[WIP/RELz] The Eagle has Landed - Enclave MQ Overhaul

Post » Mon Feb 07, 2011 1:58 pm

Yeah I'm swamped with school work currently as well, so minimal work is being put into the mod currently - but I get a 3 week break starting somewhere around the 20th of June, so then it's "crunch time".
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XPidgex Jefferson
 
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Post » Mon Feb 07, 2011 1:49 am

So does it end at Project Purity?
I haven't been following this for a while but congrats on the beta :tops:
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priscillaaa
 
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Post » Mon Feb 07, 2011 1:02 am

The "Main Quest" ends at PPurity, but that is only a small part of what we have planned for the mod. Besides, as it is, it still adds another 6ish hours of gameplay (that needs confirmation though).
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Raymond J. Ramirez
 
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Post » Mon Feb 07, 2011 2:56 am

Another callout to anyone who thinks they would be suitable to voice Johnson. I think the requirements are in the OP.
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JeSsy ArEllano
 
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Post » Mon Feb 07, 2011 6:53 am

I don't have Fo3 for PC, but I'd love a chance to do some voice-acting.
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Brandon Wilson
 
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Post » Mon Feb 07, 2011 4:05 am

Ok, good. The requirements are http://www.tehl.net/forum/viewtopic.php?f=14&t=10
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Brentleah Jeffs
 
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Post » Mon Feb 07, 2011 10:39 am

I wanted to try some modding over the summer, you guys don't mind me making a side quest for this mod do you, maybe something you could add later in the full release.
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Gemma Flanagan
 
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Post » Mon Feb 07, 2011 5:34 pm

I've played through this mod back when you only had 2 of the main quests up and absolutely loved it, even though I hated the Enclave. The new perspective is refreshing and a ton of fun.

I notice you need voice actors, and I may be able to help with this. I tend to have somewhat of a "ghetto" accent, although I've taught myself to speak properly. So if you're interested in either 'accent' let me know.
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Ross Zombie
 
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Post » Mon Feb 07, 2011 7:44 am

I wanted to try some modding over the summer, you guys don't mind me making a side quest for this mod do you, maybe something you could add later in the full release.

Go ahead. I can't promise you that your work will be used, but I will definitely consider it. PM me if your still interested.

I've played through this mod back when you only had 2 of the main quests up and absolutely loved it, even though I hated the Enclave. The new perspective is refreshing and a ton of fun.

I notice you need voice actors, and I may be able to help with this. I tend to have somewhat of a "ghetto" accent, although I've taught myself to speak properly. So if you're interested in either 'accent' let me know.

Sure, any voice actors at this point are welcome. We desperately need someone to voice Colonel Johnson during EMQ04, otherwise part of that quest is very buggy. I'll PM you the lines to read out.
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Lil Miss
 
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Post » Mon Feb 07, 2011 5:41 am

May I shoot a suggestion at Olney?

The Republic of Dave/Bob represents an excellent opportunity for the Enclave not only for its Pre-War ideals, but also for its decency as a staging point to harvest Deathclaws for use in Enclave experiments/brainwashing. Perhaps the Enclave will turn Olney into a sort of 'Deathclaw Colony'; all Deathclaws are kept in a restricted, controlled area (Electrified fences, tons of highly-placed sharpshooters and such), and bred to provide a larger Deathclaw force? Alternatively, there could be a deathclaw pen at the RoD, where the deathclaws are transported and such. It'd be an interesting quest to subdjugate Old Olney to make way for the deathclaw housing.

Also, I love that you're thinking about the Capitol building; perhaps the PC leads a strike force of Enclave Forces through the mall's trenches, eventually marching through the Talon and SM lines and regaining control of the Mall? I can only assume that the place'd become very, very well fortified after that.

I really cant wait for this mod, and I'd be happy to beta test in a week or so.

EDIT: Also, once this mod is fully released, do you foresee any major conflicts with FOOK or MMM? Such as spawns ending up in the middle of an Enclave settlement you'd originally intended to be open air, or otherwise wonkily equipped Enclave troopers? Also, will you be incorporating any new armors/weapons/equipment to the Enclave, such as the Classic APA, or different energy weapons?
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Tom
 
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Post » Mon Feb 07, 2011 10:52 am

With Dave's Republic it could be a repeating sidequest to cap deathclaws I suppose, we will take that into consideration. On the capitol we have definitely taken an al out war in the mall into consideration. We don't currently need any BETA testers as we both have saves throughout various stages of the mod to test changes but if we do need testers I'll remember you :P. For conflicts I don't know the mods inside out but my guess is that it should be fine, but don't take my word on it.
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Sakura Haruno
 
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Post » Mon Feb 07, 2011 2:29 pm

This mod sounds amazing. At first I thought it was going to be another nonexistent, in-your-dreams vaporware type thing, but now we're veering to betas and such...I applaud you all. Can't wait to play the final version.
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Alisia Lisha
 
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Post » Mon Feb 07, 2011 3:57 pm

Yeah, I remember lurking the idea thread for this, waaaay back...

I'm glad to see it actually developed into something more than a dazed pipe dream!
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Chenae Butler
 
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Post » Mon Feb 07, 2011 6:26 am

Unfortunately I'm facing some personal issues right now. If the troubles at home continue, I'm going to have to exile myself for a few days. But BETA is soon ready. It would be already, but with two guys working on one thing and neither is a pro at documenting let alone testing their changes, we've been plagued by bugs lately.
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Laura Elizabeth
 
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Post » Mon Feb 07, 2011 2:07 am

Unfortunately I'm facing some personal issues right now. If the troubles at home continue, I'm going to have to exile myself for a few days. But BETA is soon ready. It would be already, but with two guys working on one thing and neither is a pro at documenting let alone testing their changes, we've been plagued by bugs lately.


I unfortunately know how you feel.

Just keep it up! I'll be downloading and playing through this later on, and hopefully help you spot issues if I can. Still working on Project Brazil though, so I haven't much time, eh?
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Cheryl Rice
 
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Post » Mon Feb 07, 2011 10:46 am

Ok, I released a Pre-BETA which is unstable but playable. You can download the 7-Zip file from the http://fallout3nexus.com/downloads/file.php?id=11587 or direct from our rented http://tehl.net/downloads/The%20Eagle%20Has%20Landed%20Pre-BETA.7z.
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Joie Perez
 
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Post » Mon Feb 07, 2011 3:13 pm

Very good, very good.
Now just focus on bug fixing :)
Maybe next time I get a weekend off the army I can give some time for TEHL.
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Sammi Jones
 
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Post » Mon Feb 07, 2011 6:37 am

That would be awesome. It just seems like too much work. Mainly EMQ04.
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Nicole M
 
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Post » Mon Feb 07, 2011 5:47 pm

Is this project still going on? I was greatly looking forward to playing it when finished. :mellow:
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Doniesha World
 
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Post » Mon Feb 07, 2011 6:31 am

There's an alpha that was posted like 15 days ago... a project this size that is pretty recently, yes I could almost promise it's still going on.
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Christina Trayler
 
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Post » Mon Feb 07, 2011 5:38 am

Yes it's still going, but I need bug reports. They would help more than you can imagine.
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Trey Johnson
 
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Post » Mon Feb 07, 2011 6:16 am

So far I've only got minor details.
At start I already have a pipboy claw before i had pipboy, and I got DLC notes then too.
And I got both GRN channels, the one for only downtown area, and the one for the whole wasteland.

That's all for now, haven't got very far yet
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Shelby Huffman
 
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Post » Mon Feb 07, 2011 7:56 am

So far I've only got minor details.
At start I already have a pipboy claw before i had pipboy, and I got DLC notes then too.
And I got both GRN channels, the one for only downtown area, and the one for the whole wasteland.

That's all for now, haven't got very far yet

Thanks, just keep the bug reports coming (which they will when you get close to the end...)
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elliot mudd
 
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Post » Mon Feb 07, 2011 6:25 pm

Ok, I can try the speech test to Paladin Tamney multiple times.
I think there should not be James's journal 10 at the rotunda.
And after a while after the scene at the rotunda (Autumn's speech and so) James comes back to life.
when I leave rotunda, there he is (invulnerable but crippled) and starts walking to the grate to pipe control, goes to the valve and starts walking around... weird.
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GRAEME
 
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Post » Mon Feb 07, 2011 3:52 am

This project's pace has been slowing down because I joined the Finnish military.. That leaves me with minimal time to work on any mod, so Kyntak is in charge now (my service will most likely last 12 months).
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Symone Velez
 
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