[RELz/WIPz] The Eagle Has Landed - Enclave MQ Overhaul

Post » Sat May 28, 2011 3:46 pm

I would like to see T-51b. But only like in Anchorage sim, not obtainable.
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joannARRGH
 
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Post » Sat May 28, 2011 8:33 pm

The Enclave uses a variant of the Power Armor which is more advanced than the T51b. It is the Advanced Power Armor Mk II, known in FO3 as the Enclave Power Armor. So I would guess the most advanced power armor in the game is the Tesla Power Armor (or Hellfire, but I think Tesla). Also, the Enclave mass-produces Power Armors in some unknown location...
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Emilie Joseph
 
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Post » Sat May 28, 2011 10:23 am

Ran through this. Very nice. I did have some problems with TLW navigating through Vault 87. He kept running around like a chicken with it's head cut off, but otherwise, this is a very well done mod. I can't wait for the full version. :thumbsup:
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Jessica Colville
 
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Post » Sat May 28, 2011 11:15 am

The Enclave uses a variant of the Power Armor which is more advanced than the T51b. It is the Advanced Power Armor Mk II, known in FO3 as the Enclave Power Armor. So I would guess the most advanced power armor in the game is the Tesla Power Armor (or Hellfire, but I think Tesla). Also, the Enclave mass-produces Power Armors in some unknown location...

That is correct however the quality of Enclave's power armor has been severely decreasing after 2242. In Fallout 3 it's only marginally better than Brotherhood's armor, and usually in worse condition. While in Fallout 2 you could just watch and laugh as your enemies shot rockets and lasers at you.

I imagine the Enclave would have found T-51bs in Raven Rock, and as they arrived in D.C. before the Brotherhood, they could have looted nearby forts and bases.

Ran through this. Very nice. I did have some problems with TLW navigating through Vault 87. He kept running around like a chicken with it's head cut off, but otherwise, this is a very well done mod. I can't wait for the full version. :thumbsup:

Good to hear you like it :)

Lone Wanderer is indeed buggy. I don't know why since his AI package is pretty much identical to what you have with normal companions.
But of course the main thing is that it actually works in the first place :)
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Shae Munro
 
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Post » Sat May 28, 2011 9:00 pm

That is correct however the quality of Enclave's power armor has been severely decreasing after 2242. In Fallout 3 it's only marginally better than Brotherhood's armor, and usually in worse condition. While in Fallout 2 you could just watch and laugh as your enemies shot rockets and lasers at you.

I imagine the Enclave would have found T-51bs in Raven Rock, and as they arrived in D.C. before the Brotherhood, they could have looted nearby forts and bases.


I don't think the Enclave "arrived" in DC, but were inside Raven Rock when the bombs fell (it is a nuclear bunker, I believed). If that's true, that means that they already had Advanced Power Armor MK IIs ready to be used. I think the only reason the T51b is rare in the Capital Wasteland is because the Enclave took it all (except the one you find).
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Eddie Howe
 
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Post » Sat May 28, 2011 7:38 am

Just asking one thing here though:

I would like to make this mod as lore-friendly as possible, and preferably Fallout 2 lore.
Besides civilians, there were also many ranks of soldiers in FO2. Enclave initiates wore Combat Armors, and regulars wore Advanced Power Armor, but there were also the "workers" who were wearing T-51b armors.

I would like to see those sledgehammer-armed storage troopers return but T-51b is unique and rare in Fallout 3.

So, what you think? Should Enclave workers wear T-51b or for example T-45d?



i have an idea...


The Eclave could recieve a shipment from the west coast that contains T-51b armor, and the player has to defend it from attaing Bos and BoSOutcasts....




I think thats the best way to go about it!

XD

Nick
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Betsy Humpledink
 
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Post » Sat May 28, 2011 7:34 pm

I don't think the Enclave "arrived" in DC, but were inside Raven Rock when the bombs fell (it is a nuclear bunker, I believed). If that's true, that means that they already had Advanced Power Armor MK IIs ready to be used. I think the only reason the T51b is rare in the Capital Wasteland is because the Enclave took it all (except the one you find).

When the Oil Rig blew up in 2242, what was left was Navarro base in California coastline.
President Eden, who claims to have been a presidential advisor, sent a message to Navarro. The message was received by a high-ranking scientist, Colonel Autumn's father. He massed up all remaining Enclave troops and led them all the way to Raven Rock, which had been vacant since the War.

As Raven Rock is a Continuity-of-Government facility, it was not used by the Enclave which had chosen to live in the Oil Rig instead. But it certainly was empty when Autumn's remnants arrived there, dialogues with Eden and Autumn but also the official game guide confirms this.

i have an idea...


The Eclave could recieve a shipment from the west coast that contains T-51b armor, and the player has to defend it from attaing Bos and BoSOutcasts....




I think thats the best way to go about it!

XD

Nick

The Enclave was destroyed in the West Coast :(
In Fallout 2. Their main base blew up and only a small base of Navarro remained.
The Enclave dragged everything they can carry to Raven Rock, and only Enclave individuals remaining in the West Coast are the numerous deserters who abandoned the organization for various reasons.
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Marcus Jordan
 
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Post » Sat May 28, 2011 2:12 pm

why don't you mod a new type of armour in the game for recuits and cillivans call it T-46b a upgraded version of t-45b or of the t-51b
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jasminε
 
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Post » Sat May 28, 2011 7:10 pm

When the Oil Rig blew up in 2242, what was left was Navarro base in California coastline.
President Eden, who claims to have been a presidential advisor, sent a message to Navarro. The message was received by a high-ranking scientist, Colonel Autumn's father. He massed up all remaining Enclave troops and led them all the way to Raven Rock, which had been vacant since the War.

As Raven Rock is a Continuity-of-Government facility, it was not used by the Enclave which had chosen to live in the Oil Rig instead. But it certainly was empty when Autumn's remnants arrived there, dialogues with Eden and Autumn but also the official game guide confirms this.

Alright, but seeing as Raven Rock was a government facility, and that the Enclave are what's left of the government, I guess that they would have prepared it as a second base (Eden was also there), so if the Enclave did find T51bs there, I don't think it was an accident.

EDIT: Hey, didn't the US annex Canada? Wouldn't that mean that some authority was placed there? Maybe the Enclave has some base of operations over there, or maybe that's where the Power Armors were/are produced..?
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sophie
 
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Post » Sat May 28, 2011 4:10 pm

It did work last time I uploaded the file.

No it didn't. You had the code so it was setting stages all the time (until stage 7, I think) and I moved those setstages to work only after certain events i.e. The doctor/scientist convo - which has never worked for some extremely strange reason. You can change it back if
you want.
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Bethany Short
 
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Post » Sat May 28, 2011 11:32 am

I'll unblock EMQ04's timers again and set the timers correctly for stages 5-7.

One question though.. Why are there so many blank packages around? They seem to be related to EMQ04.

EDIT:

EMQ04's start works now. It's nice and fine.
Do not change it.
Let us not change it.
I'm sick of that part. I don't want to do it again.
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Honey Suckle
 
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Post » Sat May 28, 2011 4:59 pm

Just a question, how many quests are there?
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Jeff Tingler
 
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Post » Sat May 28, 2011 4:33 am

5 main quests have so far been confirmed.

1. Young Patriot. Player's first quest as all of you probably know. Involves basic game functions and your first kill.
2. An American Hero. Player leaves Raven Rock to find his/her father. The quest ends in Jefferson Memorial with Autumn's ill-fated expedition failing to conquer the location.
3. A little piece of heaven. Player must carry on where his/her father were. The quest leads player to Rivet City, Pentagon and Vault 87.
4. The Plot Thickens. Player wakes up in Raven Rock. President Eden sees potential in the player and assigns him/her as the leader of Enclave's assault on Jefferson. There is still no plans on what happens after the dialogues with Eden and Colonel Johnson.
It should deal with preparing for the assault but not be related to the Pentagon, since we must not give the chance to kill the BoS before the time is right for that.
5. This quest's name will change. It used to be named Ethics of Terror, but it was originally meant to deal with the Enclave's takeover of the Wasteland. The Enclave is notorious for it's harsh Ends > Means mentality, hence the name.
Quest 5 will basically deal with the Enclave's assault against the Brotherhood at Jefferson Memorial. While the quest itself will be shorter than Take it Back!, it will involve a bunch of important plot twisting towards the end.

3 Sidequests will appear, too.

1. Enemy of the Nation. A high-ranking Enclave officer deserts from the Enclave and you must find him. This will take the player from Dunwich to Georgetown.
2. Dead Man Walking! A group of zomb Ghouls are planning to assault Washington Monument. You must stop this suicide attack if you wish to receive information regarding your father's whereabouts.
3. You broke the rules. The Enclave has discovered and opened Vault 101. Vault 101 not only has broken its rules issued by Vault-Tec, but it has also hosted one of the greatest risks to the Enclave in 2277, the Lone Wanderer. You must deal with the vault by massacring them all as punishment or achieving a diplomatic solution to the situation.
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Jah Allen
 
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Post » Sat May 28, 2011 9:10 am

5 main quests have so far been confirmed.

1. Young Patriot. Player's first quest as all of you probably know. Involves basic game functions and your first kill.
2. An American Hero. Player leaves Raven Rock to find his/her father. The quest ends in Jefferson Memorial with Autumn's ill-fated expedition failing to conquer the location.
3. A little piece of heaven. Player must carry on where his/her father were. The quest leads player to Rivet City, Pentagon and Vault 87.
4. The Plot Thickens. Player wakes up in Raven Rock. President Eden sees potential in the player and assigns him/her as the leader of Enclave's assault on Jefferson. There is still no plans on what happens after the dialogues with Eden and Colonel Johnson.
It should deal with preparing for the assault but not be related to the Pentagon, since we must not give the chance to kill the BoS before the time is right for that.
5. This quest's name will change. It used to be named Ethics of Terror, but it was originally meant to deal with the Enclave's takeover of the Wasteland. The Enclave is notorious for it's harsh Ends > Means mentality, hence the name.
Quest 5 will basically deal with the Enclave's assault against the Brotherhood at Jefferson Memorial. While the quest itself will be shorter than Take it Back!, it will involve a bunch of important plot twisting towards the end.

3 Sidequests will appear, too.

1. Enemy of the Nation. A high-ranking Enclave officer deserts from the Enclave and you must find him. This will take the player from Dunwich to Georgetown.
2. Dead Man Walking! A group of zomb Ghouls are planning to assault Washington Monument. You must stop this suicide attack if you wish to receive information regarding your father's whereabouts.
3. You broke the rules. The Enclave has discovered and opened Vault 101. Vault 101 not only has broken its rules issued by Vault-Tec, but it has also hosted one of the greatest risks to the Enclave in 2277, the Lone Wanderer. You must deal with the vault by massacring them all as punishment or achieving a diplomatic solution to the situation.




Nice Job the only problem I have is with



3. You broke the rules. The Enclave has discovered and opened Vault 101. Vault 101 not only has broken its rules issued by Vault-Tec, but it has also hosted one of the greatest risks to the Enclave in 2277, the Lone Wanderer. You must deal with the vault by massacring them all as punishment or achieving a diplomatic solution to the situation.




I most definantly dose not follow the Fallout 3 lore


XC

Nick
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CHANONE
 
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Post » Sat May 28, 2011 9:44 am

I agree with zaqxswcd95 about 'You broke the rules'. How the Enclave would open the Vault anyway. And you have a Pip-boy, so you can hear Emergency call from 'Trouble on the Homefront', although you can't open the Vault if you dont know Amata's name.



So Autumn wont be seen anymore?
That kinda bothers me, cause I can still see that idle where he is injecting something to his arm.
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Wanda Maximoff
 
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Post » Sat May 28, 2011 11:48 am

Just finished the quests, and I have some notes:

-I think the start is too harsh. You're supposed to travel to Paradise Falls and then to the Mall (which is infested with super muties) with only a Plasma Pistol and a bit of ammo. I think you should also give the player 3 Plasma nades and 3 Stimpacks.

-Why are you wearing Enclave Officer Suits? Shouldn't guards at Raven Rock wear Power Armor?

-I think the quests are a bit too linear. One thing that annoys me is that you have to find a way into Paradise Falls, and getting 500 caps or having Evil karma is not really doable at level one, so your only option is to do Strictly Business, which is a quest I really don't like doing early. How about threatening Grouse about an Enclave invasion on PF? same goes for Dead Man Walking, there should be other options than having a high Speech skill...

-Why are you kicked out from the Enclave faction? One of the reasons I love this mod is that the Enclave patrols help you instead of attack you... If it's because you went after your father and left your post, how about adding the option to talk Johnson about going after your father? It will require some persuasion, but it will be worth it.
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Cccurly
 
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Post » Sat May 28, 2011 1:04 pm

Nice Job the only problem I have is with

I most definantly dose not follow the Fallout 3 lore

XC

Nick

They asked permission to enter. Simple as that. In Vanilla Fallout 3 the Overseer did not let the Enclave in, but in TEHL he did. Simple.

I agree with zaqxswcd95 about 'You broke the rules'. How the Enclave would open the Vault anyway. And you have a Pip-boy, so you can hear Emergency call from 'Trouble on the Homefront', although you can't open the Vault if you dont know Amata's name.

So Autumn wont be seen anymore?
That kinda bothers me, cause I can still see that idle where he is injecting something to his arm.

Again, there is solid proof that the Enclave asked permission to enter Vault 101.
Also, if we rule that the events of Trouble on the Homefront have happened, and Amata is the Overseer, she would definately let the Enclave in.

Just finished the quests, and I have some notes:

-I think the start is too harsh. You're supposed to travel to Paradise Falls and then to the Mall (which is infested with super muties) with only a Plasma Pistol and a bit of ammo. I think you should also give the player 3 Plasma nades and 3 Stimpacks.

-Why are you wearing Enclave Officer Suits? Shouldn't guards at Raven Rock wear Power Armor?

-I think the quests are a bit too linear. One thing that annoys me is that you have to find a way into Paradise Falls, and getting 500 caps or having Evil karma is not really doable at level one, so your only option is to do Strictly Business, which is a quest I really don't like doing early. How about threatening Grouse about an Enclave invasion on PF? same goes for Dead Man Walking, there should be other options than having a high Speech skill...

-Why are you kicked out from the Enclave faction? One of the reasons I love this mod is that the Enclave patrols help you instead of attack you... If it's because you went after your father and left your post, how about adding the option to talk Johnson about going after your father? It will require some persuasion, but it will be worth it.

- We gave the player some extra equipment which will appear in BETA. The new stuff includes 10 stimpaks, 5 rad-x and 5 rad-away.

- You are not using power armor since it would be overpowered. Level 2 with power armor, and especially with mods that make PA more powerful the game would be just too easy to start with.

- You don't have a time limit. No one is forcing you to go to Paradise Falls at level 1. You can always carefully head to Megaton and start doing quests like you normally do :shrug:

If you don't find the quests satisfying, we are always open to better ideas.

- You deserted from the Enclave and it took a few weeks (days) for the Enclave to figure that out. But mostly the kicking out is to prevent the player from entering Raven Rock.


EDIT: I'd also like to note that the whole Vault 101 scheme was not originally meant to be in the mod.. I included it anyway since I know people would start whining if the vault was ignored in this mod.
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Ria dell
 
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Post » Sat May 28, 2011 8:00 am

EDIT: [censored] you new forum. Second double post this week.
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Nick Tyler
 
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Post » Sat May 28, 2011 12:34 pm

But will the player return to the Enclave faction somewhere in the quest?
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Krystal Wilson
 
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Post » Sat May 28, 2011 3:49 pm

In quest 4 when the player is rescued by Enclave in Vault 87.
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koumba
 
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Post » Sat May 28, 2011 5:41 am

OK I'm good :)
Now my only concern is about the Dead Man Walking quest. I think you should add more options to find out where your dad went to. Another thing, in An American Hero, how about being able to go to the actual crash site (after you've talked to that slaver that I can't remember his name) and find something of use? Maybe a Very Hard/Hard terminal with mission details, or some Enclave crates with more weapons? For the Crash Site, a mod called FLAK has added one to the wasteland, you should take a look at it.

Also, any idea when the next version is released :vaultboy:
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Andrew Perry
 
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Post » Sat May 28, 2011 9:00 am

We're taking our time with the mod currently and have no planned date for the release. Pistolero says after the first 5 quests are completed, but that might be extended for extra content.

In the second quest a posibility of thr crash site was discussed but wasn't implemented due to resouces. A very rough 'crash site' may be made that doesn't include any vertibird pieces, though it's unlikely.
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Adrian Morales
 
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Post » Sat May 28, 2011 10:10 am

Again, check out FLAK:
http://www.fallout3nexus.com/downloads/file.php?id=11608

It adds many new mini-areas to the game, one of them being am Enclave Vertibird Crash Site. It is well done actually. You can make it so a body left after the crash has a mission briefing on it.
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Matt Terry
 
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Post » Sat May 28, 2011 4:34 am

Again, check out FLAK:
http://www.fallout3nexus.com/downloads/file.php?id=11608

It adds many new mini-areas to the game, one of them being am Enclave Vertibird Crash Site. It is well done actually. You can make it so a body left after the crash has a mission briefing on it.




agreed




Nick
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Alex Blacke
 
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Post » Sat May 28, 2011 6:18 pm

Any updates? :disguise:
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Ilona Neumann
 
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