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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

I actually have been working

Post by JaxFirehart » Fri Mar 07, 2014 3:47 pm

I actually have been working on this lately. The actual process of changing out mutations is done, but no real mutations have been implemented, only the pre-existing vanilla traits. So I test played for an hour or so and it was quite cool. There is, as of yet, no system in place for getting new traits/mutations, but you start with access to every trait in the game already available. You gain mutagens over time and expend them to change your active mutations. I would use Fast Shot when I was sniping to get quicker shots and then switch over to Trigger Discipline for the better accuracy when using low accuracy weapons.


I would toggle Good Natured on and off as I entered and left town to boost non-combat skills a bit.


I toggle Early Bird and Claustrophobia on and off at appropriate times to gain their benefits without their drawbacks. Same with hoarder. Note that I made everything REALLY cheap at the moment, so gaming the system as hard as I just described should be impossible without investing in lots of perks and upgrades.


And honestly, none of that makes any sense because those are personality traits and, while personality and genetics are linked, does not make sense in this context. In the future I will try to add new traits that are physical, like Four Eyes, and remove the personality traits from the list of available mutations. For now, though, it is just cool to see the system working.



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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

For now, though, it is just

Post by Puppettron » Fri Mar 07, 2014 9:27 pm


For now, though, it is just cool to see the system working.



it's kinda like having a protege or a kid do something awesome, yet terrifying, isn't it?


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

i skimmed through the thread,

Post by Puppettron » Fri Aug 01, 2014 3:42 am

i skimmed through the thread, so if anything i mention has already been mentioned, you can call me a horrible person.


psychic abilities ideas:


toggle off an ai's aggression


telekinetic pushing of solid projectiles to increase firearm damage


rechargeable speech challenge pass, through telepathy


hook power of psychic attacks to nerd rage settings -- you become more dangerous and uncontrollable the lower your health


superjump -- better idea than the limited levitation i thought of first


force push -- simple pushactoraway thingy, useful in combat, should have some sort limit


LOS teleport -- place marker, placeatme player, probably rotate player to combat target if necessary


 


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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Andr0idOS
Posts: 96
Joined: Fri May 02, 2014 9:12 pm

Jax,

Post by Andr0idOS » Fri Aug 15, 2014 4:50 pm

Jax,


 


You sir, are AWESOME. Loving the concept behind this mod, thanks for all your hard work!



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

It's in development hell for

Post by JaxFirehart » Fri Aug 15, 2014 4:58 pm

It's in development hell for now, but I swear I intend to finish it eventually!



Computerrock1
Posts: 144
Joined: Wed Oct 24, 2012 4:00 pm

Its been forever since this

Post by Computerrock1 » Wed Dec 17, 2014 8:17 pm

Its been forever since this page has seen some love, too bad for such an awesome concept. Jax, is it still in development hell or has it been scraped all together?



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

Consider it back burner. It's

Post by JaxFirehart » Wed Dec 17, 2014 8:59 pm

Consider it back burner. It's somewhere between development hell and active modding. I only recently finished school and am playing some fallout, working on some TTW stuff that's been on the pile forever, then this. Which I'll probably do a ton of from scratch because of new NVSE functions making it a shit ton better.



Computerrock1
Posts: 144
Joined: Wed Oct 24, 2012 4:00 pm

I'm glad TTW decided to adopt

Post by Computerrock1 » Fri Dec 19, 2014 12:13 am

I'm glad TTW decided to adopt NVSE functionality, I figure that at this point anyone who's interested in the mod scene for Fallout should automatically have it.



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

What I was referring to was

Post by JaxFirehart » Thu Dec 25, 2014 9:12 pm

What I was referring to was the new NVSE functions that have come in the past year. This has nothing to do with TTW.


The ability to swap out mutations is done, but I still need to build the evolution and adaptation tree code, which is what I'm working on now. In order to do that I need an idea of what is going to go in those trees, so here's a brain storm of how the Rad Regeneration perk will be adapted.


NOTE: In vanilla FO3 Rad Regeneration is a bonus perk achieved by doing the bonus objective for the Radiation stage of the Wasteland Survival Guide quest. For mutations, Moira will instead give you a bunch of FEV which could be used to evolve or adapt any mutation.






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

Implemented the above

Post by JaxFirehart » Mon Dec 29, 2014 10:43 pm

Implemented the above visually. Still no way to change your load out yet, but this took enough work as is.




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