Storm On The Horizon

Post » Sat May 28, 2011 4:53 pm

so i couldnt find the last thread, so i decided to make a second.

Storm On The Horizon

spoilers ahead

so all is fine you made it safely onto the vertibird and watched the mobile base crawler go up like a nuke. now you are on your way to the perfectly safe Citadel where you will be greated with smiling faces and good karma [mod only works with good karma]. well thats what you think.. you see whilst the brotherhood diverted most of its forces to the assault on AAFB something more was happening in the wasteland.. alot of things erupted the moment the original Vault dweller from vault 13 left the vault. now because of what happened with the Vault dweller and the Chosen One you face far more than you could have imagined..

You have just touched down at the citadel and lyons has thanked you, suddenly you hear weapon fire and loud thuds on the ground.. as you turn you notice a Giant Behemoth running towards you, so you run away firing everything you have at it when you notice a damaged fat man mini nuke launcher with one nuke next to it. dodging another swing from the Behemoths weapon you grab both the nuke and the launcher. you also grab the note next to it. you fire off the only shot you have and will be able to fire with the launcher and [most likely] kill one of them with a well placed shot. you search the body franticly and find a strange looking weapon, you notice that it is named the Tesla MKII, you take it but notice it has no ammo. you use your own guns to kill the other 3 behemoths.

you now count your losses and go down to the lab to restock on ammo and guns when you notice near liberty primes head a note.. a note that wasnt there before. you take it and read it.. after reading it you go to the armory and notice that the cell door is unlocked [assuming you havent already unlocked it]. you go in and look around until you find a small well hidden floor safe.. you break into it and find some a key and some money, you instantly go for the caps and then get the key. you go back to liberty primes head and look under the table. you see a footlocker. you use the key you found in the armory to open it and take the ammo inside. this footlocker will respawn ammo every 3 days.

you now head out to investigate an outpost near vault 108 which when you get there you find all the members torn apart and Super Mutant Overlords nearby.. you get out your new gun and blast them all to hell. you go back to the 3 body piles and take the note.. it leads you to the republic of dave..

when you arrive there you find a small group of Enclave and BOS working together to kill all the members of the republic, you think to yourself.. "what have i gotten myself into?" you find an empty holotape and use it.. you made a log of what was happening, then you open the terminal and find a set of co-ordinates [if you have the strategy guide this shouldnt be a problem] they take you to a location near canterbury commons, just on the way to a small Enclave camp.

so here you are, in the middle of what seems to be the most horrific event the world will ever see.. the super mutants are organised and have numbers so great they have eradicated everywhere except the Capital Wasteland, New Vegas [will have a mention by Initiate Adams] and the DLC locations.. and that is not the end of it.. The Enclave have managed to find a strength that only the super mutants could match.. Lyons himself has become a master of evil [i will not say how, you have to find that out on your own].. Sarah has joined you in your mission to save whats left of the world.. you have joined a small group of BOS that have made an alliance with the Enclave outcasts.. all together there are 50 of you.. against 100 million mutants, 20 million Enclave Super Soldiers or Hellbirds.. and worst of all.. you must also stop Elder Lyons from doing whatever he is planning to do.. [you will not have to fight all of them at once, you wont even be against all of them just enough to make it so you die a few times before you complete the mod]

do you have what it takes to be a...... HERO

this mod intends to add the desired finish to the game.

in the words of my friend and lead items guy: in sacrifice.. victory!



coming to the Nexus soon: http://www.fallout3nexus.com/downloads/file.php?id=10070


thoughts and suggestions
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Charlotte Buckley
 
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Post » Sat May 28, 2011 1:51 pm

I don't want to sound negative, there might be some really cool ideas in there but...that's quite a wall of text lol

I'd reformat your original post so that it's easier for us to read and give our thoughts and suggestions on :)
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He got the
 
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Post » Sat May 28, 2011 11:09 pm

now i would change it, but it says i dont have permission to do that.. do you know a way around that?

originaly i had added a small space between paragraphs but that obviously didnt work out. i also noticed some really bad spelling just now..

Edit: nevermind, i managed to edit it
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Eddie Howe
 
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Post » Sat May 28, 2011 5:11 pm

I like the idea at the heart of it, the concept of a faction of BoS involved with some conspiracy with the Enclave.

But I think there's a few pitfalls to be aware of and I'd think if you could work around those, you could have the basis of a really promising mod.

1) Good karma requirement - potentially you make the mod unplayable to those who like to RP a bad guy, which is a good percentage of players.

2) You've got in mind how you view quest progression early on. If there's one thing I know about gamers it's that they have a tendency to look for other ways to do things. A lot of developers and modders can vouch for that.

Will the player pick that weapon up when they have other weapons on them? Are they going to spend time looking around the armoury? Are they going to go past Liberty Prime's head and notice the note?

Focus on the major points along the quest chain. What is essential and figure out how to lead the player to it - find the balance between giving things to the player and hoping they'll just find things.

3) Too much interaction with vanilla content - this could cause a number of problems, conflicts and such. Kill members of The Republic of Dave and you could be preventing players from the quest that is there. If you need to do any major building there at all be careful not to delete anything placed by the original game.

Also NPCs, regardless of whether you intend to have voice acting in your mod or not, adding dialogue to existing NPCs means either they have a mix of unvoiced and voiced dialogue or a different voice for some lines. Personally, I wouldn't involve Elder Lyons or Sarah for just that reason, though I also think it seems out of character for Elder Lyons imo. But that's not to say that a new NPC couldn't be created as being the instigator of the conspiracy ;)

I would consider, if you're serious about this mod, creating a new world space, which can be something even experienced modders can find daunting but can avoid a lot of the problems you're likely to run into. I know you've talked about something that really affects the wasteland, meaning a storyline element needs rethinking, but in the long run it might be easier. Certainly less risk of breaking existing content or causing compatibilty problems with other mods. You'd need to add something in the existing game for them to get there but that would be about it.

4) Ending. Look at FO3 and the DLCs. They give the players choices in many of the resolutions - The player can certainly be a hero, like you envisage, but others might give players the choice of an evil ending, whilst one DLC even has the player's choice to be debatable.

Personally, I like to make the good choices in the gam. Probably you do too. But do all the people who might play your mod?

I certainly don't want to discourage you, far from it. Just be aware that any quest based mod like this takes a lot of work, both the time spent in the GECK making it and structuring it in such a way as to make it appeal to as a wide an audience as possible.

If you're prepared for that then go for it and good luck :)
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Lindsay Dunn
 
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Post » Sat May 28, 2011 10:00 am

I like the idea at the heart of it, the concept of a faction of BoS involved with some conspiracy with the Enclave.

But I think there's a few pitfalls to be aware of and I'd think if you could work around those, you could have the basis of a really promising mod.

1) Good karma requirement - potentially you make the mod unplayable to those who like to RP a bad guy, which is a good percentage of players.

2) You've got in mind how you view quest progression early on. If there's one thing I know about gamers it's that they have a tendency to look for other ways to do things. A lot of developers and modders can vouch for that.

Will the player pick that weapon up when they have other weapons on them? Are they going to spend time looking around the armoury? Are they going to go past Liberty Prime's head and notice the note?

Focus on the major points along the quest chain. What is essential and figure out how to lead the player to it - find the balance between giving things to the player and hoping they'll just find things.

3) Too much interaction with vanilla content - this could cause a number of problems, conflicts and such. Kill members of The Republic of Dave and you could be preventing players from the quest that is there. If you need to do any major building there at all be careful not to delete anything placed by the original game.

Also NPCs, regardless of whether you intend to have voice acting in your mod or not, adding dialogue to existing NPCs means either they have a mix of unvoiced and voiced dialogue or a different voice for some lines. Personally, I wouldn't involve Elder Lyons or Sarah for just that reason, though I also think it seems out of character for Elder Lyons imo. But that's not to say that a new NPC couldn't be created as being the instigator of the conspiracy ;)

I would consider, if you're serious about this mod, creating a new world space, which can be something even experienced modders can find daunting but can avoid a lot of the problems you're likely to run into. I know you've talked about something that really affects the wasteland, meaning a storyline element needs rethinking, but in the long run it might be easier. Certainly less risk of breaking existing content or causing compatibilty problems with other mods. You'd need to add something in the existing game for them to get there but that would be about it.

4) Ending. Look at FO3 and the DLCs. They give the players choices in many of the resolutions - The player can certainly be a hero, like you envisage, but others might give players the choice of an evil ending, whilst one DLC even has the player's choice to be debatable.

Personally, I like to make the good choices in the gam. Probably you do too. But do all the people who might play your mod?

I certainly don't want to discourage you, far from it. Just be aware that any quest based mod like this takes a lot of work, both the time spent in the GECK making it and structuring it in such a way as to make it appeal to as a wide an audience as possible.

If you're prepared for that then go for it and good luck :)

well i can see how the karma requirments can be an issue and the team are already working around that, it could be a different release of the mod.. or just having the starting point outside the citadel.

now as for Lyons and Sarah.. Sarah will become the leader of [spoilers here!!!] what is left of the brotherhood of steel. the 50 people i mention in the original post.. yeh thats them.. Lyons how ever [FINAL MOMENTS OF THE MOD SPOILERS HERE!!!] will either be cured from the nano virus that the Enclave created and the player is killed stopping a massive battle between all factions, working with one of them [now the death will be followed by waking up in a bed in a small tent as the child of the lone wanderer who is now known as The Fallen One].. or Lyons will not be cured and the player shoots him dead and runs off to destroy the enemy forces with Sarah. now this will have a neutral ending but it wont be as exciting.. now those are just a couple of posible endings.. for example [this may or may not be included so dont get your hopes up people] you join the mutants.. you destroy the entire enemy before the mutants are eradicated by a splinter cell placed into your team.. including one of the heroes of the mod Initiate Adams.

[spoilers end here]

so as for the republic.. the quest can easily be completed without that certain character as long as you get that certain item off of him/her.. correct me if im wrong and i will quickly advise the team and change the location to a new world space like you advised.

now as for the weapon.. the note you pick up with the damaged launcher and nuke will tell the player that the gun is being held by one of the Behemoths..



Storm On The Horizon intends to end the game with a more.. satifactory ending.. bethesda did a GREAT job but i feel that they left a few things out.. the section of story above was just what is included in the 15 minute long demo.. and that is only a VERY SMALL portion of what will be included in the final release..

thank you for your thoughts and they have been taken into account.
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Cagla Cali
 
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Post » Sat May 28, 2011 7:22 am

Who is on the team?
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Katie Pollard
 
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Joined: Thu Nov 09, 2006 11:23 pm

Post » Sat May 28, 2011 11:18 pm

Who is on the team?

at the moment.. since our recent technical difficulties 2 people left because they "have better things to do than **** around with vista.." so at the moment its me and my friend Kane.. and he has only just began to mod properly.. we are however training a new scripter!

if you want to help out keep an eye on this thread for help wanted posts.

thank you
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how solid
 
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Post » Sat May 28, 2011 1:33 pm

ok kane has just set up an account with beth soft forums and is activating his account right now, he will keep you up to date if i dont...
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Shianne Donato
 
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Joined: Sat Aug 11, 2007 5:55 am

Post » Sat May 28, 2011 10:56 pm

me and picard 127 have worked hard on this project and iv got to admite for a newbie mod like this its AWESOME!
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Louise Dennis
 
Posts: 3489
Joined: Fri Mar 02, 2007 9:23 pm

Post » Sat May 28, 2011 9:43 pm

me and picard 127 have worked hard on this project and iv got to admite for a newbie mod like this its AWESOME!

no.. your thinkin of our other mod.. KC Empire.. that was the newbie one.. this is our professional one.. read through all of my posts..
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Nathan Barker
 
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Joined: Sun Jun 10, 2007 5:55 am

Post » Sat May 28, 2011 11:15 am

so, as you may or may not know, we are releasing the mod in 5 seperate parts. each of these parts will give us time to work on the next whilst you play and complete then do some research into what is really going on.

now down to busness, part one is almost complete! all that is left to do is:

re do the quest [it shouldnt take to long just need to fix up a small mistake i made in the citadel which causes the game to crash]

perfect scripts

make the trailer! [and choose some music to go with it]

then launch the trailer, give it 3 days and then part one will be released!



now for the final part of this post.. we have voted and the votes have come back in favour of asking you guys to write out the VERY LAST PART OF THE MOD!!! part 5!!

if your interested read on, if not.. dont because spoilers about part 4 are ahead!

spoiler

so part 4 starts off after part 3, depending on what happened you either saved the world or destroyed it. so you start off as the child of the lone wanderer.. no-one really knows if the lone wanderer was your father or mother.. [just cuts out something we cant really be bothered doing you know] you find yourself in the middle of a fight between remenents of the mutant army when Initiate Adams [now sential] comes along and saves you. he tells you that you must find your ancestors lost vault suit and take up the title that he/she once held. you get the rest..

now part 5 will take place about a year after The New Lone Wanderer became a parent.. 2 years after part 4. we want YOU to write part 5!

PM me if you are interested and ill send you my email so you can send me a word doc with part 5.

thanks!
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nath
 
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