Stormfront Studios Presents

Post » Fri Feb 18, 2011 6:17 pm

http://saidenstorm.googlepages.com/stormfrontstudiospresentsfo3

Modules:
http://sites.google.com/site/saidenstorm/fallout3weaponeffects
http://www.fallout3nexus.com/downloads/file.php?id=5178
Creature Compendium Information
http://www.youtube.com/watch?v=TDW1cEitYd8
http://www.youtube.com/watch?v=t-YZRPzfeO4
http://www.youtube.com/watch?v=baPxLhI4aiQ

http://sites.google.com/site/saidenstorm/fo3otscamera
http://www.youtube.com/watch?v=xUbkBZJv4iE

http://sites.google.com/site/saidenstorm/fo3-enhancedcombatmaneuvers
http://www.youtube.com/watch?v=zxmI9w2TKoI

http://sites.google.com/site/saidenstorm/fallout3weapons
http://www.youtube.com/watch?v=cOILLRjhkQU
http://www.youtube.com/watch?v=4qMwradWw3Y
http://www.youtube.com/watch?v=C44dK2UiQTg
http://www.youtube.com/watch?v=pP1jgr4PKyU

Download Link:
http://www.fallout3nexus.com/downloads/file.php?id=9396
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Ezekiel Macallister
 
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Post » Sat Feb 19, 2011 9:37 am

I will get some SS's up in a bit and get a working link to my own personal web page in a while -> as it is the Upload to Nexus is going to take some time anyways.
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Suzy Santana
 
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Post » Sat Feb 19, 2011 10:28 am

Creature Compendium
By Saiden Storm

The new creatures sound very exciting, can't wait to see this in action.

And before anyone else comes in and asks, let's just get it straight out of the way:
I assume you would basically load this after Mart's Mutant Mod so the Feral Ghouls(and maybe some other feature) work as intended by your mod and otherwise it should be mostly compatible, is that correct?
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Tania Bunic
 
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Post » Sat Feb 19, 2011 6:44 am

I really liked the Laser bolts you did. I'm using the "classic fallout weapons beta" would it be possible to make the Wattz weapon added by that mod use the bolts and the FO3 Laser rifles use the beams?
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Scott Clemmons
 
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Post » Fri Feb 18, 2011 11:58 pm

Stormfront Studios Present


You know for a minute I thought the freaks over at Stormfront had finally gotten around to their plans of making a FO3 mod based on the Turner Diaries or some other such propaganda

A confusing choice of title, to say the least
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James Shaw
 
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Post » Sat Feb 19, 2011 12:04 am

This is what I like to see. The fact that a whole group of custom creatures has been released will cause a greater interest in these types of mods.

The average Joe will not be able to do this. However, if he pushes himself to be more than average he may just succeed.
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April D. F
 
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Post » Sat Feb 19, 2011 8:36 am

this is awesome work Saiden. :goodjob:
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Arrogant SId
 
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Post » Sat Feb 19, 2011 2:08 am

The new creatures sound very exciting, can't wait to see this in action.

And before anyone else comes in and asks, let's just get it straight out of the way:
I assume you would basically load this after Mart's Mutant Mod so the Feral Ghouls(and maybe some other feature) work as intended by your mod and otherwise it should be mostly compatible, is that correct?


The way I do things there will not be any issues with MMM at least not on the Conflict level -> one thing I did since I am not finished with the animations for my Super Mutants is I just linked all of my SM spawners to the vanilla spawners and if your running MMM my spawners will pop his creatures -> now this is only a probem if your not commanding a small army because his scripts popping 3-4 muties on top of mine will pop areas with 20-30+ muties per area.

The way to fix this is to wait for my opening scripts to run and they will add a note to teh player read it -> then place the options terminal at your location and use it to set the SM spawns to only spawn 1 SM per spawner -> just hit disable then his increment by +1 which will re-enable the spawner and set max spawn to just 1 SM per spawner.

I would suggest actually loading the Creature Compendium at the top of your load list that way any house mods your running will take override mine within those cell -> my mod being overridden wil not break any of the scripting it will only prevent my spawners I placed in that cell from appearing.

I really liked the Laser bolts you did. I'm using the "classic fallout weapons beta" would it be possible to make the Wattz weapon added by that mod use the bolts and the FO3 Laser rifles use the beams?


Absolutely -> all of my work is held within the Master File so all thats needed it to set my SSMF as one of the master to the mmod your using and alter its projectile and save.
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Stat Wrecker
 
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Post » Fri Feb 18, 2011 10:53 pm

Ok I have a question, if I mastered the old Weapon Effects .esm, will I have to redo my plugins with the new .esm, or can I leave it?
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Kerri Lee
 
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Post » Sat Feb 19, 2011 8:45 am

Ok I have a question, if I mastered the old Weapon Effects .esm, will I have to redo my plugins with the new .esm, or can I leave it?


Can FO3Edit alter Master File names -> because all of the references within the SS Master File.esm are idendical to how they showed up in SS Weapon Effects.esm, other wise it would be quicker to just reattach everything to the new file name SS Weapon Effects.esm and SS Master File.esm are the same file I just changed the name so it easier to discern what is what the Master holds all of the references scripts and pretty much everything the other two files are just esp's that tie the master files objects and effects to the vanilla game.
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Amy Smith
 
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Post » Fri Feb 18, 2011 11:58 pm

Wow man, looks amazing. I can't imagine how much work you put into those. I think the majority of the creatures look like they will fit in fairly well to the fallout world, the evil eye, and slime I am however hesitant about. By the way, am I imagining it or are those parasites from Cloverfield and do the Radmantis's remind anyone else of those bugs in Half Life 2? I think they look very cool though. I will definatly download for my next playthrough.
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Noely Ulloa
 
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Post » Fri Feb 18, 2011 11:06 pm

Wow man, looks amazing. I can't imagine how much work you put into those. I think the majority of the creatures look like they will fit in fairly well to the fallout world, the evil eye, and slime I am however hesitant about. By the way, am I imagining it or are those parasites from Cloverfield and do the Radmantis's remind anyone else of those bugs in Half Life 2? I think they look very cool though. I will definatly download for my next playthrough.


The Parasites are the Cloverfield Parasites and the Radmantis's are based on Starship Troppers Bugs.
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Lady Shocka
 
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Post » Sat Feb 19, 2011 7:42 am

You're very protective of your work, can I release a mod that is dependant on the 1.6 version of your weapon effects?
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Destinyscharm
 
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Post » Sat Feb 19, 2011 2:20 am

You're very protective of your work, can I release a mod that is dependant on the 1.6 version of your weapon effects?


Yes, but do not master to the Esp's master to the Esm all that the SSWE.esp has in it right now is it alters a quest and a coule scripts and adds my effects to some of the vanilla weapons -> or if you want just open the SSWE.esp into the details tab and ignore loading all of the weapon entries and load the mod that way all of the weapons mods alterations you want to make are intact from the other weapons mod and all of my scripts based changes are also intact.

----

One thing that I am interested in are the rareity of my Weapons and Ammo being added to and equipped by actors, currently the only weapons that I add to weapons lists are the Starburst Skyfire and Grenades versions of my Flare Gun -> I was concerned that they maybe a little to rare after play testing for some time I have yet to run into even one npc using them but I have found the ammo within containers.

I was thinking that I would maybe apply adding the ammo to some of the venders inventories so that the ammo is not so rare and just leave the player to find a gun off a raider or wherever.

----

I added an Updated SS Master File.esm 1.0 that should eleminate the water sound FX playing when you fast travel.

----

I have another updated SS Master File.esm I will upload later that corrects some of my left over developement options being visable to people who are not using one of the esp's and corrects an oversight that I left the Super Mutant options hidden, should have that out by noonish my time. :)
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QuinDINGDONGcey
 
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Post » Sat Feb 19, 2011 1:14 am

I have to say, the Feral Ghouls have completely sold me on this mod. They are incredibly creepy and frightening now, very nice Survival Horror vibe.
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Alba Casas
 
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Post » Fri Feb 18, 2011 9:38 pm

I uploaded a new set of Update Files that correct a couple oversights it consists of just the Esm and the two Esp's.
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Erich Lendermon
 
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Post » Sat Feb 19, 2011 9:45 am

The Parasites are the Cloverfield Parasites and the Radmantis's are based on Starship Troppers Bugs.
[the voice of http://www.youtube.com/watch?v=-C6wAJrOeT0&feature=related http://www.youtube.com/watch?v=YV6Q4Q9u1pU&feature=related http://www.youtube.com/watch?v=XLoF8%5bcensored%5dJQ&feature=related fills your head :ph34r: ]


:clap: Ooooh.., possum! You remembered my http://www.gamesas.com/bgsforums/index.php?showtopic=966875&hl=old_andy from way back, didn't you?? And it inspired you to greatness, didn't it?!
I must say, you're quite cheeky not letting us know like that, and then springing it on us like that...
Marge loves cheeky, and being sprung, all the time.. it's like she's in heat it does... I have a right mind to just tie a matress to the womans back and be done with it...
I think she just wet herself, the slag..[sigh]

Anyway dearest, I must let you go now and tend to Marge before she makes another stain on the rug.. C'mon Marge, and stop leaking everywhere.....

Good bye, possums, and god bless :wave:
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Kevin Jay
 
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Post » Fri Feb 18, 2011 9:29 pm

You think you'll ever let Mart use your Ghoul based stuff, Saiden? I know you're protective of your work and all that, but maybe someday in the future?
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Channing
 
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Post » Fri Feb 18, 2011 7:44 pm

These are some great mods mate. Grabbing the creature one now. Was wondering how are your factions setup, because I would be interested in making my Animal Wars work with it.
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marina
 
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Post » Fri Feb 18, 2011 9:43 pm

You think you'll ever let Mart use your Ghoul based stuff, Saiden? I know you're protective of your work and all that, but maybe someday in the future?


The MMM FG's and my FG's actually work well together, for the most part you will not spend much time realizing which mod FG's your fighing with -> the obvious exceptions are his Night Ghouls and that my FG's have the body part of Eye's that if you target them you can make my fg's frenzy and attack each other, good tactic for high skilled snipers -> its also an almost essential tactic if you happen to run into two FG NO's in the same location -> if your not aware of what an FG NO is you will recognize them instantly once you get you A$$ handed to you and they wipe out half of your pets (followers) in the first few seconds of the fight.. :) these guys are not all to careful so they will also wipe out thier own kind to send you to your grave.

As for MMM I can not allow someone else to distribute my work -> I use my animation assets to gets jobs IRL.

Other then the above there is an insane amount of work that goes into making my FG's work correctly -> there is also the problem that my scripts are not compatable with his and they are not compatable with the vanilla way he spawns his creatures through a true spawner vs my way which is through a secondary spawner creature (I have been spawning my critters this way since Oblivion).

What I can do if I had access to all of his Textures would be to just use his textures and use my altered fg meshes to add his fg's to my esm then just create an overridding CP linking both that would replace all of his FG's with my MMM versions.

This also has issues in that he runs some altered fg skeletons that distort the body structure and none of those would be compatibile with my animations so they would be left untouched.

These are some great mods mate. Grabbing the creature one now. Was wondering how are your factions setup, because I would be interested in making my Animal Wars work with it.


My Factions for most of the creatures will tolorate each other to an extent -> the Radmantis's are non aggressive but if they get hungry guess what everything near them qualifies as food including you and even each other if they are very hungry.

The Radray's are unaggressive and since they are 100% swimmers they are completely unable to fight as no actors are allowed to fights while swimming.... :/, so making them aggressive in any way just forces the game to tell these guys to beach themselves where they like whales IRL are just stuck there.

Most of the others follow generally vanilla relationships, as within thier onload blocks I add them to vanilla factions so that my creatures will not always be fighting with MMM's or Vanilla's -> this is important for my FG's and Parasites
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Trey Johnson
 
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Post » Sat Feb 19, 2011 5:01 am

http://www.kfgalleries.com/galleries/d/35701-1/ScreenShot117.JPG
http://www.kfgalleries.com/galleries/d/35704-1/ScreenShot118.JPG

Awesome stuff thanks for the assist Saiden!
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Thomas LEON
 
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Post » Fri Feb 18, 2011 6:11 pm

Congrats Saiden! Been waiting to see what you've created, especially the FG crawlers.

You think you'll ever let Mart use your Ghoul based stuff, Saiden? I know you're protective of your work and all that, but maybe someday in the future?
As for MMM I can not allow someone else to distribute my work -> I use my animation assets to gets jobs IRL.

That's fine, quite happy to respect your wishes.

I'll play with it on the weekend and build a FOIP plugin for Saiden's mod. As he stated, the SM spawning will be easily resolveable, the main purpose of the plugin will be to better integrate where necessary new versions of the FGs like the crawlers, which I think are fantastic. It sounds like it works reasonably well already anyway, it just depends on whether to build MMM's FGs off Saiden's FG entries that use his meshes, or allow a mixture to spawn, like having some of MMM's raising FGs and FG crawlers spawning from the same point -- life is like a box of chocolates, you never know what you're going to get! [/forrest]
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Facebook me
 
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Post » Sat Feb 19, 2011 12:07 am

I updated my main page so its easier to read and follow individual modules -> I also added links to Module 3 (Enhanced Combat Maneuvers) while its still in the Pre-Beta stage there is a short video and a link to its homepage you can read whats working now.

http://saidenstorm.googlepages.com/home

Modules:
http://saidenstorm.googlepages.com/weaponeffectsfo3
http://www.fallout3nexus.com/downloads/file.php?id=5178

http://saidenstorm.googlepages.com/creaturecompendiumfo3
http://www.youtube.com/watch?v=TDW1cEitYd8
http://www.youtube.com/watch?v=t-YZRPzfeO4
http://www.youtube.com/watch?v=baPxLhI4aiQ

http://saidenstorm.googlepages.com/fo3-enhancedcombatmaneuvers
http://www.youtube.com/watch?v=rY5vK6Nm5mQ

Download Link:
http://www.fallout3nexus.com/downloads/file.php?id=9396
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Mizz.Jayy
 
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Post » Fri Feb 18, 2011 11:22 pm

brillant work SaidenStorm you just got another fan ;)

iv been working along with cakester for a mod im doing that includes a couple of new creatures & races?. any chance you could help me out a bit, im good at most but getting these to work is not my best skill :)
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N Only WhiTe girl
 
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Post » Sat Feb 19, 2011 10:11 am

infact im just watching these videos again & in highly impresses with all your creatures. the parrasite one is amazing right down to the movement & attaks.

you wana work on a mod :foodndrink:
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Emma Louise Adams
 
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