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

Post » Fri Feb 25, 2011 6:58 am

I did TCL/TGM and flew around the unfinished world areas of The Pitt for a little bit. It seems like a nice candidate for a modder who likes world-building and things. It could work out like an area of Washington, could have some little fights in it, maybe its own little subway dungeons, you could populate it up a bit.. yeah. Seems that it could be a nice project for someone.

Don't make me abscond with it and turn it all into a gigantic follower campsite.. :D
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Hannah Barnard
 
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Post » Fri Feb 25, 2011 8:25 am

It would be interesting to have a "filled" Pitt, I would personally like the steelyard to be much bigger. Maybe a future project for me :D
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Ryan Lutz
 
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Post » Fri Feb 25, 2011 12:35 pm

The part I looked at was where you first come in, and hit that bridge. You could see another bridge to your left, so I decided to fly over there. It looks... buildable over there. And all around there. There's also space to the right of that bridge, but I didn't fly over there.
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Trish
 
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Post » Fri Feb 25, 2011 4:20 am

The part I looked at was where you first come in, and hit that bridge. You could see another bridge to your left, so I decided to fly over there. It looks... buildable over there. And all around there. There's also space to the right of that bridge, but I didn't fly over there.


There is a lot to work with in those areas across the river from the entrance to the Pitt for sure. I'd love to see some areas inside the city opened up via metro tunnel access like in Downtown D.C. of the main game too.

Coleen's 'Return to Anchorage' also opened up those areas for use for modders as well. It'd be awesome to see someone do something with that huge expanse of ground headed out to the water where the faux Anchorage is visible (if you noclip fly down there, you can see the most everything down there would need to be replaced).
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stacy hamilton
 
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Post » Fri Feb 25, 2011 10:19 am

Agreed. There is so much usable space that it's a shame modders haven't sprung up settlement mods and the like. It would be a great place for a town of weapon merchants. So much steel...so little time...I could see a bunch of shops setting up in the surely lucrative Pitt, since it has labor so cheap and steel aplenty.

And any reason to go back to the Pitt after finishing the quest is welcome. It's pointless to go back after finishing the quest unless you're doing Toys for Tots. And you get better money doing the vanilla repeatable quests.
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TIhIsmc L Griot
 
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Post » Fri Feb 25, 2011 3:13 pm

Well, it's a lot of work to do well, that sort of thing. And I feel plenty busy with my other stuff and don't feel tempted to jump into another project. Some other people are prolly feeling similar. But then again, maybe someone's looking for an idea. :>
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lucile
 
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Post » Fri Feb 25, 2011 12:29 pm

Great idea Tarrant. And I agree with Ashven. I love the look and feel of The Pitt and would love some reasons to go back out there. There just isn't enough to do in the DLC and no reason to go back once that's completed. It's a waste really.
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Chantel Hopkin
 
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Post » Fri Feb 25, 2011 3:40 am

Great idea Tarrant. And I agree with Ashven. I love the look and feel of The Pitt and would love some reasons to go back out there. There just isn't enough to do in the DLC and no reason to go back once that's completed. It's a waste really.


Maybe they put that stuff out there so we could go back and do mess with it when they were done. :D
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how solid
 
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Post » Fri Feb 25, 2011 3:07 pm

I might try to mess with the Pitt once I've finished DCInteriors. There still is a lot to do downtown.
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Jessica Phoenix
 
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Post » Fri Feb 25, 2011 3:16 pm

I might try to mess with the Pitt once I've finished DCInteriors. There still is a lot to do downtown.


That would be fantastic, especially if it would be even half as high quality as your DCInteriors project :)
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Olga Xx
 
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Post » Fri Feb 25, 2011 1:57 pm

I might try to mess with the Pitt once I've finished DCInteriors. There still is a lot to do downtown.


:goodjob: :clap: Right on, I would love that!
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Leilene Nessel
 
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Post » Fri Feb 25, 2011 12:48 pm

I might try to mess with the Pitt once I've finished DCInteriors. There still is a lot to do downtown.


I thought of "DC Interiors" when I was flying around, but wasn't sure if the author did any exterior stuff at all, and this will require some exterior building.
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Scott Clemmons
 
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Post » Fri Feb 25, 2011 4:57 am

The Pitt needs much more than just a world-space / level-design face lift, it needs that and new quests or expanded original quests and some additional meat on the bone. It's one of my favorite DLC's for exploring because I love the Steel Yard so much, but it just doesn't last very long (it's a DLC after all), and not alot of imputus to rebuild/overhaul it without doing alot to it.

That said, I agree there is huge potential for a nice mod remake of The Pitt, I agree with Tarrant's original suggestion and the followup, that it could be alot sweeter than it is out of the box.

Miax
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james tait
 
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Post » Fri Feb 25, 2011 8:40 am

I would love to see this happen,I am willing to help with it for some experience in the modding comunity, due to the fact I have absolutly NONE (I'm not Joking :brokencomputer: ), and very little time! So with that said I am willing to be someones aprentice on this mod! XD

If i can get atleast one other person to actualy commit to helping, I am willing to make a new thred this weekend and start this weekend. (I only say weekend becuase thats the only time i can doing anything... :facepalm: )




Nick
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cassy
 
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Post » Fri Feb 25, 2011 5:10 pm

As far as I'm concerned quests are not needed. It would be neat as hell just to have some fetch-for-caps repeatable quests, like Walter and scrap metal. Imagine...a little steel mill produces weapons parts, but it's machines are old and need maintenance. It's always chewing up tools, so bring in wrenches and hammers for caps. Or something like that.

A little market place, where the Pitt armours and weapons are sold in addition to the vanilla ones (in good condition! The Pitt has cheap labour and lots of steel, so materials and workers are not an issue!) at moderately good prices. It could be woven into why Crow and Harith seem to always have good merchandise. Actually, that gives me an idea! Since the Pitt is "so far away" from DC, the player could be given repeatable quests to take shipments from the Pitt to Canterbury Commons, giving Harith and Crow merchandise. It could be something that's introduced as a business venture with the Caravans, and hence forth they would sell Pitt gear.
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willow
 
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Post » Fri Feb 25, 2011 3:22 pm

Just making it more along the lines of the Downtown DC areas - where you have patrols of NPCs, abandoned buildings to explore, and overall making the entire area feel a lot less "linear" than it is now - I'd love that.

The slums area is one place where you could literally put twenty some odd empty buildings to explore, ala DCInteriors. That would be amazing.
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Chad Holloway
 
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Post » Fri Feb 25, 2011 1:05 pm

Damn, I saw a mod once that added new areas to the pitt and quests, but I'm not sure if it's still around/finished. :( But there was definately one.
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Steven Hardman
 
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Post » Fri Feb 25, 2011 11:54 am

after so many years, I often wondered... where is all the ammo coming from? There is a mod for trading more items in with the outcasts, and it gives a wider gear selection when traded. and the brotherhood does have the knowledge of how, but not a facility to do so. the brotherhood, before they split, was once in the Pitt. so, perhaps they still have an outpost in the area that manufactures such things. raiders do after all raid, so it is easily explained how the rest of the wastes gets it.


personally, I cant mod, but it is a possible idea for a location to be created on the outskirts of the Pitt, and as for quests, materials are always required, as are the chemicals.

and if anyone is so inclined, Pittsburgh I believe does have a port.
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Yonah
 
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Post » Fri Feb 25, 2011 5:05 am

Yeah, going out to look for materials for making ammo would definitely make for a good repeatable quest, good for getting caps and for stuff to do, could throw in some random encounters/fighting on the missions every time they are run so they aren't so monotonous. :shrug:
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Sweet Blighty
 
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Post » Fri Feb 25, 2011 10:52 am

Damn, I saw a mod once that added new areas to the pitt and quests, but I'm not sure if it's still around/finished. :( But there was definately one.


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.
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saxon
 
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Post » Fri Feb 25, 2011 5:47 am

Hey thanks for all the ideas they are great, and hopelfuly we can get them into the mod... Im still waiting on someone esle to volenteer to help me on this, and like I said before I will get started this weekend. I might also put in a quest connected to Paradise Falls, and the slavers there, bacuse in the vanilla game the pitt is mentioned almost unotisably by one of the slavers hinting the two places did buissness

----SPOILER ALERT----


But now that Ashur/Wherner is stopping the slave Trade and slowly giving there freedom back(If Ashur is alive), maby the quest will be Paradise falls not liking that, and Ashur/Wherner get assaninated or something, and you slowly become leader.


---END SPOILER---


But that might not come right away, maby in later versions. But if anyone wants to help me, cuz im gonna need it...





Nick
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Scotties Hottie
 
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Post » Fri Feb 25, 2011 8:05 am

I just came up with another idea, idk how many of you played oblivion, but there was a Kvatch rebuilt mod and maby we could do somthing like that to were slowly on a timer, also based on our realese rate, the pitt is slowly discovered and conquered. And maby some natives could be found and stuff. Anyway, let me know what you think and i could use you suggestions...


XD


Nick
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Austin England
 
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Post » Fri Feb 25, 2011 11:05 am

Damn, I saw a mod once that added new areas to the pitt and quests, but I'm not sure if it's still around/finished. :( But there was definately one.


I looked on Nexus (not that it is the only place for mods, my own aren't even there except for 2), and I saw a tiny 3 pages of mods that included PITT in the name, and I didn't see anything like it.
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Soph
 
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Post » Fri Feb 25, 2011 4:10 pm

I would love to see this happen,I am willing to help with it for some experience in the modding comunity, due to the fact I have absolutly NONE (I'm not Joking :brokencomputer: ), and very little time! So with that said I am willing to be someones aprentice on this mod! XD

If i can get atleast one other person to actualy commit to helping, I am willing to make a new thred this weekend and start this weekend. (I only say weekend becuase thats the only time i can doing anything... :facepalm: )

Nick


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.
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Dagan Wilkin
 
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Post » Fri Feb 25, 2011 4:42 pm

strict idea man here. I offer no help in geck except writing story backgrounds, better than the ones I threw together in a few seconds on my other thread.
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josh evans
 
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