Xcom Hypnos Mod Forum Thread

Post » Fri Feb 18, 2011 9:54 pm

I started this thread as a way of getting feedback and soliciting idea about my upcoming mod "Xcom Hypnos." which will be as follows;

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Fallout 3 - Mothership Zeta introduced a new and formidable enemy - the Aliens.

However, in the years before the war, Humanities goverment already knew, and steps were taken. Ran by the UN until their disbanding, the Xcom organisation, from scattered and hidden bases across the world, fought to prepare for the alien threat discovered during the 2nd world war. When the UN was disbanded, these bases were mothballed, the personnel returning home.

However, one facility at least has survived the Cataclysm.

Hypnos.

Hidden deep beneath the capitol wasteland, the Hypnos facility, Research & Development Base for Xcom, still Exists. Birthplace of many of the innovations such as laser and gausse weapons, it waits, still stocked with the equipment and last few breakthroughs of Xcoms' covert fight with the alien foe. But not everything sleeps easy in the darkness within...

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This ia a mod designed to create a massive new explorable area beneath DC.

Version 1.0 will contain the Base facility itself, with new weapons, equipment, armors and other items, as well as a few enemies and a few suprises too.

Later versions will hopefully include Several Playable quests, including a number of Anchorage-style simulations revolving around fighting the alien menece, as well as perks and a new companion for the player.

Requirements will be Fallout 3 itself, and All Five DLC's (I mod using GOTY edition Fallout.) Any None-standard Meshs textures and suchlike needed will be included.

the maps for V1 - the base itself - are already up on Nexus - Link: http://fallout3nexus.com/downloads/file.php?id=11007 -And work should begin fully within then next few weeks, PC permitting (it has issues.)

Anyway, the mod will draw on the 'fight the aliens' genre of games and films, primerally Xcom and Aliens, while giving them the Falloutverse treatment, and any suggestions for stuff that people want me to put in will be appreciated.
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Benjamin Holz
 
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Post » Sat Feb 19, 2011 2:58 am

Work is still Ongoing on this mod, it's not stopped.

However, due to a series of computer faults, ultimatly caused by a faulty motherboard, the the mod layout has been left Unfurnished, Unnavmeshed, not quite finished and in storage on a datastick. Until the moterboard is replaced, all work is being done on Paper, with my intention is to have everything ready - scripts, non-standard meshes (if any) and the rest - Therefore, i'm officially looking for a scriptwriter for this - it hasn't been abandoned, just delayed.
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Laura Hicks
 
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Post » Sat Feb 19, 2011 10:20 am

I would be willing to give you a helping hand when it comes to scripting. Its probably my strongest area and I know most of the scripting stuff. However, barely anything with FOSE as I have only had to work with it once and someone else scripted that for me. :P Let me know what you need help with and I can work with you to figure it out. I am however rather busy with school (finals in 2 1/2 weeks) and my own mod, but I should be able to give a fair amount of time in helping you.

Cheers
Gunmaster95
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Marine x
 
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Post » Fri Feb 18, 2011 10:40 pm

I would be willing to give you a helping hand when it comes to scripting. Its probably my strongest area and I know most of the scripting stuff. However, barely anything with FOSE as I have only had to work with it once and someone else scripted that for me. :P Let me know what you need help with and I can work with you to figure it out. I am however rather busy with school (finals in 2 1/2 weeks) and my own mod, but I should be able to give a fair amount of time in helping you.

Cheers
Gunmaster95



Gunmaster95, thank you very much for the offer, and i will greatfully accept. :tops: i'll send you a copy of what has been created for the first of the custom scripts, and an explination of what it still needs in a couple of days, if that's okay - oh, and yes, you will be credited with the scripting work for the mod that you do, before you ask!! :D
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Dan Stevens
 
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Post » Sat Feb 19, 2011 4:55 am

I'm looking forward to new high tech weaponry. No details on the quests or overall story?
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saxon
 
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Post » Sat Feb 19, 2011 7:46 am

Some stuff i do want to keep quiet for now.

That being said, however, V1 will add a large covert facility beneath DC, accessed through the rail system, and hopefully with a very 'alien-esc' feel to it (or at least the atmosphere and layout.)

It will add weapons and armor, mostly x-com themed but some others (Unfortunately, the game engine won't support the creation of a gravgun like i had hoped, but you can't have everything, i suppose) There also will be several more unusual items to find within the base, echos of the varied research carried out there and the people who worked there before the war :wink_smile: However, i also plan for there to be new enemies and dangers (can anyone say 'Gauss Turret' and 'Xeno-Ghouls' :ahhh: ) as not everything will be sleeping easy in the dark...

Of course, since it's me, there'll also be some humor (especially on the terminals :hehe:) and surprises, as well as sight gags, several more... unusual items and a few puzzles too.

In later versions, i hope to include VR sims (like the anchorage ones), with both themed on xcom and other 'alien encounter' combat stuff and other, more unusual ones, (such as one which will be a sort of puzzle maze) with rewards for completing them. I'll also be adding some custom mesh items, expanding the base with an underground rail connection to... somewhere else, :hubbahubba: and hopefully even adding a new companion for the player as well, as well as some other stuff.
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Amber Ably
 
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Post » Sat Feb 19, 2011 10:51 am

Okay, i've taken down the placeholder on nexus, as they are not allowed any more. However, THIS IS NOT ABANDONED! system issues, illness and other issues (such as my ongoing search for a job) have caused delays, but work is still ongoing - albey very, outran by slugs and toddlers slowly.
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Oceavision
 
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