[WIPz] Rivet City Expansion

Post » Mon Oct 04, 2010 8:59 am

Damn, I cringe whenever these expansion mods come out :P

Where exactly will the new buildings/doors go? I am adding a house or two to Rivet City for the 500 Rads, and I don't want any incompatibilties with such awesome and popular mods such as this one.

By the way, despite what I said about me cringing, I love your expansion mods, and will probably download yours as soon as it's out :)

I'm extending the lower deck using a new door in the stairwell - I'm occupying the space currently held by a locker, which I've moved out of the way. Off the top of my head, there was actually a blocked-off static door in the space I'll be using (I can't remember and I'm away from the PC with the GECK on it). It just made sense to expand the hull area as there would physically be more space there due to the shape of the boat.

The place where I'm sticking the door from the lower deck/stairwell is the most negotiable aspect of the mod because doors are only little and can go almost anywhere. It'll be trickier if other people start expanding the deck, though - that is where conflicts are likely to arise in future.

FYI my Homes To Let mod adds an apartment to the Market area, occupying the blocked off door at ground level.

I'll also expand the roof (deck) area. The mid-ship and upper decks will be untouched.
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BEl J
 
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Post » Mon Oct 04, 2010 10:59 am

Great, this seems fine. Your mod will probably be finished long before mine, so I should be able to download and test anyway :)
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Melung Chan
 
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Post » Mon Oct 04, 2010 7:30 am

thank you princess for making rivit city the place I retire to :celebration:
Uhm, the pic's from the hydroponics bay seem as if they are actually the indoor garden (with trees and stuff). Which is great, need those too, but it doesn't feel right. Where I live there is an active indoor hydroponics industry and an example of one looks something like this:

http://www.gelderlander.nl/voorpagina/achterhoek/2803921/Wiet-groeit-op-zolder-en-in-schuur.ece

http://www.pzc.nl/regio/zeeland/article2268924.ece

Yes, I live in Holland
A vision I had for hydroponics bays when I read your first post was something more like
standard height rooms off of a long corridor, each room is double in lenght and width, with retextured pooltables in the middle that you can walk around (say four tables 2 x 2? or six of them 2 x 3), replacing the top of the pooltable with a water surface texture, grass/greens/shrubs growing out of it and a toilet tank on one end of it (which in real live regulates waterlevels in your wet table). A massive overdone lightsource hanging above the table and a few lockers and tables both with lab stuff as well as a terminal in each room. In the background an industrial ventilation hum that purrs continually.
Some kind of silly side quest; bring this plant to , it's the last tomato plant in existence, and now you can only hold one-handed weapons (because the plant is in the other hand, must put it down first before equipping a two-handed weapon, don't forget where you put it)

I have this idea about giving stuff away, with the different comodities having a different effect on the surrounding populus. Increasing crop yield through some side quest would increase the population and prompt the expansion of shacks up on the flightdeck into an almost completely seperate village (with a seperate flight of stairs off the bridge sothat the 'flightdeck population' doesn't have to trudge through the conning tower everytime they want to leave the flightdeck)

to give an idea of how big a carrier actually is, maybe a couple of completely empty decks (lower than the muddy water) with nothing but junk and loads of reacuring radroaches (with mireluks as you go further)
it could even be a standing side mission to earn some caps on board; every so often the lower decks need to be cleaned out. 1 cap for every roach and 10 for every mireluk

last but not least, a ventilation system of ducts just large enough to move through while crouching, that connects most of the carrier together and runs inbetween the decks. Access via vents with a wrench.


the Noob was dumbstruck, for he had just given-critique-to-a-moderator, and had thusfar not been struck down (any minute now...)
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jesse villaneda
 
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Post » Mon Oct 04, 2010 2:09 am

This looks very interesting, but I have to ask: would this conflict with JaySuS Commonwealth Of Modders, Episode 1 - The High Sea Caravansery? It says its incompatible with anything that changes the rivetcityexterior01 cell. I would *think* this would be a yes to my question, except I'm not near as familiar with FO3's cells yet as I am with Oblivion's, so I figured I'd get a confirmation straight from the source. I'm also asking because if they *do* conflict, I'll likely try it for a playthrough and use this on another playthrough... :P

Anyways, this does look really awesome; I always figured RC would be a bit more populated than it is. :)
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JD FROM HELL
 
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Post » Mon Oct 04, 2010 6:56 am

I'll be keeping an eye on this, I felt that Rivet city was wasted potential. It'd be nice to see it used for something other than a few quests.
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Scared humanity
 
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Post » Mon Oct 04, 2010 8:49 am

thank you princess for making rivit city the place I retire to :celebration:
Uhm, the pic's from the hydroponics bay seem as if they are actually the indoor garden (with trees and stuff). Which is great, need those too, but it doesn't feel right. Where I live there is an active indoor hydroponics industry and an example of one looks something like this:

http://www.gelderlander.nl/voorpagina/achterhoek/2803921/Wiet-groeit-op-zolder-en-in-schuur.ece

http://www.pzc.nl/regio/zeeland/article2268924.ece

Yes, I live in Holland
A vision I had for hydroponics bays when I read your first post was something more like
standard height rooms off of a long corridor, each room is double in lenght and width, with retextured pooltables in the middle that you can walk around (say four tables 2 x 2? or six of them 2 x 3), replacing the top of the pooltable with a water surface texture, grass/greens/shrubs growing out of it and a toilet tank on one end of it (which in real live regulates waterlevels in your wet table). A massive overdone lightsource hanging above the table and a few lockers and tables both with lab stuff as well as a terminal in each room. In the background an industrial ventilation hum that purrs continually.
Some kind of silly side quest; bring this plant to , it's the last tomato plant in existence, and now you can only hold one-handed weapons (because the plant is in the other hand, must put it down first before equipping a two-handed weapon, don't forget where you put it)

I have this idea about giving stuff away, with the different comodities having a different effect on the surrounding populus. Increasing crop yield through some side quest would increase the population and prompt the expansion of shacks up on the flightdeck into an almost completely seperate village (with a seperate flight of stairs off the bridge sothat the 'flightdeck population' doesn't have to trudge through the conning tower everytime they want to leave the flightdeck)

to give an idea of how big a carrier actually is, maybe a couple of completely empty decks (lower than the muddy water) with nothing but junk and loads of reacuring radroaches (with mireluks as you go further)
it could even be a standing side mission to earn some caps on board; every so often the lower decks need to be cleaned out. 1 cap for every roach and 10 for every mireluk

last but not least, a ventilation system of ducts just large enough to move through while crouching, that connects most of the carrier together and runs inbetween the decks. Access via vents with a wrench.


the Noob was dumbstruck, for he had just given-critique-to-a-moderator, and had thusfar not been struck down (any minute now...)

lol i live in holland to in "TILBURG"
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jessica Villacis
 
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Post » Mon Oct 04, 2010 3:05 am

I don't live in Holland, I live in Brabant ...

Anyway more serious, I like the idea of a improved Rivet City I am sure lots of it has already being saided before, I specially like the idea of slums on the top of the deck with cottages much like Arefu, also I think the Guard Barracks take about what 50% of the space of Rivet City that is higly unlogical (?), I also would love to see some more stuff between Rivet City and the nearby Metro Station, why not a 'black - market' before the city, maybe a smaller sized city for 'shadier characters' ... The idea of a council room and a 'self maked' outpost on top of the flight deck ....

Or implent this quest, Rivet City wants allies, since it can't stand on it's own, you can help Rivet City with allying themself with the nearby ghoul town of Underworld, ofcourse this will be a hard quest (to conveince each other), but it gives safe protection between Rivet City and Underworld (rivet city / underworld patrols in the subway station) ...

Just a crancky idea in my head.
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Matt Gammond
 
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Post » Mon Oct 04, 2010 10:08 am

*snip*

Thanks - I'm not familiar with hydroponics but I wanted the indoor garden thing. I'll see about implementing your idea in a separate cell that links the indoor garden and the animal pens. There's room for it all! :)

This looks very interesting, but I have to ask: would this conflict with JaySuS Commonwealth Of Modders, Episode 1 - The High Sea Caravansery? It says its incompatible with anything that changes the rivetcityexterior01 cell. I would *think* this would be a yes to my question, except I'm not near as familiar with FO3's cells yet as I am with Oblivion's, so I figured I'd get a confirmation straight from the source. I'm also asking because if they *do* conflict, I'll likely try it for a playthrough and use this on another playthrough... :P

I'm building a shanty town on the roof, then it would inevitably conflict with anything else that occupies the same space.

Anyway more serious, I like the idea of a improved Rivet City I am sure lots of it has already being saided before, I specially like the idea of slums on the top of the deck with cottages much like Arefu, also I think the Guard Barracks take about what 50% of the space of Rivet City that is higly unlogical (?), I also would love to see some more stuff between Rivet City and the nearby Metro Station, why not a 'black - market' before the city, maybe a smaller sized city for 'shadier characters' ... The idea of a council room and a 'self maked' outpost on top of the flight deck ....

Hmm ... the Underworld idea wasn't really something I had in mind, but I've already made progress on the rooftop shanty town. An outdoor market would be a nice touch, I think. I've also built a children's playground up there.

There's a huge area of the back of the deck that's currently untouched. What should I put there?
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Invasion's
 
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Post » Mon Oct 04, 2010 8:31 am

For starters, I'd love to see just more generic npc's (thats also for other town expansion projects)...then followed by more prominent quest related NPCs if its possible. the number of npcs in vanilla fallout 3's "towns" is just RIDICULOUS...a town with 4-5 people is just plain stupid even in a post apocalyptic world..firstly because it's been two centuries, secondly because in accordance to the fallout world lore (in Fallout 2) the number of people has increased quite a bit than just a few hundred people in a major areas over the decades following the war and re-emergence out of the vaults..(NCR had 2000-3000 inhabitants for example.) new architectural additions won't add much to the game if they are still empty and lifeless IMO :)

For Rivet city Specifically, I think utilizing the vast outdoor carrier area would be great...adding some living shacks, stores, etc would add alot
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Killah Bee
 
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Post » Mon Oct 04, 2010 1:57 am

There's a huge area of the back of the deck that's currently untouched. What should I put there?


A small memorial? Maybe a place for quiet contemplation - a Zen Garden sort of thing. I know, maybe not exactly a high priority item, but then again, people do like to have places to go to be "alone" or to think. You could even have a small wall of epitaths (using the names of various modders) "Mart - May he rest well in the bellies of his Monsters" (or something like that)

You could always put in an observatory. These are scientists - and they have a rather unobstructed view of the sky - and they would want to collect rain water for their experiments anyway.

Let me think on more ideas...

A small jail? Or even just the return of the Stocks. Criminals need to be kept somewhere. You could have a laundry (uses chemicals instead of water due to the radiation), perhaps a pen of dogs - an attempt at redomesticating dogs (heck, the Raiders have done it).
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Ross
 
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Post » Mon Oct 04, 2010 2:21 am

I think a landing pad for the Vertibird from Nib's Enclave Commander mod would be awesome.
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Imy Davies
 
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Post » Sun Oct 03, 2010 8:45 pm

I think a landing pad for the Vertibird from Nib's Enclave Commander mod would be awesome.


A perfect idea considering what the boat is anyway. For that, all you would need is some markings on the deck. A quartet of red landing lights would be a nice touch, but not really needed. Something that comes to mind for inside the boat would be a casino of some sort. A daunting task to be sure, but think of the possibilities! A few poker & blackjack tables...roulette wheel, crap tables and slots. Throw in dope dealers... hokers, bars... a higher end restaurant... and any other advlt vice that one could think of. One would almost certainly find Rev. Clifford preaching against a few more horseman of the apocalypse, and the guards keeping the hokers and druggies out of the common areas.
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Ann Church
 
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Post » Sun Oct 03, 2010 9:06 pm

... re-emergence out of the vaults..


You mean the Vaults that were designed TO FAIL?

To start, they were only 122 Vaults build and each Vault and each was designed to shelter 1000 people, Vault 8 "worked" but only that it worked as intended.

(NCR had 2000-3000 inhabitants for example.)


And the New California Republic was composed of several existing towns, in fact it have a population of 700,000 but considering they were also the largest known power group in the world of Fallout that maintains the largest standing army speaks volumes about the poor shape of the US of A, the NCR is the best people managed to make and only because of the Vault Dweller actions in Fallout 1.

Not I am not saying the towns in Fallout 3 are not a bit "empty" but lets also not fix what is not broken and go from "4 people" to "400".
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Luna Lovegood
 
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Post » Mon Oct 04, 2010 7:03 am

If I may be so bold as to ask, how is this progressing?
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(G-yen)
 
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Post » Mon Oct 04, 2010 5:15 am

This looks very interesting, but I have to ask: would this conflict with JaySuS Commonwealth Of Modders, Episode 1 - The High Sea Caravansery? It says its incompatible with anything that changes the rivetcityexterior01 cell. I would *think* this would be a yes to my question, except I'm not near as familiar with FO3's cells yet as I am with Oblivion's, so I figured I'd get a confirmation straight from the source. I'm also asking because if they *do* conflict, I'll likely try it for a playthrough and use this on another playthrough... :P

Anyways, this does look really awesome; I always figured RC would be a bit more populated than it is. :)


Unless he completely redid that cell, then the odds of conflicts are slim. Cells aren't like form or reference objects, multiple mods can alter a cell.
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Emily abigail Villarreal
 
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Post » Mon Oct 04, 2010 12:01 pm

Looks great princess_stomper. =)
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Cash n Class
 
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Post » Mon Oct 04, 2010 5:59 am

My 2 main points:
1.princess stomper you avatar always makes me laugh; i know, slightly off topic
2.A great idea, i always thought that rivet city was slightly barren.
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Horse gal smithe
 
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Post » Mon Oct 04, 2010 7:29 am

Any updates on the status of this and your other projects Princess?
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krystal sowten
 
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Post » Mon Oct 04, 2010 11:48 am

Uhhh ... well, I'm just off to bed now, but I haven't taken any screenshots lately to show you. I've been working on a player apartment right at the top of the tower on the ship, so that you can sit out on the balcony and see for miles around.

I've done quite a bit of work on the deck area, adding houses in the Megaton style, and a tumbledown chapel at one end, surrounded by a rather glum-looking graveyard (dead trees and all). The rest of it can be left clear for a vertibird landing pad. I've added a children's playground on the edge - with safety fence, of course! There will also be a few food vendors operating from shacks with external seating areas: Five Yao Guais Burgers, and Kenny's Crabcakes stall.

Basically, the deck area will be a bit like Megaton but on one level - rather slummy part of town. The bit downstairs with the hydroponic gardens (yes, I've redone the farm with the suggested hydroponic planters and all the equipment) will be the upmarket area, where the school is along with the other leisure areas such as the cinema.

As for my other mods:

Big Blue House - well, as you can see from the WIP thread, it's the one I'm most actively working on. I've just got the other suite, the attic, and any last minute fixes to do and I'm pretty much done. I might add in a few more scripted touches - maybe give it another week. For me, that's really fast - I think my Cheydinal House for Sale took over a month, all told.

Homes to Let - I'm just working on that as the mood takes me. The last thing I did was the Reilly's apartment.

Dogmeat Armor/All Companions Essential - as you can see, version 2 of each went up today.

Better Prompts - still tinkering with that one. I'm halfway through 'm', alphabetically.

Underworld Underground - I'm thinking about redoing that one at some point, so I'm just noting down ideas. I'd make it much bigger, because it's not really selling it as a city. It's more of a sort of big house.

Canterbury Expanded - not worked on that since the last update, other than maybe an hour working on the hotel, and fixing a few things up in the diner.

I think of all of those, Rivet City is going to take the most time - we're talking months, I'd imagine.
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Naughty not Nice
 
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Post » Mon Oct 04, 2010 5:56 am

just realised that if I were a raider living in the area and there was a developing metropolis nearby that I would . . .

periodically climb to a nice vantage point (day or night depending on my moods that day) and fire a couple rounds into the city at random - hunting rifle or sniper rifle

Just for some excitement . . .

Just to watch them run around in circles looking for the sniper
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Jennifer May
 
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Post » Mon Oct 04, 2010 1:51 am

just realised that if I were a raider living in the area and there was a developing metropolis nearby that I would . . .

periodically climb to a nice vantage point (day or night depending on my moods that day) and fire a couple rounds into the city at random - hunting rifle or sniper rifle

Just for some excitement . . .

Just to watch them run around in circles looking for the sniper

That's a good point - but you'd have a job - all the buildings have their backs to any place from which you could even try to fit, and they're up high and you're down low. You wouldn't really have a vantage point. You wouldn't even be able to fire at the playground - it's overlooking the river, so you'd have to be in the water, assuming you could even fire at that range. It does highlight the need to defend the market, though. Thanks for the tip.
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lolli
 
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Post » Mon Oct 04, 2010 3:15 am

Thanks for the update! I know, your mods take time - because they are quality mods. I just wanted to get an update on how things were going. Thank you for all your hard work.
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Nichola Haynes
 
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Post » Mon Oct 04, 2010 5:25 am

That's a good point - but you'd have a job - all the buildings have their backs to any place from which you could even try to fit, and they're up high and you're down low. You wouldn't really have a vantage point. You wouldn't even be able to fire at the playground - it's overlooking the river, so you'd have to be in the water, assuming you could even fire at that range. It does highlight the need to defend the market, though. Thanks for the tip.

but I wouldn't be that raider, I'm the PC

and raiders can do many things in this game that the player character can't

like string up bodies with rope

so . . . sometime . . . somewhere a 1/2 drunk raider and his "buddy" will climb up one of those buildings and take pot shots at the carrier just to cause a ruckus, then finish a couple bottles of whiskey, climb back down, get back to the standard raider buisness until some other sometime just rolls around
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Destinyscharm
 
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Post » Mon Oct 04, 2010 11:55 am

Naturally, because of RC's fortified nature, many guards would be snipers too ;)
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GPMG
 
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Post » Mon Oct 04, 2010 1:28 am

If you need any voice acting for dialogue I'd be happy to make the attempt Princess.

On a side note: I never play Morrowind without Fargoth's Basemant loaded ;)
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Laura Richards
 
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