[Open BETA] Solar Scorcher

Post » Fri Feb 18, 2011 11:27 pm

@Gator Country -
Spoiler
Ok, I set the turrets as 'evil'. I will see if that makes then not want to attack the raiders.
I also make the rattle a 'movable static' instead of the 'misc item' it was. That should fix that. :)
I have lowered the contents of the lockers a bit. I still want there to be plenty of loot where you have to pick what you will take.
I have also fixed the medical door so it will work as it was originally designed.
The deathclaws are 'static', so it may be difficult to survive if you are a low level. The gun is a unique weapon and not something a level 1 wastelander should have. ;)

Nice pics! I have been cluttering up the vault to it looks more lived in. I should have an updated download today with all the changes and fixes.

As for 'EVE', I think if I were to use one of the animations it would be the 'Flash Fry' one. I will ask the EVE creator if they will allow me to use it in this mod. If not, then it will have to stay the vanilla 'flaming body' instead.
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Matthew Aaron Evans
 
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Post » Fri Feb 18, 2011 8:46 pm

Well, got to try it out, very good stuff, going to give it a second run through after this disk defrag, but sans little things people have mentioned, great work. Very faithful to the original Vault 13 design, man. The Solar Scorcher itself is fun, too. I've made a "ForFWE" .esp for the mod that I can release on the T3TForFWE page for those playing FWE to have it "fit" with the rest of FWE's balances. Once you officially release TSS, of course.

Only suggestion I have is make the upgrades unlock at the actual levels, all of them were available when I went in at LvL 22. I think the 10, 20, and 30 LvL upgrades should only be available when you actually hit the level.

Overall though, great work!
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noa zarfati
 
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Post » Sat Feb 19, 2011 3:49 am

Did you see the "Solar Scorcher MkVII" model? That should only be available at level 30. There are 4 models available.

The various gun 'models' are for you to choose the 'power' of weapon that you like. So there should be no complaining about the gun being over-powered since you will be setting the stats. :)

I am uploading the PATCH now and will post it when its available. I have been doing some last minute changes so Hopefully I did not break anything that was working. :lol:
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Brad Johnson
 
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Post » Sat Feb 19, 2011 1:20 am

The patch is now available. You need to first download BETA v01 if you have not done so yet, then install this patch, overwritting files when asked.
http://www.sendspace.com/file/az7v5g

The first post has the full mod and the patch link if you are a new tester who would like to try this mod out.

Please, all comments on the mod from now on, please have this patch installed as its the current version.
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Kanaoka
 
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Post » Sat Feb 19, 2011 11:43 am

I believe the MKVII was available, but I can double check. Installing patch now.

EDIT: Played through again (with the patch,) and the MKVII doesn't show up before LvL 30.
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Claire
 
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Post » Fri Feb 18, 2011 11:00 pm

Just ran through it again with the patch - nice job cluttering up the vault and reducing the overall amount of loot. I was able to get the Mark III Scorcher (Level 19) with a damage rating of 63 (the Mark I was rated at 17 damage, BTW). As I level up in the game, can I upgrade the weapon further?

It looked like all the issues previously discussed had indeed been fixed, and I had no problems at all running it.

One idea for you to consider, if you don't mind a suggestion and it fits into the vision you have for the mod.

Spoiler
I was able to clean out the entire vault by going around and collecting everything, placing it in the Nuka Cola machine in the rec room, and then grabbing everything out of there when I was finished and slow walking back through the Guardian. Once I got back to WillieSea I dumped enough into one of the filing cabinets to get back under carrying capacity, and then carted it all back to Megaton in several trips. If you really want to make the player carefully consider what they choose to keep, you could (if possible) make it to where the player cannot travel overencumbered through the Guardian.


Great job, and thanks again! :tops:
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Yvonne Gruening
 
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Post » Sat Feb 19, 2011 2:17 am

Thanks for checking the leveling, The 3rd Type. :thumbsup:

The Solar Scorcher can be upgraded any time you wish by visiting the Receptionist terminal. Its up to you how much power you want to give the gun.
Also, the weapons will do more damage based on your Energy Weapons skill. If its low, the damage on the weapon will be low. But you all knew that, right? :P

Spoiler
There is a way around everything, and if the player really wants to go through all that trouble, I see no problem with it. I personally use a teleporter device so I can come and go anytime I want. :lol: Its a good idea but I will not be putting any unecessary restrictions on the player in this regard.

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Aliish Sheldonn
 
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Post » Sat Feb 19, 2011 2:16 am

Thanks for checking the leveling, The 3rd Type. :thumbsup:

The Solar Scorcher can be upgraded any time you wish by visiting the Receptionist terminal. Its up to you how much power you want to give the gun.
Also, the weapons will do more damage based on your Energy Weapons skill. If its low, the damage on the weapon will be low. But you all knew that, right? :P

Spoiler
There is a way around everything, and if the player really wants to go through all that trouble, I see no problem with it. I personally use a teleporter device so I can come and go anytime I want. :lol: Its a good idea but I will not be putting any unecessary restrictions on the player in this regard.



Works for me! :D I'm just a hopeless scrounger in this game anyway.
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Phoenix Draven
 
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Post » Sat Feb 19, 2011 4:42 am

No problem, I've been waiting for this so long so I'm glad to help!

Also, the patch I mentioned, "TSSForFWE.esp" balances the Vault 13 Suit & The Solar Scorcher to be line with FWE's gameplay balances. I'd like to put it on the T3TForFWE page on the Nexus, once you officially release your mod. It'll open it up to a wider variety of players this way.
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Elizabeth Falvey
 
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Post » Sat Feb 19, 2011 6:58 am

@The 3rd Type - Once I officially release a mod, I really don't care much what people do with it. Credit would be nice but I understand some people don't do that. (not talking about you here, just in general)

I do prefer that the mod be downloaded from my link, and if you need to patch it, just release the ESP to the FWE site. That way I can see how popular the mod is.

@Gator Country - I am a scrounger too! That is why I have automatic sorters for all my equipment in my player base mod. I got tired of sorting it all manually.
http://www.fallout3nexus.com/downloads/file.php?id=13632
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Jessica Lloyd
 
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Post » Fri Feb 18, 2011 10:09 pm

Hey WillieSea! Just thought I'd let you know that you probably won't be getting too many bug reports or input from me on the mod for a bit; I'm going on a short vacation till August 9th. During that time, I won't have access to Fallout 3, so... no mods. Anyhow, if the mod's still in beta by the time I get back, I'll go back to my testing. Otherwise, I'll just bask in it's awesomeness. You're really making me want to work on my Energy Weapons skill; the Solar Scorcher's a thing of beauty :wub:

Oh, and delayed hello to llamaRCA!
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FITTAS
 
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Post » Sat Feb 19, 2011 8:56 am

TSSForFWE will require the original be downloaded since it's mastered. People will HAVE to download the original mod in order to use the FWE patch. If you want I can give you the .esp to put on your mod page instead...
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Ricky Rayner
 
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Post » Sat Feb 19, 2011 11:46 am

hey willie,
great to see this mod finally released! :D as always, excellent work; looking forward to finally trying it out. i'll hopefully have a chance to try it out over the weekend.

also, thanks to Da Mage for fixing up the model. :goodjob:
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steve brewin
 
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Post » Sat Feb 19, 2011 4:00 am

I could provide the FWE ESP in my download as well if you wish. Or it could be in both places. :shrug:

Hi falcon8204 -There is a slight problem still with the weapon, and its in third person view.
http://www.invision.tesalliance.org/forums/uploads/1280158840/gallery_85_19_141523.jpg
I am not sure why it would do that, its the same NIF used in both views. Perhaps different bones are used and it pulls the hatch and cell out of alignment.
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Krystina Proietti
 
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Post » Sat Feb 19, 2011 8:04 am

That's what I do with Zealotlee's ACR, so I think that's a good idea.
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Tikarma Vodicka-McPherson
 
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Post » Sat Feb 19, 2011 4:40 am

I could provide the FWE ESP in my download as well if you wish. Or it could be in both places. :shrug:

Hi falcon8204 -There is a slight problem still with the weapon, and its in third person view.
http://www.invision.tesalliance.org/forums/uploads/1280158840/gallery_85_19_141523.jpg
I am not sure why it would do that, its the same NIF used in both views. Perhaps different bones are used and it pulls the hatch and cell out of alignment.


Hey willie, this broblem you are having with the ammo hatch in 3rd person view is not a broblem in the solar scorcher but actually a broblem with the gun its built on top of. If you reload the laser pistol and look at it in the 3d person view you will notice it does the same thing too.
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CRuzIta LUVz grlz
 
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Post » Fri Feb 18, 2011 11:33 pm

Ok, I just finished with the patched version (I didn't finish playing the un-patched version cause I was working on another project so I never got to review that part, sorry) with a fresh game ( a clean save before the previous version ). I didn't run into any issues at all.

Things that I really liked about this mod:
Spoiler

The electricity around the phone booth outside, as well as around other parts in the vault.
The keycard location to get into the building.
The bottle caps placed next to the empty bottles (makes it realistic).
I had one vent give me ammo, very nice feature that something may be hidden in a vent.
The terminal message (especially the one about the guy slapping his bum lol).
The placement of the solar scorcher, as well as the solar scorcher weapon.
The gate as well as the voice.
The exploding computers.
The streetlights!

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maddison
 
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Post » Sat Feb 19, 2011 6:46 am

Yeah the Gate Voice was a real nice touch.

Also, it's awesome playing through this mod while listening to Vault Archives.
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Kari Depp
 
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Post » Fri Feb 18, 2011 10:43 pm

I've finished my EVE style plugin for this mod. Video:
http://www.youtube.com/watch?v=N_8rbJLt54w

Download: http://fallout3nexus.com/downloads/file.php?id=13834

Requires the latest version of the Solar Scorcher and EVE.
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Eibe Novy
 
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Post » Sat Feb 19, 2011 6:07 am

BTW, Wei (EVE's author) is making his own Solar Scrotcher too (he doesn't know about your impressive model). That's what he posted in:
http://i28.tinypic.com/rw31hh.jpg <--- WIP Solar Scorcher!
3 NEW custom deaths just for this weapon.
new sounds, custom muzzleflash, and totally new beam that has a spiral spring around it and leave shiny particles in the air for a moment.
oh, and a small clip-on Solar Panel that attaches to your Pipboy for recharge ;)

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Mike Plumley
 
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Post » Sat Feb 19, 2011 1:24 am

Hey willie, this broblem you are having with the ammo hatch in 3rd person view is not a broblem in the solar scorcher but actually a broblem with the gun its built on top of. If you reload the laser pistol and look at it in the 3d person view you will notice it does the same thing too.

that's weird. i've never seen the laser pistol do that. perhaps because i don't use the laser pistol much.... :P
gonna have to check that one out in-game.


BTW, Wei (EVE's author) is making his own Solar Scrotcher too (he doesn't know about your impressive model). That's what he posted in:

that model looks quite impressive as well, keeps more to the original. looks uncannily similar to the one i http://picasaweb.google.com/Falcon8204/SolarScorcher#5499809531162673730.


willie, if you want to send me the NIF for the weapon i can probably take a look at it over the weekend. although if captain-ultima is correct, there might not be any solutions to this. :shrug:
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Mackenzie
 
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Post » Fri Feb 18, 2011 10:35 pm

BTW, Wei (EVE's author) is making his own Solar Scrotcher too (he doesn't know about your impressive model). That's what he posted in:

Actually, he does know about this. I told him when I asked him for permission to use EVE ^^
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Yama Pi
 
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Post » Sat Feb 19, 2011 3:25 am

I added working 'stop lights' to a few intersections near the building because I was having a bit of fun. I wanted the area to seem unique. :)

@Mr. Mister - Yeah, that is what the EVE author told me. :lol: Although, weijiesen did give me some pointers on making a critical death animation which I will have to try and make this weekend. Perhaps with some guidance I will get that created! :)

@falcon8204 - If you ever finish that weapon, it would be a good replacement for the 3rd Person broken one I have. :lol:
I forgot to include the 'fixes' to the gun in the patch. So I will get that posted up here soon. (and add it to the first post of downloads and patches.) If you would like to take a look at it. I just find it odd that it behaves that way in 3rd person. :shrug:

The weapon patch can be found here:
http://www.sendspace.com/file/8br2cj
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Peter lopez
 
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Post » Fri Feb 18, 2011 8:39 pm

@falcon8204 and WillieSea - Here's a image to proof that the original laser pistol dose the same bug too, the bug dissapears when you re-euip the weapon but every time you reload the weapon it resurfaces. On the left hand side is before reload and on the right after reload in 3rd person:
http://www.majhost.com/gallery/Captain-Ultima/images/Fallout3/laserpistolerror.jpg


@WillieSea - Hey could you use some new icons for your scorcher and vault 13 suit? If so check if these will do for you:
http://www.majhost.com/gallery/Captain-Ultima/images/Fallout3/icons.jpg

@falcon8204 - That scorcher model is wicked close to the original, any chance you will release either just the model or a finished one at some point?
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Sara Lee
 
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Post » Sat Feb 19, 2011 12:38 am

@captain-ultima - Oh Yeah! New icons would be awesome! Send them my way and I will include them in the mod (with credit to you)!
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ILy- Forver
 
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