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 Idea for a Fallout mod or quest within a mod.

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Nakia the Rogue
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Nakia the Rogue



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PostSubject: Idea for a Fallout mod or quest within a mod.   Idea for a Fallout mod or quest within a mod. I_icon_minitimeThu Dec 23, 2010 6:32 pm

An earthquake has open a path to a structure rumoured to be the laboratory of a crazy scientist. There is a narrow opening that leads to a room filled with rubble and junk. The PC wends his way through the rubble to a double door partially off its hinges. As he approaches one side slowly and creakingly slides into the wall. He steps through and finds himself in a large room relatively unharmed. Tables are filled with various laboratory and surgical equipment.

Suddenly a ghoulish creatures appears from behind a cabinet screaming at him. "Food, food! At last food!" He calmly shoots the creature and explores the room. Finding another door he heads towards it when it bursts ope and another ghoul appears yelling various things. Once more he blasts the thing to smithereens. Going through the door he finds a small room with a pedestal. On top of the pedestal is container wires snaking out from it to various unidentified equipment. Within the container is a brain.
(the ghouls have a female voice which sounds quite scary)

Suddenly he hears a voice which comes from the place where the container


resides. "Who are you? How dare you invade my home? I will have you slaughtered and turn you into another of my guardians. You will do quite nicely." The voice is accented, perhaps Norwegian and is female with a crazed and violent tone to it.. He steps back in surprise and finally says "Who, what are you?" The conversation continues.

Then the voice screams, "guards, guards aid me". Several of the ghouls rush into the room from another door. All the ghouls have same voice screaming various insults and things. Our hero quickly disposes of them and goes through the door by which they entered. It appears to be a lounge area with comfortable chairs and sofas. On one wall is a large screen that lights up as he enters. The voice which emanates from the screen is again female, rather old and gnarly sometimes falling into an ancient sound and sometimes a higher pitched and whine or crazed sound. Silly, inane conversation is made.

By this time our hero fells that he has truly fallen into a mad house when a disembodied voice speaks. It is male (I recommend SimfanSP for this). Its accents vary and again the conversation is mostly crazed and inane. A metallic, sound could be added with creaks and groans of equipment awry. It is the AI of the laboratory. Very Happy

Note: Spell checksays there is no such word as 'creakingly.
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NDCowdy
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NDCowdy



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PostSubject: Re: Idea for a Fallout mod or quest within a mod.   Idea for a Fallout mod or quest within a mod. I_icon_minitimeFri Dec 24, 2010 10:30 am

Nice start on ideas Nakia.
Like the idea of using both Brain and AI, getting an image of backstory in my head that the brain could be what's left of a prewar (Norwegian origin) scientist who was working on the computer that is now hell bent on preserving it's creator.
Like the intro, but I don't think it should be all over too soon, so I was thinking of trying to capture some of the game worry of the like of Castle Drachenfels or Durlags Tower environments where your only way out is onwards, it's dark and moody and if you havn't spotted a trap on the next thing your thinking of touching it doesn't mean there isn't one, you just havn't looked hard enough. And the ever watchful presence of something that wants you dead.
I am thinking of a lab facility centred on a revolving core with the brain and mainframe at its centre visable but not accessable from a corridor which at one end has a unbreakable window onto our nemisi the other a door which is mvoing to link to various parts of the complex.
The player could keep managing to get to the core through monsters and traps to have dialogue with our derranged duo, each time the player gets one or other mad and the corridor fills with radiation and ghouls forcing the player to move through to another unknown trap infested part of the facility eventually getting to a way into the core.
Dependent on how the dialogue went this could result in something like a major battle with both of the duo transfered into robots (the brain into a robobrain) or seeing them escape in their new forms, you havn't heard the last from us styley.
I imagine the relationship bewteen AI and Brain would be central, the AI being one track keep brain safe at all costs but the brain might be reasoned with or even beg for release if you can get through the madness.
Other parts of the complex having mad but not imediately agressive npcs could add some contrast to the death trap.
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Nakia the Rogue
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Nakia the Rogue



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PostSubject: Re: Idea for a Fallout mod or quest within a mod.   Idea for a Fallout mod or quest within a mod. I_icon_minitimeSun Dec 26, 2010 5:24 pm

Wonderful! ND, We could have more VAs at least as backup characters. Ghoulish creatures either Male or female. A struggle between the AI and the Brain would make for good parts there. Maybe play the TV for laughs. Hopefully by the time you are ready for some voice acting we will have at least one female British accent and a male French accent. Mr K is really into the pilot scenario, he could be the Brain's pilot who has been locked in the place and gone made because he can't get out to fly. Turning up at odd times and places to carry on.

Way to go!!!

Nakia the Rogue
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Nakia the Rogue
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Nakia the Rogue



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PostSubject: Re: Idea for a Fallout mod or quest within a mod.   Idea for a Fallout mod or quest within a mod. I_icon_minitimeTue Jan 15, 2013 1:29 pm

Hokay, I am bumping this. This was orginally an idea for a Fallout three mod. Could it be done in Fallout New Vegas?

The Brain = Sue
Broken Computer = Nakia
Mad Pilot = Mr. K
AI = Skorp if he is in the mood. or ND himself or any male voice that is able to sound like a lunatic.

Other characters can be added according to who is willing and able to do some voice work. A sultry, batty female if a certain woman is up to voicing. Smile

Working title ? Vault 13 is already taken.

For some reason this type of mod strikes me as the perfect mod to orginate from this forum. Idea for a Fallout mod or quest within a mod. 592209
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Carabas
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Carabas



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PostSubject: Re: Idea for a Fallout mod or quest within a mod.   Idea for a Fallout mod or quest within a mod. I_icon_minitimeTue Jan 15, 2013 5:58 pm

I have absolutely no memory of ever reading this thread. It's weird.

In any case the earthquake thing can probably be duplicated with the rocks and stuff as there is an example of rocks falling from a mountain in the game.

It would require the creation of the Vault (if it is a Vault) or a bunker (why not? Remember the Slags from Fallout 2? Make them cannibals and that would work with Nakia's idea).

I don't have the patience for building "dungeons" but if NDCowdy is game.

Aside from that there is plenty of work to be done with characters and dialogues so the quests can be devised accordingly. And that's before any voice acting is even done.

By the way I've seen this guide to fix lip sync function in the Geck on the Nexus. If it's for real (which sounds likely since it's using a part of the Skyrim Construction Kit missing from the Geck) then it would be a lifesaver as making these work is a real pain (and requires the Oblivion Construction Set).

As for the AI vs Brain thing it reminds me a lot of Desmond vs The Brain in the Point Lookout DLC for Fallout 3 (it was probably the best thing about this DLC) so it may be a good idea to look for something a bit different to avoid the obvious comparison. You don't want the quest to be too derivative especially considering all the effort it will require to mod it.
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Nakia the Rogue
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Nakia the Rogue



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PostSubject: Re: Idea for a Fallout mod or quest within a mod.   Idea for a Fallout mod or quest within a mod. I_icon_minitimeTue Jan 15, 2013 8:20 pm

Thanks, Cara. I did some building in Oblivion and in Skyrim. I actually like doing that sort of thing. I haven't even looked at the GECK so have no idea how hard it is to work with.

Since this place is or was a laboratory of a mad scientist maybe a bunker would be best. When it comes to scripting my mind goes into lock-down mode. No AI. What would be another character? Something crazy. The idea is to have a fun mod. A crazy mod. Nothing gigantic just a little something entertaining. Yes, Cara, I know it will still take a lot of work.

ND is very good at dialogue. ND is very good at what he does. If we could entice (Where is Silvery?) ND into master minding this I think we could have something people would enjoy playing. After the got over the initial shock that is.

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Carabas
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Carabas



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PostSubject: Re: Idea for a Fallout mod or quest within a mod.   Idea for a Fallout mod or quest within a mod. I_icon_minitimeWed Jan 16, 2013 3:11 am

The Geck looks a lot like the Skyrim Editor so if you have some experience with the latter you'll get your bearing pretty quickly. Wink
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Nakia the Rogue
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Nakia the Rogue



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PostSubject: Re: Idea for a Fallout mod or quest within a mod.   Idea for a Fallout mod or quest within a mod. I_icon_minitimeWed Jan 16, 2013 3:59 am

Thanks, Cara, I can do some building with the Creation Kit. That is about all I tried to do. ND was helping me with that.

I will need a location. Any suggestions?
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NDCowdy
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NDCowdy



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PostSubject: Re: Idea for a Fallout mod or quest within a mod.   Idea for a Fallout mod or quest within a mod. I_icon_minitimeWed Jan 16, 2013 3:54 pm

I kind of went off the idea of making quest locations with the GECK due to the navmesh issues. It's really frustrating to spend ages creating an area only for every other time you go there in game all the npc's cluster in a corner and you have to reload the game to get it working. Locations you only go to once arn't badly effected, but not so much worth the effort. There are work arounds with using master files but they can cause issues if you ever want to make future changes or no longer use the mod.

A way to fix the lip sync in GECK, would defo be interested in that, it's a bit of a task using the work arounds.
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Nakia the Rogue
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Nakia the Rogue



Idea for a Fallout mod or quest within a mod. Empty
PostSubject: Re: Idea for a Fallout mod or quest within a mod.   Idea for a Fallout mod or quest within a mod. I_icon_minitimeWed Jan 16, 2013 4:26 pm

So because of the navimesh issue we can't do this?

This really is not my day. I am going to go play with the saloon banner..
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NDCowdy
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NDCowdy



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PostSubject: Re: Idea for a Fallout mod or quest within a mod.   Idea for a Fallout mod or quest within a mod. I_icon_minitimeWed Jan 16, 2013 4:58 pm

Oh anything is doable, might be more likely to complete it if come at it from another angle. Such as using existing locations, and/or simple one shot locations, or just not be too bothered by occasional navmesh issues.
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Nakia the Rogue
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Nakia the Rogue



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PostSubject: Re: Idea for a Fallout mod or quest within a mod.   Idea for a Fallout mod or quest within a mod. I_icon_minitimeWed Jan 16, 2013 5:18 pm

ND, without you this project has no more chance than a sunray in Hel's realm so you are the one to tell us 1) have you any interest? 2) If you are any suggestion for an existing location? 3) is it worth the time and effort for a one shot deal?

Since I do have time and love to fiddle with things I am willing to take an existing location and see what I can do with fixing the basic scenario. I will even try making some NPCs.

Scripting I don't even want to think about. So far I haven't even come up with an ending for the quest. Does the Player character end up racing screaming out of the mad house? or does he or she bring sanity to the place? Save the poor mad pilot by sending him to fly helicopter for the NCR? What happens to The Brain? Can she be transplated to Bot of some kind? Can the aged decrepit Computer be fixed?

Stay tuned for tomorrow installment of "Here lies Madness".
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PostSubject: Re: Idea for a Fallout mod or quest within a mod.   Idea for a Fallout mod or quest within a mod. I_icon_minitime

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