Making a 'real' boss mod. Looking for input

Post » Sat Feb 19, 2011 12:22 am

Basically, as the title says. I'm kinda disappointed in the lack of Vanilla 'bosses'. The only real bosses seem to be Behemoths and whatever else in DLC I haven't done. But these bosses also seem to border on "LET'S GIVE IT LAZ0RS AND MAKE IT HUGGGGGE. PEOPLE LIKE HUGEEEEEEEE". So i'v opted to make one of my first mods a rather simple one, but something I think the game really need. REAL bosses. No super-sized, out of this world impossible bosses. I'm going for bosses whom have a history and a back story to whom they are, and how they got there. I'm thinking fights that don't just require "SHOOT BIG GUN, GO BOOM". The bosses will have better aim, more health, and way WAY better stats and armor. They, for the most part, will be entirely human (or ghoul).

If the sound of this interests you, I implore you to reply with suggestions :). I will even take help if I run into problems (this is where people good with scripting (better than me) would come in handy) and full credit will be given to anyone who contributed in any way.


Barebones of what I have::

--Easily several types of bosses, ranging across all races and even some creature races.

--Strategic boss fights (this is where I may require someone much better at scripting than me).
----Stuff like certain body parts take NO damage, or very little. Limbs can't be crippled. Immune to certain things. Can call for "backup", can't be targeted by VATS etc. Now, this won't ALL be on every boss. But they will vary over them.

--Planning on using pre-rendered NPCs (i.e from the character generator in GECK. I will be open for people who'd want to create these outside of GECK for importing. The prettier the better amirite?).

--Planning on having each major boss fight wield some sort of reward. Unique items, of course. Stim Packs, certain items. And maybe a unique item which can be used for a later mod idea I have (doubtful but, i'll see how this goes).

--Vastly different personalities. Each boss is going to seem like a completely different person. Fight different, act different, talk different (If i can find someone willing to work voice // lip syncing. I'd love you).

--Possible companion-potential. Not sure if this will go or not. Maybe depending on dialogue choices, karma, disposition etc. Could be neat. Would be a last priority.

--Plan on having each battle someplace else (obviously). Maybe in locations that mean something to them // can link them to it.

--Bosses only show up under certain conditions (not talking --need this much karma-- or --needed to do this quest first--) but more like --at this time of day or night--. Another "last priority" i'm thinking.


Well so far this is what i'v got. I have some general idea's for bosses already. However i'd like to see some peoples suggestions on how to make this better // ideas for bosses. As stated, I could also use people with any of these skills. Not nessecary, but would be nice::

--Advanced scripting knowledge with GECK
--Someone who could handle voices and syncing the lips with the voice
--Someone who could design bosses. (Again. This would be neat but I can always use the character generator and make them from that.

Thanks in advance for any ideas or help you guys want to offer. I'll be sure to keep track and give credit where it is due!
User avatar
YO MAma
 
Posts: 3321
Joined: Thu Dec 21, 2006 8:24 am

Post » Sat Feb 19, 2011 9:32 am

Well, here is what I think.

Continue to think big, but, start small.

Get your first small thing into the GECK, and get it working.

Take your small thing and keep making it better, and eventually it'll be a medium sized thing which is sort-of like your envisioned big thing. Then, keep going until you feel like you have something you like.

Don't put a time limit on yourself. People sometimes work on a mod for years, and even across multiple games (MMM for example started in Oblivion... then FO3...).

Make it for yourself, primarily, and the rest of the world is just along for the ride, if they care to go. It doesn't matter if 10 people download it, or 100, or 5. Just make what you want to see.
User avatar
Catherine N
 
Posts: 3407
Joined: Sat Jan 27, 2007 9:58 pm

Post » Sat Feb 19, 2011 1:21 am

By the way ...


The only real bosses seem to be Behemoths and whatever else in DLC I haven't done.



You seemz dissatisfied with stuff that you've never gotten to try (the broken steel special versions of the mutants). Maybe they are just what you were looking for.
User avatar
maya papps
 
Posts: 3468
Joined: Mon Aug 07, 2006 3:44 pm

Post » Sat Feb 19, 2011 6:33 am

Well, here is what I think.

Continue to think big, but, start small.

Get your first small thing into the GECK, and get it working.

Take your small thing and keep making it better, and eventually it'll be a medium sized thing which is sort-of like your envisioned big thing. Then, keep going until you feel like you have something you like.

Don't put a time limit on yourself. People sometimes work on a mod for years, and even across multiple games (MMM for example started in Oblivion... then FO3...).

Make it for yourself, primarily, and the rest of the world is just along for the ride, if they care to go. It doesn't matter if 10 people download it, or 100, or 5. Just make what you want to see.

I play on starting slow. after each small successful piece of the mod. I'm going to make a copy and back it up. Then work on it some more. And so on and so fourth.
And this is mainly for me. I want some new bosses. However I would like input from people. I do tend to have a narrow mind when it comes to stuff like this. So having peoples suggestions can usually help me make something better.



By the way ...





You seemz dissatisfied with stuff that you've never gotten to try (the broken steel special versions of the mutants). Maybe they are just what you were looking for.


I'm way ahead of you. I took a look at the videos of those monsters (someone linked me). While they are closer. Not exactly what I have in mind. Was close though (Plus, i'm saving broken steel for a really special playthrough :P).
User avatar
Adriana Lenzo
 
Posts: 3446
Joined: Tue Apr 03, 2007 1:32 am

Post » Fri Feb 18, 2011 9:31 pm

I wish you the best of luck on this, I started making my own "Boss" for the game last year and am still working on set design and dialouge and without a whole lot to show for it. I'd suggest starting with just one simple boss and putting them in the Vault from the HECK tutorial. This doesn't even have to be a real boss to be released, but it will give you a good idea of what you can/cannot do.
User avatar
vanuza
 
Posts: 3522
Joined: Fri Sep 22, 2006 11:14 pm

Post » Sat Feb 19, 2011 5:00 am

I wish you the best of luck on this, I started making my own "Boss" for the game last year and am still working on set design and dialouge and without a whole lot to show for it. I'd suggest starting with just one simple boss and putting them in the Vault from the HECK tutorial. This doesn't even have to be a real boss to be released, but it will give you a good idea of what you can/cannot do.


This is what i'm doing. However i'v got a save-state outside of SpringVale. And I want the boss to show up there, so i'm testing how it works out and whatnot here for now. I'll slowly add more to it and such.
User avatar
sexy zara
 
Posts: 3268
Joined: Wed Nov 01, 2006 7:53 am

Post » Sat Feb 19, 2011 1:23 am

ignore this lol
User avatar
neen
 
Posts: 3517
Joined: Sun Nov 26, 2006 1:19 pm


Return to Fallout 3