For the prospecting role players, I'm interested in adding character references to HL2RP/ WW3RP/ GTARP ect characters from our time here, anything will need to be adjusted to fit into the factions and fallout world, but if you fancy seeing the names/ mannerisms/ alignments of old RP characters in this project, feel free to reach out or put in a post.
I'm already probably gonna sneak in a few, but happy to consider some more, gonna be tough filling out a full character roster for this project hah. I'll provide some faction info in the future, will help shape some ideas if it takes anyone's fancy.
For the prospecting role players, I'm interested in adding character references to HL2RP/ WW3RP/ GTARP ect characters from our time here, anything will need to be adjusted to fit into the factions and fallout world, but if you fancy seeing the names/ mannerisms/ alignments of old RP characters in this project, feel free to reach out or put in a post.
I'm already probably gonna sneak in a few, but happy to consider some more, gonna be tough filling out a full character roster for this project hah. I'll provide some faction info in the future, will help shape some ideas if it takes anyone's fancy.
mike pinello - paranoid schizophrenic arms dealer with former ties to the now deceased italian mafia, he constantly wore a dead mans switch Suicide vest if that's something you wanna do, might be a funny ghoul from the old world mob
joseph keppler - in hl2rp he was a transhuman rebel constantly wearing a mask to hide his identity so he could be a synth or something, he had a swiss accent
mike pinello - paranoid schizophrenic arms dealer with former ties to the now deceased italian mafia, he constantly wore a dead mans switch Suicide vest if that's something you wanna do, might be a funny ghoul from the old world mob
Given the fact that the mod is set north from Chicago...
he'd wind up with the tech hunters most likely, would make a good armourer for the more militarised company, or handle his own crew.
Should actually be able to setup a explode on death script for that too...
joseph keppler - in hl2rp he was a transhuman rebel constantly wearing a mask to hide his identity so he could be a synth or something, he had a swiss accent
Likely won't see any synths in this mod due to location, but having one extremely remote synth like that surrounded by tech curious lads may be funny, otherwise an identity concealing ghoul or /very/ confused robot could make a fun adjustment.
Given the fact that the mod is set north from Chicago...
he'd wind up with the tech hunters most likely, would make a good armourer for the more militarised company, or handle his own crew.
Should actually be able to setup a explode on death script for that too...
Likely won't see any synths in this mod due to location, but having one extremely remote synth like that surrounded by tech curious lads may be funny, otherwise an identity concealing ghoul or /very/ confused robot could make a fun adjustment.
if you're looking any more, i also had Renjiro Kobayashi, in HL2RP he was envoy between the Kobayashi clan and the rebels, a serbian-jap with a robotic arm. He also ran a bounty hunting thing for a short while.
if you have any chinese stuff going on i had a guy called Harland Roscha who was really a Chinese spy called Xu Li using the stolen identity of Harland Roscha, who was a 2016 clockwork character, resistance private detective played by @York, he was a scientist and led orsted in hl2rp
haha. I'm a giant kenshi fan, but no.
For the most part the only similarity I'm conscious of is the name of the job, felt better compared to scavengers or prospectors in other fallouts, since these lot are a lot more organised.
I'd have to look more into kenshi tech hunters to be honest, I never really considered them as much of a 'faction', always wound up more into starting war campaigns against the holy nation and united cities instead.
Robot spiders stole too many limbs.
haha. I'm a giant kenshi fan, but no.
For the most part the only similarity I'm conscious of is the name of the job, felt better compared to scavengers or prospectors in other fallouts, since these lot are a lot more organised.
I'd have to look more into kenshi tech hunters to be honest, I never really considered them as much of a 'faction', always wound up more into starting war campaigns against the holy nation and united cities instead.
Robot spiders stole too many limbs.
I love the idea of the Machinists & Tech Hunters to do research into the old world and so forth to make the world a better place, but that's not really necessary in Fallout, since the apocalypse itself has a different background.
god my favourite thing to do in Kenshi is build a massive outpost, train some of the best soldiers in the land, get every cool unique recruit and kidnap some (Cat-Lon etc) and then destroy everything. Never gets old lol
I love the idea of the Machinists & Tech Hunters to do research into the old world and so forth to make the world a better place, but that's not really necessary in Fallout, since the apocalypse itself has a different background.
I think there's still a good case for that style in tech hunting in fallout, especially when focusing on bethesda's side.
For my Chicago tech hunters they've got two sets of goals both in chicago ruins and in the valley where the mod is set.
Commercial is always the biggest part of the industry, collecting pre-war weapons, tools, machines, resources and the like. Salvaging and exporting those, helps to fuel the economy that brings new workers and keeps a hold of the existing ones.
But for the larger mission as a whole, their goal is ultimately to be able to shed their dependence on salvaging the pre-war and learn how to create every machine, every device and every tool themselves, and do it to the standard of pre-war without needing to depend on it.
the commercial side and establishment of companies has hurt that mission, and made things a bit of a rat race to grab whatever valued tech they can, but that's something to look at and tackle as part of the mod.
They're fortunate the brotherhood of steel doesn't operate so far north, they would very much despise eachother.
New Video covering some of the work done over the last month or so.
for folks checking this thread more regularly, there's not a whole lot of new info in here.
One new side location in the map though, crashed airplane. been sat about long enough now. still got some of the passengers though.
Been a lil while due to computer issues, Couple new areas coming in, more so terrain filling features rather than main locations for the demo half of the map.
Sinkhole has come in now to add a small deviation in the old southern path, adds more danger to navigating the landscape and more landmarks to work off of.
APC convoy, small loot spot with some more robot enemies.
Also a sneak peak from the character artist's work
To close out my time off, got one more location to showcase today.
Spent a good bit of this weekend learning the setup required to add in new player settlements, turns out it's a fairly obtuse set of steps to get them working, but thanks to some very good community documentation on the nexus mods community's part, I've successfully got it implemented in my open world!
This settlement will be one of three player settlements planned, providing a basic starter environment for players to lay a foundation in survival mode. while the steel trail faction base and starter location is nearby, this location enables players to still securely explore the area even if they become hostile to that faction.
Only one thing I do intend to figure out, is a means to disable random settler populations in these locations, as part of the more remote nature of my mod's location, I wish for these to be entirely player owned and occupied spaces, with potentially some exception given to hand picked characters you can send to locations, similar to how fallout 4 base game has some bespoke settlers.
Old Ranger Station
Potential Player settlement
In the starting South Western corner of the map, a old radio tower pokes above the largely natural landscape, pulling in attention.
Once players reach the location, they'll find a small, levelled clearing at a good vantage point looking over the wider valley, inside is one decommissioned radio tower and cabin. after clearing off some of the local wildlife, the player can claim and start building in this location, giving them one pocket of space to build out of and start exploring the valley.
This place has some small pockets of information on the area that may come in handy, you'll learn more as you clear out the old stuff and build up your first home.
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Outside of this I have largely been continuing on more generic work around other existing areas, mainly in adding more harvestable plants and non-hostile wildlife to hunt, Radstags remain the most common, but with additional creatures from the DLC, there are also critters like rabbits now present in the environment.
Stimpaks are very rare out here, so learning to cook is a skill that pays off well!
Gonna make sure I don't go a full month with no updates. Energy was a bit all over the place the past few weeks, mostly down to some scares due to a redundancy wave at my workplace that were announced last month (I am unaffected) Steadily getting back into things again.
Lot of work has been in smaller chunks, mostly filling empty areas between locations with basic terrain and foliage, I've been trying to get a better feel for the density needed of locations, loot and enemies, hoping to get a better grip on that with time.
But one important thing I am undertaking at the moment, is renovating the original section of map that I made first, it's bang in the middle of the demo half of the map and it's starting to get in the way in it's current state, new changes are to reflect the updated landscape direction and world design.
Original version first up, originally had a smaller stream and a lot of fallout 4's pre-war maple set, relatively flat landscape and quite heavily saturated due to the pre-war assets used. Still, certainly helped capture that more remote, natural location.
The current rework is looking more akin to my desired theme, and has a lot of important changes, we've got all the new foliage sets with a suite of custom pine and Fir trees of both live and dead versions, they should tower better and give a darker shade of colour to the distant landscape.
New landscape textures from previous as well, including less heavily saturated versions of the pre-war grass to better fit the colour range.
The stream has been enlarged to a full river with flowing water and falls, working alongside more dramatic terrain adjustments for a more valley/ mountainous landscape to better control player navigation in an otherwise fairly open environment and hit more of the Canadian wilderness I am striving to achieve.
And lastly just some smaller post-apocalyptic features found in both the broken, salvaged bridge, and the old cabin receiving some additional defensive features on it. An unmarked quest with this location is being setup right now, but I won't share much on that for the time being, outside of it being to help bolster faction interactions for the demo I'm hoping to share at the end of the year, if all goes well.
More needs to come into this space, including the reconnection to it's partner location with tarberry basin, but this makes a much better start for me in my opinion,
Also for fun, I found ye olde screenshots of older projects in fallout 4 that died, ironically it seems like I never changed my grand vision for a fallout 4 mod all too much over the years.
Found a old project screenshot, infiltrating a remote outpost, iirc it was a enclave base, so the idea of a pre-war military faction hiding in the wilderness is not a new idea of mine.
also, seemingly my first go at a open world mod for the game, back in april of 2016, so not long after the editor hit.
We post again.
Mostly just broader, less interesting stuff to share lately, largely been a lot of terrain markup again to get rid of some of the big pits inbetween areas I've built up
That junk ass bridge has been given the name of 'Fools pass' for... practical reasons.
will tie into a side quest with the Hunters so you can save yourself the prospect of dying to suicidal platforming during survival mode in the future
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Additionally, some fun pieces from the character artist I brought on, the 'poacher ambusher' armour set is nearing completion!
words can’t describe how uncomfortable the rope on the underside of the right shoe makes me, it must make this man’s gait so unseemly and uncomfortable
words can’t describe how uncomfortable the rope on the underside of the right shoe makes me, it must make this man’s gait so unseemly and uncomfortable
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