mechanism in my mod. One specific character has about 30 Packages which are switched with variables and in the moment he has no interest to talk with the player anymore.

It's a key scene wich is broken in the moment so the beta needs two or three more days. The rest is working fine.

I hate it because i wanted to keep my deadline, but i need a break now.
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no_excuse
 
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Post » Sat Oct 17, 2009 4:48 am

I released today the public beta. You can find it http://www.fallout3nexus.com/downloads/file.php?id=7174. It is feature and quest complete. Maybe i make some additional dialogue if needed. Spell checkers and voice actors are urgently needed.
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Mylizards Dot com
 
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Post » Sat Oct 17, 2009 1:41 am

Downloaded the mod and I've got to say, it's very interesting so far! :D

And you say you need spell checkers...do you want me to post spelling errors I see in the mod here, in this thread, or what?
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Alexandra walker
 
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Post » Fri Oct 16, 2009 11:05 pm

Downloaded the mod and I've got to say, it's very interesting so far! :D

And you say you need spell checkers...do you want me to post spelling errors I see in the mod here, in this thread, or what?


Thanks and be careful there are bad people out there ;) .

I dont think the thread is a good place for spell checking. I could export the complete dialogue of the mod in the Geck and send it to the volunteers.
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Terry
 
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Post » Fri Oct 16, 2009 8:25 pm

This thread gets hopefuly shortly closed and is continued http://www.gamesas.com/bgsforums/index.php?showtopic=1004553.
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Jessie
 
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