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

Post » Fri Apr 01, 2011 9:36 pm

Playing Operation: Anchorage right now.

I'd really really cream myself to have the US Army + Chinese implemented. Those Stealth Suit's and Winterized Armour is really kick ass.
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Agnieszka Bak
 
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Post » Fri Apr 01, 2011 3:42 pm

The guy at the top of the page who was talking about the Enclave Soldiers being in Power Armour and dying too quickly for that, and that they should be wearing Combat Armour is on to something.

In Van Buren there was going to be an Enclave Combat Armour which was better than the normal Combat Armour, as it was the production version of the HERMES prototype Combat Armour.

It may be an idea for Enclave Soldiers to wear this (Retex'd combat armour for now), unless they are using heavy weapons such as Miniguns.
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Allison Sizemore
 
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Post » Sat Apr 02, 2011 12:22 am

Nib, I have read everything spawned by the development of this -what I believe to be- great mod and most likely the reason I get an updated PC that can run FO3. While playing, the idea for this mod was one of the first that was thought up. Because of your monumental effort all I can do is hand over the rest of what I came up with and see it as my humble contribution to your work of art with the guys at Bethesda probably kicking themselves for not thinking of this one <_<

The idea started with the character being able to recruit for the different factions -most noted Bos and Reillys Rangers but also rivit city security, Megaton deputies, and ten penny security -pre ghouls. Catch being that all the factions are strapped for equipment and that they would love to take more people on board (with Reilly needing less convincing than Lyons and ten penny only willing to take clean cut people etc) but where are they going to get any reliable people? Answer, you. Prisoners -in rare cases- can be considered canidates for recruitment, but mostly wasteland scavengers, hunters and general population will be recruitable. Every enclave armor sold/handed in to the Bos allows one recruit to the brotherhood, and every Talon Armor handed in to Reilly allows one recruit for the Rangers, with extra donated weapons and equipment also helping. These suits are 'liberated' during sweep actions on enclave and Talon positions.
A number of enclave positions will feature gunships on the ground (there's one near Megaton that just sits there, can't do a darn thing to it), and these will be capturable -assuming the flightcrew wasn't killed, that the bird wasn't destroyed etc. Dropping one of these babies off at the Citadel will open a few eyes, and grant you the option to now call in air support from the citadel, within reason. So for those times that the Bos gunship is preoccupied, you go out and jack one for Reilly (who promtly wants to go out and buzz super mutants), one for rivit city (who park it on the flight deck) and even gunships for the other settlements with landingpads on the top of Megatons water treatment shack (all it needs is a staircase) and the flat bit half way up ten penny tower.
Now, every time an enclave position is taken, friendly troops can be called in to man the position and secure the area, reducing the threat of raiders and wildlife. Prisoners could be scripted to be repairing the roadways within the secured regions, creating chaingangs of ex raiders at work, gaurded by a few Rangers, regulators or whoever.

The idea continues with scripting that has the enclave push an offensive after 50% of the previously held enclave positions are in friendly hands and you having to counter attack, flying between positions, shoring up the line where needed and bolstering positions, but the initial part could be used to accomplish acquiring the gunships, as well as something else to do with prisoners besides capturing them and killing them later on.






Noob from above -credo of the 1st AirNoob
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Genevieve
 
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Post » Fri Apr 01, 2011 10:03 pm

I suggested a similar capturing system, but Nib didn't seem to like it. :(
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DAVId Bryant
 
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Post » Sat Apr 02, 2011 12:55 am

The guy at the top of the page who was talking about the Enclave Soldiers being in Power Armour and dying too quickly for that, and that they should be wearing Combat Armour is on to something.

In Van Buren there was going to be an Enclave Combat Armour which was better than the normal Combat Armour, as it was the production version of the HERMES prototype Combat Armour.

It may be an idea for Enclave Soldiers to wear this (Retex'd combat armour for now), unless they are using heavy weapons such as Miniguns.

I'm not familiar with Van Buren lore. From what I know of "general" fallout lore the enclave is defined as "zealotic patriots with big guns and heavy armors". :P

Nib, I have read everything spawned by the development of this -what I believe to be- great mod and most likely the reason I get an updated PC that can run FO3. While playing, the idea for this mod was one of the first that was thought up. Because of your monumental effort all I can do is hand over the rest of what I came up with and see it as my humble contribution to your work of art with the guys at Bethesda probably kicking themselves for not thinking of this one <_<

The idea started with the character being able to recruit for the different factions -most noted Bos and Reillys Rangers but also rivit city security, Megaton deputies, and ten penny security -pre ghouls. Catch being that all the factions are strapped for equipment and that they would love to take more people on board (with Reilly needing less convincing than Lyons and ten penny only willing to take clean cut people etc) but where are they going to get any reliable people? Answer, you. Prisoners -in rare cases- can be considered canidates for recruitment, but mostly wasteland scavengers, hunters and general population will be recruitable. Every enclave armor sold/handed in to the Bos allows one recruit to the brotherhood, and every Talon Armor handed in to Reilly allows one recruit for the Rangers, with extra donated weapons and equipment also helping. These suits are 'liberated' during sweep actions on enclave and Talon positions.
A number of enclave positions will feature gunships on the ground (there's one near Megaton that just sits there, can't do a darn thing to it), and these will be capturable -assuming the flightcrew wasn't killed, that the bird wasn't destroyed etc. Dropping one of these babies off at the Citadel will open a few eyes, and grant you the option to now call in air support from the citadel, within reason. So for those times that the Bos gunship is preoccupied, you go out and jack one for Reilly (who promtly wants to go out and buzz super mutants), one for rivit city (who park it on the flight deck) and even gunships for the other settlements with landingpads on the top of Megatons water treatment shack (all it needs is a staircase) and the flat bit half way up ten penny tower.
Now, every time an enclave position is taken, friendly troops can be called in to man the position and secure the area, reducing the threat of raiders and wildlife. Prisoners could be scripted to be repairing the roadways within the secured regions, creating chaingangs of ex raiders at work, gaurded by a few Rangers, regulators or whoever.

The idea continues with scripting that has the enclave push an offensive after 50% of the previously held enclave positions are in friendly hands and you having to counter attack, flying between positions, shoring up the line where needed and bolstering positions, but the initial part could be used to accomplish acquiring the gunships, as well as something else to do with prisoners besides capturing them and killing them later on.

Noob from above -credo of the 1st AirNoob

I agree that that's a awesome and epic idea.

But I fear that it would request a tremendous amount of hard work and coffe drinking before you could even finish 0.1 % of it.
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Angela
 
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Post » Sat Apr 02, 2011 12:06 am

"...a tremendous amount of hard work and coffe drinking..."
I agree wholeheartly, and under normal working circumstances if I represented a company light Bethesda I'ld be reading my last post and thinking 'in your dreams sweetheart' or something similar. But we (the modding comunity) represent a vastly larger workforce capable of achieving that which 40-60 guys sweating a crunch with a dooming deadline and shipment date, managers screaming in their face, families they haven't seen since thanksgiving etc, can't possible dream of achieving. I'm not railing on Bethesda here, if it weren't for them and their effort we wouldn't be having this discussion to start with. But, the difference (and eventual result) is obvious when seen mathematically (I feel like that Eppes guy on tv). They represent a top down, almost singular proces where as we (the community) are represented as a neural network, both placed before the same problem (how to make the game better), the neural network will out preform the singular proces 9 out of 10 times
Also, your devine work of art would fill 70% of the coding as is. :bigsmile:
This is still for the most part academic for me since I can't run anything on this obsolete eniac terminal I have here (someday, someday soon...)
As for just the first bit -recruiting for the Bos and Reillys, stealing the vertibirds, is mostly a ew lines of conversation with both of them, a line or two with potential recruits, and a couple of vertibirds hanging around to be swiped. Otherwise are you thinking along other lines of introducing it into the game (finding a radio on a dead enclave soldiers, finding comm codes on dead enclave officers).
By the way, wait until you see the [Wip] thread I'll be starting in a week or so. Now that's gonna be a lotta coffee drinkin' :hubbahubba:


the Noob has a math and comp-sci degree laying around from the times when eniac terminals weren't obsolete
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leni
 
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Post » Fri Apr 01, 2011 7:05 pm

Hey guys,

really like the Mod have been using it in conjunction with MMM.

It's given me some cool battles, however I ran into a problem last nite.

Me and a squad of 3 outcasts ran into a large group, about 12-15 raiders, and after them barely taking any damage they all got on their knees and surrendered after 10 seconds?

Like WTF? I wanna fight, is there anyway to fix this? Can i take prisoners out of the mod? Or should I just an earlier version of the mod?

Thanks in advance.
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ezra
 
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Post » Fri Apr 01, 2011 5:41 pm

Did anybody mention this was featured on Xplay a couple days ago o.O?

and JJ, did you tell your soldiers to take prisoners?
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RObert loVes MOmmy
 
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Post » Fri Apr 01, 2011 7:22 pm

nope didn't tell them at all.

The raiders came up and started surrendering.

Is there anyway I can tell them specifically NEVER to take prisoners?
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JESSE
 
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Post » Fri Apr 01, 2011 3:18 pm

nope didn't tell them at all.

The raiders came up and started surrendering.

Is there anyway I can tell them specifically NEVER to take prisoners?


Use the thing you use to summon them, choose squad commands, choose take no prisoners.

SUGGESTION. Make it so we can choose to replace the Enclave with soldiers in Winterized Combat Armor?
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mimi_lys
 
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Post » Fri Apr 01, 2011 9:37 pm

I'm not familiar with Van Buren lore. From what I know of "general" fallout lore the enclave is defined as "zealotic patriots with big guns and heavy armors". :P



While the Enclave APA/APA2 is the most iconic symbol of Enclave might, they often used combat armor as well; many of the Navarro guards in FO2 were wearing combat armor (Mark II I think?), for instance.
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Naomi Ward
 
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Post » Sat Apr 02, 2011 5:27 am

ok, and this will prevent the prisoners from surrendering?

Because it was so odd to me. That 15 raiders would surrender on mass to me and 3 followers?

Will your suggestion force the raiders to fight?
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Emma Louise Adams
 
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Post » Fri Apr 01, 2011 9:39 pm

ok, and this will prevent the prisoners from surrendering?

Because it was so odd to me. That 15 raiders would surrender on mass to me and 3 followers?

Will your suggestion force the raiders to fight?


They only surrender because it's part of the take prisoners script. So yeah, turn that off, and they'll fight like they would if you didn't even have the mod.
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Tarka
 
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Post » Fri Apr 01, 2011 10:39 pm

Use the thing you use to summon them, choose squad commands, choose take no prisoners.

SUGGESTION. Make it so we can choose to replace the Enclave with soldiers in Winterized Combat Armor?


Or better yet, add it as a new entry. I think NIB explained how to do this on a different post somewhere.
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Karl harris
 
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Post » Fri Apr 01, 2011 3:17 pm

Or better yet, add it as a new entry. I think NIB explained how to do this on a different post somewhere.


Hm? Explain.
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claire ley
 
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Post » Sat Apr 02, 2011 12:03 am

After playing with the mod last night I have a few ideas i'd like to see implemented, nothing drastic...

1. A supply drop would be cool, nothing that gives anything game breaking just a bit of ammo, replacement side arm etc

2. Rather than have troopers disappear (teleport) itd be great to see them head towards a landing vertibird then vanish.

3. Operation Anchorage, if you walk around the camp the troops would salute and acknowledge you as sir, can this be ported into this MOD somehow?
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Laura Samson
 
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Post » Fri Apr 01, 2011 3:03 pm

3. Operation Anchorage, if you walk around the camp the troops would salute and acknowledge you as sir, can this be ported into this MOD somehow?


Not sure if this would be a feature of the main mod because the DLC has to be bought and many wont buy it ....however ..i thought the same thing when i saw these new animations. They would be great for this mod!
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Christina Trayler
 
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Post » Sat Apr 02, 2011 5:29 am

Not sure if this would be a feature of the main mod because the DLC has to be bought and many wont buy it ....however ..i thought the same thing when i saw these new animations. They would be great for this mod!

easy, a DLC compatible version. Though to be perfectly honest... We shouldn't support people and their pointless boycotts... Microsoft isn't going to change, sadly... I'm sure, unfortunately, that most people saying "they won't buy it" have found other, unmentionable ways to get it...
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Umpyre Records
 
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Post » Fri Apr 01, 2011 4:47 pm

easy, a DLC compatible version. Though to be perfectly honest... We shouldn't support people and their pointless boycotts... Microsoft isn't going to change, sadly... I'm sure, unfortunately, that most people saying "they won't buy it" have found other, unmentionable ways to get it...




By resorting to PROSTITUTION :blink:




No, but seriously, I definitely agree these animations would be killer to have, even as a second .esp


What I really want to see is an assassination squad utilizing an Enclave version of the stealth armor. . .and of course for them to not jump up and attack something on sight, don't know if that is possible though heh
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Skivs
 
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Post » Fri Apr 01, 2011 6:07 pm

Hm? Explain.


Ah sorry about that, busy as they come ya know. so take for example that we can choose BoS outcast, enclave, ect. So all NIB needs to do is implement different meshes to be used for soldier drops as a new entry. I haven't fully looked into his script, but I imagine that it would be as simple as coping a few lines, change a few parameters and wala we have winterized combat armor soldiers.
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suzan
 
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Post » Fri Apr 01, 2011 4:17 pm

Ah sorry about that, busy as they come ya know. so take for example that we can choose BoS outcast, enclave, ect. So all NIB needs to do is implement different meshes to be used for soldier drops as a new entry. I haven't fully looked into his script, but I imagine that it would be as simple as coping a few lines, change a few parameters and wala we have winterized combat armor soldiers.

Sorry for the delay, I'm very busy irl atm.

This is the part of the J3XVertibirdSoldierScript wich you need to change when you add more faction types.
; =========== SeTh-UP =====================================	if doonce == 0		; ============= GIVES ARMORz...? ===============================		if  getisid J3XVertibirdSoldierSentryBot != 1		additem LootChemsStimpak75 4		additem CondKnifeCombatNPC 1		if J3XVertibirdSoldierType == 1		; Brotherhood of Steel			additem CondPowerArmorBrotherhood 1			additem CondPowerArmorHelmet 1			setactorfullname J3XVertibirdSoldierBOSName			addtofaction J3XVertibirdSoldierBOS 1		elseif J3XVertibirdSoldierType == 2	; Outcast Enclave			additem CondEnclaveArmorLoot 1			additem CondEnclaveHelmetLoot 1	; Got no outcast Enclave armour =(			setactorfullname J3XVertibirdSoldierOutcastEnclaveName			addtofaction J3XVertibirdSoldierOutcast 1		elseif J3XVertibirdSoldierType == 3	; Outcast Brotherhood			additem ArmorOutcastRanged3BigGun 1			setactorfullname J3XVertibirdSoldierOutcastBOSName			addtofaction J3XVertibirdSoldierOutcast 1		elseif J3XVertibirdSoldierType == 4	; Chinese Soldiers			additem OutfitChineseCommandoJumpsuit 1			additem OutfitChineseCommandoHat 1			setactorfullname J3XVertibirdChineseName			; addtofaction J3XVertibirdSoldierOutcast 1		; They'll have no voice! :o		else											; Enclave (standard)			if getisid J3XVertibirdSoldierFlamer == 1|| getisid J3XVertibirdSoldierMissile == 1 || getisid J3XVertibirdSoldierHeavy == 1		; Add tesla Armour					additem CondTeslaArmor 1				additem CondTeslaArmorHelmet 1			else				additem CondEnclaveArmorLoot 1				additem CondEnclaveHelmetLoot 1			endif			setactorfullname J3XVertibirdSoldierEnclaveName			addtofaction J3XVertibirdSoldierEnclave 1		endif


So if you want to add a new faction, like the winterized americans you add these lines before "else ; Enclave (standard)"
; =========== SeTh-UP =====================================	if doonce == 0		; ============= GIVES ARMORz...? ===============================		if  getisid J3XVertibirdSoldierSentryBot != 1		additem LootChemsStimpak75 4		additem CondKnifeCombatNPC 1		if J3XVertibirdSoldierType == 1		; Brotherhood of Steel			additem CondPowerArmorBrotherhood 1			additem CondPowerArmorHelmet 1			setactorfullname J3XVertibirdSoldierBOSName			addtofaction J3XVertibirdSoldierBOS 1		elseif J3XVertibirdSoldierType == 2	; Outcast Enclave			additem CondEnclaveArmorLoot 1			additem CondEnclaveHelmetLoot 1	; Got no outcast Enclave armour =(			setactorfullname J3XVertibirdSoldierOutcastEnclaveName			addtofaction J3XVertibirdSoldierOutcast 1		elseif J3XVertibirdSoldierType == 3	; Outcast Brotherhood			additem ArmorOutcastRanged3BigGun 1			setactorfullname J3XVertibirdSoldierOutcastBOSName			addtofaction J3XVertibirdSoldierOutcast 1		elseif J3XVertibirdSoldierType == 4	; Chinese Soldiers			additem OutfitChineseCommandoJumpsuit 1			additem OutfitChineseCommandoHat 1			setactorfullname J3XVertibirdChineseName			; addtofaction J3XVertibirdSoldierOutcast 1		; They'll have no voice! :o		elseif J3XVertibirdSoldierType == 5	; Cold-hearted-capitalists			additem DLC02ArmorPowerT51b 1			additem DLC02ArmorPowerT51bHelmet 1			setactorfullname J3XVertibirdSoldierCapitalistsName			; addtofaction J3XVertibirdSoldierCapitalists 1		else											; Enclave (standard)			if getisid J3XVertibirdSoldierFlamer == 1|| getisid J3XVertibirdSoldierMissile == 1 || getisid J3XVertibirdSoldierHeavy == 1		; Add tesla Armour					additem CondTeslaArmor 1				additem CondTeslaArmorHelmet 1			else				additem CondEnclaveArmorLoot 1				additem CondEnclaveHelmetLoot 1			endif			setactorfullname J3XVertibirdSoldierEnclaveName			addtofaction J3XVertibirdSoldierEnclave 1		endif

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phillip crookes
 
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Post » Fri Apr 01, 2011 7:07 pm

You should definitely consider Enclave Stealth Units that use the Chinese Stealth Suits- maybe add an Enclave symbol on their shoulders or something.
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Amanda Furtado
 
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Post » Sat Apr 02, 2011 2:05 am

Cool I got it to work; had trouble with the message, but I figured that out. The problem I have now is when they get dropped off they are armed with a combat knife; now when I kill them and loot them they are armed as they should be, but rarely use the weapons they should, instead of that darn knife.
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tiffany Royal
 
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Post » Sat Apr 02, 2011 4:20 am

Cool I got it to work; had trouble with the message, but I figured that out. The problem I have now is when they get dropped off they are armed with a combat knife; now when I kill them and loot them they are armed as they should be, but rarely use the weapons they should, instead of that darn knife.

Ah, if you are using a weapon balancer that might happen...

Since the AI will choose the weapon with most DoT will the soldier use combat knifes if they are better than their rifles.
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Kat Stewart
 
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Post » Sat Apr 02, 2011 1:20 am

While the Enclave APA/APA2 is the most iconic symbol of Enclave might, they often used combat armor as well; many of the Navarro guards in FO2 were wearing combat armor (Mark II I think?), for instance.

I was playing around with some new textures and the cerberus protect gear and thought this would be a cool concept Enclave combat armor, wouldn't look out of place next to APA2
http://i622.photobucket.com/albums/tt306/sugar_ape_2009/enclave.jpg?t=1233928278
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Rodney C
 
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