[RELz] The Enclave Commander mod v 0.75, Thread III

Post » Fri Apr 01, 2011 8:38 pm

Anyone got some moar ideas of what you can do with slaves? :D


Feed them to the Deathclaw!

A vetbird appears and drops a deatchlaw cage. It opens, and the Deathclaw goes berserk on your prisoners. :chaos:
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Dj Matty P
 
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Post » Fri Apr 01, 2011 2:48 pm

Until that release i'll just order them to kill everyone and take no prisoners.

But this is useful in a way. I had them take over 15 Talon Company Prisoners. So basically we had to kill only around 3 or so, less casualties and more fun reverse pickpocketing live grenades into their inventory.
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Matt Terry
 
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Post » Sat Apr 02, 2011 12:34 am

If you'd like Nib, I'd be happy to draw up some plans for a prison.
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remi lasisi
 
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Post » Sat Apr 02, 2011 12:24 am

If you'd like Nib, I'd be happy to draw up some plans for a prison.

The problem with a prison is that it will definitely break the AI and all NPCs that have respawn bug themselves.
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Wayland Neace
 
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Post » Sat Apr 02, 2011 6:27 am

Well would it be possible to mimic the code that caused nathan to be sent to the Enclave prison from Megaton?
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cosmo valerga
 
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Post » Fri Apr 01, 2011 5:12 pm

...their guns get switched upside down and they look as if they are ready to fight with their fists. These screen shots should explain a little better:

http://a.imagehost.org/view/0087/ScreenShot44
http://a.imagehost.org/view/0209/ScreenShot45


Sorry to interrupt everyone; back at this topic I noticed that this problem causes the player to become trapped when switching in between cells because of the weapons collision mesh. I wonder if there is a way to have followers spawn a few feet away from the player when they enter a new cell? I also have noticed that this problem has become more frequent since the 1.1 patch. I’m hoping that by saving the mod to a later date that it would prevent this problem from happening, I'll test it and see.

:edit:

I have no idea what this means:
http://a.imagehost.org/view/0860/Untitled-1
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Yvonne
 
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Post » Fri Apr 01, 2011 5:28 pm

When you activate your prisoners, give the option to "Search", "Free", "Sell".

Search: Simply opens them as a container, so you can give and take any items they have.

Free: Unties them, so that they are free to run off. They can't be re-taken prisoner, and you gain slight good karma.

Sell: Instantly untied and teleported to a cage at Paradise Falls, they can't be re-taken prisoner. You also instantly gain 50 negative karma and 500 caps. If they are essential, give the player 750 caps. Oh, and don't forget to add the slave collar to them and add them to the slave faction. ;)

They are my ideas, can't wait for the next version.
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Margarita Diaz
 
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Post » Fri Apr 01, 2011 10:22 pm

When you activate your prisoners, give the option to "Search", "Free", "Sell".

Search: Simply opens them as a container, so you can give and take any items they have.

Free: Unties them, so that they are free to run off. They can't be re-taken prisoner, and you gain slight good karma.

Sell: Instantly untied and teleported to a cage at Paradise Falls, they can't be re-taken prisoner. You also instantly gain 50 negative karma and 500 caps. If they are essential, give the player 750 caps. Oh, and don't forget to add the slave collar to them and add them to the slave faction. ;)

They are my ideas, can't wait for the next version.

Sounds good, except for the sell... The Enclave wouldn't help the Slavers. They'd enslave or kill them...
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Adam Kriner
 
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Post » Fri Apr 01, 2011 2:45 pm

I suppose. You could send them to the Enclave HQ, or make a new cell with a few small jail cells.
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Lil'.KiiDD
 
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Post » Fri Apr 01, 2011 7:05 pm

Would it be possible to 'assimilate' prisoners into the Enclave? Like if I went into Megaton and ordered my guys to only take prisoners, and I chose to make the prisoners join the Enclave. Every prisoner would then don Enclave uniforms and armor, and Enclave posters and symbols would pop up all over Megaton, maybe even add an Enclave flag flying overhead. Simms would become the commander of Megaton, Gob would be a requisition officer, that water purifier guy and the doctor would wear scientist outfits, etc. Nathan would be propaganda officer because of his enthusiasm. Settlers would randomly be assigned either PA or uniforms. Would something like this be possible?
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Jade
 
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Post » Fri Apr 01, 2011 6:10 pm

What if you could make the prisoners your human pack animals? If there was a model for an overloaded make-shift backpack they could use that and you could have them haul your stuff around, for as long as they are useful, anyway
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NeverStopThe
 
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Post » Fri Apr 01, 2011 7:49 pm

For me there should be these 4 (all of them already suggested ) options:

-Free them
-Execute them
-Make them your personal slaves (follow and carry things for you) but i think you should only be allowed to take one at the time.
-Send them to your base for experimentations, brainwash, etc...with just a counter showing how many people you enslaved and give you caps for each one of them
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Amber Ably
 
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Post » Fri Apr 01, 2011 11:32 pm

Bump
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David John Hunter
 
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Post » Fri Apr 01, 2011 8:26 pm

Would it be possible to 'assimilate' prisoners into the Enclave? Like if I went into Megaton and ordered my guys to only take prisoners, and I chose to make the prisoners join the Enclave. Every prisoner would then don Enclave uniforms and armor, and Enclave posters and symbols would pop up all over Megaton, maybe even add an Enclave flag flying overhead. Simms would become the commander of Megaton, Gob would be a requisition officer, that water purifier guy and the doctor would wear scientist outfits, etc. Nathan would be propaganda officer because of his enthusiasm. Settlers would randomly be assigned either PA or uniforms. Would something like this be possible?

Only humans with no mutation are made part of the enclave. Most of megaton would be enslaved, and gob would be killed on sight.
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Heather Stewart
 
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Post » Sat Apr 02, 2011 2:41 am

Well this mod and THECOUNTER's mod are slated to be combined, and the Enclave in that base are a splinter faction who don't like how the original Enclave handle things, so it would make sense in that respect.
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Raymond J. Ramirez
 
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Post » Fri Apr 01, 2011 4:45 pm

Sorry to interrupt everyone; back at this topic I noticed that this problem causes the player to become trapped when switching in between cells because of the weapons collision mesh. I wonder if there is a way to have followers spawn a few feet away from the player when they enter a new cell? I also have noticed that this problem has become more frequent since the 1.1 patch. I'm hoping that by saving the mod to a later date that it would prevent this problem from happening, I'll test it and see.

:edit:

I have no idea what this means:
http://a.imagehost.org/view/0860/Untitled-1

I'll take a look at it....

Your link isn't working for me.
When you activate your prisoners, give the option to "Search", "Free", "Sell".

Search: Simply opens them as a container, so you can give and take any items they have.

Free: Unties them, so that they are free to run off. They can't be re-taken prisoner, and you gain slight good karma.

Sell: Instantly untied and teleported to a cage at Paradise Falls, they can't be re-taken prisoner. You also instantly gain 50 negative karma and 500 caps. If they are essential, give the player 750 caps. Oh, and don't forget to add the slave collar to them and add them to the slave faction. ;)

They are my ideas, can't wait for the next version.

For me there should be these 4 (all of them already suggested ) options:

-Free them
-Execute them
-Make them your personal slaves (follow and carry things for you) but i think you should only be allowed to take one at the time.
-Send them to your base for experimentations, brainwash, etc...with just a counter showing how many people you enslaved and give you caps for each one of them

The following choices are in the beta atm:
- Execute (awesome!)
- Confiscate Belongings (removes all items and give them to you.... temporary workaround until I have figured out how to use OpenTeammateContainer)
- Transport to base (the prisoners runs away to your base and is removed from the game world..... I need some ideas for rewards.... Caps or moar soldiers is on the idea list)
- Release
Would it be possible to 'assimilate' prisoners into the Enclave? Like if I went into Megaton and ordered my guys to only take prisoners, and I chose to make the prisoners join the Enclave. Every prisoner would then don Enclave uniforms and armor, and Enclave posters and symbols would pop up all over Megaton, maybe even add an Enclave flag flying overhead. Simms would become the commander of Megaton, Gob would be a requisition officer, that water purifier guy and the doctor would wear scientist outfits, etc. Nathan would be propaganda officer because of his enthusiasm. Settlers would randomly be assigned either PA or uniforms. Would something like this be possible?

In one way.... But making your whole take over settlement idea would request to much work.

What if you could make the prisoners your human pack animals? If there was a model for an overloaded make-shift backpack they could use that and you could have them haul your stuff around, for as long as they are useful, anyway

I doubt that the Enclave would use humans when they have Vertibirds.... The AI part would be pretty hard to do, would a megaton settler fight another megaton settler and so on....
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Sabrina garzotto
 
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Post » Fri Apr 01, 2011 11:28 pm

The following choices are in the beta atm:
- Confiscate Belongings (removes all items and give them to you.... temporary workaround until I have figured out how to use OpenTeammateContainer)


? Is there a problem with OpenTeammateContainer ?

Anyway...looking forward to next version!!!
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jennie xhx
 
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Post » Fri Apr 01, 2011 9:17 pm

? Is there a problem with OpenTeammateContainer ?

Anyway...looking forward to next version!!!

Yeah, I can't get it to work. :P
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jasminε
 
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Post » Sat Apr 02, 2011 2:21 am

The following choices are in the beta atm:
- Confiscate Belongings (removes all items and give them to you.... temporary workaround until I have figured out how to use OpenTeammateContainer)


I'd say instead of every item automatically being put into your item list with useless stuff that I know I wouldn't want in my inventory, but instead be able to open and take what the player wants.


- Execute (awesome!)
- Release


Wouldn't be a prisoner option without these functions :D most needed.


- Transport to base (the prisoners runs away to your base and is removed from the game world..... I need some ideas for rewards.... Caps or moar soldiers is on the idea list)


I would really want to get this mod combined with that enclave base mod, then this option would be most useful, but until that time, it would be advisable to start with a small group of soldiers that can be called in, say 3 instead of the default 42 something and the player can build on to the numbers to how ever many they want.

Now I have an idea that sounds good (at least to me), let's say that you call in all your default forces at the beginning of the game which is 3 soldiers, and if all of these soldiers die, then 3 more can be called at a later time (say a day or something), but if the player captures prisoners and sends them back for recruits, it builds onto the list of available soldier call ins.

So let's say you captured 4 prisoners, that would leave a total of 7 soldiers available, and because only 3 arrive by defualt lets have that changed to a slider that the player can choose to how many can be dropped to the maximum of 9 and if the player only has 7 they will only be able to call in 7 soldiers at once. Now if all 7 of the soldiers are dead, then the player has to wait to call in more as noted. Now lets say the player captures 7 soldiers and has the 3 soldiers by default that would leave a total of 10 soldiers available, but because of the 9 man drop limitation that would leave 1 left, so if all 9 of the soldiers are killed, then the player can call in that 1 last man, until the time passed to call more soldiers available is reached or if more prisoners are taken from that one last man.

Now that I re-read this, it can be very confusing and difficult to do from my level of experience.
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CSar L
 
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Post » Sat Apr 02, 2011 5:50 am

Thanks for listening to our ideas! I have some moar. ;)

When you select execute, please tell me they won't just flop over? That's boring. :P Here's the script to make them explode, it'd be cooler in my opinion:

kill MQ11LdPrimeREF 0kill MQ11LdPrimeREF 1kill MQ11LdPrimeREF 2kill MQ11LdPrimeREF 3kill MQ11LdPrimeREF 4kill MQ11LdPrimeREF 5kill MQ11LdPrimeREF 6


Also, I think you should earn weekly caps (package that starts on Sundays?), and the more prisoners you have at your base, the more income you earn weekly. Another more complicated thing to do (which would require a little voice-acting) would be for them to beg for their life, and offer you caps (randomly, some do, some don't), and you can choose to take them or not, and then free them or not. :evilgrin:
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Susan
 
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Post » Fri Apr 01, 2011 2:32 pm

Have you tried with OpenTeammateContainer 1 ?
Of course is the problem is that the script compiles fine but doesnt do anything...
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NAtIVe GOddess
 
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Post » Fri Apr 01, 2011 9:36 pm

I would really want to get this mod combined with that enclave base mod, then this option would be most useful, but until that time, it would be advisable to start with a small group of soldiers that can be called in, say 3 instead of the default 42 something and the player can build on to the numbers to how ever many they want.

Now I have an idea that sounds good (at least to me), let's say that you call in all your default forces at the beginning of the game which is 3 soldiers, and if all of these soldiers die, then 3 more can be called at a later time (say a day or something), but if the player captures prisoners and sends them back for recruits, it builds onto the list of available soldier call ins.

So let's say you captured 4 prisoners, that would leave a total of 7 soldiers available, and because only 3 arrive by defualt lets have that changed to a slider that the player can choose to how many can be dropped to the maximum of 9 and if the player only has 7 they will only be able to call in 7 soldiers at once. Now if all 7 of the soldiers are dead, then the player has to wait to call in more as noted. Now lets say the player captures 7 soldiers and has the 3 soldiers by default that would leave a total of 10 soldiers available, but because of the 9 man drop limitation that would leave 1 left, so if all 9 of the soldiers are killed, then the player can call in that 1 last man, until the time passed to call more soldiers available is reached or if more prisoners are taken from that one last man.

Now that I re-read this, it can be very confusing and difficult to do from my level of experience.

I think I get what you are trying to say....

I have ideas of some kind of combined squad cap and limited reinforcements system (you have to buy or enclave more).

Thanks for listening to our ideas! I have some moar. ;)

When you select execute, please tell me they won't just flop over? That's boring. :P Here's the script to make them explode, it'd be cooler in my opinion:

kill MQ11LdPrimeREF 0kill MQ11LdPrimeREF 1kill MQ11LdPrimeREF 2kill MQ11LdPrimeREF 3kill MQ11LdPrimeREF 4kill MQ11LdPrimeREF 5kill MQ11LdPrimeREF 6


Also, I think you should earn weekly caps (package that starts on Sundays?), and the more prisoners you have at your base, the more income you earn weekly. Another more complicated thing to do (which would require a little voice-acting) would be for them to beg for their life, and offer you caps (randomly, some do, some don't), and you can choose to take them or not, and then free them or not. :evilgrin:

Don't worry, your soldiers will personally execute the prisoners. :)

(I don't want to kill Liberity Prime) :lol:

That's a great idea with the weekly caps, but the voice acting this is a bit to hard for me.
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Kim Bradley
 
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Post » Fri Apr 01, 2011 5:10 pm

Don't worry, I know it looks like that, but just test it on someone, it works without killing liberty prime. It's actually the effect of the Bloody Mess. ^_^
And yeah, voice-acting would be difficult. Perhaps a pop-up?

"In one last attempt for freedom, the prisoner lunges at you and desperately begs for you to release him. Before you have a chance to reply, he spills a pile of caps in front of you."





Good luck again. :laugh:
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Donatus Uwasomba
 
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Post » Sat Apr 02, 2011 1:44 am

Posted this in the enclave base thread:
Hey guys, looking forward to the final mod!

If I may add a few ideas;

Since the enclave is going to be a huge factor in this version, I guess the BoS will be equally powerfull (or other factions, or all of them tongue.gif), or some form of insurgensy/alliance against the enclave.

Something I'd love to see as a mission is:
- Capture key personell (as the wanderer was in the main storyline), get intel on someones whereabouts, and lead a striketeam to capture the individual to take him/her back to base. Spec-ops missions biggrin.gif
- Eliminate key BoS personell, sabotage innstallations, all 'major conflict' type of operations.
- Protect/come to the rescue of vaults that are under attack.

As for the personell you can capture, the enclave needs soldiers, but also people to drive the machinery, the enclave is afterall extremely powerfull in a postapocalyptic world. Slave-labour camps? (Maybe not see them, but are told about where all the "infected" people go)


My two cents

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Phillip Hamilton
 
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Post » Sat Apr 02, 2011 6:05 am

The problem with the CRI-squad mod is that the creator seems to be taking the kitchen sink approach, gobbling up any and all released resources and throwing them in willy nilly.



Well thanks a lot dude=)) Im CRI-Squad creator... and i dont grab any resources i can get .... The only think i take are the new models which fit to my mod.... And i took the first version of Enclave commander and completely remodificated it!!! All ideas, scripts, effects, many textures even meshes are from me... And its not the mix of all things i can get.. Im trying to make it very atmospheric and tactical... Check the newest version: http://www.fallout3nexus.com/downloads/file.php?id=1537

Moreover everyone whos mods im using is credited...
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Jennie Skeletons
 
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