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Bank(ish) Mod

General mod discussion and requests.
Thatchor
Posts: 389
Joined: Tue Oct 15, 2013 10:31 pm

Bank(ish) Mod

Post by Thatchor » Fri Nov 08, 2013 4:56 am

Hey everyone,


Just a quick update on my bank mod I'm currently designed. My roommate ending up flooding my room this morning, so it sort of halted all work on the mod today (see pictures below). Good news is though I have a good amount of work designed on paper and some interiors created in the GECK. I'm leaning towards a more Half-Life feely type mod here where in order to loot the banks, you'll need to solve moderately difficult puzzles. Because of this, the banks (at least the first one), will NOT be companion friendly. Or if I attempt to make it companion friendly, expect it to be buggy.


[collapsed title=Spoiler] I'm going to have the first bank have a hidden armory in it that was used by either the Outcasts. The lore behind the bank is that the bank administration was promised protection by the Outcasts in exchange for a place to store some technology. (I know my lore is a little weird since the bank was technically before the Outcasts time, but I'm working on it) This is how you'll gain access to the bank. The Outcasts have lost knowledge of the location of the base, but in the end, you'll ultimately have the choice between looting the technology for yourself or returning it to the Outcasts, who will give you the gold that was they looted from the bank.[/collapsed]


 




[collapsed title=Room][/collapsed]


 



NILLOC 916
Posts: 341
Joined: Thu Aug 01, 2013 4:21 am

Sucks about your room. And

Post by NILLOC 916 » Fri Nov 08, 2013 6:55 am

Sucks about your room. And maybe the outcasts could have used the bank to store equipment but super mutants pushed them out. I don't see how the bank's administration's involvement would make sense unless they used protectrons controlled by some pre war brain or something (like professor calvert)


Cocaine is a hell of a drug.
- Rick James.

Thatchor
Posts: 389
Joined: Tue Oct 15, 2013 10:31 pm

Yeah, I know... I want to

Post by Thatchor » Fri Nov 08, 2013 7:58 am

Yeah, I know... I want to incorporate the Outcasts somehow as I really loved that element of Fallout 3, but it never felt fleshed out enough. The pre war brain is an idea. I may scrap the administration concept and just incorporate the Outcasts having a bunker under the vault with some sort of enemy pushing them out. How do you like the puzzle-orientated idea? I rather not make a combat heavy mod. Something different for a change would be nice.



NILLOC 916
Posts: 341
Joined: Thu Aug 01, 2013 4:21 am

I like puzzles idea. It's

Post by NILLOC 916 » Fri Nov 08, 2013 5:05 pm

I like puzzles idea. It's something you don't see too often in fallout. 


Cocaine is a hell of a drug.
- Rick James.

roguealltrek
Posts: 10
Joined: Wed Oct 30, 2013 7:41 pm

Sounds good so far to me love

Post by roguealltrek » Fri Nov 08, 2013 6:22 pm

Sounds good so far to me love puzzles yes.  New tech and options always great.


Gold or tech? Hmmmm.. get tech and option to whack them for the gold or tech backdevil


What can i say i am loot whoreblush


In any case up to you your making banksheart.


and as you can see im enjoying these smiles.. never used the them much before but i cant seams to help my selflaugh


Who ever said: Diplomacy needs the ocasional sabre rattling. Had to have left there blaster at home.

Thatchor
Posts: 389
Joined: Tue Oct 15, 2013 10:31 pm

I'm finishing up the initial

Post by Thatchor » Mon Nov 11, 2013 4:41 am

I'm finishing up the initial entrance right now. I need to find a way to balance the damage you receive. I have an increased falling damage mod installed, so I'm close to death on landing from some... surprise falls (which is what I want). Without the mod installed, I'd lose like... 2 health haha. An easy script to write, but there's multiple occurrences.


To some with some experience: How could I make a room appear to flood? I could have water initially disabled and after some seconds, it enables, but I feel that it'll look clunky, especially if you look at it at a weird angle. I'll try it out later to test it out, but if someone has a method, it'd be much appreciated.



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

you could move the entire

Post by JaxFirehart » Mon Nov 11, 2013 2:12 pm

you could move the entire room down into the water. Or if you are using placable water sources, you could move all of them up slowly, which be less resource intensive.



Thatchor
Posts: 389
Joined: Tue Oct 15, 2013 10:31 pm

Oh jeez, why didn't I think

Post by Thatchor » Mon Nov 11, 2013 2:33 pm

Oh jeez, why didn't I think of that. blush That sounds much better than my gradually enable more water sources idea.



Thatchor
Posts: 389
Joined: Tue Oct 15, 2013 10:31 pm

Update: Nothing. I lost about

Post by Thatchor » Thu Nov 14, 2013 3:30 pm

Update: Nothing. I lost about 25 hours of work last night (1 100% completed bank and 1 almost complete minus scripts) when the GECK decided to crash while saving and the auto-backups aren't working. The last manual backup I created was right after I inserted the vault into the first bank (nothing is cluttered, essentially it's just some blank empty rooms and not even all of them, and it was before I fixed flickering ).


Anyway, I won't be going all out on the first bank this time. Just a nice simple immersive one with one - two puzzles and a cool little timed escape sequence. It's what I initially had planned before I decided to go all out on a four story, 30-odd room bank full of traps, puzzles, and a jumping challenge.


For your amusement, here's some art I made when I got p***ed and starting shooting at my empty bank/vault door.


[collapsed title=Damn GECK]  [/collapsed]



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

Ouch! I know how that is.

Post by JaxFirehart » Thu Nov 14, 2013 3:53 pm

Ouch! I know how that is.


Have you made your GECK LAA? It REALLY helps on crashes and boosts speed, there is a guide on this site's FAQ page.



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