[WIPz] Nightmare Realm

Post » Sat Feb 19, 2011 1:51 am

Nightmare Realm
Halloween mod for 2010.
by WillieSea


To be released on 10/30/2010 for Halloween!
Adds around +/-2 hours gameplay.

Requirements
- Fallout 3
- Point Lookout

Story
Checking out a tin shack in the wasteland, your surprised by two chinese ghouls inside who instantly open fire. You cap them and their friends in the cavern behind the shack facade. But you are soon captured by a mad scientist who uses you for his vile experiments, causing vivid nightmarish dreams...
You begin to wonder what is real and what is not.

Features
- Two exterior worldspaces, lots of interior spaces.
- Haunted island with thunder, lightning and rain.
- Mansion of horrors filled with ghosts, the Pint Sized Slasher and Jason!
- Includes a trip in the Tardis to a place filled with Cybermen.
- Multi-bonus Perk for completing the quest as well as finding bonus items in the mod.
- You can fix up the lab after you cap the mad scientist and make it your own. You will be able to make Holy Hand Grenades should you succeed!

Can you survive?!!

Screenshots
http://www.invision.tesalliance.org/forums/uploads/1281637625/gallery_85_19_107544.jpg
http://www.invision.tesalliance.org/forums/uploads/1282496767/gallery_85_19_82730.jpg
http://www.invision.tesalliance.org/forums/uploads/1282496767/gallery_85_19_61831.jpg
http://www.invision.tesalliance.org/forums/uploads/1282496767/gallery_85_19_31854.jpg
http://www.invision.tesalliance.org/forums/uploads/1282983513/gallery_85_19_175164.jpg
http://www.invision.tesalliance.org/forums/uploads/1283183481/gallery_85_19_86244.jpg
http://www.invision.tesalliance.org/forums/uploads/1284077293/gallery_85_19_760083.gif
http://www.invision.tesalliance.org/forums/uploads/1284747845/gallery_85_19_84365.jpg
http://www.invision.tesalliance.org/forums/uploads/1285214906/gallery_85_19_135276.jpg
http://www.invision.tesalliance.org/forums/uploads/1285455822/gallery_85_19_4113.jpg
http://www.invision.tesalliance.org/forums/uploads/1285527752/gallery_85_19_159587.jpg
http://www.invision.tesalliance.org/forums/uploads/1285527752/gallery_85_19_173447.jpg
http://www.invision.tesalliance.org/forums/uploads/1285945991/gallery_85_19_33603.jpg
http://www.invision.tesalliance.org/forums/uploads/1286234112/gallery_85_19_130643.jpg
http://www.invision.tesalliance.org/forums/uploads/1286234112/gallery_85_19_75974.jpg
http://www.invision.tesalliance.org/forums/uploads/1286707672/gallery_85_19_23512.jpg
http://www.invision.tesalliance.org/forums/uploads/1286707672/gallery_85_19_410774.gif
http://www.invision.tesalliance.org/forums/uploads/1286707672/gallery_85_19_161542.jpg
User avatar
Cayal
 
Posts: 3398
Joined: Tue Jan 30, 2007 6:24 pm

Post » Fri Feb 18, 2011 10:45 pm

Holy Awesomeness :wub: :bowdown:

Thank you once again for providing us a few more hours of Fallout 3 fun (when it is released of course)!!
User avatar
Amanda Furtado
 
Posts: 3454
Joined: Fri Dec 15, 2006 4:22 pm

Post » Sat Feb 19, 2011 8:53 am

Wow, it's lovely. I really like the ghost death sequence.
User avatar
Emily Shackleton
 
Posts: 3535
Joined: Sun Feb 11, 2007 12:36 am

Post » Sat Feb 19, 2011 2:35 am

Thanks! I have been working on this since August, so it will not be a 'lame' mod. A lot of testing and work went into its construction and even all the times I playtested through the mod, its still fun each time!

The BONUS perks!

1. Default for finishing the mod: Radiation Regeneration. If you suffer radiation posioning, it will be 'converted' into health at the same rate as the 'solar regen' perk heals you in the sunlight.

Bonus perks:

2. If you can destroy the 'evil brain' then you will gain +1 Intelligence.

3. If you find and use all the voodoo dolls, you will gain automatic limb regeneration should your radiation level go above 200.

4. If you manage to 'Blow up' the Cybermen in thier world space, you gain 25% more damage to your explosives.

5. Find and Use all the Holy Hand Grenades and the grenade manufacture will be faster in the lab at the end.
User avatar
Holli Dillon
 
Posts: 3397
Joined: Wed Jun 21, 2006 4:54 am

Post » Sat Feb 19, 2011 8:29 am

Looks fun, although with the other Dr Who mod it may be a little confusing with another Tardis... allthough I can put that down too.... the Scientist forces his victems to watch old episodes of Dr Who as part of the treatment!! XD
User avatar
Lori Joe
 
Posts: 3539
Joined: Tue Jun 20, 2006 6:10 am

Post » Fri Feb 18, 2011 8:55 pm

The 'Tardis' is in the nightmare, so its not really 'real'. And you will never see it again outside the nightmare. (Once you exit the Tardis, it 'takes off' anyway.)

Basic Mod start: Scene 01
You get a garbled transmission over your pipboy, the only thing you gain from it is the coordinates of an 'Interesting location' to visit. You make your way there and find a rusted shack against a cliff face. Upon entering, you are confronted by two Chinese Ghouls who open fire on you with their assault rifles. You manage to put them down and rifle through the shack. Many skeletons from those less fortunate litter the floor along with some supplies. A door in the back of the shack waits for you...

The Cavern: Scene 02
Surprisingly, the back door lead to an underground cave system. Up the short passage you see more Chinese Ghouls patrolling a cave. After a fierce fight, you pillage the corpses and loot the containers. Another passage leads out the back of that cavern to another much larger cavern. Several more Ghouls patrol this area. Two buildings dominate the cavern with Chinese Ghouls coming and going. You finally manage to cap all of them and loot the buildings. Another passage leads out the back of this cavern.

Capture: Scene 03
The back tunnel winds around this way and that, finally coming to a boarded up passage. You decide to rig a fragmentation grenade to blow the boards down. You set it and back away before the boards are blown through the air. Behind it you find a locked metal door. Easily picking it, a manufactured passage appears which you cautiously walk down. Before you make it very far, something drops from the ceiling. Before you can back away it exploads in a flash of light, dazing you where you fall to the ground. A moment later you see an odd looking scientist with blood on his lab coat approach. Explaining that you look to be a good subject, he orders Igor to come and drag you back to the lab. The lights go dark...

The Nightmare begins: Scene 04
You 'wake up' on a deserted island during a thunderstorm with nothing but some casual pre-war clothes on. An old victorian style mansion is in the distance. Exploring the broken Aviary, you find a knife to arm yourself with thankfully since you can hear dogs barking in the direction of the house. Exploring the left side of the island you find a trail leading down the cliff to the water. At its end is a door leading to a cave. Once inside, you hear the sound of dripping water and see small radroaches which you easily dispatch. At the bottom of the passage you see what looks like an ammo container in the water. Inside it are a number of fragmentation mines. You set a few of them out as a trap since the knife is not much of a weapon. Rounding a corner you are glad you did since an apparition of a man weilding a scythe comes after you. High-tailing it past your trap, you hear the mines go off and the death cries of your attacker. Looking back, you see it vanish before your eyes. Heading back to the chamber you found the ghost, a skeleton lies on the ground with a real version of the weapon it once held. Its now yours! A lever waits for you to pull it, so you do. Nothing happens that you can detect but you decide to leave it in the 'down' position anyway. You then swim across the water and find a safe with an odd looking voodoo doll inside. You wonder what happens when you 'use' the doll but decide to try that later.

...and that is just the beginning...

* The secret bunker
* The Tardis ride
* The Cybermen world space battle
* The Mansion inside (in 3 parts)
* Recovery in the Lab where you get even
* Fixing up the lab for your personal use...
User avatar
Everardo Montano
 
Posts: 3373
Joined: Mon Dec 03, 2007 4:23 am

Post » Fri Feb 18, 2011 8:30 pm

I was hoping there would be more interest in this mod. :shrug:

Anyway, I now have an outfit with an Axe buried in the back for 'Jason'.
http://www.invision.tesalliance.org/forums/uploads/1287422195/gallery_85_19_60579.jpg

I also have work continuing on the face mask.
http://www.invision.tesalliance.org/forums/uploads/1287422195/gallery_85_19_43860.jpg

Both will be retextured with a lot of blood around the area of damage.
User avatar
Melung Chan
 
Posts: 3340
Joined: Sun Jun 24, 2007 4:15 am

Post » Sat Feb 19, 2011 10:54 am

I was hoping there would be more interest in this mod. :shrug:

Anyway, I now have an outfit with an Axe buried in the back for 'Jason'.
http://www.invision.tesalliance.org/forums/uploads/1287422195/gallery_85_19_60579.jpg

I also have work continuing on the face mask.
http://www.invision.tesalliance.org/forums/uploads/1287422195/gallery_85_19_43860.jpg

Both will be retextured with a lot of blood around the area of damage.


well personally. i'm excited for this mod. it looks like it's gonna be tons of fun.
User avatar
Jose ordaz
 
Posts: 3552
Joined: Mon Aug 27, 2007 10:14 pm

Post » Sat Feb 19, 2011 2:06 am

Looking good WillieSea! :thumbsup: Looking forward to trying this one out, you've put a lot of work into it.

And it's probably to be expected that these forums are a bit dead....what with New Vegas coming out today and all.....

Keep up the good work. :)
User avatar
XPidgex Jefferson
 
Posts: 3398
Joined: Fri Sep 08, 2006 4:39 pm

Post » Sat Feb 19, 2011 7:04 am

Thanks andtheherois and Cydonian_Knight :)

The mod is pretty fun and I have played through it hundreds of times.
Yeah, not much action in the official forums anymore. But perhaps this Halloween mod will bring them back for a bit. ;)
User avatar
Laura-Lee Gerwing
 
Posts: 3363
Joined: Fri Jan 12, 2007 12:46 am

Post » Sat Feb 19, 2011 4:26 am

The mod is pretty fun and I have played through it hundreds of times.
Yeah, not much action in the official forums anymore. But perhaps this Halloween mod will bring them back for a bit. ;)


Well that says something if you're still enjoying it after building it. Playing through a mod after the endless build/test/bugfix routine can be a chore. :D

I'm sure some people will come back. ;)
User avatar
Queen of Spades
 
Posts: 3383
Joined: Fri Dec 08, 2006 12:06 pm

Post » Fri Feb 18, 2011 9:53 pm

The battles can be very tough if you just whizz through the mod. If you take your time and search around, you can find some weaponry that will help you once you get into the haunted mansion. If you head straight for the door, then your options are much smaller.

For example, doing the Tardis/Cybermen quest will give you the 'ghost hunter' sword among other heavy weapons.
Finding the sea cave will get you into the secret bunker as well as the flame dealing scythe weapon. The bunker has a workbench so you can build weapons from your schematics. Parts litter the grounds of the mansion.
Searching the Mansion in detail will yeild you a lot of Voodoo dolls (mass kill in radius around you plus knock them to the ground), holy hand grenades and a lot of ammo and weapons.

So, its really up to you how much fun you want to have in the mod.

Certain bonus perks are only available if you find or do certain things.
User avatar
lucile davignon
 
Posts: 3375
Joined: Thu Mar 22, 2007 10:40 pm

Post » Fri Feb 18, 2011 11:21 pm

This sounds more and more fun the more I read :wub: I love the ability that we have to search, almost like a treasure hunt in a way. It allows us to use our brain :thumbsup:
User avatar
Bones47
 
Posts: 3399
Joined: Fri Nov 09, 2007 11:15 pm

Post » Fri Feb 18, 2011 7:51 pm

If you figure out how to destroy the 'mad brain' in the haunted house, you only have to kill the mad scientist once instead of three times.

In order to get to the mad scientist you have to figure out how to open the bookcase. There are 6 'levers' and one 'master' lever. If you have the right number of levers activated then the master lever will open the bookcase.

There are a lot of fun little things in the mod to find and figure out.
User avatar
DAVId Bryant
 
Posts: 3366
Joined: Wed Nov 14, 2007 11:41 pm

Post » Fri Feb 18, 2011 11:21 pm

Knowing the work that you do with your mods, I know for a fact this will be a very enjoyable/scary mod :) I don't think I have ever been so excited for Halloween until now lol!
User avatar
Prisca Lacour
 
Posts: 3375
Joined: Thu Mar 15, 2007 9:25 am

Post » Fri Feb 18, 2011 8:50 pm

Between this and Darkness Hallows, it will be a very good Halloween indeed. :)
User avatar
Yvonne
 
Posts: 3577
Joined: Sat Sep 23, 2006 3:05 am

Post » Sat Feb 19, 2011 12:16 am

Some of the weapons.

In sea cave on island is the Scythe with flame blast ability.
The 'Tardis Destination' has a Ghost Hunter Sword with Ghost killing ability. You will also find the .32 Cal Machine gun with explosive ammo there.
The Holy Hand Grenade does an incredible amount of flame and fire damage when thrown.
Voodoo dolls when activated cause serious damage and usually death to anything that is nearby you. It also causes them to fall to the floor, dazed for a moment.

Its big enough that it is even fun to play over and over again.
User avatar
Johanna Van Drunick
 
Posts: 3437
Joined: Tue Jun 20, 2006 11:40 am

Post » Fri Feb 18, 2011 8:38 pm

http://www.invision.tesalliance.org/forums/uploads/1287858226/gallery_85_19_106207.jpg

http://www.invision.tesalliance.org/forums/uploads/1287858226/gallery_85_19_28498.jpg
User avatar
Manuela Ribeiro Pereira
 
Posts: 3423
Joined: Fri Nov 17, 2006 10:24 pm

Post » Fri Feb 18, 2011 9:55 pm

Down to the last stretch. Navmeshing the island is tedius work.
There are a few minor bugs I am ironing out, but it should be ready by Saturday the 30th. At least, that is my goal.
User avatar
Rachael Williams
 
Posts: 3373
Joined: Tue Aug 01, 2006 6:43 pm

Post » Sat Feb 19, 2011 7:45 am

The excitement is really sizzling at the release date gets nearer. I can feel the energy in the air!

[Looks around at the sound of crickets]

But seriously, this mod has a lot of features and took a lot of work to make. I would like to beta test this to a person or two, just to make sure the release is not missing anything. I would like to do this on Saturday, so if anyone is willing, has time, can provide fast feedback 'in a few hours' then let me know. I want to get this released on Saturday or Sunday.

I have leveled the mod, so it should work for any level of player character. Although I would recommend at least level 5.
User avatar
Everardo Montano
 
Posts: 3373
Joined: Mon Dec 03, 2007 4:23 am

Post » Sat Feb 19, 2011 4:49 am

It looks like a lot of fun, Willie! I really love the scythe.

I should be able to play through it Saturday afternoon if you want :)
User avatar
Brian LeHury
 
Posts: 3416
Joined: Tue May 22, 2007 6:54 am

Post » Sat Feb 19, 2011 9:23 am

ok, I will send you a PM sometime on Saturday when its ready.
I am still making a few changes and testing it some more.
User avatar
Marquis deVille
 
Posts: 3409
Joined: Thu Jul 26, 2007 8:24 am

Post » Sat Feb 19, 2011 12:07 am

Testing is going well. (only one issue so far)
I hope to have this released in the morning barring any serious issues.
User avatar
Lovingly
 
Posts: 3414
Joined: Fri Sep 15, 2006 6:36 am

Post » Fri Feb 18, 2011 9:20 pm

Uploading the mod now to the Nexus. I will open a RELz thread when its ready.
User avatar
Céline Rémy
 
Posts: 3443
Joined: Sat Apr 07, 2007 12:45 am


Return to Fallout 3