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!!