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 Fallout: Unity

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retlaw83



Posts : 39
Join date : 2014-04-14
Age : 33
Location : Pittsburgh

PostSubject: Fallout: Unity   Sun May 04, 2014 4:22 pm

Sorry I haven't been around in awhile. Stuff got crazy in real life.

I'm working on a mod called Fallout: Unity for Tale of Two Wastelands. It has a few different goals. First and foremost to fix some lore problems in Fallout 3 in addition to patching plotholes where I can. Second is to integrate Fallout 3 better with earlier games and New Vegas. There are a variety of things I'm doing towards this end, and one phase of the work is already available for download. First is The Lone Courier, a mod that changes all of Fallout 3's player dialog to sound like something the Courier would say instead of a whining teenager. Second is a mod that will eventually be rolled into TTW itself, New Vegas Style Speech Checks for Falllout 3. I would have posted these in the modding area separately, but the same permissions you need to download apparently also control if you can post, and I don't have those yet.

Those changes are just to base game dialog. What Unity does is add a storyline to the super mutant threat (you meet their leader, and his subordinates, and find out their motivations), gives you the option of siding with the Enclave to while making them not look one-dimensionally evil (akin to their treatment in Fallout 2), it makes Bigtown/Little Lamplight make more sense, and several sidequests have been adding using Fallout 3 hooks that were just sort of sitting there. There is also a new subplot where you can get the Outcasts in communication with the Mojave chapter of the Brotherhood. The fight between the Enclave and BoS isn't just about the purifier anymore, but what they can do once they have the purifier running.

To support these quests and storyline changes, there's a rebalancing of high-end armors and also introduction of entirely new sets. This imgur gallery covers some of them, but not all of them. Look for the link to the standalone version of the Regulator Combat Armor in it's description if you're interested in it.

Unity should be ready in Fall of 2014.
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hitman47101



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Age : 23

PostSubject: Re: Fallout: Unity   Sun May 04, 2014 4:45 pm

I think I've mentioned how much i love The Lone Courier mod, it changed Fallout 3 massively for me. I'm all for anything that brings Fallout 3 more in line with the original games.
I assume the changes to the settlements are to give them some self sustaining farms and such, none of the towns in FO3 make sense and to be honest i would get rid of little lamplight completely.

Thank you for what you've done and what you're doing, i can't wait to play FO3 without cringing every time Bethesda drags the fallout name through the mud.  Smile 

Note: i do in fact love fallout 3 and Bethesda games, i know i sound really negative about it but that's just because its not even in the same league as the originals and New Vegas, plus i can't stand the writing in Bethesda games. but i still love them.
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retlaw83



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Location : Pittsburgh

PostSubject: Re: Fallout: Unity   Sun May 04, 2014 5:07 pm

I gave Rivet City some greenhouses, and Bigtown a half-assed attempt at farming given their plight. Republic of Dave has some farming, as does Arefu. Girdershade is always going to be a goddamn nonsenical mess, and I haven't figured out how to handle Tenpenny Tower yet.

When you hit Bigtown, there's an adult version of Knick-Knack who gives the background story of Little Lamplight and Bigtown. I changed it so when the current Bigtown residents were kids, raiders came and took their parents into slavery and left the kids behind. The kids fended for themselves until they were in the 9-12 age range when super mutants came out of the back and drove them out. Biwwy got left behind, though. Have fun getting the Wazer Wifle off of him!
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hitman47101



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PostSubject: Re: Fallout: Unity   Sun May 04, 2014 5:39 pm

That sound perfect, i think Bethesdas idea of sustainable settlements was to give them a brahmin, because that would totally keep the entire population of megaton alive. i think it would be good to show the importance of hunting to keep these places going, i highly doubt that scavenging and trading pre war food would last 30 years let alone 200.

Girdershade is a difficult one. they have a brahmin and that's about it, you can find traders that say they are going to Girdershade so it mustn't be completely cut off, perhaps a slight expansion Girdershade is needed, some more houses, people and a small farm would suffice, ether that or turn them in to cannibals.

For Tenpenny Tower, if there's one person who could own and operate a small food factory it'd be Tenpenny, they seem to be the kind of people that would only eat fresh. mister burke seems to have heavy pull with merc bands like talon company, perhaps they are guarding the factory.

I hope you don't mind me throwing out random ideas, thinking of ways to make FO3 make sense is quite fun.

Keep up the awesome work!  Smile 

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retlaw83



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PostSubject: Re: Fallout: Unity   Sun May 04, 2014 6:07 pm

I don't mind the ideas at all. Girdershade is problematic because it's surrounded by deathclaws and Enclave - expand it just a little bit and you've just put the settlement in their aggro radius.
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hitman47101



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PostSubject: Re: Fallout: Unity   Sun May 04, 2014 6:15 pm

Hmm i didn't think of that, I'm guessing that remove the deathclaws and softening the enclave present isn't in line with this mod goal.
I can't remember but is there a overpass near Girdershade? perhaps relocating it to a more defensible position would be good, it'd take care of the deathclaw problem at least and i don't think there are many quest triggers and such there so it wouldn't leave a very big compatibility footprint.
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retlaw83



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PostSubject: Re: Fallout: Unity   Sun May 04, 2014 6:20 pm

Last time I tried I didn't know nearly as much as I do now, but I was considering hooking up their houses to doorways in Canterbury Commons. Last time I tried there was some navmesh absurdity that made them warp to Girdershade when they left their places.
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hitman47101



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PostSubject: Re: Fallout: Unity   Sun May 04, 2014 6:38 pm

Interesting that maybe the best course of action, I'm surprised a navmesh could do that, usually that would be a AI package problem. i don't think the girl ever leaves her shack and the dude has some packages involving confronting the player and running off to the the nuka factory, they would need to be redone but that wouldn't be to hard.

Personally i wouldn't want to remove Girdershade as i don't want to remove statements and make the wasteland feel more empty (except little lamplight) but if it truly can't be saved then filling up the basically empty Canterbury Commons is the next best thing.

Also I'm sorry about my atrocious spelling, I'm a bad writer and i usually correct myself with edits but for some reason i can't do that here.
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TheHulksCousin



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PostSubject: Re: Fallout: Unity   Sun May 04, 2014 6:47 pm

This sounds like quite the undertaking. I wish you luck.
Just a suggestion, maybe along with adding the farms and greenhouses to make the settlements look more self-sufficient, perhaps you could add water pumps to each town (Like the one outside Goodsprings) or wells hooked up to water reservoirs (Like inside Wolfhorn Ranch)
to make it appear that the settlements have not only a sustainable food supply, but also clean-ish water.

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Comrade-Norsch



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PostSubject: Re: Fallout: Unity   Sun May 04, 2014 7:03 pm

That's alot of things on one plate. I wish you the best of luck and skill to accomplish this goal! If you ever would like a banner or artwork to go with the release of this mod I'm always willing to assist.

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retlaw83



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PostSubject: Re: Fallout: Unity   Mon May 05, 2014 4:38 pm

It's been hard work and I keep pushing back the release date, but I'm confident I'll have it banged out by fall. Hard part is once I get everything squared away is all the voice acting.
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Lilkrasdog



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PostSubject: Re: Fallout: Unity   Wed May 07, 2014 8:06 pm

Sounds interesting and I wish you good luck with it.

Would definatly like to see this done as it would make the world better
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The 3rd Type



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Age : 29
Location : Midwestern USA

PostSubject: Re: Fallout: Unity   Mon May 12, 2014 12:51 am

Oh hi retlaw! Fancy seeing you here. Holler at me sometime, man. Good to see you pimping your stuff here.
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SixShooter



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Age : 96
Location : Limerick, Ireland

PostSubject: Re: Fallout: Unity   Mon May 12, 2014 1:00 am

This mod seems awesome, and it might actually encourage me to use Tale of Two Wastelands once it's all finished up, great job Very Happy

In terms of voice acting, I can't exactly help due to my accent(Would break immersion for some), Also because I'm not very good at it.

BUT, If you need textures for anything, give me a shout, i'll see what I can whip up

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The 3rd Type



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PostSubject: Re: Fallout: Unity   Mon May 12, 2014 1:02 am

Retlaw is one of the best. He made my LW not sound like a tool. He's good people.
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Zetman



Posts : 179
Join date : 2014-05-11

PostSubject: Re: Fallout: Unity   Mon May 12, 2014 10:13 pm

As I am not a user of Tale of two wastelands and don't plan to be any time soon, from what I understand getting all my favorite Fallout 3 mods to work with it would be a hassle, I doubt I will ever play this mod. Its easier for me to play the two games separately. And I have mixed feelings about changing dialogue. I have feelings of nostalgia for the original dialogue. I'm not saying its bad or good, but it is comfortably familiar. Like old clothes that have gotten worn out but you still wear because they are comfortable. Changed dialogue, regardless of quality, just wouldn't feel the same.
I'm the same way with Morrowind. I'll never use the Less Generic NPC mod for Morrowind because it changes too much. It wouldn't feel like the same game any more.
That is also why I have mixed feelings on Skywind, partially because I'm not enamored with a lot of Skyrim's game mechanics, but also because from what I've seen its too different from Morrowind. They even changed the voices. There isn't a lot of voice work in Morrowind, but I've gotten attached to those old voices. It feels more like they are making an entirely different game, rather than just porting over the original. Which I suppose is the point, but still, I think I'll stick to the original.
For the most part, I tend to prefer mods that add things without changing what is already there. More quests, more weapons and attire, more landmasses, without touching the one's already there. But that is just my preference, and no more valid than that of anyone else.
That said, I can appreciate the scale of the undertaking. And those new quests do look interesting.
So, regardless of whether or not it would be my cup of tea, good work and best of luck in the future.
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The 3rd Type



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PostSubject: Re: Fallout: Unity   Mon May 12, 2014 10:36 pm

Its actually fairly easy to port FO3 mods to TTW. There's an FAQ on the TTW website.
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Zetman



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PostSubject: Re: Fallout: Unity   Mon May 12, 2014 11:14 pm

@The 3rd Type wrote:
Its actually fairly easy to port FO3 mods to TTW. There's an FAQ on the TTW website.
That does seem simpler than I initially thought. Though the part about updating mods would be outside my level of experience. And from glancing through the site it does seem like there might be complications with using Mothership Zeta Crew Terran Starship Command with it, unless that information is outdated, which would be a deal breaker for me. I love that mod.
Anyway, thank you.
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The 3rd Type



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PostSubject: Re: Fallout: Unity   Tue May 13, 2014 9:09 am

Yeah no problem man, if you ever need anything else just let me know. If you know of a TTW related thread I can post in will you get a hold of me? I'd like to offer help to people in mass who want help.
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Visious



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PostSubject: Re: Fallout: Unity   Tue May 13, 2014 10:55 am

Nice one, cant wait to test it! =)

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