[WIPRELz] The Eagle has Landed - Enclave MQ Overhaul

Post » Thu May 03, 2012 3:35 am

THE EAGLE HAS LANDED
Which basically is.. Fallout 3's Main Questline told from the Enclave's perspective.
http://fc09.deviantart.net/fs70/f/2010/063/f/4/Enclave_TEHL_logo___Fallout_3_by_Raziel_AxD.png


http://www.fallout3nexus.com/downloads/file.php?id=11587
^ Nexus page

http://www.tehl.net/forum
^ Our in-development discussion forum.

You were born in 2258, the very same year when the Lone Wanderer was born in Jefferson Memorial. Your father is Captain Lucas Kaine and your mother is Captain Chloe Kaine. You like every child born to the Enclave have one sole purpose: to serve your country: to serve your president and his goals. No questions asked. To restore America to what it once was, to what it is meant to become again for the time to come.

You live the first ten years of your life being reared by your parents and by the Enclave like any other child in Raven Rock. The next nine years will pass as well until something dramatic happens.. When patrolling outside Raven Rock with your good friend Alexander Johnson you'll hear a tragic radio message: "Raven Rock, this is Sgt. Moore reporting. We're detecting severe damage to the vertibird carrying Captain Kaine. We cannot establish communication. Rotors have received red damage, I repeat rotors of the vertibird carrying Captain Kaine are at red damage level. Crash imminent, over!" A few seconds pass. "Raven Rock, Sgt. Moore reporting in, vertibird carrying Captain Kaine has disappeared over Paradise Falls. Possible hostiles in that area. Cannot contact Captain Kaine or the rest of his crew, over." You will leave your post search for your father.

[Spoilers start from here!]

Search for your father starts without any remarkable success. You will visit Paradise Falls, and recieve only minor information, telling you that your father is heading south, towards D.C. Where from there? Your only option is to rely on the local ghoul population for information. And they are not going to just give it out. Helping ghouls? Hmm.. I'm pretty sure Uncle Eden wouldn't like that, now, would he? As ultimately you find out where your father went, things are getting hot. The Enclave has assaulted Jefferson Memorial, where this so-called "Purity Project" is being led from. Tragic death of your father and having to escape incoming Brotherhood assault, you will head into the wasteland. What now?

Narrowly rescued by your childhood friend, your last choice is to continue where your now-dead father stopped. You recieve a clue and with that head to Rivet City, where your father worked on infiltrating Project Purity. A note reveals that the Project lacks a G.E.C.K., and the Enclave knows the location of one. However, due to complications related to your father's disappearance, James' sudden emergence and failures in communication, the Enclave had to rush it. Therefore you must search for the G.E.C.K. The note also reveals that the Brotherhood of Steel also might be in possession of one, so you have to infiltrate it. Your path leads to Vault 87, where you have to co-operate with your nemesis, the Lone Wanderer, to recover the G.E.C.K.
Getting the G.E.C.K. would prove easy as it is, but getting away with it will not...

You will fall into a trap set by the Lone Wanderer who takes the G.E.C.K. However, you will be rescued by the Enclave (too late to stop LW though) and you are shipped to Raven Rock for interrogations. They aren't exactly happy about your whereabouts: Deserted, not contacting superiors, fleeing from battle.. However, you have done remarkable job in the search for the G.E.C.K. so you are given one last shot.. By President Eden himself..

[Spoilers end here]

The "big idea" of this mod is simply to allow you to join the Enclave without having to rely on pretending and imagination. You will also have plenty of time to explore the Wasteland, allowing a similar game to what you have seen in for example AS-R. You will start as an NCO, be promoted to a full officer late in the main quest, and ultimately to a Colonel and President. The path to presidency will be set after the main questline, and will deal with removing opposition by different means. You will also get to decide the fate of the Wasteland: A pro-FEV way of Pure-Strain supremacy, or Autumnist, a more humane approach. Taking models from Tranquality Lane, the best scenario would include a more or less total reconstruction project for some parts of the Wasteland.

The mod will include post-MQ activities as well. Simple deeds, such as BoS respawns and miniquests.

What this mod actually does?

+ Whole new Main Quest from the Enclave's point of view.
+ New NPCs
+ New armor and weapons
+ New locations
+ New, interesting sidequests
+ Will be completely compatible with your favourite mods, like FOOK, MMM and Enclave Commander.
+ Mod will be also a modders' resource when finished, so everyone can make their own plug-ins to run with the actual masterfile.

MOD PROGRESS:
Main Quest: 100% (Total 5 quests, 5 fully working. They are far from perfect, though.)
Post-MQ: 5% (To keep player busy. Only primitive models as of now)
Side Quests: 70% (Only two planned at the moment - 1 Finished)
Misc: 30% (Perks, new locations, new armor, loadscreens etc.)

The progress percentages are calulated by estimations. Zero was when I made the first post of thread 1, and 100% is when I can finally release a working BETA. After that, more percentages such as Voicing appears and Side Quests, Misc and Post-MQ are expanded.

http://www.gamesas.com/index.php?/topic/1080815-relzwipz-the-eagle-has-landed-enclave-mq-overhaul/
http://www.gamesas.com/bgsforums/index.php?showtopic=1059932
http://www.gamesas.com/bgsforums/index.php?showtopic=1033352
http://www.gamesas.com/bgsforums/index.php?showtopic=994671
http://www.gamesas.com/bgsforums/index.php?showtopic=977325&hl=

******************

Post ideas. As usual. As I have stated before, I will continue with this mod in my personal use so long as I can. When I simply stop at achieving things, I will release what I've done so far and let pros take care of the rest - Those that want that is.

GALLERY:
Characters:
http://img682.imageshack.us/img682/1734/emq02dad.jpg
http://img69.imageshack.us/img69/1245/emq04johnson.jpg

Main Quest 1: Young Patriot
First kill? Yay!
http://www.fallout3nexus.com/imageshare/images/1079527-1274093011.jpg

Main Quest 2: An American Hero
You leave your post to search for your father. It won't be easy, nor rewarding.
http://www.fallout3nexus.com/imageshare/images/1079527-1274093124.jpg

Main Quest 3: A Little Piece of Heaven:
This part of the quest deals with picking up your father's trail. It will take you to Rivet City, Pentagon and ultimately Vault 87.
http://img682.imageshack.us/img682/2230/emq03infiltrate.jpg
http://img85.imageshack.us/img85/7987/emq03deserted.jpg
http://img268.imageshack.us/img268/4523/emq03clues.jpg

Main Quest 4: The Plot Thickens
Welcome back, soldier. This quest starts in Raven Rock and deals with preparing and conducting the assault against the Purifier.
http://img169.imageshack.us/img169/566/emq04.jpg
http://img532.imageshack.us/img532/2636/emq04granite.jpg
http://img34.imageshack.us/img34/839/emq04outside.jpg
http://img227.imageshack.us/img227/6073/emq04complete.jpg

Main Quest 5: Ethics of Terror
This short quest deals with facing the Lone Wanderer, and a surprising character both of which are keen to stop you from doing what you have and/or want to do.
http://www.fallout3nexus.com/imageshare/images/1079527-1274093237.jpg
http://www.fallout3nexus.com/imageshare/images/1079527-1274093226.jpg

Sidequest 2: Dead man walking!:
Quest deals with getting information from - you guessed it - Ghouls. In order to get what you need, you must stop an idiotic plan by some crazed Ghouls to attack the Brotherhood at Washington Memorial.

http://img532.imageshack.us/img532/7508/els02ghouls.jpg
http://img696.imageshack.us/img696/7590/els02convincing.jpg
http://img69.imageshack.us/img69/2701/els02surrender.jpg
http://img685.imageshack.us/img685/1138/els02complete.jpg
http://img97.imageshack.us/img97/5020/els02reward.jpg
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JeSsy ArEllano
 
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Post » Thu May 03, 2012 1:05 pm

Question, because you didnt mention it, but isn't the Eagle has Landed still incompatible with FWE? Or has this changed?

BETA will be compatible. It was simple, since FWE's fuctions seem to trigger after the quest Escape! has been completed.

ALPHA users can simply use the console command SetStage CG04 200 to trigger FWE.
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Alycia Leann grace
 
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Post » Thu May 03, 2012 9:04 am

You won't die at the end of the game right?
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Eliza Potter
 
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Post » Thu May 03, 2012 4:28 am

You won't die at the end of the game right?

He said in the last thread the game ends at the last part of the main quest just like vanilla for now.
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Loane
 
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Post » Thu May 03, 2012 9:49 am

love <3

now just need to push it into the broken steel expansion XD

awwwwww not yet realist o well :(
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Bethany Watkin
 
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Post » Thu May 03, 2012 12:58 pm

He said in the last thread the game ends at the last part of the main quest just like vanilla for now.
sad face
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Pawel Platek
 
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Post » Thu May 03, 2012 6:49 am

It will be only temporary. We need time to make the bulk of the main quest perfect before moving to post-MQ.
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Meghan Terry
 
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Post » Thu May 03, 2012 1:45 pm

Long Time watcher, first time player of the enclave. I played the first part of the quest and I really enjoyed the opening scene being 10 years old. Though turning 19 things went downhill there. I usually play on very hard difficulty and well with 30 rounds of ammo, getting to paradise falls without A) getting gunned down by outcast brotherhood, B) Molested by Mirelocks or C) Pillaged by Raiders is incredibly tough... you have no stimpacks... very unforgiving starting location. Put it like this leaving the vault in vanilla wow... you have a 9mm with maybe 200 rounds if you used melee weapons, so they also had like 15 bobby pins 20 stims some med-x... and For an organization like the Enclave, they'd outfit their soldiers with like a survival pack like the US Army with field supplies.

Have 60 rounds (5 clips of plasma pistol ammo) 5 bobby pins, 10 stimpacks, 5 pure water, pork and beans, tasty snack cakes and a food sanitizer (MRE food) All something that can easily fit in a tactical backpack.

The Enclave also had troops as close to DC as Dukov's place so I am fairly certain they have a general idea where some locations are perhaps knowing where the "bad guys" are like the Citadel and Fort Independence.

I mean The Enclave spent 19+ years in the capital wasteland.... You'd think people would have at least a rudimentary map. (See I understood why the Vault guy didn't know where major locations are but the Enclave probably would)

Now I can see from The Enclave's perspective that the first sight of dealing with "The Pitt" would to destroy it on sight. But further inspection it appears that The Enclave's better interest would be to Annex "The Pitt." They have a child that is immune to mutation and is more pure than ever thought imagineable. The child would be stolen or seen as a messiah sort of thing. Now the child might be stolen for the Enclave scientists but you also have Ashur a former brotherhood member that is seeking to rebuild "the Pitt" and he Hates the BoS. Which seems to be the enemy of my enemy is my friend. You work out a deal with Ashur, have an Enclave Scientist "assist" the research and solve mutations. Thus rebuilding America, leave a small Enclave presece in the city to "work with Ashur". So sure the Enclave can move in and slaughter "The Pitt" But they could also use it as a weapon to harass and attack the BoS. Basically have The Enclave have a choice between slaughtering every man, women and child or diplomatically annexing/protectorate "The Pitt" and gain another piece of research that puts them above the BoS.

Operation Anchorage I really don't have a clue with... nor Lookout Point.

I also thought Tenpenny Tower's predicament can also be something the Enclave can exploit. True they want to destroy megaton... but building a city on a nuclear weapon isn't such a bright idea... Plus the "City" doesn't have clean water and they allow ghouls to live in the city. (Moriarty's) But now you have Tenpenny tower... a place that is human only and that obviously puts them with the ability to approach The Enclave. They are being besieged by ghouls. Honestly its a fortified grand hotel. They add like a squad of Enclave troopers there and they have the beginnings of a makeshift garrison. A secure Pro-Enclave spot in the wasteland. I don't see any Enclave member wanting to be near a place with a cesspool of radiation in the center when compared to the Alternative of Tenpenny tower.

Rivet City. I don't see the Enclave setting up a garrison here. It could work with Vertabed's flying and landing on the carrier deck. Plus that means Rivet City controls the only land way to get in really. And Enclave has the Air dominance to reinforce the city. Military Aircraft Carriers were made to withstand ridiculous punishment even from missles... 5mm rounds or .556 rounds are like using a bb gun on a tank. I believe one of the scientists wants Rivet city to join the Enclave. Perhaps something can be done to help Rivet City become Pro Enclave.

Big Town: Doesn't have anything really the Enclave need's other than a Cause. Enclave comes in and Stomps a mudhole on the super mutants and they have propaganda tool... The BoS didn't help you the Enclave did. Enclave gives them a small bit of medical supplies something they need. And they sign on to the Enclave as a token of support.

Andale: No Clue probably the same as Big Town.

Slavers and Raiders: Removed or converted... either or no matter.

Arefu: Slaughter the family... no need for Cannibals; Enclave offers a token of support in response for a token of fealty.

Cantabury Commons: The Enclave might be interested to take control of Trade in the Capital Wasteland, also taking control of their factory up on the hill.

The Robo Co. Factory steal the widget that was put in after downloading all the schematics on the mainframe and then delete the data at RoboCo. Bring the data back to the Enclave.

Fort Banisher: Black Talon Mercenaries might be able to be bought off and mercenaries join the Enclave. Just like the Egyptians hiring mercenaries to outfit their army. The Enclave see's that they are human only and makes steps to have them join the Enclave and work with them to assault the BoS (Probably a Broken Steel quest)

Grayditch: Quest for the Enclave Kidnap the Egghead scientist and bring him to Raven Rock or some other Enclave base for "debriefing" and to have him join the Enclave. Stealing Scientists for the Enclave.

Little Lamplight: The kids would be kidnapped to the last child and brought to the Enclave after testing to see if they are still human to have them get the "Enclave education that the president proclaims on the radio"

Also Have like an Enclave pre-war book fund. Where the Enclave is after Pre-war books for the same reason getting knowledge and power. Also textbooks for childrens and teens.


Underworld: Expand it a bit (Broken Steel quest) More ghouls flocked to there for safety from the Enclave as they dug deeper and deeper into the ground. Time to erradicate.

3-Dog: President Eden has had enough of this man's foul language and traitorous behavior "Stealth operations assassination"

There is an area in DC where there are bunches of trenches and high ground and low ground. I think it might be cool to simulate a real battle in the Fallout genre. Have something like 30 paladins and 15 regulators vs you and 15 Enclave soldiers and 5 talon Company Mercenaries (if you got them to join the Enclave) 5 pitt raiders (if you convinced "The Pitt to join up" Sort of like a very vicious game of capture the flag... you have to make it or one of your allies makes it to the other side where they can make it to your side and thus you fail the quest. Make it something like you need to take out their vanguard forces before being able to assault the citadel directly. (Obviously a broken steel quest) Then you can even break it down to squad tactics. Divide your soldiers to different locations and have them move out before the battle starts.


I am just putting out ideas since I love the premise of this mod. Anyhow I currently have the version that has 3 main quests of the 5 complete is there a spot where the 5 of 5 are complete? Where I can download the 5 of 5 since the fallout3nexus mods said it had 3 of 5.
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LijLuva
 
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Post » Thu May 03, 2012 3:09 pm

I like some of your ideas, KableNikon. Like that whole the Pitt thing, and Little Lamplight (thou those brats are too smart to be brainwashed)
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Brian LeHury
 
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Post » Thu May 03, 2012 4:36 pm

Also I forgot to add something.

Just going to Megaton from the vault. I did a test. I succeeded on every speech test, had a 50 lockpick and science. So I pretty much picked every lock, patched the city. Disarmed the bomb. Saved Lucas talked with leo stahl convinced him to stop for more xp. (Speech success) And I was level 4 before even doing a single quest that takes me outside of a safe city. No raiders, mirelocks or outcast brotherhood to gun you down. Maybe add a small Enclave Settlement outside of Ravens Rock and so one can get to level 3 before heading to paradise falls. But what I saw the Mod is still Marvelously done. Though I wonder how does one get into Vault 101 to get the Medicine bauble head?
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Sara Lee
 
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Post » Thu May 03, 2012 3:36 am

I love this idea, I really do. Thank you so much!
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Mandi Norton
 
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Post » Thu May 03, 2012 3:24 pm

WOOH Kable!

I haven't completely read your post (because I am waaaay to lazy, but I promise I will read it) and that is exactly what we're looking for! Feedback!

I saw two issues that I would like to touch on, the PC doesn't have a map because he is just a pawn (stand there, guard here, good boy. Have a treat) and for balance issues. The second one is the medicine bobblehead. There is a quest to explore V101 during TEHL and you do get a chance to get it, but it wasn't constructed or included in the ALPHA so for now, I'm sorry, but you'll have to go without.

No release date for BETA but it's getting pretty close. I'm excited enough I'm actually play testing the mod more than one little section at a time. I know! Amazing right?

Keep being awesome/whatever you are.
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Mélida Brunet
 
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Post » Thu May 03, 2012 7:27 am

I'll have to post my answers in bold text since there is a quote box limit.

Long Time watcher, first time player of the enclave. I played the first part of the quest and I really enjoyed the opening scene being 10 years old. Though turning 19 things went downhill there. I usually play on very hard difficulty and well with 30 rounds of ammo, getting to paradise falls without A) getting gunned down by outcast brotherhood, B) Molested by Mirelocks or C) Pillaged by Raiders is incredibly tough... you have no stimpacks... very unforgiving starting location. Put it like this leaving the vault in vanilla wow... you have a 9mm with maybe 200 rounds if you used melee weapons, so they also had like 15 bobby pins 20 stims some med-x... and For an organization like the Enclave, they'd outfit their soldiers with like a survival pack like the US Army with field supplies.

True, the ALPHA is way too harsh for many players. I did not take this into much consideration, but it has been fixed later.

Have 60 rounds (5 clips of plasma pistol ammo) 5 bobby pins, 10 stimpacks, 5 pure water, pork and beans, tasty snack cakes and a food sanitizer (MRE food) All something that can easily fit in a tactical backpack.
BETA will have you with a new inventory for the Wasteland, including:
- Enclave Officer Hat and Uniform
- Laser Rifle
- 92 Microfusion Cells
- 10 Stimpaks
- 5 Rad-X
- 5 Rad-Away

The Enclave also had troops as close to DC as Dukov's place so I am fairly certain they have a general idea where some locations are perhaps knowing where the "bad guys" are like the Citadel and Fort Independence.

The Enclave seems to have 100% knowledge of what is in the Capital Wasteland, and thus it would be almost justified to start with a large set of mapmarkers for the player. However, I don't like this idea since I want to maintain much of the vanilla-like "alone in the Wastelands" feeling, even though all players are more or less veterans.

mean The Enclave spent 19+ years in the capital wasteland.... You'd think people would have at least a rudimentary map. (See I understood why the Vault guy didn't know where major locations are but the Enclave probably would)

Same as above, it would give too much advantage. Of course, we could have undiscovered markers (that is, visible but where you can't travel) but I don't see how that would be of any help.

Now I can see from The Enclave's perspective that the first sight of dealing with "The Pitt" would to destroy it on sight. But further inspection it appears that The Enclave's better interest would be to Annex "The Pitt." They have a child that is immune to mutation and is more pure than ever thought imagineable. The child would be stolen or seen as a messiah sort of thing. Now the child might be stolen for the Enclave scientists but you also have Ashur a former brotherhood member that is seeking to rebuild "the Pitt" and he Hates the BoS. Which seems to be the enemy of my enemy is my friend. You work out a deal with Ashur, have an Enclave Scientist "assist" the research and solve mutations. Thus rebuilding America, leave a small Enclave presece in the city to "work with Ashur". So sure the Enclave can move in and slaughter "The Pitt" But they could also use it as a weapon to harass and attack the BoS. Basically have The Enclave have a choice between slaughtering every man, women and child or diplomatically annexing/protectorate "The Pitt" and gain another piece of research that puts them above the BoS.

Exactly how I have it visioned. The Pitt gives us an incredible lot of opportunities and we don't even need to change the actual main quest of the Pitt, leaving the TEHL aspect in post-Pitt Mainquest.

Operation Anchorage I really don't have a clue with... nor Lookout Point.

I've been considering a possibility of replacing the Outcasts in O:A with Enclave. Point Lookout is, indeed, not something the Enclave would be interested in.

I also thought Tenpenny Tower's predicament can also be something the Enclave can exploit. True they want to destroy megaton... but building a city on a nuclear weapon isn't such a bright idea... Plus the "City" doesn't have clean water and they allow ghouls to live in the city. (Moriarty's) But now you have Tenpenny tower... a place that is human only and that obviously puts them with the ability to approach The Enclave. They are being besieged by ghouls. Honestly its a fortified grand hotel. They add like a squad of Enclave troopers there and they have the beginnings of a makeshift garrison. A secure Pro-Enclave spot in the wasteland. I don't see any Enclave member wanting to be near a place with a cesspool of radiation in the center when compared to the Alternative of Tenpenny tower.

My other Enclave mod, Enclave Improvement Project, does this. You can negotiate with Tenpenny to replace the Tenpenny guards with Enclave troops. Also, a few posters and radios will be added.

Rivet City. I don't see the Enclave setting up a garrison here. It could work with Vertabed's flying and landing on the carrier deck. Plus that means Rivet City controls the only land way to get in really. And Enclave has the Air dominance to reinforce the city. Military Aircraft Carriers were made to withstand ridiculous punishment even from missles... 5mm rounds or .556 rounds are like using a bb gun on a tank. I believe one of the scientists wants Rivet city to join the Enclave. Perhaps something can be done to help Rivet City become Pro Enclave.

Good ideas. Autumnist (anti-FEV) players could have such an approach towards RC.

Big Town: Doesn't have anything really the Enclave need's other than a Cause. Enclave comes in and Stomps a mudhole on the super mutants and they have propaganda tool... The BoS didn't help you the Enclave did. Enclave gives them a small bit of medical supplies something they need. And they sign on to the Enclave as a token of support.

Sounds good. We might even have Big Town as a native outpost, with locals guarding it (like in Navarro).

Andale: No Clue probably the same as Big Town.

In my other Enclave mod, Andale can be inhabited with Enclave civilians if you first exterminate the Andale population. The officer who gives you the task in the mod says that no one will be missing Andalers, since they "have a bad rep among the locals". IMO that same thing could be applied to TEHL.

Slavers and Raiders: Removed or converted... either or no matter.

The Enclave could cooperate with the Slavers, since they funded slavery in Fallout 2. They might still be doing it, actually.

Arefu: Slaughter the family... no need for Cannibals; Enclave offers a token of support in response for a token of fealty.

We might even leave this untouched, and have the quest fixed so massacring Vance and his gang doesn't fail the quest.

Cantabury Commons: The Enclave might be interested to take control of Trade in the Capital Wasteland, also taking control of their factory up on the hill.

Good idea. An Enclave robot factory sounds good.

The Robo Co. Factory steal the widget that was put in after downloading all the schematics on the mainframe and then delete the data at RoboCo. Bring the data back to the Enclave.

Sounds good.

Fort Banisher: Black Talon Mercenaries might be able to be bought off and mercenaries join the Enclave. Just like the Egyptians hiring mercenaries to outfit their army. The Enclave see's that they are human only and makes steps to have them join the Enclave and work with them to assault the BoS (Probably a Broken Steel quest)

I've been thinking a theory that popped up a few months ago, claiming that the Enclave funds Talon Company. This might be utilized in TEHL, and we could have an arranged trading session between TC and Enclave, like in Fallout 2 where the Enclave traded weaponry for chemicals with the Salvatore Family.

Grayditch: Quest for the Enclave Kidnap the Egghead scientist and bring him to Raven Rock or some other Enclave base for "debriefing" and to have him join the Enclave. Stealing Scientists for the Enclave.

Hunting down an Enclave traitor is a sidequest in TEHL. The target is not Brandice (the Grayditch guy), but he could be included in the quest.

Little Lamplight: The kids would be kidnapped to the last child and brought to the Enclave after testing to see if they are still human to have them get the "Enclave education that the president proclaims on the radio"

Very good. I'm also interested in using the children in FEV experiments, to continue the Enclave's tradition of being the villain of the story.

Also Have like an Enclave pre-war book fund. Where the Enclave is after Pre-war books for the same reason getting knowledge and power. Also textbooks for childrens and teens.

There will be a relic collector in one of the Satcoms. Named George Lincoln, much like Abraham Washington in RC.

Underworld: Expand it a bit (Broken Steel quest) More ghouls flocked to there for safety from the Enclave as they dug deeper and deeper into the ground. Time to erradicate.

Indeed. A humane player could, however, just negotiate them to leave. Same result but no karma loss.

3-Dog: President Eden has had enough of this man's foul language and traitorous behavior "Stealth operations assassination"

Cleaning out the Brotherhood could include this.

There is an area in DC where there are bunches of trenches and high ground and low ground. I think it might be cool to simulate a real battle in the Fallout genre. Have something like 30 paladins and 15 regulators vs you and 15 Enclave soldiers and 5 talon Company Mercenaries (if you got them to join the Enclave) 5 pitt raiders (if you convinced "The Pitt to join up" Sort of like a very vicious game of capture the flag... you have to make it or one of your allies makes it to the other side where they can make it to your side and thus you fail the quest. Make it something like you need to take out their vanguard forces before being able to assault the citadel directly. (Obviously a broken steel quest) Then you can even break it down to squad tactics. Divide your soldiers to different locations and have them move out before the battle starts.

This could play a part in the future quest of capturing the Capitol. I've always wanted that, since re-establishing the Congress would be a huge propaganda victory for the Enclave, even if it would be powerless and almsot nonexistant.

I am just putting out ideas since I love the premise of this mod. Anyhow I currently have the version that has 3 main quests of the 5 complete is there a spot where the 5 of 5 are complete? Where I can download the 5 of 5 since the fallout3nexus mods said it had 3 of 5.

BETA is technically ready but it's nothing really fabulous. We are working on improving the last two main quests before release. The first quest has also been considerably improved.

Also I forgot to add something.

Just going to Megaton from the vault. I did a test. I succeeded on every speech test, had a 50 lockpick and science. So I pretty much picked every lock, patched the city. Disarmed the bomb. Saved Lucas talked with leo stahl convinced him to stop for more xp. (Speech success) And I was level 4 before even doing a single quest that takes me outside of a safe city. No raiders, mirelocks or outcast brotherhood to gun you down. Maybe add a small Enclave Settlement outside of Ravens Rock and so one can get to level 3 before heading to paradise falls. But what I saw the Mod is still Marvelously done. Though I wonder how does one get into Vault 101 to get the Medicine bauble head?
Actually, there is. I just removed it in ALPHA. It's in the dish-less Satcom tower near Raven Rock. There is an Enclave outpost where you can get the quest to hunt down the traitor. Also inside is George Lincoln, who gives you the relic hunting quest.

You can enter Vault 101 in a quest where the Enclave storms the vault after finding out its location by accident. They asked Amata (who is now Overseer) for permission to enter, and she let them in. As the quest was inspired by Fallout 2, the Enclave came in with violence.
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Rudy Paint fingers
 
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Post » Thu May 03, 2012 5:02 pm

Perhaps adding map markers but they are undiscovered would be prudent at least for things that the Enclave would most likely know about. *Citadel is here... stay away* So its not such a chore to try and remember where say Megaton is. Its just something to show you in what general direction you need to travel. Because at the beginning I think Tensions are high and they dont want to spark a war... but war never changes....(from the water purifier it happens)

I for one do not like the storming in vaults with violence. That is so NOT Enclave. If anything the citizens would be rounded up and brought back to the Enclave. They are pure-blood's all of them no ands ifs or buts about it. No Radiation, No mutations. Vault 101 would be given something like you'd give a child. You'd give them candy pat them on the back. Well done... you did good kid... you got your goal. Here is your toy... (Now come with Grandpa...we are taking you to a real safe place since we found you that means the muntants will eventually find you. To keep you safe and secure come with us...) If you pass a speech check they willingly follow if not you kill Amata proclaim yourself overseer and take them anyhow. Possibly allow you to get the Tunnel Snakes... or atleast let them be guards at the Air Force Base in Broken Steel or some other place... Some sort of Easter Egg. But after seeing the vault unseal itself and just going in guns blazing is the epitome of stupidity. You have no clue what research is in the vault. What great minds and data was saved from the past and you know they are mutation and disease free. Another Easter Egg Amata becomes an Enclave Officer at the Air Force Base... Or some other location...


I got the mass assault thing from a War mod. Where there are like factions and you assault other factions bases. I thought things like that when things like take it back, with the water purifier. Things definately would get drastic and hostilities would increase. I think the idea of gaining ground in DC would bring something as an Accomplishment. Maybe even setup an Enclave only Radio Station that "Has a variable frequency" so the enemy can't get to it, it needs to be descrambled. And it tells of the Accomplishments of what the Enclave has done. To make the "good fight" be easier.


I do like your Andale idea better than mine, since well the Enclave technically still needs room to expand.

I also thought the Republic of Dave, Bob or whatever.... Never really did the quest but since they try and mimic the pre-war America. The Enclave might see them as a mini-Enclave without the technology. Someone who might easily be lead into the fold. Make a nice buffer state keep like 3 Enclave guards up there who report every 4 hours to Enclave HQ and so if they are ever attacked The Enclave can send a Vertibird up there and also assess the enemy forces on the Who/What/When/Where... and honestly myself I hate when they ask Why... Its always Why... Why... Why.... When How is so much more fun!


I have tons of feedback So thanks Kyntank... and when the Beta gets released I'll definately playtest it. hopefully this mod when finished works with 1.6 since 1.7 ruins my game.
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Mr. Ray
 
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Post » Thu May 03, 2012 2:41 am

Perhaps adding map markers but they are undiscovered would be prudent at least for things that the Enclave would most likely know about. *Citadel is here... stay away* So its not such a chore to try and remember where say Megaton is. Its just something to show you in what general direction you need to travel. Because at the beginning I think Tensions are high and they dont want to spark a war... but war never changes....(from the water purifier it happens)
We might add undiscovered markers for the player. The Citadel, GNR, Rivet City and Megaton should do. Paradise Falls is as you probably know added in quest 2.
I for one do not like the storming in vaults with violence. That is so NOT Enclave. If anything the citizens would be rounded up and brought back to the Enclave. They are pure-blood's all of them no ands ifs or buts about it. No Radiation, No mutations. Vault 101 would be given something like you'd give a child. You'd give them candy pat them on the back. Well done... you did good kid... you got your goal. Here is your toy... (Now come with Grandpa...we are taking you to a real safe place since we found you that means the muntants will eventually find you. To keep you safe and secure come with us...) If you pass a speech check they willingly follow if not you kill Amata proclaim yourself overseer and take them anyhow. Possibly allow you to get the Tunnel Snakes... or atleast let them be guards at the Air Force Base in Broken Steel or some other place... Some sort of Easter Egg. But after seeing the vault unseal itself and just going in guns blazing is the epitome of stupidity. You have no clue what research is in the vault. What great minds and data was saved from the past and you know they are mutation and disease free. Another Easter Egg Amata becomes an Enclave Officer at the Air Force Base... Or some other location...

Actually, that is EXACTLY how the Enclave deals with issues like this.
Even though the Enclave are responsible for the vaults, their dwellers are not a bit more important for the Enclave than your average Wastelander.

In Fallout 2 the Enclave enters Vault 13, where the protagonist of Fallout 1 was from. In Fallout 2 intro we see the vault opening, some people emerging to wave at the coming Enclave who... Open fire. Afterwards, the remaining vault dwellers are rounded up, shipped to Enclave HQ and used for human testing. While the Enclave knew the dwellers would be immune for the virus they were testing, it's still not what a nice government would do. I don't like how the Enclave did that, even though by all sense they should be helpful to the vault dwellers, but canon says the Enclave treats the vaults just like anything else that isn't from the Enclave.

However, the player will obviously have the freedom of treating the vault dwellers well. The Enclave has shot only three dwellers so far and others have escaped to lower levels. The player's job is to meet the Overseer (Alphonese Almodovar re-assumes his Overseership). The player is sent to the vault to question about the Lone Wanderer: according to them Vault 101 has been assisting an enemy of the government. The quest's name is "You broke the Rules", which is a reference to Vault 101's social experiemnt, which was never to open the vault up no matter what.
I also thought the Republic of Dave, Bob or whatever.... Never really did the quest but since they try and mimic the pre-war America. The Enclave might see them as a mini-Enclave without the technology. Someone who might easily be lead into the fold. Make a nice buffer state keep like 3 Enclave guards up there who report every 4 hours to Enclave HQ and so if they are ever attacked The Enclave can send a Vertibird up there and also assess the enemy forces on the Who/What/When/Where... and honestly myself I hate when they ask Why... Its always Why... Why... Why.... When How is so much more fun!
True, but the Enclave doesn't really need someone who haves a very, very distant image of the pre-war world. Mostly since the Enclave itself was identical to the pre-war world until 2242 when due to losing its headquarters it had to adopt its modern, fully militarized style.

I have tons of feedback So thanks Kyntank... and when the Beta gets released I'll definately playtest it. hopefully this mod when finished works with 1.6 since 1.7 ruins my game.
The mod is developed with the latest version of G.E.C.K. I don't know how it's related to game versions but I'm using 1.7. There is no reason not to, since 1.7 did minimal changes to the game and most definitely did not break anything.
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Taylrea Teodor
 
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Post » Thu May 03, 2012 1:34 pm

Sorry for the double post... but it came to me like a flash of light. The Mechanist always building machines and so forth to do battle with evil...

Instead of the Enclave taking over convert the Mechanist to the Enclave's side.... Like Captain America from the Comic books since he see's himself as a comic book superhero.

So... have him continue his work but makes Enclave eyebots, Protectrons, and Gutsy's and if you bring him enough Scrap Metal he can make a Sentry Bot for the Enclave.

Offer him Military Rank like Captain America was in the Comic Books... Allow him to be LT Mechanist of the Enclave. I mean the Enclave just helped him defeat his arch-nemesis.... it isn't too hard of a stretch to have him join up... having someone with such knowledge of robotics would be useful to the Enclave. Just have Two Enclave Soldiers guard the Entrance to the Factory and 2 Guard the Entrance to his room where his chambers are. You might add an Enclave scientists here and there or Lab Techs who help the Mechanist churn out the standard issue (Eyebots, Protectrons, and Gutsys) and have them spawn around the wastes keeping peace and order... as well as attacking raiders/outcasts/deathclaws/radscorpions/rogue machines. Make the Robo-Co quest to steal the widget a quest from the Mechanist so with the Widget and Data he can make Sentry Bots for the Air Force Base and Other Enclave locations.... something like 30-50 scrap metal per bot. Hand him 2 fission batteries probably as well. Per unit.
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James Baldwin
 
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Post » Thu May 03, 2012 1:01 pm

We shall consider that.
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Iain Lamb
 
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Post » Thu May 03, 2012 5:16 pm

Amazing ideas, TRULY AMAZING ideas. I've been reading through them and I absolutely love what has been discussed, specially the part when you peacefully enter Vault 101.
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Strawberry
 
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Post » Thu May 03, 2012 11:22 am

Hey guys. I'm going to be honest. I'm extremely lazy. I need someone to play through the pre-BETA using CASM and point out bugs and upload the appropriate save for the bug so I can fix it.

Who wants to play the pre-BETA?
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Britney Lopez
 
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Post » Thu May 03, 2012 3:45 pm

Hey guys. I'm going to be honest. I'm extremely lazy. I need someone to play through the pre-BETA using CASM and point out bugs and upload the appropriate save for the bug so I can fix it.

Who wants to play the pre-BETA?
Sure man, weekend's coming up and I have nothing but time. :)
I still wouldn't bet everything on me alone
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Spencey!
 
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Post » Thu May 03, 2012 6:58 am

I'm sure I can release pre-BETA in the official Nexus page. It works mostly as intended. The reason we've not released it is because the assault on the purifier is a short walk killing a bunch of BoS noobs.

Personally I'm busy with grand scale exams and graduating from the gymnasium I've been in last 3 years, so I lack the time to mod now.
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carly mcdonough
 
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Post » Thu May 03, 2012 4:21 pm

Hey guys. I'm going to be honest. I'm extremely lazy. I need someone to play through the pre-BETA using CASM and point out bugs and upload the appropriate save for the bug so I can fix it.

Who wants to play the pre-BETA?

shot me a pre-beta i wana test it :D
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Sanctum
 
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Post » Thu May 03, 2012 2:46 pm

Hello all,

I'm not sure if this is being done, but is anyone planning on adding more detail to Raven Rock? I like the way you guys added more too it, but when I thought of RR, I thought of a Militaristic Vault ( i.e. a GIANT armory, production center (for both armor and weapons/Ammo), and tons of soldiers). While I don't want to say I am disappointed with what has been added (Trust me, I do think you guys are doing great with it so far), I would personally like to see more done in the detail of the inside of RR. It would add a lot more immersion into being part of the Enclave (seeing as how most of the Enclave lives in RR now, and how secretive they have always been).

I would like to see it done the way Vault 13 was in FO1, where you could go in, do a small quest, and get supplies and feel like it is a real, breathing and alive place.

Thats my 2 cents worth :)

Cheers,
Mk II
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Chad Holloway
 
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Post » Thu May 03, 2012 10:55 am

Yeah, Raven Rock will be redone, but it will be a huge process and neither me or Kyntak is a professional builder, so that's going to wait.


P.S. I'm struggling with exams now but I'm graduating in a few days and I am fully liberated from school matters... Then I can work on this mod full speed again.
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JUDY FIGHTS
 
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Post » Thu May 03, 2012 4:47 pm

Well thats Great News :) (Both you getting off school AND Raven Rock being redone)

I've been watching this mod for sometime now. Always been a giant fan of the Enclave... :thumbsup:


P.S. I was thinking of a possible layout for the base:

Entrance (outside): exactly the same as it is now.

Entrance (going inside after the blast door) : replace that door with a vault hatch.

Once through the vault entrance : a security stop, with 2-3 guards in full power armor. they check you for papers (learning to have tighter security following the Oil Rig incident. also, the Quarter Master says that all soldiers are to have papers while at Navarro) ( make it like a metro ticket in the DC subways?)

Once past security: 1 medium length hallway with a opening to another hallway 1/2 way through.

(in these hallways, boxes and other stuuf to make it not look so boring :) )

If you keep heading down towards the end of the hallway, you will run into the entrance of the living quarters.

inside the living quarters, there are 2 levels

Level 1 (downstairs) : Very much like the way the vaults where organized, with living areas for different families. in the center, a security center in case of emergency. (inside the Security center, a very small armory and 1 soldier in PA). It is full of citizens dressed in vault suits with no numbers.

Level 2 (upstairs) : More lavish rooms, meant for officers and higher ranking individuals. The best room being Col. Autumns (SP?). The rooms are larger and have higher quality furniture. Again, filled with Citizens with Vault suits W/ No number.


GOING BACK to the long hallway: head towards the hallway that cuts in 1/2 through.

Once there: A slightly shorter hallway. in the walls there are windows showing vertibirds and their landing platforms.

At the end of the hallway: a door on the side that opens up into a set of stairs.

Up: Military equipment, training area, and a very very large Armory (with a Enclave weapon smith, but really just a merchant in PA inside a sperate room full of weapons on display and behind a barrier. A merchant so he can generate goods). (And a bunch of soldiers in full PA inside the Military rooms). (these areas are split off into different room)

At the end of the "up" floor: there is another door: it leads to a set of stairs heading up again.

At the top of those stairs: The command center. There you can find Col. A, as well as a interface for Pres. Eden. (there are a lot of computers and Enclave scientists as well)

GOING BACK to the 2nd Hallway: Going "Down"

Down: Scientific research facility (SFR).

SRF: Filled with scientists, experiments, and computers with creature information (like the ones you can find scattered around at enclave camps in the wastes). Simulare to the way it was in Vanilla FO3.

-----------------------------------------

And maybe have it incorporated into the original RR? (except the entrance), as to add even more space to it?

Cheers,
Mk II
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-__^
 
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