[WIP] the Solar Scorcher

Post » Sun Nov 28, 2010 12:17 am

My attempt at the water chip necklace. Looks okay in Nifskope, but not in game.

http://i97.photobucket.com/albums/l237/WillieSea/SolarScorcher/ChipNecklace.jpg
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Sarah Knight
 
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Post » Sat Nov 27, 2010 11:01 pm

Please do not abandon this project, it all the screens so far look epic!! lolz at the necklace. that damn chip was so frustrating back in FO1 can't wait to see this come to completion ^___^
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Dan Wright
 
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Post » Sat Nov 27, 2010 11:10 am

I was on pager all last week, so I have not had much time to mod. The project is moving forward.
I have most of the work on the vault and building to get there done. And the weapon model is being worked. I think you can count on this mod being finished in one form or the other in the near future.
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JD FROM HELL
 
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Post » Sat Nov 27, 2010 11:08 am

Sweeeeet. I look forward to it.
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Kanaoka
 
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Post » Sat Nov 27, 2010 8:19 pm

This mod is probably about 90% done.
All I really need to do now is clutter the command level of vault 13.
Well, besides getting the solar scorcher model. :)
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Chloe Yarnall
 
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Post » Sat Nov 27, 2010 11:05 am

This mod is probably about 90% done.
All I really need to do now is clutter the command level of vault 13.
Well, besides getting the solar scorcher model. :)


Just curious but did you ever get the solar scorcher model?
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Trevi
 
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Post » Sat Nov 27, 2010 2:12 pm

Sweet, I remember this mod from the summer (thought it was dead...). Glad to see it's near completion!
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Kahli St Dennis
 
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Post » Sat Nov 27, 2010 6:44 pm

The weapon model is being worked on again, so I am finishing up some of the loose ends in vault 13.
With any luck, perhaps this will be in beta test soon. :)
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Jodie Bardgett
 
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Post » Sat Nov 27, 2010 10:03 pm

Here are a few update pic's:

http://www.invision.tesalliance.org/forums/uploads/1274560697/gallery_85_19_155539.jpg

http://www.invision.tesalliance.org/forums/uploads/1274560697/gallery_85_19_56647.jpg
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no_excuse
 
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Post » Sat Nov 27, 2010 1:13 pm

OH GOD YES MY BODY IS READY.
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mishionary
 
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Post » Sat Nov 27, 2010 10:59 pm

Very much looking forward to this mod. Has the makings of a classic.
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Sierra Ritsuka
 
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Post » Sat Nov 27, 2010 11:44 pm

I only have one room left to clutter.
I have the 'place-holder' weapon model in the game, and the weapon script which I have been testing for the last 7 months. Its about as perfect as I want it.

I may make different versions, versions that allow different 'max' amounts of ammo the gun will hold. Right now its set to 100, which can last me the entire night, or rifling around an interior (since the gun does not charge in either of those locations.)

But its my main weapon since ammo is hard to find later in the game. At least withough my http://www.fallout3nexus.com/downloads/file.php?id=8682 mod. :lol:
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Laurenn Doylee
 
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Post » Sat Nov 27, 2010 12:51 pm

As this is a time travel adventure, it would be very cool to see this integrated with Demeggy's Fallout Who mod. I suppose we should at least wait until they are both complete however.
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Elea Rossi
 
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Post » Sat Nov 27, 2010 12:44 pm

"Demeggy's Fallout Who" mod?
Whatever that is. :lol:

This one will be complete as soon as the gun mesh is done. I am 99% done with the mod, other than the gun model. This has been promised to be done in the next few days.
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Teghan Harris
 
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Post » Sat Nov 27, 2010 8:49 pm

Some updated images:

I totally redid the guardian of forever gate graphics.
http://www.invision.tesalliance.org/forums/uploads/1274560697/gallery_85_19_181183.jpg

http://www.invision.tesalliance.org/forums/uploads/1274560697/gallery_85_19_334142.jpg
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Sammie LM
 
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Post » Sun Nov 28, 2010 2:07 am

"Demeggy's Fallout Who" mod?
Whatever that is. :lol:


Fallout Who is a Doctor Who inspired Fallout 3 mod that has a busy WIP thread over at the Nexus.

Anyway, the new Guardian Portal looks cool. I was wondering though...why not place it in the wastes somewhere? Have it activate and fade in via a trigger somewhere? Seems perfect for that kind of 'entrance'. The original Gateway was just standing out in the middle of the wastes.

The vault looks very nice also. Nice short circuit effect. Spectacular.
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Nice one
 
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Post » Sun Nov 28, 2010 2:02 am

I like Dr Who, but I am not sure how that would relate to a Star Trek related theme (Guardian of Forever) which has its roots in the Fallout series with the Solar Scorcher. :)

I had though about placing it in the wilderness, I had even scouted a location for it that may have been perfect (the death claw open alcove way up at the northern border) but decided against an open gateway. The images from Star Trek show a wasteland, but I think the gateway was once inside a building, or perhaps a city square of some kind. So, I decided a building with a 'use once' gateway would be better since you cannot use the gateway again after you come back. I made it sort of a 'surreal' experience for the player. You know, where the player starts to think, did it really happen?

I recreated vault 13 from the original layout from the previous Fallout games (which I am a fan of) to give a 3-D experience to those memories. It should be a fun and 'rewarding' experience for the player with a slight puzzle to get through it and escape. In the original, you had to actually 'break' the water-chip which is where the original Fallout game began. Funny, actually. :)
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Sunnii Bebiieh
 
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Post » Sun Nov 28, 2010 2:19 am

I like Dr Who, but I am not sure how that would relate to a Star Trek related theme (Guardian of Forever) which has its roots in the Fallout series with the Solar Scorcher. :)

I had though about placing it in the wilderness, I had even scouted a location for it that may have been perfect (the death claw open alcove way up at the northern border) but decided against an open gateway. The images from Star Trek show a wasteland, but I think the gateway was once inside a building, or perhaps a city square of some kind. So, I decided a building with a 'use once' gateway would be better since you cannot use the gateway again after you come back. I made it sort of a 'surreal' experience for the player. You know, where the player starts to think, did it really happen?

I recreated vault 13 from the original layout from the previous Fallout games (which I am a fan of) to give a 3-D experience to those memories. It should be a fun and 'rewarding' experience for the player with a slight puzzle to get through it and escape. In the original, you had to actually 'break' the water-chip which is where the original Fallout game began. Funny, actually. :)


I think the only relations I am drawing is that the gateway involves time travel, and both Dr. Who and the Gaurdian of Forever were special encounters in Fallout.

I don't know too much about the Star Trek history of the Guardian, but the Fallout incarnation was most certainly outside. Your placement with a 'use once' door seems to fit the vibe very well though.

Sounds like it is going to be a blast. The whole encounter as the initiation of the water-chip quest is probably what made the Guardian of Forever one of my favorite parts of Fallout 1. Bringing it back to Fallout 3 is fantastic, and all praise goes to you.

It would be interesting to setup a similar type of encounter via for the Fallout 3 main quest, though I am not sure how that could be implemented exactly...
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Arrogant SId
 
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Post » Sun Nov 28, 2010 12:23 am

Go back in time & Break James' condem? But this is V13, that wouldn't be the right location for that.

Can't wait for this mod. Heh.
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Matthew Warren
 
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Post » Sun Nov 28, 2010 1:54 am

Another image of the building entrance:

http://www.invision.tesalliance.org/forums/uploads/1274560697/gallery_85_19_105557.jpg
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ZzZz
 
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Post » Sat Nov 27, 2010 11:40 am

Starting work on the new gun texture...

http://i97.photobucket.com/albums/l237/WillieSea/SolarScorcher/SolarScorcher103.jpg
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stacy hamilton
 
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Post » Sat Nov 27, 2010 8:41 pm

Starting work on the new gun texture...

http://i97.photobucket.com/albums/l237/WillieSea/SolarScorcher/SolarScorcher103.jpg

looks great already. :D i can't wait to try it out!
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Trevor Bostwick
 
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Post » Sat Nov 27, 2010 5:03 pm

Wow! That is super cool looking model :D I can't wait to see the final texture work. Yup, this gun will be a must have for my collection since it is so unique looking!
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Sabrina Schwarz
 
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Post » Sat Nov 27, 2010 11:09 pm

Its going slow. I have the work pager this week, so that limits the time I can spend on it.
Its a heavily scripted weapon, but it sure is fun!
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Project
 
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Post » Sat Nov 27, 2010 7:43 pm

It has been a couple of weeks... time I guess to make sure you know there is still interest, and ask how it is coming along? :) :)
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lolli
 
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