[RELz] Nightmare Realm

Post » Sat Feb 19, 2011 6:25 am

Nightmare Realm
Halloween mod for 2010.


by WillieSea
version 1.0 - 10/31/2010


Requirements
- Fallout 3
- Point Lookout

http://www.fallout3nexus.com/downloads/file.php?id=15215

Story
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...

Features
- Two exterior worldspaces, lots of interior spaces.
- Different perks for completing the game and doing 'bonus' things.
- Multi-bonus Perk
1. If you kill all the ghosts, you get the +5% damage resistance.
2. If you find 7 voodoo dolls, you get the limb regeneration ability.
3. If you figure out how to destroy the 'evil brain', you get +1 Intelligence.
4. If you make it out alive, you get Radiation Regeneration where your radiation is turned into health.
5. Blow up the Cybermen's nuke and gain a bonus to your explosives damage.

Starting the Mod
After a few minutes of playing your game in the exterior worldspace, you will get a message and a new map marker. Head for the ghoul shacks and find the shack near the rock wall.

CREDITS
WillieSea - Entire mod except resources noted below.
Resources by:
InsanitySorrow - Sonic Screwdriver for Oblivion that I converted to FO3
Murfy27 - TARDIS police box models
Ghogiels - Cybermen outfits
Bingles - Chainsaw
Kirava2 - Animated Ceiling Fans
WillieSea - Clocks
WillieSea and DaMage - Tardis objects
Ghogiels - Necronomicon
Ghogiels - Brain
Ghogiels - Voodoo Doll
Ghogiels - Holy Hand Grenade
Ghogiels - Cybermen outfit - Used with permission
Chucksteel - Mop bucket, Office letter cubby top
Lord Inquisitor - Brass Gauge
L33Nexus and Kalalokki - Dante's Scythes
Skingrad24, Deathless Aphrodite - Stormy Weather
Unknown - Bookcase Door 3D
Mieimod - Rain meshes
And most importantly to:
Bethesda for the game and construction set.

Play Testers
* WillieSea
* ghoulsrpeople2
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Yvonne
 
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Post » Fri Feb 18, 2011 11:13 pm

Its the ONLY place you will find true 'ghosts' in fallout.
And its been reported to be creepy and make you scream like a little girl. Or if your a manly man, at least jump out of your chair.

Adds about 2+ hours of gameplay.
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renee Duhamel
 
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Post » Sat Feb 19, 2011 4:21 am

Congrats on getting this out on time WillieSea! Hopefully I get the chance to play through it soon, I'll report back when I do. :)
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Benjamin Holz
 
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Post » Sat Feb 19, 2011 10:53 am

Congrats on the release Will :foodndrink:
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:)Colleenn
 
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Post » Fri Feb 18, 2011 11:32 pm

New version 11 is available.

I had some wrong texture paths on some objects, especially in the TARDIS. This new version I am hoping has this fixed.
Let me know if you see 'random textures' on any objects.
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Kelly Upshall
 
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Post » Sat Feb 19, 2011 9:23 am

Just now seeing 1.1 up, but I'm playing this now (will upgrade)

One bug I found was at end of Chinese caverns where there was a dead enclave soldier in power armor. It seemed that no matter how many times I took the power armor he would be instantly equipped with a new set (and power punch) - I could have taken as many as I wanted.

The next phase (I've not gone into the house) is a challenge for my character who is so used to walking around like a tank in winterized armor. So that is cool. I also appreciate the junk outside the house for using http://www.fallout3nexus.com/downloads/file.php?id=7786 very helpful.

In other world space mods (thinking of DLC) I would usually be stripped of all weapons except the RobCo wrench (mod added) here I lost that too except for the repellent stick ... not sure if that was intended or not. It was helpful against the dogs though so no complaints.

The atmosphere of this mod/world-space is awesome! In fact so much more suited to horror themes than Oblivion by far.

Was thinking how cool it would be to make a TC of F3 as a horror theme - especially HP Lovecraft. Like a world where you start off crashing into an unknown land (shadow over Insmouth) then as you deal with that whole scene and move into the mountains (mountains of madness) more weirdness that is half alien half horror. Then super restrictions on weapons and ammo. Call of Chthulu with F3 engine type thing.

Alright update then back to it - thanks

[edit] Also to let you know using FO3edit cleaned out 43 identical to master records and 5 deletions now set to disabled.

Wish I had my character pop some radaway before the new world - ahhh well gonna roll with it. 350 ain't that bad. :shocking:

[Eedit 2] and with FWE and imps more complex needs this mod is proving to be quite challenging. I may need to turn some features off.

[edit 3] can you please spoiler me the location of the first voodoo doll in the pictures (number 1 with the little light next to it) I can't seem to find that one.
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Jeff Turner
 
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Post » Sat Feb 19, 2011 4:30 am

1) I could only take the power armor once. I wonder if its a mod doing that to your game. :shrug:
2) You are stripped of everything the game will allow. Unfortunately, this does not include quest items. So any quest items you have will not be removed.
3) I did not use FO3Edit so I guess thats possible. Although I am pretty sure I deleted nothing, I was very careful with that.
4) You will find plenty of radaway so no worries.
5) Does FWE make creatures harder? I did not use any spawnable creatures. Use the frag mines to good use and you will make it through. :)

Where is the first voodoo doll?
Spoiler
That voodoo doll is in the TARDIS which you find on the island the haunted house is on.


There is also some information in the readme file that should help with locations.

About the voodoo doll:
Spoiler
If you 'use' this armor piece 'near' any npc or creature, it will usually kill them outright. Its best used when you have enemies crowded around you. And I recommend saving one for the ghost deathclaw at the end so you can knock him down and get past him. Otherwise you may die.

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Jay Baby
 
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Post » Sat Feb 19, 2011 7:15 am

I've just started playing it and I also use FWE. I jumped in the water at the end of the Sea Caverns and wow! Rads! Got out of there quick-smart. I haven't even bothered using my Radaway yet as I'm also doing the Wasteland Survival Guide quest and need 600 rads so I'll save those Radaways for later :P

I didn't notice anything about those dead bodies. I just loot ammo, empty bottles and food :laugh: Thanks for those empty Nuka Cola bottles outside in various places. Very handy to use in those two pools out front of the house. It may not be that way for most people, but I use Pure Water so the ocean and most pools have water with no rads.

One thing I love is the thunder, lightning and rain. I miss that from Oblivion and don't use any mods that add it. I'm wondering, though...did I get struck by lightning at one point? Down near the dock? There was some white flash of light, the sound of something exploding in the water, then a scorch mark on the ground. Naturally I walked backwards and forwards over the spot and it happened a few times more. I was under the influence of Morphine, Beer and some other drug so may not have been hurt much if it was meant to.

Spoiler
It was quite funny watching Jason get his head chopped off by a scythe :laugh: Can't remember how many were before him, one or two, but whoever is after Jason is what I'm up to at the moment.

I'm hiding out in a back room that's only accessible via a busted-in wall leading from another room. Not really hiding, more like doing what I always do - find a place to save where something won't spawn next to me when I next load the game.

The whole atmosphere reminds me of the Halloween mod from Oblivion, Resident Evil (maybe because of the mansion), Silent Hill 2 (the bodies and the noises, especially those that warn of an event) and just a mixture of a few other survival horror games I have played in the past but never finished.

I'm so used to having my follower with me that it was quite a shock to find him not there and my character wearing a dress :blink: Both are unheard of in my game.

But, so far so good. It's quite fun :goodjob:
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Benjamin Holz
 
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Post » Fri Feb 18, 2011 10:23 pm

In the sea cave, there 'is' a goodie on the other side of the pond. ;)

I loved the storms in Oblivion too, but the mods that add it for Fallout just seemed like that is all you got. I would like to see rain only once every couple days in Fallout.
What happended to you is the 'ocean'. You go into it and BOOM! And it repeats every few seconds so stay away from the ocean if you can.

After the Pint sized slasher is Jason. After Jason is the Mad Scientist. (remember this is the dream)

There is no need to hide, as there are no 'random' spawns in the mod. Everything is scripted based on your level when you began the mod.

Yeah, no followers! And since I removed everything from you, I had to put you in some casual clothing, which is a dress for female characters. You are in an orange jumpsuit when you wake up in your cell. Your a prisoner! :lol:

One thing to note, after you finish this mod, if you are suffering from Radiation, it will be 'converted' into health if you are hurt. So your rads will go down and your health will go up. But very slowly, like the solar powered perk.
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Kirsty Collins
 
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Post » Sat Feb 19, 2011 12:18 am

Mystyk, I learned a painful lesson in the game while searching for the sea cave: Lightning hurts. Getting hit by lightning is possible in this mod, though I only got hit while in water, but it crippled me each time. First time it was a arm and a leg, the next bolt killed me. Reload, and then a bolt struck, and crippled my legs. I just stayed out of the water after that.
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Samantha Mitchell
 
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Post » Sat Feb 19, 2011 10:23 am

I missed what was in the sea cave pond. At 10 rads a second I don't fancy going back in :)

I do have a teleport module for my follower to zoom him in but I probably shouldn't. For a change I'll leave him wherever he is. He's not fired, I guess he's back at that abandoned shack.

It's actually quite fun, the scavenging. Trying to beat a dog with my fists in the glass house was hard because my character is a small guns expert, not a hand to hand fighter. Then I saw the knife. Not being a melee character either, it made the dog be afraid of me and run away, so that was a bonus. I'm just so glad they aren't MMM's Monstrous Dogs as they are scary!
Although I did die once, that Deathclaw Matriach at the bottom of stairs was a horrible surprise. Thanks :cold:
I use MMM with some of its extra levelling and spawn options turned on. So, that's my own fault.

Oh, that's what I meant to mention last night. Some things within the mansion look even creepier because I've switched out a lot of my furniture with http://www.fallout3nexus.com/downloads/file.php?id=9928. Baby cribs are few and far between in my game, but in the mansion I found one. The most abundant are chairs, bar stools and small tables.

I'll head back in shortly and I think I'll go back to that cave and explore more thoroughly :)
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Kelly Upshall
 
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Post » Sat Feb 19, 2011 1:02 am

10 Rads per sec?!! That must be another mod doing that.

The ocean has a trigger zone on it. Enter it and you get blasted.

The sea cave should be your first destination when you get to the island. Use the frag mines in there to set a trap for the Igor ghost and then get the scythe.
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Jake Easom
 
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Post » Sat Feb 19, 2011 2:58 am

Don't worry Willie, I only got about .9 rads per second, but then again, no FWE or FOOK or that other survival-ish overhaul that I can't remember the name of right now.
Mostly vanilla in my game. Was not happy to see the deathclaw at the bottom of the stairs(first floor going up for the first time), so I booked it, and when I turned around, it was gone.

The ghostly deathclaw proved to be mostly immune to that Voodoo the dolls do, but my trusty ghost hunting sword dealt him a lethal dose of un-undeath.

But, me being the sneaky bugger I am, got a few of the items out of my dreams. No console commands, just a bit of extra mod help. That .32 machine pistol is awesome when fighting talon mercs, but the scythe is a rainy day weapon for me. Meaning I likely won't use it until after I get my game stable and add some weather stuff.
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Adam Kriner
 
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Post » Sat Feb 19, 2011 5:16 am

in regards to that particular deathclaw. I like to have a few of the ghosts come down the stair, and then I set off the deathclaw spawn. He usually takes one of them out before vanishing. :lol:
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Shannon Lockwood
 
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Post » Sat Feb 19, 2011 5:20 am

Although I will likely keep this mod in my load order after finishing (I missed the whole Tardis thing so starting over at that point to do that and get all the dolls), are there any special instructions for uninstalling? If I find the perks to be too much advantage later.

The reason I ask is because some mods have special uninstall instructions for added perks.
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Kayla Keizer
 
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Post » Sat Feb 19, 2011 8:52 am

From what I understand, if you have your game patched to v1.7, then there is not a problem with perks if you just take the mod out of your load order.

The health regeneration is very slow. I modeled it after the 'Solar Powered' perk that heals you in direct sunlight. Only my perk requires radiation instead. You body now has the ability to convert the radiation energy into healing energy.

One nice new feature with this mod are the 'showers' in the lab. Standing under them will also very slowly heal you.
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sam westover
 
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Post » Fri Feb 18, 2011 8:37 pm

Thank you very much for the Relz WillieSea :) :celebration:
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Dan Scott
 
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Post » Sat Feb 19, 2011 7:39 am

Ok finally went back and played it rightly. Got all bonuses but must have missed one Holy Hand Grenade. I had a hard time finding one voodoo doll so loaded up the geck and it was actually the one that was sitting right in plain site anyway. :facepalm:

Is this base then to be considered a home for the character if they wish it? Seems so, but then not sure.

If so are the containers safe?

thanks
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James Baldwin
 
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Post » Sat Feb 19, 2011 6:00 am

There are two images that show the location of all the voodoo dolls and holy hand grenades. You can use that to help find everything.

The lab can now be your base if you wish. If you program the robot to fix at least two of the power generators (each takes one day) then you can also make Holy Hand Grenades at the manufacture terminal.

As far as I know, the containers should be safe. I did not click on the 'respawn' on the new ones I created. That should include the little safe in the bedroom.
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Sammykins
 
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Post » Fri Feb 18, 2011 9:26 pm

There is still time to play this awesome quest mod.

Some recent quotes on the Nexus:
Wow, incredible work. things like this sort of scare me at how proffesional they look! nice one

Fantastic work! I'm only just getting into this but already seriously impressed. I'ts a pleasure to endorse.

You made another GREAT mod!! Thank you. WilliamSea. ^_^

AMAZING!!! All you need now is a freddy krueger.

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Code Affinity
 
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Post » Fri Feb 18, 2011 7:59 pm

Hey WillieSea! Not sure how I missed the threads about this. After school I will be sure to check it out as your work is always some of the best. I'll let you know how it goes then. :)

EDIT: As promised I am downloading it now. :)
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Cool Man Sam
 
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Post » Sat Feb 19, 2011 7:24 am

Hmm well... I got to the part where you are captured, and well. Once I spawn after falling over (I'm trying not to spoil anything for anyone :P) and I'm wearing the nice prewar clothes, the game CTD's about 10 seconds in. It did it like 4 times in a row, so I have given up. I just have your esp and 4 DLC active (all but Zeta) and none of my game files are modded. (As in edited from the original content i.e. texture packs or the like) Any clue why it would do so? I assume since nobody else has any issue with this is specific to just me. I will go clean up any mod files and try again; see if maybe I messed something up on accident.

EDIT: Well, nevermind. After giving Fo3 a break and watching some TV, I came back to try again without changing a thing, and it worked no problem. Not sure what that was about. :shrug:
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Bambi
 
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Post » Fri Feb 18, 2011 7:45 pm

Well, don't I look cool with my three posts in a row. It's starting to look like the topic for my quest mod in here... -_-

Anywho I have finished it, and I must say it was rather brilliant. A few times I did jump in my seat. I was somewhat dissapointed though as it only took me about an hour to beat, but still great! The only bad things I have to say are some of the audio files had pops and clipping, and I can confidently say this is the only mod to ever give me brain damage. You see, while playing I had a rather bothersome itch in my right ear. So I took my hand off of the mouse, and while running down a hallway proceeded to itch the itch, deep in my ear canol. In the middle of my glorious itching of said fearsome itch, there came from your mod a most frightening, abrupt, and loud sound. I immidiately jammed my finger so far into my ear, I could taste it. Needless to say, I was in quite some pain for a while in both my ear and my stomach, as I could not stop laughing. :laugh:

I am curious, how long did it take you to make this? I want to compare my work rate to that of some other big quest modders. I think I work really slowly... (A bad combination of the fact that computer games happen to be on the computer, I have ADD, and I'm a teenager)
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jessica sonny
 
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Post » Sat Feb 19, 2011 12:04 am

Sorry I did not get back to you on this. I never 'noticed' there was a second page and kept thinking nobody responded.

This mod took about two months to put together, and I work full time, married with three kids. :lol:

If it only took you an hour to make it rhough, did you find the three bonus locations on the island or did you head straight for the house? Those alone should have added anouther hour to your game play.
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Adam Kriner
 
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Post » Sat Feb 19, 2011 1:06 am

Sorry I did not get back to you on this. I never 'noticed' there was a second page and kept thinking nobody responded.

This mod took about two months to put together, and I work full time, married with three kids. :lol:

If it only took you an hour to make it rhough, did you find the three bonus locations on the island or did you head straight for the house? Those alone should have added anouther hour to your game play.

Man, only 2 months? So you worked pretty hard on it... Alright.

True, I did not discover any bonus locations and got very few of the perks at the end. I suppose I shall go back and look for those. :D

Still, great work. :thumbsup:
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R.I.P
 
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