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Mod Request: Explorable old steel towns in The Pitt

General mod discussion and requests.
StarletHologram
Posts: 86
Joined: Thu Oct 25, 2012 4:40 am

Mod Request: Explorable old steel towns in The Pitt

Post by StarletHologram » Sat Mar 16, 2013 4:52 am

 


There’s a potential worldspace that wasn’t fully developed by Obsidian…the ghost towns located in the surroundings of the Pitt Bridge.



When I got the Pitt DLC for XBOX 360 in 2009 and played it for the first time, I was impressed by the sight the Pitt Bridge offered. In both sides you could see some old steel towns in the distance…



however, there wasn’t a way to get there without having to jump to the water and die poisoned by 1000 raditation  (a door closed, a rock, a fence, all of them blocking the access to both areas)…



When I bought the PC version game, I was finally able to reach the areas (through the use of console), only to be horrified the moment I knew the truth…the old steel ghost towns were merely an illusion. From that frustration the idea of a mod that could recreate and cluttered the towns and surrounding areas was born.



There’s a mod called Beyond Boulder Dome http://newvegas.nexusmods.com/mods/46907 that created a ficticious city called Boulder Dome. It resembles the Pitt regarding to the postapocalyptic atmosphere; it’s divided in two parts, Inner and Outer Boulder. Both Outer and Inner Boulder are totally in ruins...compared to the Pitt, both are fully explorable, and suffice to say the experience it’s Truly Outrageous!.



A dude in the FO3 nexus site made a mod called Pitt Extended http://fallout3.nexusmods.com/mods/15808/?tab=3&navtag=%2Fajax%2Fmodimages%2F%3Fuser%3D0%26id%3D15808 in the hopes that a part of the town will be explorable...he decided to knock down the fence, and started to recreate the town, even included some NPC's. The result was awesome, since he also included resources from the other DLC's.




Unfortunately he wasn't able to finish the mod...he was the first person to cross beyond the limits of the Pitt.


It would be great if someone could turn the set made with decoration and illusion purposes into a fully explorable area.



The towns can be made as ghost places to be explored for sightseeing and looting, or even as settlements with NPC’s and quests.



The advantage is that the worldspace is already created.





alphaidiot
Posts: 66
Joined: Fri Sep 21, 2012 10:49 pm

Most welcomed. I remember the

Post by alphaidiot » Sat Mar 16, 2013 7:52 pm

Most welcomed. I remember the time when The Pitt hit as the second dlc. The atmosphere is still astonishing but it's discouragingly short. And all the fun fight at the rebelling slum I expected, lost. It would be nice if can get it back.



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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

StarletHologram wrote:

Post by Risewild » Sun Mar 17, 2013 4:06 am

[quote=StarletHologram]


 


There’s a potential worldspace that wasn’t fully developed by Obsidian…the ghost towns located in the surroundings of the Pitt Bridge.


[collapsed title=Hidden text] 



[/collapsed]


When I got the Pitt DLC for XBOX 360 in 2009 and played it for the first time, I was impressed by the sight the Pitt Bridge offered. In both sides you could see some old steel towns in the distance…


[collapsed title=Hidden text]



[/collapsed]


however, there wasn’t a way to get there without having to jump to the water and die poisoned by 1000 raditation  (a door closed, a rock, a fence, all of them blocking the access to both areas)…


[collapsed title=Hidden text]



[/collapsed]


When I bought the PC version game, I was finally able to reach the areas (through the use of console), only to be horrified the moment I knew the truth…the old steel ghost towns were merely an illusion. From that frustration the idea of a mod that could recreate and cluttered the towns and surrounding areas was born.


[collapsed title=Hidden text]



[/collapsed]


There’s a mod called Beyond Boulder Dome http://newvegas.nexusmods.com/mods/46907 that created a ficticious city called Boulder Dome. It resembles the Pitt regarding to the postapocalyptic atmosphere; it’s divided in two parts, Inner and Outer Boulder. Both Outer and Inner Boulder are totally in ruins...compared to the Pitt, both are fully explorable, and suffice to say the experience it’s Truly Outrageous!.


[collapsed title=Hidden text]



[/collapsed]


A dude in the FO3 nexus site made a mod called Pitt Extended http://fallout3.nexusmods.com/mods/15808/?tab=3&navtag=%2Fajax%2Fmodimages%2F%3Fuser%3D0%26id%3D15808 in the hopes that a part of the town will be explorable...he decided to knock down the fence, and started to recreate the town, even included some NPC's. The result was awesome, since he also included resources from the other DLC's.


[collapsed title=Hidden text]




[/collapsed]


Unfortunately he wasn't able to finish the mod...he was the first person to cross beyond the limits of the Pitt.


It would be great if someone could turn the set made with decoration and illusion purposes into a fully explorable area.


[collapsed title=Hidden text]



[/collapsed]


The towns can be made as ghost places to be explored for sightseeing and looting, or even as settlements with NPC’s and quests.


[collapsed title=Hidden text]



[/collapsed]


The advantage is that the worldspace is already created.


[collapsed title=Hidden text]




[/collapsed]


[/quote]


Can you believe that my first try in GECK was exactly to make this you are asking?  Unfortunately my computer back then died soon after so I couldn't learn GECK and do this, then later I got FNV and forgot about this idea. Unfortunately now I am very impatient so I don't seem to grasp GECK no matter what I do I just get bored of trying to learn it.


I am all in favor of this mod, I always wanted the Pitt surroundings to be explorable, and got quite sad when after I beat The Pitt DLC it would still not allow me to explore it. I did also used the console to be able to go there but like you said quite disappointing, all smoke and mirrors .


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StarletHologram
Posts: 86
Joined: Thu Oct 25, 2012 4:40 am

Raider480 wrote:

Post by StarletHologram » Sun Mar 17, 2013 5:07 pm

[quote=Raider480]


The info by Ajax120 on the Nexus seems to indicate a willingness to allow others to work on this, so that's a start.


Have you gotten anywhere yet? Have you vetted the existing mod for stability? A similar request recently went up here (I think for a large El Paso city?) and the idea is to look for the request having at least a start, so as to show it being a serious venture. DCInteriors might be another good mod to look at for ideas on how something like this is accomplished.


That said, I'd likely be willing to work with you on this, though my scripting skills lag behind my ability with models/meshes/animations. How featured are the NPCs?


[/quote]


The mod is in my opinion good enough...the last time I used (on RFCW times) I recall to have faced some error in the only interior that was created. It has basic NPC's, and if I'm correct they don't have any dialogue. I think it could be useful, but I think the worldspace will need to be splitted in different cells for perfomance an stabilty sake. My idea will be to let all the towns the way they are (only decorations) and the fence in its place, so if you want to go there and explore it you'll put your cursor in the fence and it will teleport you to the the full detailed worldspace.


Thanks for your offer!. May I know what skills do you have?. I'm totally amateur in GECK, and I'm starting to learn about it. If more people join the project perhaps we could work and learn together. What's your take on it?.wink


[quote=alphaidiot]


 


Most welcomed. I remember the time when The Pitt hit as the second dlc. The atmosphere is still astonishing but it's discouragingly short. And all the fun fight at the rebelling slum I expected, lost. It would be nice if can get it back.


[/quote]


Totally agree. Even now when I go to the bridge, and although the surroundings aren't explorable, I just can take my eyes of them...the music is magic!. The DLC was very well done, but it could have been exploted more.smiley


[quote=Risewild]


 


Can you believe that my first try in GECK was exactly to make this you are asking?   Unfortunately my computer back then died soon after so I couldn't learn GECK and do this, then later I got FNV and forgot about this idea. Unfortunately now I am very impatient so I don't seem to grasp GECK no matter what I do  I just get bored of trying to learn it.


I am all in favor of this mod, I always wanted the Pitt surroundings to be explorable, and got quite sad when after I beat The Pitt DLC it would still not allow me to explore it. I did also used the console to be able to go there but like you said quite disappointing, all smoke and mirrors .


[/quote]


I certainly believe you and understand how you feel. The learning process of GECK has definitely been a pain in the ass, but the rewards are big. The more you can learn, the more you can get. If the project could be started, would you make the effort and join?.wink



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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

I would definitely love to at

Post by Risewild » Tue Mar 19, 2013 9:00 am

I would definitely love to at least try, my problem is my darn sleep disability. With lack of sleep comes the slow brain (which I call zombie mood) which makes learning new stuff really hard (also not to mention my lack of concentration and focus I was born with), full body pains and really short patience blush. But I am also the most stubborn person in the world so if I get motivated enough I do anything or if I can't, at least I try for a long time until I realize it's out of my skill wink.


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Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

Modding isn't really out of

Post by Senterpat » Wed Mar 20, 2013 8:41 pm

Modding isn't really out of anyone's skill level. I learned and Im a chef with no computer eduacation. Like you said, you just have to be motivated.


 


Call me Pat. Senterpat is too much to type.

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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

I just opened the pitt in

Post by Risewild » Thu Mar 21, 2013 11:07 pm

I just opened the pitt in Geck, darn what a mess those towns are. Floating buildings, buildings inside other buildings, some walls we can walk through them, some floor and rocks that are out of place so we can see through them and I think I remember from when I cheated in game and went there that there are some places we can fall through the floor but I am not sure about this one :P


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sesom
Posts: 464
Joined: Thu Sep 20, 2012 7:16 pm

Yeah they are meant as pure

Post by sesom » Fri Mar 22, 2013 12:17 am

Yeah they are meant as pure decoration and nothing more. I started a mod once which had the goal to clean up this part but I never completed it.


If this are is unmodded loaded in the FO3 Geck it is shown with a red border in the editor window which means that to much objects are already in so on slow machines it will start to lag badly. That's why I stopped working on it.



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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Post by Risewild » Fri Mar 22, 2013 3:57 am


Yeah they are meant as pure decoration and nothing more. I started a mod once which had the goal to clean up this part but I never completed it.


If this are is unmodded loaded in the FO3 Geck it is shown with a red border in the editor window which means that to much objects are already in so on slow machines it will start to lag badly. That's why I stopped working on it.



That's why I think StarletHologram idea of having it in different cells sounds good, would probably make it quite less laggy.



...


The mod is in my opinion good enough...the last time I used (on RFCW times) I recall to have faced some error in the only interior that was created. It has basic NPC's, and if I'm correct they don't have any dialogue. I think it could be useful, but I think the worldspace will need to be splitted in different cells for perfomance an stabilty sake. My idea will be to let all the towns the way they are (only decorations) and the fence in its place, so if you want to go there and explore it you'll put your cursor in the fence and it will teleport you to the the full detailed worldspace.


...



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alphaidiot
Posts: 66
Joined: Fri Sep 21, 2012 10:49 pm

Just suggesting: I think we

Post by alphaidiot » Fri Mar 22, 2013 4:28 am

Just suggesting: I think we can imitate Uptown area and its streets as intersection. My fist impression of Uptown was that "OMG! This place looks so much fun for gunfight!" which consisted of vertical levels of multi buildings linked by flimsy bridges. Such jungle city treatment would make the gameplay unique and also reduce the works of building exterior... Perhaps?



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