[WIP] The Eagle Has Landed

Post » Sat May 28, 2011 4:27 am

Maybe just make it so that a large pulse grenade hit LP, it will knock him out. By Fallout's own rules this should work.

And for the quest where you explore the wasteland, hmm... You still need to do something about finding the G.E.C.K. don't you? As I think "the Plot Thickens" is your equivalent of "The American Dream".

Maybe you could place a G.E.C.K. somewhere? Maybe a raider/slaver found it, you kill them, find note on body, turns out they sold it to a trader. Talk to trader, maybe he lost it. He tells you roughly where it was, and it turns out some Super Mutants have found it and you need to break in to one of their hideouts and get?

Sorry if that isn't understandable.
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sarah simon-rogaume
 
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Post » Sat May 28, 2011 5:20 am

Maybe just make it so that a large pulse grenade hit LP, it will knock him out. By Fallout's own rules this should work.

And for the quest where you explore the wasteland, hmm... You still need to do something about finding the G.E.C.K. don't you? As I think "the Plot Thickens" is your equivalent of "The American Dream".

Maybe you could place a G.E.C.K. somewhere? Maybe a raider/slaver found it, you kill them, find note on body, turns out they sold it to a trader. Talk to trader, maybe he lost it. He tells you roughly where it was, and it turns out some Super Mutants have found it and you need to break in to one of their hideouts and get?

Sorry if that isn't understandable.

It's very understandable.

I'll see to giving it to Raiders. Sounds good. Perhaps they slaughtered a BoS patrol that was carrying it?
The Raider owning the GECK should come as a surprise to the player, so he wouldn't expect them. Good idea.
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Tina Tupou
 
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Post » Fri May 27, 2011 5:49 pm

How about, just for kicks, you make it so that one simple MQ stage is actually simple and easy to do unlike all the other ones. I mean, not something that will give you an uber weapon you have to find or something, just a mission along with the purifier or something where you're supposed to do something and it goes to plan?

Another thing I want to know, are you going to have the Enclave equip the player with APA, APA MkII and weapons? it would be nice to get standard equipment instead of foraging in lieu with the fact they are a military organization, one of the top in the wastes?
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Charity Hughes
 
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Post » Fri May 27, 2011 8:27 pm

How about, just for kicks, you make it so that one simple MQ stage is actually simple and easy to do unlike all the other ones. I mean, not something that will give you an uber weapon you have to find or something, just a mission along with the purifier or something where you're supposed to do something and it goes to plan?

Another thing I want to know, are you going to have the Enclave equip the player with APA, APA MkII and weapons? it would be nice to get standard equipment instead of foraging in lieu with the fact they are a military organization, one of the top in the wastes?


No stage currently gives any uber weapons. All they give is a bit of ammo and clothing.

The player will recieve APAII and Power Armor training for doing the sidequest "Enemy of the State" which deals with the defected, former high-ranking Enclave officer.
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Rachel Briere
 
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Post » Fri May 27, 2011 10:09 pm

Ok, but I mean, are you going to get equipped for each mission? They could produce caps [if the BoS can do it, so can they] and give you combar armor and other sorts of stuff which could prepare you for the mission; like caps, a weapon of choice (either en. BG/SG) and a picture/details of mission. Of course it wouldn't be enough but it would help a little bit, so as to make it believable that you're in the Enclave.
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Shaylee Shaw
 
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Post » Sat May 28, 2011 8:48 am

I was thinking that there could be a flare gun weapon. You could fire it in the air and it summons a Vertibird or nearby Enclave support. Or if that is too difficult to script, you fire it at someone and it sets them on fire.
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Nomee
 
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Post » Fri May 27, 2011 8:38 pm

Ok, but I mean, are you going to get equipped for each mission? They could produce caps [if the BoS can do it, so can they] and give you combar armor and other sorts of stuff which could prepare you for the mission; like caps, a weapon of choice (either en. BG/SG) and a picture/details of mission. Of course it wouldn't be enough but it would help a little bit, so as to make it believable that you're in the Enclave.


maybe you could work it out so that it was almost like the Achorage sim. like you talk to a guy or go to a console that gives you a small squad and a weapon set or something. just an idea.

this whole idea sounds incredible btw.

im sure there are mods for this, but maybe you could incorperate some of the weapons that are in the files, but not inthe regular game, like the cryonator.
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Genevieve
 
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Post » Sat May 28, 2011 4:53 am

Just saying that progress is going slowly on.
I started making SOME loadscreens to be released with this mod should someone want to try them.

There are two in the Enclave Fanclub thread, if someone wants to see what they're going to be like. Improvements will be made after time passes though.

No significant scripting has been done past last report.
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Rude_Bitch_420
 
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Post » Sat May 28, 2011 1:45 am

I love the first loading screen, it's awesome! But the second one seems a bit too dark for me.
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N Only WhiTe girl
 
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Post » Fri May 27, 2011 9:10 pm

http://img512.imageshack.us/img512/8453/navmesh.jpg works now in Player's home. I had real pain in ass with it but now I'm a true NavMesh wizard.

I'll do a few fixes and first quest should have no major bugs.


I noticed that if you blow up Raven Rock's front door, go near the inner door but don't go in, when you leave again two Vertibirds will fly above you. I will change your start location there to be (with removing the front door and making the other inaccessible) there, so first thing the user sees when he starts the actual questline is two vertibirds flying above him, which is pretty neat IMO. As of now I haven't thought any real purpose for the Veritbirds, though, but if someone asks, I'll make up a theory why two Vertibirds left the base, heading south, even the Enclave is officially still isolated.
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Carolyne Bolt
 
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Post » Sat May 28, 2011 9:21 am

I just saw this thread and checked out the original post.

WoW
I want to compliment you on this idea actually being worked on. Quite an undertaking indeed!
I wish you luck on reaching beta
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Craig Martin
 
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Post » Fri May 27, 2011 10:12 pm

I just saw this thread and checked out the original post.

WoW
I want to compliment you on this idea actually being worked on. Quite an undertaking indeed!
I wish you luck on reaching beta

Speaking of which, I updated the first post with the latest storyline.


EDIT: Making the second quest to start by the Raven Rock door failed horribly and now I gotta clean up the mess. For some strange reason, the rock pile that appears if Raven Rock blows up, is there. I must have accidentall clicked it to always be there..
Also, the front door can't be blown up. Damn it!
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Rusty Billiot
 
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Post » Fri May 27, 2011 10:36 pm

I got a great idea for the quest which you gotta do to get information from Underworld.

The quest is named "Dead Man Walking!". You are asked to see to a "problem" the ghouls are having. You are a smoothskin, so they think you'll fit in this task well.
Idea is, you see, that Fred "Dead Man" Antle is pissed off because the Brotherhood is so rascistic against the Ghouls. He is a big fan of 3-dog but he doesn't like that BoS shoots ghouls even 3-dog says no.

Thus, he gathered four other furious ghouls, armed them and they are preparing to attack Washington Memorial. Your duty is to stop them because Underworlders are afraid that it will trigger an assault by BoS to Underworld.


You are an Enclave soldier, and you gotta decide. Will you let the ghouls massacre themselves, will you stop them - with words or bullets. The diplomatic alternative gives you good karma and full info on where your Dad went.
Other ends, well, not so quite full information. Even false information. Hehe.


As with Tenpenny Tower quest, the ghouls don't do anything until you do something triggering, which is pissing them off or encouraging Fred to attack.


EDIT: http://img155.imageshack.us/img155/7508/els02ghouls.jpg Mike, Cassie, Fred, Anna and Diego. You gotta convince Mike, Cassie, Anna and Diego in order to get chance to convince Fred into giving up. Hard to do.
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Zualett
 
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Post » Sat May 28, 2011 3:46 am

Sounds good. However, you should add a few more BoS soldiers to the Monument. Two BoS versus 6 Ghouls and possibly you is pretty uneven.
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Robert Jackson
 
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Post » Fri May 27, 2011 10:38 pm

I've seen those two BoS people massacre(as in drop them before they even got near them) 12(increased spawns) super mutants at once. I think if I remember right they are armed with Laser Gatling Guns and have unlimited ammo. If anything you should go with more ghouls or give them Allot Mo' Dakka.
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Emma-Jane Merrin
 
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Post » Sat May 28, 2011 9:45 am

http://img512.imageshack.us/img512/8453/navmesh.jpg works now in Player's home. I had real pain in ass with it but now I'm a true NavMesh wizard.


I love NavMesh. Apart from the crashes it can cause when your making it, it is so much quicker and better then oblivion's grid thing, which was horrible. I can do a whole room in a matter of seconds now.
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chloe hampson
 
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Post » Sat May 28, 2011 5:19 am

Sounds good. However, you should add a few more BoS soldiers to the Monument. Two BoS versus 6 Ghouls and possibly you is pretty uneven.

To note, the two existing BoS soldiers aren't even there always. Sometimes they go patrolling around the area.

I love NavMesh. Apart from the crashes it can cause when your making it, it is so much quicker and better then oblivion's grid thing, which was horrible. I can do a whole room in a matter of seconds now.

I think they should have made NavMesh automatic, though. Making a pre-set NavMesh for every floor piece and by setting clutter, the NavMesh would disappear from that place and a new would be calculated to go around the new clutter.
Oh well, it's pretty fun to do NavMeshing so this is good too.
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Amy Smith
 
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Post » Fri May 27, 2011 7:16 pm

It'd be cool if you started the game normally you know the whole baby thing but than when you're a toddeler and your dad leaves. You start to hear gunshots and screams and see some enclave beating up your dad. Than the father in the mod (Enclave officer) would pick you up say something along the lines of "here's another one" and it'd be 9 years later in the base. that way you could include some of the other characters "butch, amata, etc" with a reasonable explanation. There's even the message in the overseer's terminal to explain it. And when you leave you could find the ruins of 101 abandond like all the other vaults

-Unless you've handeled that era already.

thats just my two nuka cola caps, speaking of nuka cola caps, don't the enclave use pre war money?
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Latisha Fry
 
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Post » Fri May 27, 2011 9:49 pm

It'd be cool if you started the game normally you know the whole baby thing but than when you're a toddeler and your dad leaves. You start to hear gunshots and screams and see some enclave beating up your dad. Than the father in the mod (Enclave officer) would pick you up say something along the lines of "here's another one" and it'd be 9 years later in the base. that way you could include some of the other characters "butch, amata, etc" with a reasonable explanation. There's even the message in the overseer's terminal to explain it. And when you leave you could find the ruins of 101 abandond like all the other vaults

-Unless you've handeled that era already.

thats just my two nuka cola caps, speaking of nuka cola caps, don't the enclave use pre war money?

The point of this mod is to completely trash the idea of being born in a Vault and being one of the clich? good guys. The mod's big idea is to throw you into the ranks of the bad guys of this story. Vault 101 will appear in the game BUT you will not be welcomed there as if Amata and pals always knew you, but that you could talk the Overseer into letting you, the Enclave, in.




EDIT: As a military base, the Enclave has a semi-socialist economy system where every person is supplied with equipment without any fees. For their past-times in the Wasteland, the Enclave personnel seem to use Bottlecaps. Proof: When you are arrested by Colonel Autumn, you can bribe one of the Raven Rock guards into letting you through with 500 bottlecaps.
In California, the Enclave also used the local currency, the NCR Dollar.
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maya papps
 
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Post » Sat May 28, 2011 6:11 am

Really I am not Pro Enclave I am more Pro Outcast :hehe: , but I really support this kind of projects, keep it forward Pistolero
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Brian LeHury
 
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Post » Sat May 28, 2011 5:17 am

Indeed. There aren't many quest mods. They only have stupid stuff like new weapons, overhauls, and nvde mods on Nexus.
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Mike Plumley
 
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Post » Sat May 28, 2011 5:00 am

I might just buy the PC Fallout 3 just to play this, ill have to tell all my friends bout this. send me a message once u finish.
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Ludivine Dupuy
 
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Post » Sat May 28, 2011 6:53 am

This sounds like a great concept. Do you need help? Mind you, I can only do simple things like test, balance, give advice, voice act. But I am willing to give it a shot.
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Jaylene Brower
 
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Post » Sat May 28, 2011 4:12 am

I might just buy the PC Fallout 3 just to play this, ill have to tell all my friends bout this. send me a message once u finish.

I'll do that. The BETA will, however, be something that you might not really enjoy that mcuh since it will not contain all of the voice acting, has bugs and less quests than there will be.
The full version will appear in.. September? If all goes right.

This sounds like a great concept. Do you need help? Mind you, I can only do simple things like test, balance, give advice, voice act. But I am willing to give it a shot.

When I'll have pre-ALPHA ready I will release it to volunteers to mod. After that, ALPHA will be published and voice actings be started. After that, people will start adding quests to the mod and ultimately we will have what I promised in the OP.
That means, anyone is welcome to help this mod when the time comes. All you need is modding skills and some good ideas.
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rolanda h
 
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Post » Fri May 27, 2011 10:28 pm

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
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Nicole M
 
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