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[WIP] Special random encounters for New Vegas

General mod discussion and requests.
sesom
Posts: 464
Joined: Thu Sep 20, 2012 7:16 pm

Interestingly is this mod

Post by sesom » Fri Mar 15, 2013 3:54 am

Interestingly is this mod actually a byproduct of the system I make for Fallout The Story. I already started something similar for NV a while ago but lost the whole mod in hard disk crash.


The main goal is clearly to extend the Mojave as it was with my first try. I don't want to touch the original FO3 encounter system in any way and also don't want to add a new one for FO3. But a special TTW version with some small overlapping encounters (where it fits and not so random there, only a few placed triggers) isn't that hard to make. So why not giving the CW some of the fun too ;) .


Meeting the tourists again after the train ride could be a lot of fun and pretty surprising for the player. It's a good reason to play TTW instead of the single games.


So I think I go for this solution:


Standalone NV (which would work with TTW too) and a additional TTW only one. It isn't that much more work.



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

Well, if you think you can

Post by StarletHologram » Fri Mar 15, 2013 4:04 am

Well, if you think you can handle it then it would be a lot of fun. I liked the one when the couple is in Paradise Falls with intentions to make some shopping :D...the same would happen when they get to the Super Duper Mart. What if they finish in Point lookout Port, on the Pitt train tunnel, on the Sierra Madre Villa...even in the Divide...LOL.


 


Also,  if you make the TTW one, will it include more mixed encounter from both wastelands?. I was thinking if Uncle Leo could also appear in FNV.



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

That was one hell of

Post by alphaidiot » Fri Mar 15, 2013 11:13 am

That was one hell of presentations! Not much detailed as above, just more fresh idea income! enlightened


- Non hostile protectron wanders aimlessly around the desert


- A lone traveling merchant with 1) a protectron 2) a dog 


- A construction hat on the road, blood stained on the ground. (Deathclawed suspect?)


- The wreckage of ambushed caravan 


- mutilated ghoul victims, implying race discrimination (prob by Legion)


- NCR ranger and a knelt Powderganger waiting for execution (you can side with Powderganger by killing NCR and free him)


- Thorn Hunters carrying eggs & meat (mirror to Fo3 Hunter?)



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

Warning the next pictures

Post by sesom » Sat Mar 16, 2013 6:14 pm

Warning the next pictures have a bit of a spoiler quality.


I made my own version of the pack molerat and the merchant who has to hunt it:



and here a very strange person I met in the Mojave. He was called the "Bald Guy" and asked me where he could find a temple ??? (new idle animation: spear holding, new weapon: melee spear)



NV lore friendly fly hunter: ;)




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

Hey, they all look pretty

Post by StarletHologram » Sun Mar 17, 2013 4:52 pm

Hey, they all look pretty good!.


 


To be honest I was expecting to see the horse-like moleratblush, but I suppose it will be more likely for the merchant to have tamed (at least for a moment) a molerat of that sizecheeky. I like it too!smiley.


 


The Bald guy looks interesting an unexpectedblush, just as the encounters are supposed to be yes 


 


The Supermutant looks greatyes. Did you make it on you own?enlightened.  


 


I think more Supermutant encounters will be nice. Are you sure you don't want to include Lilly grandkids?wink. They will only be generic NPC's and won't require anything specialyes. Be compassionate and adopt those orphan mutiescrying for the modsmiley, LOL.



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

Yes all modells, animations

Post by sesom » Sun Mar 17, 2013 7:36 pm

Yes all modells, animations and armors are made by myself. I only gave away a bit about the encounters. No worry these pictures aren't full spoilers.


I am not sure about Lillys relatives. I don't like it when NPCs appear that should have a connection to original ones but get ignored because there are simply no voiced lines for them and nonvoiced ones look like a mod. So I think I have to pass this idea (even if it is a very good one).



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

You're right, the encounter

Post by StarletHologram » Sun Mar 17, 2013 11:37 pm

You're right, the encounter would also be generic and no special. From what I see in the pictures I understand that you're making unique content. How did you managed to create the supermutant?.



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

It's basically the original

Post by sesom » Mon Mar 18, 2013 12:04 am

It's basically the original Behemoth model from NV. I modified the normal NV SM head to fit on the Behemoth NIF and changed the UV-Map to the standard SM texture from NV in Blender. So it's all NV content and no FO3 content is involved.


The goal was to make a Behemoth which fits in the Mohave and doesn't use FO3 resources. I know for TTW it's no problem but I want a NV standalone versio too.



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

I see, it looks very neat. Is

Post by StarletHologram » Mon Mar 18, 2013 12:44 am

I see, it looks very neatsmiley. Is there a chance you could make a nightkin version of the behemont?wink.



User avatar
chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

sesom wrote:

Post by chucksteel » Mon Mar 18, 2013 4:33 am

[quote=sesom]


It's basically the original Behemoth model from NV. I modified the normal NV SM head to fit on the Behemoth NIF and changed the UV-Map to the standard SM texture from NV in Blender. So it's all NV content and no FO3 content is involved.


The goal was to make a Behemoth which fits in the Mohave and doesn't use FO3 resources. I know for TTW it's no problem but I want a NV standalone versio too.


[/quote]


That is how you should do things in my opinion. My DCinteriors and NVIneteriors are built as standalone versions. then I make changes and merge them into TTWInteriors. This way I can release on the nexus independently of TTW and, also have a version for TTW. 



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