[WIP] The Eagle Has Landed

Post » Fri May 27, 2011 11:37 pm

Sort ofg like the Outcasts giving you ammo, grenades, or stims for tech you find?
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Beat freak
 
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Post » Sat May 28, 2011 9:12 am

May I suggest you add somthing like defective tesla armor. That does shock dmg to ppl when they hit you or punch u, or when i hit them or punch them.

Also may i suggest a repeatable quest in which an Enclave Quartermaster gives you caps for turning in extra; ammo, armor(from fallen enclave),scrap metal and fizzion batteries. :D

There is a ammo run planned, two actually. One is located right near Raven Rock where you bring American artifacts (possibly more added to the game) in exchange for ammo. The man dealing is a less-radical Enclave scientist, named http://i134.photobucket.com/albums/q84/lord_finnish/EPSLincoln.jpg.
Another also will be done which replaces Casdin (Outcasts are hostile with Enclave, therefore preventing you from communicating with him) but location is yet a mystery. I will possibly re-open Raven Rock after certain part of MQ has been finished and place the quartermaster there. Random tech loot -> ammo.
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Jessie Butterfield
 
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Post » Sat May 28, 2011 3:46 am

You need to add Enclave Holotags to Enclave inventories.
For the underworld part of the MQ: In return for information on the location of you father, Doctor Barrows of underworld sends you to retrieve a holodisc from a ghoul research area. The research center was set up by Barrows to conduct research on the Ghoul condition but Underworld lost contact with it some time ago. The results of the research can be examined by the player who then finds out the truth about ghouls ( deformed, infertile, rad resistant) and finds it is completely different to what the Enclave tells it's soldiers (feral, cannibalistic, disease spreading). The PC brings back the research holotape and is rewarded with his fathers last known location.

Also, you may want to consider having the Captain crash somewhere in DC, the buildings, rubble and flames would make the crash site much more interesting than if it crashed on a barren plain.
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Dean Brown
 
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Post » Sat May 28, 2011 1:33 am

You need to add Enclave Holotags to Enclave inventories.
For the underworld part of the MQ: In return for information on the location of you father, Doctor Barrows of underworld sends you to retrieve a holodisc from a ghoul research area. The research center was set up by Barrows to conduct research on the Ghoul condition but Underworld lost contact with it some time ago. The results of the research can be examined by the player who then finds out the truth about ghouls ( deformed, infertile, rad resistant) and finds it is completely different to what the Enclave tells it's soldiers (feral, cannibalistic, disease spreading). The PC brings back the research holotape and is rewarded with his fathers last known location.

Also, you may want to consider having the Captain crash somewhere in DC, the buildings, rubble and flames would make the crash site much more interesting than if it crashed on a barren plain.

Good one with the holotags. I might add a sub-sub-quest for that too.
That brings me an idea.. I should expand the amount of Enclave scientists, and by scientist I mean a REAL scientist like Dr. Li, not those Mengeles dressed in UFO outfits.
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Jennie Skeletons
 
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Post » Fri May 27, 2011 7:48 pm

Good one with the holotags. I might add a sub-sub-quest for that too.
That brings me an idea.. I should expand the amount of Enclave scientists, and by scientist I mean a REAL scientist like Dr. Li, not those Mengeles dressed in UFO outfits.


You could seperate the helm of the Enclave Scientist outfit, only equip the helmets for the ones in rooms with seemingly dangerus experiments, and normal labcoats and helmetless Enclave Scientist outfit for the others!
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Céline Rémy
 
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Post » Sat May 28, 2011 4:43 am

You need to expand raven rock and make it less linear in layout, currently it is simply an extremely long metal tunnel with rooms to the sides.
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QuinDINGDONGcey
 
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Post » Sat May 28, 2011 4:54 am

Been following this since the beginning, seems very good.
One suggestion though, is to make the radio message for dramatic, as to give more reason for the kid to go out and look for his Dad.

"Raven Rock, this is Sgt. Moore reporting, we're detecting severe damage to the vertibird carrying Captain Kaine. We cannot establish communication. Rotors have recieved red damage, I repeat rotors of vertibird carrying Captain Kaine are at red damage level. Crash intimment, 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."



Sounds nice. I can record that if you want to (need material for my showreel anyway^^)
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Sabrina garzotto
 
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Post » Fri May 27, 2011 9:52 pm

If you're going to do Broken Steel but as the Enclave, perhaps you could have the Enclave occupying Rivet City, Paradise Falls, Megaton, Canterbury Commons and Big Town (possibly underworld and Little Lamplight too) as a testament to their new found Dominance as they battle the battered BoS.

Basically, having enclave soldiers in these settlements to keep the peace and police the area, while supplying the settlements with this new purified/purifying water. Also, maybe the Outcasts could be allied with the Enclave against the BoS.
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Lil'.KiiDD
 
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Post » Sat May 28, 2011 10:13 am

I can't wait for this MOD. Though it sounds hard to get done. And don't you guys have to hire the actors that voiced Eden and Autumn?
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anna ley
 
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Post » Sat May 28, 2011 10:09 am

I can't wait for this MOD. Though it sounds hard to get done. And don't you guys have to hire the actors that voiced Eden and Autumn?


The Enclave is a big unit, even just the one in the Capital Wasteland. So we have a few options.

1) Leave out Autumn altogether, replace him with another Colonel.
2) Just use his default dialogue (player has minimal interaction with him).
3) No dialogue for Autumn's new lines.

As for Eden, I'm pretty sure he's got all the dialogue he needs. The radio dialogue, and the simple lines asking the player to insert the FEV. But hell, even a "Messenger of Eden" could do that.
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keri seymour
 
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Post » Sat May 28, 2011 7:35 am

The Enclave is a big unit, even just the one in the Capital Wasteland. So we have a few options.

1) Leave out Autumn altogether, replace him with another Colonel.
2) Just use his default dialogue (player has minimal interaction with him).
3) No dialogue for Autumn's new lines.

As for Eden, I'm pretty sure he's got all the dialogue he needs. The radio dialogue, and the simple lines asking the player to insert the FEV. But hell, even a "Messenger of Eden" could do that.


Autumn could somehow loose his ability to speak. Shot to the throat or whatever...
So he gets a small voice computer to speak for him. Then just use microsoft sam. :P
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Lisa Robb
 
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Post » Sat May 28, 2011 4:05 am

Autumn could somehow loose his ability to speak. Shot to the throat or whatever...
So he gets a small voice computer to speak for him. Then just use microsoft sam. :P


I lol'd.
:rofl:
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Peter P Canning
 
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Post » Sat May 28, 2011 9:31 am

Coming here loud and a bit less proud to announce that NO progress has been achieved. Well, because I'm practicing with other mods and FoxtrotZulu currently has the mod file and I'm too lazy to log into MSN and ask it back, assuming that he has achieved progress :D

Anyway, I'm practically outta bullets with the current state of the mod since my scripting skills are not that glorious (I thought they were, but I was wrong), but this mod is still alive so don't worry.
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Melly Angelic
 
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Post » Sat May 28, 2011 8:49 am

Amazing work so far, love it.:)

Two things that cought my attention:
-Isn't James scripted to look like the player? Won't this give some odd situations with you Enclave dad...when say, James looks more like you than your real dad does, and just as you notice this, things get screwed.
We're talking real trauma here, people.
-The Liberty Prime thing, fighting angainst an unbeatable robot. There was a threat a few days ago, where Frank Horrigan makes re-entry, all re-generated, mutaded and angry. I made the suggestion to put him on the Enclave's site again(something like, they put him back togather and are just about ready to use him). As a counter-force for Liberty Prime.
This mod could make well use of that concept as well as add a whole new option to the main-quest.
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Connor Wing
 
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Post » Fri May 27, 2011 7:11 pm

Amazing work so far, love it.:)

Two things that cought my attention:
-Isn't James scripted to look like the player? Won't this give some odd situations with you Enclave dad...when say, James looks more like you than your real dad does, and just as you notice this, things get screwed.
We're talking real trauma here, people.
-The Liberty Prime thing, fighting angainst an unbeatable robot. There was a threat a few days ago, where Frank Horrigan makes re-entry, all re-generated, mutaded and angry. I made the suggestion to put him on the Enclave's site again(something like, they put him back togather and are just about ready to use him). As a counter-force for Liberty Prime.
This mod could make well use of that concept as well as add a whole new option to the main-quest.


- James issue was fixed easily. The face match is just a single line of script. I replaced James' ID with this mod's Dad's, and tah da, your face matches not with James but with Lucas Kaine.

- I'm looking forward to finding ways to kill Liberty Prime, but I was thinking of that you arrived at the scene too late and the Take It Back! was already on, with Liberty Prime roaming outside Memorial. I thought about making him weaker or giving him something else to do to let you run inside the Memo without getting shot.
I try to adapt this as much into the vanilla storyline as possible, you see, to avoid too much work.
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Patrick Gordon
 
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Post » Sat May 28, 2011 3:31 am

I've got some questions:
Will there be voices? i mean people talking, cause it won't be very interesting, even boring to play the MQ as an enclave, play a long MQ without no one really talking...
Any estimated finish time?
and will there be any new options or features not presented in the real MQ?
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Carys
 
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Post » Fri May 27, 2011 5:43 pm

****Dont know how to delete post*********

But, cant wait to see this mod, I alwasy wondered why I couldnt play the game from the enclaves view...should be interesting.

If you need any help with scripting let me know, I am a pretty decent at it.
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Genevieve
 
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Post » Sat May 28, 2011 12:42 am

I've got some questions:
Will there be voices? i mean people talking, cause it won't be very interesting, even boring to play the MQ as an enclave, play a long MQ without no one really talking...
Any estimated finish time?
and will there be any new options or features not presented in the real MQ?

Yes, this will be voiced. However, it is a long and painful process with finding good actors and all, so it may take a few releases after BETA to have the mod fully voiced.
No estimated finish time. However, BETA will be released as soon as the MQ and at least two sidequests have been finished.
Yes. For example takeover of Vault 101 is planned (replacing Trouble on Homefront. A note from Overseer's terminal telling that the Enclave found the Vault and tried to gain entrace gave birth to this idea).
I'd also like a post-BS takeover campaign should you do the quests in Pro-Enclave way (Yes, you can backstab Enclave in this mod). Demanding submission from the Brotherhood, Megaton, Tenpenny etc.

****Dont know how to delete post*********

But, cant wait to see this mod, I alwasy wondered why I couldnt play the game from the enclaves view...should be interesting.

If you need any help with scripting let me know, I am a pretty decent at it.

Thanks and thanks for offering help but before BETA is released, the mod is being run by me and occasionally I ask help from FoxtrotZulu.
However, after BETA the mod will be a modders' resource with everyone able to contribute and make their own addons.
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R.I.P
 
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Post » Sat May 28, 2011 1:00 am

Great job guys! :goodjob:
I can't wait for this to come out, though i have a question; how do you activate this mod? i mean is it going to completley redo the main menu? and is it compatible with other mods?
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Jessie
 
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Post » Fri May 27, 2011 8:11 pm

- James issue was fixed easily. The face match is just a single line of script. I replaced James' ID with this mod's Dad's, and tah da, your face matches not with James but with Lucas Kaine.

- I'm looking forward to finding ways to kill Liberty Prime, but I was thinking of that you arrived at the scene too late and the Take It Back! was already on, with Liberty Prime roaming outside Memorial. I thought about making him weaker or giving him something else to do to let you run inside the Memo without getting shot.
I try to adapt this as much into the vanilla storyline as possible, you see, to avoid too much work.


well for this i was thinking before this qeust you will interrogate a bos spy to learn what he knows about the impending attack and liberty primes weakness, then the enclave rigs up the area where liberty abosorbs the force field with some electric mines and some 'nuclear' mines that use the fatman explosions so he will have his legs torn off and then you shoot the bombs on his back to kill him
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Alan Whiston
 
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Post » Fri May 27, 2011 8:09 pm

Great job guys! :goodjob:
I can't wait for this to come out, though i have a question; how do you activate this mod? i mean is it going to completley redo the main menu? and is it compatible with other mods?

It will work and function like any other mod. Replacing loadscreens - which this will ultimately do - is done by simply assigning them to their folders like as if you were installing any type of mod that has its own graphics.
To have some taste of the loadscreens, check this thread in Enclave fanclub: http://enclaveradio.webs.com/apps/forums/topics/show/1083566-enclave-themed-loadscreens-yes-you-heard-me-right-

well for this i was thinking before this qeust you will interrogate a bos spy to learn what he knows about the impending attack and liberty primes weakness, then the enclave rigs up the area where liberty abosorbs the force field with some electric mines and some 'nuclear' mines that use the fatman explosions so he will have his legs torn off and then you shoot the bombs on his back to kill him

We'll see. Like in vanilla, Liberty Prime will be destroyed only after the Purifier is activated. I assume that this happened when it was on its way to Raven Rock.
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Nick Pryce
 
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Post » Sat May 28, 2011 2:29 am

liberty prime should be destroyed by a vertabird with some fat men, (fat mans?) on its wings.

Oh and don't forget about the artilary the enclave have when making this mod.
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rae.x
 
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Post » Sat May 28, 2011 8:23 am

I decided to add at least two Enclave followers to this mod:

1) Henry Curling
Race: Caucasian
Class: Big Guns
Initial Equipment: Enclave Power Armor, Minigun.
Nature: Completely brainwashed by Enclave propaganda, he is extremely aggressive, but extremely brave and tough too. He is blindly loyal to you and will follow every command you give him.
Notable facts: By HP and stats he is somewhere between Fawkes and Star Paladin Cross.

2) Jennifer Harla
Race: Hispanic
Class: Combat Medic.
Inital Equipment: A set of chems and stimpaks, Scientist outfit and Enclave officer cap. Combat knife.
Nature: She is mostly a "Okay, chief" type of character. Harla does when told to, but she lacks enthusiasm which is seen in cold and from time to time careless choice of words. She is also quite cautious and will avoid combat. However, she will rush to heal you when you're starting to get killed. Also administers an unlimited supply of chems to you, where she functions like Medic armor.
Notable Facts: Expanded dialogue to include healing, chem administration and other neat stuff.


Besides these followers, I'm now shaping up the last quest's model since I don't got a clue what I would do to middle-game quests. I had pretty good start an hour ago but GECK once again crashed and I had to start over. I should save more often.
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Georgine Lee
 
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Post » Fri May 27, 2011 10:45 pm

I decided to add at least two Enclave followers to this mod:

1) Henry Curling
Race: Caucasian
Class: Big Guns
Initial Equipment: Enclave Power Armor, Minigun.
Nature: Completely brainwashed by Enclave propaganda, he is extremely aggressive, but extremely brave and tough too. He is blindly loyal to you and will follow every command you give him.
Notable facts: By HP and stats he is somewhere between Fawkes and Star Paladin Cross.

2) Jennifer Harla
Race: Hispanic
Class: Combat Medic.
Inital Equipment: A set of chems and stimpaks, Scientist outfit and Enclave officer cap. Combat knife.
Nature: She is mostly a "Okay, chief" type of character. Harla does when told to, but she lacks enthusiasm which is seen in cold and from time to time careless choice of words. She is also quite cautious and will avoid combat. However, she will rush to heal you when you're starting to get killed. Also administers an unlimited supply of chems to you, where she functions like Medic armor.


Besides these followers, I'm now shaping up the last quest's model since I don't got a clue what I would do to middle-game quests. I had pretty good start an hour ago but GECK once again crashed and I had to start over. I should save more often.


will Harla be wearing http://fallout.wikia.com/wiki/File:Scientist_Outfit.png kind of scientist armor, or http://fallout.wikia.com/wiki/File:Enclave_Scientist_Outfit.png one?

I think an enclave scientist would more likely wear the latter, but that's just my opinion.
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stevie trent
 
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Post » Sat May 28, 2011 12:09 am

She'll be wearing the outfit from the first picture. I agree, Enclave suit would fit better, but it covers her face and it's easier to tell her from other scientists by her outlook if she's the only one with the "generic" suit.
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Arrogant SId
 
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