[WIPz] Welcome to Bingham

Post » Sat Feb 19, 2011 2:17 am

Welcome to Bingham
Friendly New Neighbors Part II

This quest series takes you back to “The Pitt”. It is the beginning of events that could change you and this town forever.

Foreword:
I loved playing “The Pitt”. It was a good story with a not so nice ending but so is live ;) . Only one thing I didn't like. The Pitt feels dead after you completed the quests. There is no reason to come back (except the ammunition press, but I never needed it). So I decided to use this stage for the conclusion of my quest series “Friendly New Neighbors” and give the player numerous reasons to visit “The Pitt” again.

Description (when it is completed):
“Welcome to Bingham” is a series of quests. It opens up new areas in Pittsburgh and allows the player to explore them and shape them at his own will.

As good player you can build a refugee camp for runaway slaves. Work hard and you finally manage your own little settlement and in the long run Pittsburgh is freed from the pest of slavery.

As evil player its your job to deliver new sla.. I mean workers ;) to the Pitt. Your new obtained land is the base of your operation. You have to find slaves, slave trainers, build holding and productions facilities. Your goal is to increase the wealth of Pittsburgh and finance the research on “The Cure”.

No worry the events that happened in “Friendly New Neighbors” are not forgotten and you have to deal with the consequences. It is not necessary to have played or installed part one to play the Bingham quests. The quest that integrates Friendly New Neighbors (and sums the complete story up) is the last one that i will make in the Bingham series.

All quests take place in Pittsburgh and the Capital Wasteland. No other DLCs are needed.

Releasing:
Each episode of “Welcome to Bingham” will be released separately and has a playtime between 30 minutes and 1 hour. When all Bingham quests are complete “Friendly New Neighbors” & “Welcome to Bingham” will be merged in one big quest mod DLC size. About 6 episodes are planed.

Screenshots:
http://www.flickr.com/photos/sesom_07/3863081995/sizes/o/
http://www.flickr.com/photos/sesom_07/3863864566/sizes/o/
http://www.flickr.com/photos/sesom_07/3863081391/sizes/o/
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Erich Lendermon
 
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Post » Sat Feb 19, 2011 4:18 am

Episode 1: This land is your land... (released shortly)
The future of the Bingham Street is in your hand, A new hellhole or a save haven for the slaves of The Pitt? Its your choice.
This first release is the foundation and the start of the Bingham story. It was inspired by the design documents of Van Buren (the never released fallout game).

Screenshots:
http://www.flickr.com/photos/sesom_07/3863864474/sizes/o/
http://www.flickr.com/photos/sesom_07/3863864702/sizes/o/
http://www.flickr.com/photos/sesom_07/3863081487/sizes/o/
http://www.flickr.com/photos/sesom_07/3863864974/sizes/o/
http://www.flickr.com/photos/sesom_07/3863081691/sizes/o/
http://www.flickr.com/photos/sesom_07/3863865268/sizes/o/
http://www.flickr.com/photos/sesom_07/3863081895/sizes/o/

Starting the quest:
Somebody pinned a note at the door of your home (Megaton, Tenpenny). If you don't have a home it seems you didn't recognized that somebody put a note in your pocket ;). You have to complete “The Pitt” first. This quest takes place after the events and don't starts if “The Pitt” is not completed.

Playing Tips:
Beware of the dogs ;) and you don't need to kill anybody for the amours take a look around and you find them.

Features:
new area of “The Pitt” to explore
3 “new” creatures
a repeatable fight encounter
a cheap and helpful doctor and talented repairmen
new loading screen
new music (no radio, you see what I mean if you play the quest)
new animations (not really new only two words: thankyou Umpa)
new clothing and Armour
new portable objects (camping bed, chair, table & grill)
fully voice acted
integrated in the original Pitt quest so your previous choices are considered

Credits:
Big thank you to all these people which allow me to use their work:

Clothing / Armor:
Raider Power Armor: Phildog -AKA exinomorph-
http://www.fallout3nexus.com/downloads/file.php?id=4176
Geonox Post-War Casualwear 1: Geonox
http://www.fallout3nexus.com/downloads/file.php?id=3675

Animations:
Guitar08: Umpa
http://www.fallout3nexus.com/downloads/file.php?id=634

Music:
Woody and Paul: Hard Travelin
Anthony Bowman: This land is your land

Preview:
Episode 2: Beware of the dog (in production)
Its time to stop the invasion. While you are exploring the Bingham sewers to find the source of the dog infection you find the darkest secret of “The Pitt”.

Episode 3 WT: It's time for camping (planing stage)
Travel through the Wasteland and collect materials to build your new refugee or slave camp in Bingham. A new friend helps you with this task but can you trust him?

Episode 4 WT: Big Business (planing stage)
Every community needs caps if they are slavers or only refugees. Start your own slave trade and training center for the Pitt or build your own factory in Bingham St to dry out this evil slavers on the other side of the river. But be careful not everybody likes what you are doing here and you weren?t the first one who is coruppted via caps.

Episode 5 WT: The Takeover (planing stage)
Defend your community against your former friends but are they realy your enemy? Your past is catching you up. And you have no idea who is friend or foe. Maybe it's time to leave Pittsburgh forever.

Episode 6 WT: In gods hand (in production)
Sorry no description not possible without big spoiler.
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Samantha Wood
 
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Post » Sat Feb 19, 2011 5:46 am

Damn, sounds promising. Unfortunately I just deleted my previous games and I am making anew char so I am not really in a position to beta test for you.
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Roisan Sweeney
 
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Post » Sat Feb 19, 2011 6:09 am

Damn, sounds promising. Unfortunately I just deleted my previous games and I am making anew char so I am not really in a position to beta test for you.

No problen. You can always come back after you finished "The Pitt". There are a few more episodes to test.
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Vivien
 
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Post » Fri Feb 18, 2011 8:37 pm

Sounds amazing, I was holding back from downloading number 1, but im gonna go and do it right now :D
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:)Colleenn
 
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Post » Sat Feb 19, 2011 9:58 am

Sounds amazing, I was holding back from downloading number 1, but im gonna go and do it right now :D

You dont need to play or have part one installed to play the Bingham quest series. I develeop this two questlines independent from each other. The last and biggest Bingham quest complete the story arc for both quest lines and will answer ! all ! open questions of part one. There are guest apperances of good old "friends" in Bingham but the main story of part one is told.

I choose this development route because i dont want to develop another 6 months and keep it 6 months in beta stage. That would mean another year without closure. No i dont like this!

With this new publishing scheme its possible to add new elements and quests at any time. If i choose to quit modding the story still gets a proper ending, because i made most of the last Bingham quest already.

Its like "Friendly New Neighbours" is the pilot movie. Bingham is the TV-series with a big movie at the end. ;)
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Claire
 
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Post » Sat Feb 19, 2011 4:00 am

Nobody interested for beta testing? I promise this episode one isnt so big as my other quest mod ;) and there shouldnt be any bugs. I just want to get sure before releasing.
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Gwen
 
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Post » Fri Feb 18, 2011 6:53 pm

I'll do it? I loved FNN (even though I had some major bug issues), so I'll try this.
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MISS KEEP UR
 
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Post » Sat Feb 19, 2011 7:05 am

I'll do it? I loved FNN (even though I had some major bug issues), so I'll try this.

Thanks i sent you a pm with the downloadlink.

Yes Friendly New Neighbors had some serious bugs. v0.91 seems pretty stable now. Thats another reason why i advance now the questline in single episodes. It is a lot easier to debug and support.
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Meghan Terry
 
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Post » Sat Feb 19, 2011 6:46 am

I'll beta, I've just finished the Pitt with my new character, so it's perfect timing. If I'd known about the 'good end' version of this mod I wouldn't have sided with Ashur again though :P.
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Janeth Valenzuela Castelo
 
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Post » Sat Feb 19, 2011 1:43 am

I'll beta, I've just finished the Pitt with my new character, so it's perfect timing. If I'd known about the 'good end' version of this mod I wouldn't have sided with Ashur again though :P.


Episode one is pretty short, I just tested it. He's working on #2 and says it'll be done in a couple of weeks. It was a nice introduction into the story. About the "good" ending, what I've gathered is you can lie your way into starting your own settlement. Also, if you go that bad route, you also get a settlement. Although it's....different. But none of this is in episode 1.
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Elle H
 
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Post » Sat Feb 19, 2011 8:06 am

Unfortunately I used to have the Pitt for 360, but most likely will not be purchasing it for the PC, so therefore will not be able to play mods such as this one.
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ruCkii
 
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Post » Sat Feb 19, 2011 12:22 am

Episode one is pretty short, I just tested it. He's working on #2 and says it'll be done in a couple of weeks. It was a nice introduction into the story. About the "good" ending, what I've gathered is you can lie your way into starting your own settlement. Also, if you go that bad route, you also get a settlement. Although it's....different. But none of this is in episode 1.


Hmm..? Ok i eplain it. I had to deal with four different endings of the Pitt. Player is on Ashurs side - Ashur alive or Ashir dead. Player is on Wernhers side - Wernher alive or Wernher dead. In part one you obtain the land for your future settlement and are introduced to two mainplayers for future quests. Richards is the Pitt guy and Woody ... is Woody (i dont want to spoil it to much here). The Bingham quests adapt themself to the previous decisions you made while playing the Pitt. It wasnt so complicated to make because Wernher wasnt the nice guy how we know in the meantime. The Pitt is after the original quest, still a hellhole only with a new leader.

The Bingham questline also has moral decisions but these ones are not dependent on the former made. In my dialogues i play with the element to convince the evil player to choose the good side and the good player to become evil. You should be in a struggle what to do next. You get the land in both cases but for what you are using it is the hard choice. ;)

The episodes are all abut 1/2 or 1 hour playtime (i hope so). I know they are short but this method allows me to release faster, include requests, experiment and debug faster. I am still a little bit frustrated how FNN Part One turned out. I needed a drastic change in development and setting but didnt want to abandone my story.
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Jon O
 
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Post » Fri Feb 18, 2011 6:43 pm

Sounds great Sesom. If you need any Custom Meshes ot Textures, let me know.

Skykappa
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Aliish Sheldonn
 
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Post » Fri Feb 18, 2011 10:54 pm

It's time for some progress report for The Bingham Street. The betatest of episode one went very well and there were found a few things to improve it. BIG thanks to all testers at this place.

One major point that was found that the street seems pretty empty. Thats something i want because its the place where the future camp is made by the player and its an original area i opend up. But after i thought about it there should be definitly more clutter and debris at the start. I am not realy good at cluttering and exterior design. I am mainly a script and quest guy. Here is a picture of the area:

http://www.flickr.com/photos/sesom_07/3884230035/sizes/l/

So if somebody is interested to help me out here i would be very grateful. No worry i make the navmesh after the cluttering ;) .
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Jennifer Munroe
 
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Post » Fri Feb 18, 2011 7:47 pm

I updated the first posts with a description of the other planned episodes I was asked to make a more deatiled description what i plan in this quest series. So i make here a big spoiler section so all readers can get a better impression what i am working on. I wanted to avoid such a description because there are hundred of ambitious and failed projects outthere. But i also learned that i have a tendencie to hold back vital information. So here it is.

Spoiler:
Spoiler
Episode 2: Beware of the dog (in production)
Style: exploring
To get rif of the doginfection in Bingham you have to find the source. The research on Maria wasn't done with a little homebrew lab. Ashur has built a big research complex in the underground of the city. But something has terrible gone wrong downthere.

Sideplot Good Player: Help Woody to build a radiostation to convince the Pitt slaves to relocate in the Bingham Street.
Sideplot Evil Player: Richards sends you on a hunt to the wasteland for new slaves for the Pitt.

At the end of this episode most buildings in Bingham Street have new helpful inhabitants and the player has a new home.

---------

Episode 3 WT: It's time for camping (planing stage)
Style: exploring & collecting
To build your settlement or slavecamp you have to collect and find materials in the wastes. Richards or Woody is your follower in this episode. Your slaves or refugees are building the camp in the meantime.

Sideplots several (not fully written yet)

At the end of this one you have a slave arena and brothel (evil) or a working factory (good) and some other businesses.

-------

Episode 4 WT: Big Business (planing stage)
Style: diplomacy
You dont have todo all by yourself. Find trustful people who do the work for you. But you also have to show diplomatic skills to let your business flourish.

Sideplots several (not fully written yet)

At the end of this part you have a constant income, a community which loves or fear you ;).

---------

Episode 5 WT: The Takeover (planing stage)
Style: fight
The conflict escalates. You have to defend your settlement. (not fully written yet)
Sideplots several (not fully written yet)

---------

Episode 6 WT: In gods hand (in production)
This is the planned end of my quest series and supposably also modding. This is where all strings tie together and also a big reminiscence and parody of the fallout modding scene and community. I dont want to tell more about it. Except that it is the funniest thing i ever made.


Thats the plan for this series. Changes are possible everytime. A lot of work is already done the main rewards for the player are made already. It's mainly quest and interior building. I am pretty sure that i can make one episode per month if i work alone. With help it's possible to release faster. So again my question:

Somebody interested in interior design and cluttering for this questline?
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Chris Jones
 
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Post » Sat Feb 19, 2011 9:48 am

Somebody interested in interior design and cluttering for this questline?

I'd help, but anything I could make you could probably make better. I'm also slow at cluttering, and inexperienced. But if you want a slow, inexperienced, decent at best clutterer then I'm your guy ;). I didn't read the spoilers but I think your mod sounds great, it would be nice to have a reason to go back to The Pitt.
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Gen Daley
 
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Post » Sat Feb 19, 2011 7:08 am

Good luck, I really loved the atmosphere of the Pitt and would really enjoy a reason to head back.
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Darren
 
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Post » Fri Feb 18, 2011 7:35 pm

Some funny think happend while i was debbuging a script:
Slaves in my mods are allowed to sleep and heal while sleeping. I made a portable bed to allow the player to heal them while travelling with them. But one odd behaviour hunted me since the first time i thought of releasing my quests. Sometimes it takes severeal tries to make the slave accept the new bedding. I didn't found a explanation for this until today:

See for yourself http://www.flickr.com/photos/sesom_07/3906408432/sizes/o/

The picture was shot in the middle of the day in front of the player home in Megaton. The fallout ai is more intelligent then i thought. :)
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Dalley hussain
 
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Post » Sat Feb 19, 2011 7:57 am

Some funny think happend while i was debbuging a script:
Slaves in my mods are allowed to sleep and heal while sleeping. I made a portable bed to allow the player to heal them while travelling with them. But one odd behaviour hunted me since the first time i thought of releasing my quests. Sometimes it takes severeal tries to make the slave accept the new bedding. I didn't found a explanation for this until today:

See for yourself http://www.flickr.com/photos/sesom_07/3906408432/sizes/o/

The picture was shot in the middle of the day in front of the player home in Megaton. The fallout ai is more intelligent then i thought. :)


Any estimate on the release date?
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Amanda Furtado
 
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Post » Sat Feb 19, 2011 2:03 am

Hey.
If you need anyone to proofread dialogue, and such, I'll help if you want.
I can also work on textures and G.E.C.K. stuff.
PM me if you're interested.
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Zoe Ratcliffe
 
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Post » Fri Feb 18, 2011 6:02 pm

Hey.
If you need anyone to proofread dialogue, and such, I'll help if you want.
I can also work on textures and G.E.C.K. stuff.
PM me if you're interested.


& @robber804

In the moment i take a break from questmaking and do scripting for the enslaving system that is needed for the Bingham St. series. FNNCQ is the name of this particular mod which includes the enslaving only. Sorry about the long break on this one. It's a motivation thingie. I am in the moment in a transition phase where i have nearly enough from complicated scripting and want to go back to much simplier quest making. So I think it doesnt take long anymore before I go back to Bingham.
@ZenBog thanks for the offer. As soon as I start again I contact you. In the moment is mostly cluttering needed because it feels pretty empty and I am not good at it.
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Ludivine Dupuy
 
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Post » Sat Feb 19, 2011 8:24 am

Sorry for being back such an old post but do you plan to finish this mod Sesom?

Looked very cool. Really enjoyed your other modding efforts.
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I’m my own
 
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Post » Fri Feb 18, 2011 6:35 pm

Sorry no! I know I should change my sig (soon I promise). This concept was made for FNNCQ as base and at a time I was unable to deal with new worldspaces.
FNNCQ gets some big changes soon to make the 'working' slave (captured original NPC) finally possible, make it easier to expand and manage. The same thing happens to my quest add ons for the enslaving system. They will take place in a different complete new town (Wildwoods). The main reason is that in my own world space I don't have to keep track of compatibility with the original game and mods while working on quests. It makes it a lot easier.

Many of the ideas, concepts, resources and scripts I made for Bingham can be found in Wildwood but Bingham won't be finished.
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Roberto Gaeta
 
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Post » Sat Feb 19, 2011 10:27 am

Great idea! I look forward to seeing it.
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Imy Davies
 
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