[WIP] The Eagle Has Landed - Enclave MQ Overhaul

Post » Fri Feb 12, 2010 11:22 pm

Wow, that's a lot of messages.
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Amy Siebenhaar
 
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Post » Sat Feb 13, 2010 8:40 am

Uhh, to be honest, I have never seen the film :embarrass:
But it can include kidnapping if there's a good reason to..

The original film is about a group of German soldiers who are trying to kidnap Winston churchil, maybe you have to kidnap a BoS Paladin like Star paladin cross for info about the citadel, maybe the last mission is about capturing the citadel.

Also, will this mod conflict with Broken steel??
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james reed
 
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Post » Sat Feb 13, 2010 10:30 am

Also, will this mod conflict with Broken steel??

Well for one your added to the enclave faction..........so yes.
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Sarah Unwin
 
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Post » Sat Feb 13, 2010 10:37 am

FoxtrotZulu, we're moving on with the project - if you send me you copy now I'll try to merge them together, but other wise you're work will be cut out :(, sorry.
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Bek Rideout
 
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Post » Sat Feb 13, 2010 6:25 am

Damn I can't wait to play this mod :lol:

Forgot to say in the PM, Kyntak, so I say it here. Do anything you want with the .esp now. Add things if you ever feel like it, edit my crappy dialogues.
The "infiltrate the citadel" phase works for starters. That is, the infiltration mission appears to function somewhat properly.* The Vault 87 scenario, too, should work as it's pretty much identical to the vanilla one. Only different things are the LW added to the adventure and the ambush -> Raven Rock thingy.

Also, in the chamber that leads to the GECK is a dead scientist with a special rad suit. I wanted it to give rad immunity in the way Supermutants have, but I failed. See if you can fix it.

EDIT: * Start of the infiltration process that is. You find a note at Citadel's doors telling about lost scouts, you go and loot them, and return to Citadel. The guard thinks you're one of the scouts and lets you in. From that on, I haven't done anything.
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Chloe :)
 
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Post » Sat Feb 13, 2010 3:35 am

K, sweet. I can't wait to play either :D! I can't promise that if I edit your dialouges that I'll make them better, but I'll try :P
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Sarah Kim
 
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Post » Fri Feb 12, 2010 11:35 pm

I just wanted to say Pistolero, I haven't played FO3 for any reason besides modding in a good amount of time. I have a feeling this mod will make me interested in actually playing again, I can't wait until it finished. :D
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Nina Mccormick
 
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Post » Sat Feb 13, 2010 12:06 am

Pistolero

for the vault 87 qeust here some ideas you go use

1) enclave radx- the stuff col Autumn used to surive the pp chamber (water of life) give you 1000 rad res(make it high to stop all rads) this could also brought/found in enclave areas


2) a broken robot you could fix it and ask to get the geck


another idea

the enclave beacon -drop the beacon anywere in the wasteland (maybe not inside building) and you can fastravel to it for anywere in the wasteland -this can be useful if you become overcumbered
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Connor Wing
 
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Post » Sat Feb 13, 2010 2:32 am

Pistolero

for the vault 87 qeust here some ideas you go use

1) enclave radx- the stuff col Autumn used to surive the pp chamber (water of life) give you 1000 rad res(make it high to stop all rads) this could also brought/found in enclave areas


2) a broken robot you could fix it and ask to get the geck


another idea

the enclave beacon -drop the beacon anywere in the wasteland (maybe not inside building) and you can fastravel to it for anywere in the wasteland -this can be useful if you become overcumbered


I'm leaning towards the idea of you assisting in the capture of the Lone Wanderer. But I've only been following progress, not reading the thread so I don't know if the whole Lone Wanderer idea was thrown out.
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Spaceman
 
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Post » Fri Feb 12, 2010 7:57 pm

Pistolero

for the vault 87 qeust here some ideas you go use

1) enclave radx- the stuff col Autumn used to surive the pp chamber (water of life) give you 1000 rad res(make it high to stop all rads) this could also brought/found in enclave areas

2) a broken robot you could fix it and ask to get the geck

another idea

the enclave beacon -drop the beacon anywere in the wasteland (maybe not inside building) and you can fastravel to it for anywere in the wasteland -this can be useful if you become overcumbered

I like idea #2. Could be a Robobrain as it has good hands. For the rad pill, it's not possible as all resistances are capped at 85, so 1000 will not have the intended effect.

I'm leaning towards the idea of you assisting in the capture of the Lone Wanderer. But I've only been following progress, not reading the thread so I don't know if the whole Lone Wanderer idea was thrown out.

Lone Wanderer will be your temporary companion in Vault 87. You both are seeking the GECK, and there's a crapload of muties on the way, so you cooperate so atleast one of you gets it.
However, LW will be the smart one here and will set up a bomb, knocking you out. He will steal the GECK and you are moved to Raven Rock. (Other Enclave personnel were coming to Vault 87, too, but you arrived earlier).
When you assault Jefferson Memorial in the Enclave edition of Take it Back!, LW will replace Colonel Autumn from the original story and will face you with Dogmeat and Sarah Lyons. Well, Lyons may be dropped out as there's not much space in there..
Lone Wanderer will also have almost identical opening dialogue to Autumn's.
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adam holden
 
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Post » Sat Feb 13, 2010 11:04 am

When you assault Jefferson Memorial in the Enclave edition of Take it Back!, LW will replace Colonel Autumn from the original story and will face you with Dogmeat and Sarah Lyons. Well, Lyons may be dropped out as there's not much space in there..
Lone Wanderer will also have almost identical opening dialogue to Autumn's.

The LW won't have a southern accent will he!!

Also, for the memorial how will it work when you first get there or do you invade it like what originally happened in the MQ
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Trey Johnson
 
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Post » Sat Feb 13, 2010 3:38 am

one thing i confused does the enclave player want to turn the pruifier on or off and if you have broken steel dogmeat will be VERY HARD to kill (surived 4 mini nukes on my game)


and if let the LW live you could help him get back into vault 101 (and if you open it , allow enclave in)
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Margarita Diaz
 
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Post » Sat Feb 13, 2010 4:23 am

The LW won't have a southern accent will he!!

Also, for the memorial how will it work when you first get there or do you invade it like what originally happened in the MQ

When you first get there, you have not yet reunited with the Enclave. Thus you arrive a tad later than Col. Autumn and his gang. Your father is also late, thanks to his vertibird crash and subsequent walk to the Memo.
When you enter the building with Daddy, he orders you to check out the basemant. There is a specific point you must reach, after which the doors to rotunda are unlocked and new quest objective tells you to rendezvous with your father.
However, the usual Autumn-James incident is ongoing. Your father, too, is inside the chamber. And we all know what happens then.
After that, the BoS will storm the memorial - someone called for help. You kill one or two BoS soldiers and escape. Outside, your friend (a vertibird pilot by profession) is waiting outside and gives you a V-bird ride to the wasteland.
You will arrive near Canterbury Commons, and the next quest begins.
The BoS will gain control of the Purifier and Enclave will retreat. Col. Autumn suffers severe wounds during his narrow escape and is cut out of the mod from that on. Lieutenant Johnson, person who appears in the first quest and your friend's father, will assume Autumn's position.

For the latter incident in Jefferson Memorial, it will be an Enclave counterattack. After quest 4 (the assault is quest 5) you are reunited with the Enclave and thanks to your skills in field they forgive your desertion. Eden talks to you as usual and gives FEV. You are promoted to Lieutenant.
As the BoS got the building so easily, Liberty Prime was not needed and thus never activated.
You simply take a squad and any followers, beat the crap out of BoS knights and paladins and go to Rotunda.
LW is waiting as mentioned, and you deal with him.

What follows is the FEV scenario.

one thing i confused does the enclave player want to turn the pruifier on or off and if you have broken steel dogmeat will be VERY HARD to kill (surived 4 mini nukes on my game)


and if let the LW live you could help him get back into vault 101 (and if you open it , allow enclave in)

First, dogmeat will be a seperate NPC with tweaked stats to be a worthy opponent but weak enough not to draw all the attention off LW.
The purifier is not activated yet by the BoS. Let's say that there has been sabotage or other issues. We'll probably deal with the plot hole later.
You want to turn on the purifier because, in Autumn's words, "once this facility is operational, the masses will flock to the Enclave for fresh water, protection and plan for the future".
And of course, if you will be using FEV, your motive is simply to kill everyone.

I think you could be able to talk LW out of the battle like with Autumn, but I don't see a chance in LW-Enclave cooperation, especially as in this mod LW never visited Raven Rock.

Vault 101 can be opened by you (see Overseer's terminal in-game, he has recieved a request by Enclave to open up).
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Pat RiMsey
 
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Post » Sat Feb 13, 2010 2:20 am

that make alot of sense but do you die activating the purifer
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Laura Cartwright
 
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Post » Fri Feb 12, 2010 6:56 pm

that make alot of sense but do you die activating the purifer

No
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Sakura Haruno
 
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Post » Sat Feb 13, 2010 4:34 am

Are you guys gonna have new voice acting for all the new characters and dialogue? Would take a while, but it'd be pretty bomb. Make the mod seem a lot bigger in a sense.
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Rowena
 
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Post » Fri Feb 12, 2010 7:17 pm

Are you guys gonna have new voice acting for all the new characters and dialogue? Would take a while, but it'd be pretty bomb. Make the mod seem a lot bigger in a sense.

That's the plan, but things don't always go according to plan.
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Chris Duncan
 
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Post » Sat Feb 13, 2010 6:08 am

That's the plan, but things don't always go according to plan.


I don't think you guys should bother with voice acting, I mean, it's the content that matters, not the voices.

Just my opinion anyway.
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Lil'.KiiDD
 
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Post » Sat Feb 13, 2010 1:13 am

I think they should at least attempt it. It'd just be a nice little addition to what already appears to be an amazing mod, plus it'll give those who are into voice acting a chance to get in on the Fallout universe. :P
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Emma Copeland
 
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Post » Sat Feb 13, 2010 2:54 am

I don't think you guys should bother with voice acting, I mean, it's the content that matters, not the voices.

Just my opinion anyway.

Most of the most important characters would be voiced, notably Dad, Alexander (the childhood friend), Colonel Johnson and Lone Wanderer. However, the voicing would be up to the actor himself and voice dialogues up in his own time.
Of course, better no voice than bad voice: it would be recommended that people with honestly good (or atleast highly adequate) voice would do things. I think there are atleast 4 of them in the whole community.

Females are another story, due to their limited number in the modding community.
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Dale Johnson
 
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Post » Sat Feb 13, 2010 8:35 am

Most of the most important characters would be voiced, notably Dad, Alexander (the childhood friend), Colonel Johnson and Lone Wanderer. However, the voicing would be up to the actor himself and voice dialogues up in his own time.
Of course, better no voice than bad voice: it would be recommended that people with honestly good (or atleast highly adequate) voice would do things. I think there are atleast 4 of them in the whole community.

Females are another story, due to their limited number in the modding community.



What happens if you can't get all the characters voiced, are you going to scrap some of the minor ones or just make them talk to you in text?
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Stay-C
 
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Post » Sat Feb 13, 2010 7:20 am

Most of the most important characters would be voiced, notably Dad, Alexander (the childhood friend), Colonel Johnson and Lone Wanderer. However, the voicing would be up to the actor himself and voice dialogues up in his own time.
Of course, better no voice than bad voice: it would be recommended that people with honestly good (or atleast highly adequate) voice would do things. I think there are atleast 4 of them in the whole community.

Females are another story, due to their limited number in the modding community.


4 in the whole community? Isn't that generalizing things a bit?
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Tarka
 
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Post » Fri Feb 12, 2010 8:33 pm

What happens if you can't get all the characters voiced, are you going to scrap some of the minor ones or just make them talk to you in text?

Those that can't or won't be voiced will be unvoiced. Simple.

4 in the whole community? Isn't that generalizing things a bit?

At least 4.
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Fanny Rouyé
 
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Post » Fri Feb 12, 2010 10:36 pm

I just want to take this chance to say....I think I LOVE you :)

I mean your mod....yes....."mod" :)
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abi
 
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Post » Sat Feb 13, 2010 10:56 am

I just want to take this chance to say....I think I LOVE you :)

I mean your mod....yes....."mod" :)

That was.. Weird..



Foxtrot, have you done any progress?
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Tasha Clifford
 
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