[Relz] Project Genesis

Post » Fri Feb 18, 2011 9:32 pm

I hope you guys enjoy this. Here are some features of it. It requires no DLC, it needs FOSE, and Archive Invalidtion Invalidated. I spent 11 months on it, and its my first mod every, so its a mix of crazy garbage and awsomeness.

http://fallout3nexus.com/downloads/file.php?id=15513

Requirements

This mod does NOT require any DLC.

FOSE (FallOut Script Extender)
FOSE can be obtained from http://fose.silverlock.org/
Simply follow the instructions there to download and install it.
If you do not properly install FOSE and my mod is active, a message should pop up telling you so.

Archive Invalidation Invalidated
If you have FOMM, just open it and click the 'Toggle invaladation' button. If it prompts you with 'apply archive invaladation?' click yes. If it prompts you with 'remove archive invaladation?' then you already have it, and should click no.

Also, it is recommended, but not required that you have general subtitles on for the mod. These can be turned on by going to options>display>general subtitles-ON.

The Story

The mod starts when you get a radio message (I know, how original. I didn't have any DLC when I made that part :P) beckoning you to a mans house. After following some clues around, you find out a scientist named Christopher O'Neil went missing just before the Great War. You following an entailing story and find out what happened to him, and more importatantly, his partner, Gerard Bishop.

Features

This mod adds:
5 quests to the wasteland.
3-6 hours of gameplay.
20+ new interior cells.
1 new exterior worldspace.

Notes

I want to say, this is my first mod ever. I jumped into it in January with only about 3 months of very very casual (like one hour every weekend) experience with the geck. Parts of this mod, I regret doing, parts of it will leave you breathless. You can also tell I was not very good at writing dialog at first, but I have gotten much better. Play this mod with that in mind. I think every should enjoy it. I worked hard on it, and I am interested to know what you all think. I'm sure if I will be patching this much. It is pretty much 11 months of me learning how to use to geck and all aspects of it. So I will use what people tell me here to make better mods in the (near) future. So please, comment, criticize, endorse, un-endorse, complain, compliment, and most of all, have fun playing it!


Credits

Thank you Ez0n3 for making the Prometheus static for me!

Story, Level Design, Dialog, and Rextextures by Gunmaster95 (Alex Velicky)

VOICES

Doctor Gerard Bishop - Mauri Majanoja
Doctor Christopher O'Neil - Alex Velicky
Leuitenant Johnathan Palmer - Robert Houchens
Captain Hays - Timothy Thomas
Andrew Hauss - Mauri Majanoja
Fort Verdict Computer System - Rob Gonzalez
Ivan Krukov - Alex Velicky
Receptionist - Alyssa Velicky

QUALITY ASSURANCE TESTERS

Peter Kleiss
Robert Houchens
Nick Kaufer
Michael Griffith
Matt Branthoover
Diarmaid Haugh

Thank you to Peter Kleiss for inspiration, and Mauri Mojanoja for your enthralling voice acting abilities!

Also, thanks to the people on the Bethesda forums, without whom I would not have been able to figure out much of what it took to make this mod a reality.
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KU Fint
 
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Post » Sat Feb 19, 2011 10:15 am

Hey, congrats on your release! :celebrate:

Sounds very ambitious... your caveats do make me a little apprehensive though.

A learning experience is almost always a good thing, and it sounds like you will make use of it in the future with work that you can stand by unequivocally! Hopefully people will support you (eventually...) in endeavors you have a serious passion for. :wink:
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M!KkI
 
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Post » Sat Feb 19, 2011 4:04 am

yes congratulations.

I'm adding this to my load order and since I have BOSS write capabilities - do you have recommendations/requests for load order?

I'm thinking placing it right after cube experimental with other esm based quests.

also if you are familiar with bashed patches and tags for the bashed patch and can think of any records that must win for this to work let me know.
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Kitana Lucas
 
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Post » Sat Feb 19, 2011 1:21 am

YES!!! Finally!! I had great fun testing this mod out for you in those 11 months and I've anticipated this release for quite some time. I will definitely be DLing this mod tonight when I get home.

Thank you for allowing me to be a part of the creation process!!
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aisha jamil
 
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Post » Fri Feb 18, 2011 11:31 pm

Hey, congrats on your release! :celebrate:

Sounds very ambitious... your caveats do make me a little apprehensive though.

A learning experience is almost always a good thing, and it sounds like you will make use of it in the future with work that you can stand by unequivocally! Hopefully people will support you (eventually...) in endeavors you have a serious passion for. :wink:

The learning is what I really enjoyed getting most out of this. I plan on taking what I learned here to hopefully make some of the best quest mods ever!

yes congratulations.

I'm adding this to my load order and since I have BOSS write capabilities - do you have recommendations/requests for load order?

I'm thinking placing it right after cube experimental with other esm based quests.

also if you are familiar with bashed patches and tags for the bashed patch and can think of any records that must win for this to work let me know.

I cannot think of any immediately. Just have it rather low in your esm's. Pretty much where your thinking of placing it.

YES!!! Finally!! I had great fun testing this mod out for you in those 11 months and I've anticipated this release for quite some time. I will definitely be DLing this mod tonight when I get home.

Thank you for allowing me to be a part of the creation process!!

And thank you! Who knows how bug riddled this would have been without the help of you and the other testers. Than you for testing!
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Jordan Fletcher
 
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Post » Sat Feb 19, 2011 4:17 am

Looking forward to trying this out!
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courtnay
 
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Post » Fri Feb 18, 2011 8:24 pm

Just keep me in mind next time you need a tester, I'll be more than glad to help out again. I can't wait till tomorrow night (Wednesday) cause that's my free night where I can actually get into it.
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Lizzie
 
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Post » Fri Feb 18, 2011 10:15 pm

The mod got 3rd place for http://fallout3nexus.com/downloads/filesofthemonth.php on the nexus. Thank you everyone who played and voted! I'm really glad you all have liked it so much. If haven't tried the mod yet, I strong suggest you do!
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Vickey Martinez
 
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Post » Sat Feb 19, 2011 7:13 am

Thats awesome man!! Great job!

I look forward to playing it through at depth. :)

Cheers,

Miax
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Sarah Unwin
 
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Post » Sat Feb 19, 2011 12:23 pm

Thanks! I really would like to hear what you think about it, seeing as you answered alot of my questions and helped me even be able to do it. :D
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Karl harris
 
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Post » Sat Feb 19, 2011 11:09 am

Thanks! I really would like to hear what you think about it, seeing as you answered alot of my questions and helped me even be able to do it. :D

Oh I definitely plan to, and would have played it out already, but I was fully consumed by the idea of converting my mod to New Vegas format and didn't even have Fo3 installed right for months. Everything is back on track now, so i can load this up over the weekend and go adventuring! :) I am truely impressed by the amount of work done just by reading the descritption and looking at your team size - its awesome :)

I'll post feedback to you on the weekend, this first week back at work is crazy. :teehee:

Cheers!

Miax
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Lisa
 
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Post » Sat Feb 19, 2011 9:13 am

I would love to hear what you think about it Miaximus, let me know if you get around to playing it.

For those of you who already played the mod and liked it, I do have more planned for New Vegas, so look for those in the coming months. :)
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Invasion's
 
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Post » Sat Feb 19, 2011 4:00 am

I plan on doing one final patch to fix all remaining bugs that have been reported in this mod within the coming months.

Therefor, I thought I should bump this thread to see if I can get a small boost in activity about my mod, and perhaps uncover any other hidden bugs before I do the patch.

Thank you everyone for your feedback on my first mod, it was invaluble!

Gunmaster95
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Maria Leon
 
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Post » Sat Feb 19, 2011 1:13 am

I found an incompatability with SCC Sharing and Caring Companions. I cant leave dialogue after putting fuse in the box so I disabled it. SCC opens another box after youd leave that one and no way out. It svcks.
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LuBiE LoU
 
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Post » Fri Feb 18, 2011 10:17 pm

I found an incompatability with SCC Sharing and Caring Companions. I cant leave dialogue after putting fuse in the box so I disabled it. SCC opens another box after youd leave that one and no way out. It svcks.

Oh, I remember this bug. Unfortunately it is caused by the way the other author made SCC.. I don't want to say poorly, but if it leads my dialog into the SCC dialog, and your stuck in THAT dialog, it's an SCC issue. I will however see if I can find a way to avoid having it lead into the SCC dialog in the first place. Thanks for coming back and reporting it again! :)
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Cayal
 
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Post » Sat Feb 19, 2011 12:54 am

[ Friend.. ]
[ Get me outta here! ] <---- You could add this

You could get scc and add that to it? I could try also if you want me too.
It will be about a week though.
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Eric Hayes
 
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Post » Sat Feb 19, 2011 6:29 am

[ Friend.. ]
[ Get me outta here! ] <---- You could add this

You could get scc and add that to it? I could try also if you want me too.
It will be about a week though.

Wait, what? I don't exactly understand what you mean? Do you mean adding a dialog option to end the conversation or something?
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Lillian Cawfield
 
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Post » Sat Feb 19, 2011 4:06 am

I love quest mods...and plan on DLing this tomorrow. Oh yeah...Happy BilnLadenDeath day!
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Mizz.Jayy
 
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Post » Sat Feb 19, 2011 7:48 am

I love quest mods...and plan on DLing this tomorrow. Oh yeah...Happy BilnLadenDeath day!

Awesome, I await your feedback. :)

I think we can give it a better name then 'Bin Laden Death Day' but Woooohoo!
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Katey Meyer
 
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Post » Sat Feb 19, 2011 6:39 am

Yeah, I mean adding a close dialogue option, not just for your mod but separate and for anyone to use because this is the second time scc made me reload a save to clear the dialogue box. (Intercom at church in PL)
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Ben sutton
 
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Post » Fri Feb 18, 2011 10:03 pm

Yeah, I mean adding a close dialogue option, not just for your mod but separate and for anyone to use because this is the second time scc made me reload a save to clear the dialogue box. (Intercom at church in PL)

The issue with you being able to leave dialog at any time is how it's set up. Imagine that you are climbing a tree. If you get halfway up and jump off, you can't magically get back up to the branch you were on, you would have to work your way back up from the bottom. This is how the dialog tree's I set up work. :/ I will look if I can find a better way to fix this, but you should contact the maker of SCC because if it also does it in PL, thats a bad incompatability they should really fix. >.>
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RUby DIaz
 
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Post » Sat Feb 19, 2011 4:23 am

The Version 1.05 patch is out!

I decided it was about time to do the final patch for this thing, so I spent the evening cracking it open and taking a peek at the issues that had been reported. I believe I have succesfully fixed all the bugs that I could, and the mod should now be, for the most part, completely bug free.

This patch fixes one main issue, 2 minor ones, and a few other things. Here are the patch notes:

Version 1.05

- Added switches to the Cryo Lab entry hatches so you can no longer get stuck below if you hit the upper switch then run through the closing hatch.
- Fixed the first conversation that O'Neil and Palmer have over the intercom. It's no longer a jumbled mess and they actually say it one line at a time.
- Fixed the leveled lists so Compound 101 no longer shows up all around the wasteland, and can only be aquired from the mutants inside Fort Verdict.
- Cleaned the Esm file to reduce random issues a few people have encountered.


Head over the http://fallout3nexus.com/downloads/file.php?id=15513 to download the patch, or if you haven't yet, try the mod out!

That should just about do it for patches for this mod. I'm off to continue work on my secret NV mod. (I know, like 3 of you are super excited, right?)

Have fun everyone!
Gunmaster95
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Arnold Wet
 
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Post » Sat Feb 19, 2011 6:24 am

Ha - looks like I got the first download ;)
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Heather beauchamp
 
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