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Project Nevada - Mutations Proof of Concept

General mod discussion and requests.
JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Most recent test, I am using

Post by JaxFirehart » Wed Sep 04, 2013 6:04 am

Most recent test, I am using vault boy heads for generic icons, the upgrade button currently does nothing, and I accidentally had "Knobbly Knuckles" set as unplayable, so it doesn't appear in the perk list.


https://docs.google.com/file/d/0B20pV4mZM_2DWFdsR0p3WlRCeVU/edit?usp=sharing



The 3rd Type
Posts: 211
Joined: Wed Sep 12, 2012 2:38 pm

Predatory Senses: This would

Post by The 3rd Type » Sun Sep 08, 2013 1:30 am

Predatory Senses: This would require a high dosage of Radation and the consuming of a stealth boy, giving you these poweful, predetor/nighkin like powers, at the cost of having to consume stealth boys like a drug. As long as you have a stealth boy in your system (lets say the radioactivey and the nanoticular antigens of the Stealth Boy's recursive camo technology have made it so you need to activate one every 3-4 days.) the mutagen works normally, but once you suffer "withdrawl" you hear the whispers you usually hear at graveyards with WW turned on, colors are abnoraml, and you randomly stealth field in and out.


Rank 1: Night Vision and toggle-able stealth field, lasts half as long as normal PN Stealth Boy, stealth field time is replenished when making a one hit stealth kill with any melee or unarmed weapon, sneak speed is increased slightly when stealth field is active. You're damage threshold is reduced by 75 when in sneaking w/ stealth field and being detected will drop the stealth field to empty and DT will still be halved for 45 seconds. Stealth Field toggle is disabled until combat ends.


Rank 2: Heat Vision in addition to Night vision, toggle-able stealth field is 75% as long as normal stealth boy, still replenish able with melee/unarmed kills, you're sneaking speed is the same as you're walking speed, and overall speed is increased by 1.5x when sneaking with the stealth field, your DT is reduced by 50% while in stealth mode, but the debuff when detected only lasts 30 seconds, you still need combat to end to begin using the stealth field again.


 


Rank 3: EM Vision in Addition to Night Vision and Heat Vision, stealth field is 125% as long as a normal stealth boy, still replenishable with melee/unarmed kills, your overall speed is increased to 1.5, and is further increased while sneaking with stealth field, DT is only dropped by 25%, and the debuff for detection lasts only 15 seconds, and instead of waiting for combat to end, you can enable the stealth field approx 45 seconds after dectection, on which you can activate the stealth field while crouch to put your status to hidden.



WizardOfAtlantis
Posts: 188
Joined: Wed Oct 10, 2012 1:23 am

JaxFirehart wrote:

Post by WizardOfAtlantis » Sun Sep 08, 2013 1:20 pm

[quote=JaxFirehart]


So you have to learn a mutation, unlock it, and then apply it. FEV is gained by getting exposed to FEV, so killing Super Mutants will net you some FEV, same with Centaurs and Deathclaws because they are all FEV-based enemies. I would like there to be other sources, but I can't think of anything that makes sense.


[/quote]


Is it too cheesy to introduce a new world item, like a vial or cannister of FEV, that can be found on Enclave officers or at worst as randomized loot in the Wasteland?



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

I may do that, actually. I

Post by JaxFirehart » Sun Sep 08, 2013 3:34 pm

I may do that, actually. I was thinking about using perks to add death items to certain creatures and just call the item "FEV" and it basically represents you absorbing the FEV in their blood when you take them off of a corpse. No reason not to add vials to enclave officers. Might ask Chuck to hide some vials in likely places. Enclave Remnants Bunker, Raven Rock, Vault 87 etc...



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Quick update.

Post by JaxFirehart » Thu Sep 12, 2013 7:09 pm

Quick update.


The upgrade menu:



The layout work is basically done, now I'm working on the UI stuff trying to get it so that NVSE can read and write the menu where necessary. Once that's done I can actually start coding. YAY!



WizardOfAtlantis
Posts: 188
Joined: Wed Oct 10, 2012 1:23 am

This is looking really cool,

Post by WizardOfAtlantis » Thu Sep 12, 2013 11:09 pm

This is looking really cool, Jax. I've always lamented the lack of mutations in Fallout (as, lore-heretic as it might be, I view the Fallout series as a sort of stepping-stone towards the greatness that is Gamma World, but I speak only for myself, of course).


Onward with the mutations!!!yes



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Well throw out ideas, thats

Post by JaxFirehart » Thu Sep 12, 2013 11:35 pm

Well throw out ideas, thats the main thing I lack. I want to include:


Knobbly Knuckles: Bonus unarmed damage


Pyrokinesis: Basically a replenishing incendiary grenade


Eyeshine: Night Vision


Stealth Field: Needs a better name, toggleable stealth field at the expense of Stealth Boy addiction


Speech Bonus: Needs a better name, Massive boost to speech at the cost of a long term health decrease (maybe 6 hours game time).



thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

just brainstorming...

Post by thermador » Fri Sep 13, 2013 2:52 pm

just brainstorming...


Grow more fingers:


Temporary boost to lockpick, but reduces barter b/c you look freaky and spook people while the fingers are there.  The finger falls off after a time and you get a shriveled finger in your inventory afterwards for crafting.  Throwback to the amputated mutated toes in fallout 2.


Prehensile tail:


Enhances agility, maybe a "dodger"-like bonus or something.  Not sure what the downside would be.  Some sort of sickness or infection after the tail falls off?  Maybe you become disoriented without your tail and get knocked over more easily.


Swollen Frontal Lobe:


Boost to intelligence and science but at the cost of crippling headaches that create a crippled-head type of screen effect (blurred vision, ringing in ears etc.) that strikes at random.


Facial Reconstitution:


Makes you more attractive, temporarily adding black widow and/or lady killer perks, as well as a charisma boost (or speech and barter, whatever).  Hangover effect is that you are uglier for a while, losing the perks (maybe temporarily adding inverse perks where you are more susceptible to damage from male and/or female humans), taking charisma to 1 and speech/barter down by 20 points each or something.



WizardOfAtlantis
Posts: 188
Joined: Wed Oct 10, 2012 1:23 am

Here are some Mutations I've

Post by WizardOfAtlantis » Sat Sep 14, 2013 7:10 pm

Here are some Mutations I've been thinking about.


I totally agree on the Thick Skinned mutation. Adding in DT at the expense of Agility or Charisma, or Agility and Charisma (with names perhaps like Thick Skinned, Leatherface, Carapace for various levels of DT like light, leather, and combat armor equivalents).


Then there's a Sight-related sequence called I've been thinking about, Here's Lookin' At You, where you can gain Vision powers (Eagle Eye=binocular vision; Bug-Eyes=EM vision; Eyes-of-the-Beyond=toggle-able Night/Heat/EM visions). I'd give Charisma penalties at least for Eyes-of-the-Beyond, for the player being a "weirdo" and always staring off "into space".


I was thinking a Mutation where you had lighter bones might be fun for someone to play, kind of like the Small Frame perk, but giving you rather significant levels of increased speed, perhaps a doubled jumping and falling ability, but with significantly higher critical chance in damage done to you. Haven't thought of a name for this idea yet. I see an agile, sleek, very fast, high-jumping and high-falling shooter who has to keep his/her distance from danger OR ELSE...and I wouldn't think it too overpowered, either, as any grenade should really pulp you up as well, so you're susceptible to ranged weapons, too, you're just a harder-to-hit target.


Random ideas I had on Anvil Fists was that you should be able to bash open locked containers and doors. You wouldn't make any friends in Rivet City or Megaton, but getting in places shouldn't be a problem.


I was also idly wondering if you could interject some form of inherent danger in the mutation system, not that you should, mind you, just thinking, kind of like having a FEV meter like the Radiation meter, and at the change in critical levels you get your points to spend (although I don't know how that would work with the Rapid Mutation), and at what was the Death point for a normal player at 1000pts of Radiation, 1000 pts of unused FEV would turn you into something like a Failed FEV subject who just couldn't keep up with the FEV and started "losing it". Of course, you'd lose your character at that point as you'd lost all of what you were.


 



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

New video, look here

Post by JaxFirehart » Sun Sep 15, 2013 2:40 am

New video, look here


May need to watch in higher definition to read the descriptions. And use pause.



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