One Of Us Should Finish "the Pitt" Sometime...

Post » Fri Feb 25, 2011 2:12 pm

Interesting......The Pitt is rather smallish. Kudos to whoever takes on the project.
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A Lo RIkIton'ton
 
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Post » Fri Feb 25, 2011 6:35 pm

I looked through the Pitt in the GECK last night and noticed that yes, there are a lot of places to finish there. Especially the bridge when you first arrive, you could effectively move the invisible wall back to the edge of the cell and use those buildings to the right and the two boats. As well as a ton of other areas throughout the world space.

I may look into adding some new places to explore when I'm done with my Barter Town mod...but am afraid I may not get to the Pitt for a long while yet. I'm not starting another project before I finish one.
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Pat RiMsey
 
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Post » Fri Feb 25, 2011 2:45 pm

To be honest this wasn't what I had in mind. Sticking exactly to what I was thinking when I made this thread - - my thoughts were more along the lines of this.

If you want to make it, just start work on it. Don't wait for a 'team', 'partner', 'experience', none of that. Don't ask for such things on the forums, either. Just start the work.

If you have no experience, then it will take you longer, and yes, this sort of work has one hell of a learning curve. But it doesn't change the nature of the task, and that we all had to go through it.

Having no experience at all and asking for a 'team' seems to result in major failure. But having no experience at all, in itself, the HELL does not. We all started with no experience, but we fought this on a personal level - - - not a 'I need a team to help' level, and we're overcoming it.

Topic of the post was "One of us should... " not "We should make a team if we are too inexperienced right now, and..." and please don't take this the wrong way. You are potentially armed with the same abilities to mod that I have, and the DC Interior guy has, and Maxiamus has, but you're getting in a bit later, so you have to put in the time to gain this magical 'experience' thing.

Seeing a WIPz thread go up where the project lead was a beginner and not willing to start without a more experienced teammate at his side would be far from what I was thinking when I made this thread. It's totally different if someone is just starting the work, and in that case, being the beginner makes no difference except that it will take longer to move forward.








Hey Man thanks, no offence taken, like I said before (I Think), I will start this weekend with or without help, help is welcome though... XD

All suggestions are welcome... XD


before i start i want to know what the most common thing people are looking for in this mod.




Nick
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Laura Richards
 
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Post » Fri Feb 25, 2011 12:33 pm

More places to loot, more stuff to kill. Something like DCInteriors would be amazing.
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Dj Matty P
 
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Post » Fri Feb 25, 2011 1:35 pm

A larger steelyard would be great. Something similar to DC Interiors sounds like a pretty good idea as well. I'm going to go out on a limb here and suggest randomizing the locations of the steel ingots, kinda like the mod that was done for the bobbleheads, IMO it kinda quits being fun when you know the location of all ingots, and it would give more of a reason to explore The Pitt rather than just rush through it, which many people do.
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Leilene Nessel
 
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Post » Fri Feb 25, 2011 11:04 am

A larger steelyard would be great. Something similar to DC Interiors sounds like a pretty good idea as well. I'm going to go out on a limb here and suggest randomizing the locations of the steel ingots, kinda like the mod that was done for the bobbleheads, IMO it kinda quits being fun when you know the location of all ingots, and it would give more of a reason to explore The Pitt rather than just rush through it, which many people do.





Thanks to both of you i really like that one... XD


Keep suggesting!



EDIT: Im gonna sound like and idiot asking this but... What is [RELz] and what is [WIPz]? I sound like a total noob... XC


Nick
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Steve Fallon
 
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Post » Fri Feb 25, 2011 6:33 am

Thanks to both of you i really like that one... XD


Keep suggesting!



EDIT: Im gonna sound like and idiot asking this but... What is [RELz] and what is [WIPz]? I sound like a total noob... XC


Nick
I believe it is Work in progress and Release.
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Lew.p
 
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Post » Fri Feb 25, 2011 9:55 am

I think one of the first tasks is making some part of the world area presentable. Like, expanding a little bit away from the currently-usable Pitt worldspace, and making that usable area just a bit bigger. Then there's sorta room to start messing with stuff.

If I were personally doing it I'd do work on a big fat chunk of the exterior worldspace area before playing with interior cells (dungeons).
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Bee Baby
 
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Post » Fri Feb 25, 2011 6:07 am

Maybe you mean my episodic mod "Bingham Street" which i am still working on (details in my sig). I have less time for modding now but I haven't stopped yet.

Yeah, that's the one! Nice to see it's not actually dead. :)
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Emma
 
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Post » Fri Feb 25, 2011 9:40 pm

I would suggest that, at least for now, leave the original area of the Pitt alone. Focus on building/opening new areas for the player to explore at first, then populate it (raiders, slaves, troggs, ...). No need to put quests in the first stages of the mod making or to change things in the Pitt.
The areas you'll build could then serve as a basis for other things.
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Phoenix Draven
 
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Post » Fri Feb 25, 2011 8:09 am

I would suggest that, at least for now, leave the original area of the Pitt alone. Focus on building/opening new areas for the player to explore at first, then populate it (raiders, slaves, troggs, ...). No need to put quests in the first stages of the mod making or to change things in the Pitt.
The areas you'll build could then serve as a basis for other things.


QFT

Totally. Absolutely. Just like he said. ^^^^^^^
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Melly Angelic
 
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Post » Fri Feb 25, 2011 8:49 am

QFT

Totally. Absolutely. Just like he said. ^^^^^^^


agreed... 1 have some bad news though... I um threw up last night 3 times... so I will be starting tomorrow so long as i feel better...

I know i probably sound like one of those idiot guys, that commits to something and then makes up a story on why he cant do it anymore...

but i plan to start tomorrow...

EDIT: I am still sick but i decided that I'm gonna push through and try it... :cryvaultboy: Meanwhile i have a task for all of you, come up with a cool sounding name for the mod...

Sorry do disappoint you with my health conditions....



Sorry :banghead:

Nick
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Dan Endacott
 
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Post » Fri Feb 25, 2011 8:31 am

To get myself started I'm adding a vault in the train yard, when you get ambushed with Wherner. I am only adding this because i need to get used to working with the GECK, i will start a new topic for this mod after I'm done with the vault!




Nick



EDIT: Sorry about the double post... :brokencomputer:
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Charlie Ramsden
 
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Post » Fri Feb 25, 2011 5:12 pm

I hope you're not leaving that vault there when you're done, IMO ... The Pitt is sorta not a vaulty place.
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luke trodden
 
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Post » Fri Feb 25, 2011 7:44 pm

I hope you're not leaving that vault there when you're done, IMO ... The Pitt is sorta not a vaulty place.




What makes you say that?


EDIT: I could make it a slaver hideout or something along those lines...
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lexy
 
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Post » Fri Feb 25, 2011 9:23 am

What makes you say that?


EDIT: I could make it a slaver hideout or something along those lines...


........

Totally.... NOT.

The Pitt's strong points are positively elsewhere.

It's got many, very-different, new building facades, all dark and dirty and foreboding, lotsa new exterior structures to play with, and new, specific interior stuff too, and all the scaffolding (its hard to put together btw, it was for me anyway), and new utility walkway stuff.

Adding a vault to it would be like, to me, adding a hot dog stand in the middle of an expensive italian restaurant.

Feel free to do whatever you need to do to learn to use the tool, but, I would hope that as a final thing, you're really using what The Pitt offers instead of doing something like adding a vault to it.

I also note that there are no vaults directly in DC. Vaults were supposed to be protected, somewhat remote places, as opposed with sitting at a relative Ground 0.
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Alister Scott
 
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Post » Fri Feb 25, 2011 8:59 pm

........

Totally.... NOT.

The Pitt's strong points are positively elsewhere.

It's got many, very-different, new building facades, all dark and dirty and foreboding, lotsa new exterior structures to play with, and new, specific interior stuff too, and all the scaffolding (its hard to put together btw, it was for me anyway), and new utility walkway stuff.

Adding a vault to it would be like, to me, adding a hot dog stand in the middle of an expensive italian restaurant.

Feel free to do whatever you need to do to learn to use the tool, but, I would hope that as a final thing, you're really using what The Pitt offers instead of doing something like adding a vault to it.



I also note that there are no vaults directly in DC. Vaults were supposed to be protected, somewhat remote places, as opposed with sitting at a relative Ground 0.



Its not a vault anymore. Im turning it into an abandoned slave mine... if that works for you. Its going to be a dungeon, full of slavers who left the pitt because they didn't agree with what Ashur was saying. There's not a quest involved with it yet, but there might be in the future.




Nick
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stephanie eastwood
 
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Post » Fri Feb 25, 2011 2:30 pm

Its not a vault anymore. Im turning it into an abandoned slave mine... if that works for you. Its going to be a dungeon, full of slavers who left the pitt because they didn't agree with what Ashur was saying. There's not a quest involved with it yet, but there might be in the future.

Nick


You should do as you wilt. It's your mod and your vision.
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Felix Walde
 
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Post » Fri Feb 25, 2011 8:05 am

You should do as you wilt. It's your mod and your vision.



Thank you
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sarah
 
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