The Pitt Dlc - Followers Get To Go - In Development

Post » Sun Jan 02, 2011 3:54 pm

http://www.youtube.com/watch?v=CicmpOa51cY <-- you'll want to watch in the highest resolution if possible (1080p HD). Its 4:30 in duration and shows the FOOK-Phalanx form of the scenes.

http://www.youtube.com/watch?v=HdY5Eb5fBtw <-- additional video added 2 days after above showing 2 scenes, very close to complete.

I'm making a follower integration + some other adjustments for The Pitt DLC. It will be available in the next version of Phalanx, 1.09, which is also the one going into FOOK. I'm not positive I'll make a standalone .esp for use without any form of Phalanx, but maybe, we'll see.

This video shows one playthrough option (there are several possible) of the scene where you approach the gate guards and enter The Pitt for the first time.

    The (frankly-incredulous) scene where slavers beat you down with lead pipes is re-engineered to be something different, something which respects your dangerousness appropriately. That area of The Pitt also looks different, it is more like a concentration camp now. Remember how the Enclave got you down when they needed to take you to Raven Rock? Well, slavers keep those sorts of supplies around too, for the really tough guys they get in the door.

    If you choose to talk to Mex instead of blasting him to kingdom come on sight (I slaughter him in this video, its quite the groin shot, too), you can choose from any of the dialogue options you normally can, with one change. If you walk up wearing the slave outfit, plus you have followers at your shoulder, you will not be able to pretend to be a slave. Werhner warns you of this fact before you go - the gate guards won't buy that you're a returning slave if you have a small militia standing there behind you.

    Followers are there the whole time, and what is going on with them makes sense. Nothing artificial-feeling in the game interferes with them or forces them to leave (such as some peon turd named Werhner who feels to insult your followers and magically cause them to auto-fire when you travel to The Pitt).

    Werhner and Midea (major questgivers) have some additional dialogue, and some edits and omissions, to work in the changes in a way that feels correct. I am expecting Ashur to have additional dialogue too, but didn't get to it yet.

    Once you are inside of The Pitt, because of the redesign of the entrance area, you can now see pretty well over the wall, out to the guards staging area. That area now looks just right, it really looks like the world area on the 'outside'. Before, the buildings didn't even match, and even without the increased visiblity I made you could tell it was wrong.


Some things that may change about what you see in this video are -

    There is a moment where you would expect to be able to see your followers lying on the ground near you, but instead the camera pans to the left, and they are missing. It happens if an uncommon camera angle happens to occur during the player's scripted fall-down. I may change this so that if that uncommon angle happens (like this video happened to catch), you see them there.

    There's a small spot in the side of a building where 2 building edges overlap, so you see a little flashy area, that will be fixed.

    The slaver's comments as they loot you aren't very loud right now. I may change this so that the vocals come in at the original volume again.


I donno about youall but I found the "beatdown" scene to be not believeable when considered in the context of my character, as well as there were some other things that didn't make sense. I feel like that troublesome scene is pretty much resolved with this, and some other stuff is changing too.

I'm looking forward to how this will turn out... ..if only the game would stop glitching and becoming unplayable due to things I did NOT do. I've had Ashurs speech freeze up with no possibility to continue, and in the next savegame batch, I got into a save where I entered the steel mill area for the first time and now I cannot save or open a load door without CTD.

DLC01 has some fascinating cityscape design stuff in it and those scaffolds are really something - but - its positively the most crashy and glitchy of the DLCs I have seen to date. blehhhhhhhhhhhhh to crashes and unplayable savegames!!
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i grind hard
 
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Post » Sun Jan 02, 2011 9:51 am

sounds good. I think i will give it a go once the new version of FOOK comes out...Whenever that is. :whistle:
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Rach B
 
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Post » Sun Jan 02, 2011 11:17 am

sounds good. I think i will give it a go once the new version of FOOK comes out...Whenever that is. :whistle:


The FOOK people are reaching as best as they can toward a public beta release, and I feel like it just has to be real soon here. But it seems that there's some stuff that's incomplete yet. I know JustinOther is still repairing some things that don't quite work right.

I hope soon myself, because I need the .esm of what will be the public beta, instead of having to patch the old .esm with 5 patchfiles as I work on it. The list of patchfiles I have to apply is getting a little too big eh...
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Post » Sun Jan 02, 2011 1:16 pm

The scenes and integration are nearly done now.

This video shows two updated scenes - - http://www.youtube.com/watch?v=HdY5Eb5fBtw . The first video segment is how you and your followers get captured in The Pitt. The second segment is you going to retrieve the followers after getting the key to their prison. In the second segment, the Malcolm follower's lines are not yet voiced, those lines are being recorded by Mr. Cox soon-ish though.

Segment one had an uncommon glitch which you do not see in the video I uploaded the other day. Unfortunately for this video, 2 of the 3 raiders had difficulty jumping down from their platform to come to you . I'm pretty sure I can improve upon that with a few small navmesh changes.

You're seeing the FOOK-Phalanx version in this vid, the standalone Phalanx will behave the same but have different items, etc.
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WYatt REed
 
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Post » Sun Jan 02, 2011 5:23 pm

Hey, Tarrant? Out of curiosity, what happens if you don't bring companions with you? Do you still get hit with stun grenades?
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Rebecca Dosch
 
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Post » Sun Jan 02, 2011 4:59 pm

Hey, Tarrant? Out of curiosity, what happens if you don't bring companions with you? Do you still get hit with stun grenades?


If you choose any option that would have involved that "raiders beat you down with tiny lead pipes and weak sticks and toothpicks even if you are armed to the teeth" scene, yes, that has been replaced wholesale with the stun grenade scene.

I have an aversion to the original scene, I guess you can tell. It made no sense in my mind. My guy's killed more slavers than he can count, slaughtered all of Paradise Falls with no danger of "capture". And, lead pipes have never been a problem for his power armor.

So, the slavers in The Pitt must pack extra special stuff to be able to "catch" him, such as, stun grenades, and a combat area where the player is meant to see, afterward, that he was irreversably screwed the moment he walked in.
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