[WIP] Project Genesis

Post » Sat Feb 19, 2011 9:01 am

Project Genesis
A quest mod by Gunmaster95

RELEASE IS IMMINENT! Unless my house spontaniously explodes, it will be released on the 19th!!!

Mod Completion

Story writing: 100%
Cluttering: 100%
Voice Acting: 100%
Overall Level Design: 100%

Overall: 100%

Just to give a quick breakdown of what the mod adds:

* 19 interior cells.
* One small exterior worldspace.
* 3-5 Hours of gameplay.
* 5 unique new characters, who are entirely or partially voice acted.
* 5 new quests.
Synopsis

Project Genesis is a mod that focuses on adding a new quest chain to the game. I have been working on it since the start of February, mostly writing the story, and have since created a somewhat expansive mod that so far adds 8 new cells to the game, and an estimated 30-45 minutes of gameplay. By completion the mod should add over 15-20 new cells to the game, 2 worldspaces, 5-6 unique characters, each with their own part in the story, and of course the quest chain telling the story of Dr. Christopher O'Neil.

The Story (without spoiling much :P)

The mod starts while you're wandering through the wasteland. You pick up a radio beacon, and upon listening to it, find out its being broadcast by a man named Andrew Hauss, who is trapped in the Vault-Tec personal fallout shelter he had built into the basemant of his house. Searching his house, leads you to find clues about his neighbor, Christopher O'Neil, who went missing just days before the Great War. O'Neils house contains notes detailing a project he worked on with a man named Gerard Bishop. It is codenamed Project Genesis. It was a plan to create genetically altered 'supersoldiers' in case a war did occur, and the US needed extra help against other countries in the war. But of course, like all cliche genetic experiments, something went wrong. In his notes, Dr. O'Neil mentions that mutants have broken free, and need to be contained, but after leaving for the labs, he is never heard of again. You also find notes from his wife, detailing that she left to search for him and where she thinks he is. A trail of clues eventually leads you to the Gene-Tec building, just outside of downtown DC where you find Christopher O'Neil, but not how you would expect to. Follow the quest line while you work with Christopher O'Neil, and National Guardsman Johnathan Palmer, in searching for what happened the day the mutants were released, and just what happened in that building. Where is Dr. O'Neils wife, Sarah O'Neil? Is she dead? She must be, as its been 200 years, but you would also have thought Dr. O'Neil would be dead. You find out ultimately that someone has turned Project Genesis into much more than it was originally intended. Did Dr. Bishop have something to do with the mutants attack, and if so was he stopped?


Anywho, I am starting to sound like one of those book reviews you see on reading rainbow. I hope that gives you all a general idea of what the story is about. I have tried to work in a little something for everyone in this story. By completion it should have comedy, drama, love (its not bad), revenge, and even one of those super awesome slow motion endings you wish every Fallout 3 quest mod had. It already contains 1 entirely scripted 'cutscene' and by the end will contain 2-5 more. I have left out alot of major plot elements, as its very difficult to tell the story in an interesting manor without ruining for anyone who plays it when it is released. But hopefully this gives you a good look at it without coming off corny or odd in anyway. (And pointing that out helps...)

ScreenShots

A http://i885.photobucket.com/albums/ac56/Gunmaster95/PGMainChars01.png of the main character, Dr. Christopher O'Neil and his wife, Sarah O'Neil infront of their house.

Christopher and Sarah O'Neils house exterior/basemant.
http://i885.photobucket.com/albums/ac56/Gunmaster95/HouseEx2.png
http://i885.photobucket.com/albums/ac56/Gunmaster95/ONeilHouse1.png

Andrew Hauss's house exterior/interior/basemant vault.
http://i885.photobucket.com/albums/ac56/Gunmaster95/HouseEx1.png
http://i885.photobucket.com/albums/ac56/Gunmaster95/HaussHouse3.png
http://i885.photobucket.com/albums/ac56/Gunmaster95/HaussHouse1.png
http://i885.photobucket.com/albums/ac56/Gunmaster95/HaussHouse2.png

The Gene-Tec building lobby, present day.
http://i885.photobucket.com/albums/ac56/Gunmaster95/GTL2.png
http://i885.photobucket.com/albums/ac56/Gunmaster95/GTL1.png
http://i885.photobucket.com/albums/ac56/Gunmaster95/GTL3.png

Gene-Tec Commercial Labs
http://i885.photobucket.com/albums/ac56/Gunmaster95/GTCM1.png
http://i885.photobucket.com/albums/ac56/Gunmaster95/GTCM2.png
http://i885.photobucket.com/albums/ac56/Gunmaster95/GTCM3.png
http://i885.photobucket.com/albums/ac56/Gunmaster95/GTCM4.png

The Blue Ridge Pass Exterior Worldspace
http://i885.photobucket.com/albums/ac56/Gunmaster95/BRP1.png
http://i885.photobucket.com/albums/ac56/Gunmaster95/BRP2.png
http://i885.photobucket.com/albums/ac56/Gunmaster95/BRP3.png
http://i885.photobucket.com/albums/ac56/Gunmaster95/BRP4.png
http://i885.photobucket.com/albums/ac56/Gunmaster95/BRP5.png

Fort Verdict Interior Areas
http://i885.photobucket.com/albums/ac56/Gunmaster95/FVInterior1.png
http://i885.photobucket.com/albums/ac56/Gunmaster95/FVInterior2.png
http://i885.photobucket.com/albums/ac56/Gunmaster95/FVInterior3.png
http://i885.photobucket.com/albums/ac56/Gunmaster95/FVInterior4.png
http://i885.photobucket.com/albums/ac56/Gunmaster95/FVInterior5.png
http://i885.photobucket.com/albums/ac56/Gunmaster95/FVInterior6.png
http://i885.photobucket.com/albums/ac56/Gunmaster95/FVInterior7.png
http://i885.photobucket.com/albums/ac56/Gunmaster95/FVInterior8.png


Trailers

No really good ones yet. :shrug:

Notes

Send me a PM if you wish to Beta test this mod, as once it is complete it will be rather large and bothersom to make sure it is bug free.

I plan on having the mod completed by early September, and definitly before New Vegas is release. I also plan on making one or two trailer for it in late summer (August) as I love doing that kind of stuff. :D

I also could use some voice actors. If you have a good voice, can actually act, and have a good microphone (i.e. Studio Condenser or Shotgun Mic) and would like to do voice acting for me, let me know! I currently have all roles filled by myself, or friends and family, but could use some other people. I do however have the incredibly talented Mauri "Darkblade" Majanoja playing the main antagonist (Yes, its Gerard Bishop.) so all his voicing will be top notch.

I got into level design and modding first when playing Age of Empires 2: Age of Kings. I spent many a days creating my own custom maps and campaigns, and after years of working with that, I eventually moved up to CnC:G, then Oblivion briefly, and finally Fallout 3. When I graduate College I want to be a Professional Level Designer for a big company, like Bethesda or Obsidian, or Arena Net. (Ok so maybe not BIG) So making a few really high profile fantastic professional mods will help. I do plan on making a sequal to this mod, perhaps not with the same exact story, but with the same characters, for Fallout: New Vegas, and will begin on that the second I get the game. (That is provided they release a CS for it.)
(The above is rather outdated as I typed it all when first making this thread in May, and now, well... its November. :P

Thanks for reading all this, and I hope some of you can look forward to playing my mod when it is completed. Feel free to ask me anything about the mod. Simply post on this thread, send me a PM on the forums, or send me a PM over at the Nexus. (Username also Gunmaster95)

Gunmaster95
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X(S.a.R.a.H)X
 
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Post » Sat Feb 19, 2011 5:16 am

As promised ;) . Looks nice and I am looking forward to it.
One question: Is it lore friendly?
Fallout has a highly developed lore and some worshippers (NMA) of it. Playing with mutants always includes the danger of getting troubles with the lore.
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jaideep singh
 
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Post » Sat Feb 19, 2011 4:20 am

Glad you like it. :D

Lore friendly? Well, of course for all the hardcoe fans, I attempted to keep it as much as I could. It even starts out with a small search for a water chip. The mutants are unrelated to the 'super mutants' or 'ghoul' type mutants from the game. I will be using their meshes of course, but I will probably retexture them to look drastically different. (You don't face any of Bishops crazy mutants till much later in the mod) I also just recently got FO2, so I am trying to beat that so I get the story and lore out of it, and understand the people and places much better. So hopefully my crazy mutants wont conflict anywhere with the normal, FEV, or radiation created ones.
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Alan Cutler
 
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Post » Sat Feb 19, 2011 9:53 am

Sounds good.

From a lot of the posts I've seen in the GECK forums I feel this will be a quality mod.

Always nice to see more quest based mods too :)
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W E I R D
 
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Post » Sat Feb 19, 2011 12:33 am

Gene-Tec? Inspired from Bioshock I presume...
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hannaH
 
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Post » Fri Feb 18, 2011 8:40 pm

@ TheWalrus - Thanks! I do hope it will be of high quality and exceed the standards of all players out there. I have used the geck for 1+ year so I know what I am doing, hopefully allowing me to create something fantastic.

@ mooguy - Actually, no. I have never played Bioshock. It was inspired out of the Fallout series... Its a genetics company, that deals with genes, and alot of companies in the Fallout Universe are Something-Tec. So I thought, why not Gene-Tec. Is there a Gene-Tec in Bioshock?
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Sarah Edmunds
 
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Post » Sat Feb 19, 2011 10:11 am

I glad to finally see a WIP for this project, you've been at it for a while and I'm sure the final product will be indicative of your hard work.
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Sarah Bishop
 
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Post » Sat Feb 19, 2011 11:26 am

@ mooguy - Actually, no. I have never played Bioshock. It was inspired out of the Fallout series... Its a genetics company, that deals with genes, and alot of companies in the Fallout Universe are Something-Tec. So I thought, why not Gene-Tec. Is there a Gene-Tec in Bioshock?


GASP! Bioshock is exactly like System Shock, but bathed in salt water. Which is good. Go buy 1, then 2. Now. Okay. Finish your mod, then go!

And while there is no "Gene-Tec" there are Gene Tonics. Which...well...just finish the freaking mod.
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Del Arte
 
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Post » Fri Feb 18, 2011 7:44 pm

Stevedog, good to see you here! :D I figured it was time for a WIP so people will know about it. :)

@ mooguy - Now you have just confused me, but ima go finish the mod :P
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James Shaw
 
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Post » Sat Feb 19, 2011 12:02 am

I too am glad to see a WiP for this mod. You've been working incredibly hard on it and so far, it lookd phenominal!!! I can't wait for the finished mod as well.
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nath
 
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Post » Sat Feb 19, 2011 3:01 am

Also, I hate you and am very jealous of your interior design and cluttering skills.

I must learn your ways.
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Soku Nyorah
 
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Post » Sat Feb 19, 2011 8:18 am

Haha, thank you. I owe it partially to the fact I have a little bit of OCD, and partially to the fact in many ways I am a perfectionist. If I make a cell and it does not look as good if not better as the ones made by Bethesda, I will be pissed and go mad until I fix it and make it look better. So I hope every cell in the mod will be fantastic. The 4 cells I did not provide screenshots of are pretty much empty except for quest related things, so I hope after many long hours of hard work they will look as good as the Gene-Tec Lobby, my prized cell. It took me a total of about 8-12 hrs of work to clutter it once I had the layout and quest things in place. If you need help with ideas for cluttering your cells let me know and I will try to help. :)
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Far'ed K.G.h.m
 
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Post » Sat Feb 19, 2011 11:13 am

Haha, thank you. I owe it partially to the fact I have a little bit of OCD, and partially to the fact in many ways I am a perfectionist. If I make a cell and it does not look as good if not better as the ones made by Bethesda, I will be pissed and go mad until I fix it and make it look better. So I hope every cell in the mod will be fantastic. The 4 cells I did not provide screenshots of are pretty much empty except for quest related things, so I hope after many long hours of hard work they will look as good as the Gene-Tec Lobby, my prized cell. It took me a total of about 8-12 hrs of work to clutter it once I had the layout and quest things in place. If you need help with ideas for cluttering your cells let me know and I will try to help. :)


Thanks, I'm a perfectionist but not in a good way. for instance I'm having trouble with the walls in a little office cell. I want a stair case right next to the wall. But the staircase has floor tiles, overlapping the wall's tiles, making that weird graphical glitch. I suppose I could put some trash on it to cover it it, but the cell has people living in it and they don't want trash in their room. I can't go on until I fix this.

Blaarghargaha.
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Far'ed K.G.h.m
 
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Post » Fri Feb 18, 2011 10:44 pm

Story and screenshots look good. The possibility of voiced actors is encouraging. How about lip-syncing? I am assuming 'yes' on that one. Any possibility of an alternate opening to the quest than a radio beacon? Seems like a slightly over-used technique. In anycase, looking forward to seeing it develop, and completed!
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Phillip Brunyee
 
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Post » Fri Feb 18, 2011 11:30 pm

Thanks for the good word combragol. The entire mod will be fully voiced and lip synced. If you check my signature I even have a tutorial on making the lip files, so its something I know how to do well. :D Also since I do not own any of the DLC I did not know they all practically used Radio Beacons, so I regret doing that, but its been done. The radio beacon simply tells you where to go to start things up, so really you only have to listen to it once. It doesn't start a quest or anything. You could also ignore it, and happen upon the starting location (the two houses) and go from there if you had the luck too.
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Jesus Duran
 
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Post » Sat Feb 19, 2011 12:29 am

Seems neat so far.

Also since I do not own any of the DLC I did not know they all practically used Radio Beacons, so I regret doing that, but its been done.


I know that feeling. I had originally decided to use a CAR TUNNEL to access an area to the west of the Wasteland for one of my Phalanx quest lines before Broken Steel had been released. I had no idea that Bethesda had parallel thinking, there.
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Helen Quill
 
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Post » Fri Feb 18, 2011 9:01 pm

Yea, that is one of my biggest worries if I end up making a sequal in NV. That I will use a place and then they will release a DLC using the same place, that sounds like a total downer. :/
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Alexis Estrada
 
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Post » Sat Feb 19, 2011 9:24 am

Yea, that is one of my biggest worries if I end up making a sequal in NV. That I will use a place and then they will release a DLC using the same place, that sounds like a total downer. :/



I don't think you have to worry, since DLC normally uses new land rather than the old wasteland.
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Becky Cox
 
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Post » Fri Feb 18, 2011 11:37 pm

Well all 4 of the ones for FO3 only used a little bit of land then made their own, 1 of the ones for Oblivion used entirely pre-existing land in Cyrodil. 2 more if you consider the less office DLC for it.
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matt white
 
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Post » Sat Feb 19, 2011 4:39 am

If you guys would like better screenshots let me know and I will try to remember to take some more as those ones I quickly took to show some friends the progress like a month ago.
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Daniel Lozano
 
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Post » Sat Feb 19, 2011 3:08 am

Progress will be slow until Friday as I have finals this week. But then I will be getting alot done. I could use a few more alpha tester, as I would like a wider variety of input on my additions/changes. If you would like to test please send me a message and I will let you know when a release is available for you to test. :)

Gunmaster95
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Claire Vaux
 
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Post » Fri Feb 18, 2011 10:43 pm

Just so people know about where I am. The mod is planned to be broken into 5 quests. I will be spending the weekend finishing up the 2nd. I would estimate I am about 35-40% done overall. But I am now out of school, plus I am no longer planning the story, so my workrate should just about triple.
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Lyndsey Bird
 
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Post » Sat Feb 19, 2011 3:23 am

Just so people know about where I am. The mod is planned to be broken into 5 quests. I will be spending the weekend finishing up the 2nd. I would estimate I am about 35-40% done overall. But I am now out of school, plus I am no longer planning the story, so my workrate should just about triple.


Cool.

Although, as someone working on a mod I do find it hard to make time to play a lot of mods but my interest in this is definitely piqued from the posts you've made in the GECK forum. Some very intriguing ideas that I look forward to seeing in game :)
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Natalie Harvey
 
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Post » Sat Feb 19, 2011 4:07 am

I sure hope it ends up being good. Its really taking off now. I was going through a period where I just did not want to mod, but that is gone, along with school being out.

I have a question to ask anyone who will answer.

In the mod, you are mostly with a group of 4 people. 2 are main characters, and essential, and 2 are just kinda there, and can die. Should I make the two that can die essential as well, so they can die as part of the story, or should I just keep it so they can die, and have the 2 main characters not give a crap if they do? I just don't wan't to kill any of the action by having a force of 4 invincible people with you for a large chunk of the mod. Though I suppose 4 isnt any worse than 2... Thanks for any replies. :D
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kennedy
 
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Post » Fri Feb 18, 2011 8:13 pm

I would be willing to test the alpha when it's available. I'm looking to be a level designer after I get out of college myself, so I'd like to see what you've done. I'm only starting college this year though so don't expect any professional critiques. :P

I sure hope it ends up being good. Its really taking off now. I was going through a period where I just did not want to mod, but that is gone, along with school being out.

I have a question to ask anyone who will answer.

In the mod, you are mostly with a group of 4 people. 2 are main characters, and essential, and 2 are just kinda there, and can die. Should I make the two that can die essential as well, so they can die as part of the story, or should I just keep it so they can die, and have the 2 main characters not give a crap if they do? I just don't wan't to kill any of the action by having a force of 4 invincible people with you for a large chunk of the mod. Though I suppose 4 isnt any worse than 2... Thanks for any replies. :D


The problem is that while you have 2 essential NPCs that player may use to do all the work while they stay behind, you also have 2 non-essentail NPCs that could get caught in the crossfire. If the two non-essential NPCs may die at a later point in the story, I think you should make them essential to ensure that they don't die beforehand. You run into the same problem that I mentioned before but that problem will occur no matter how many essential NPCs you have.
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Eileen Müller
 
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