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ToxicKetchup

Applied Mutagens NV

I've been working on a mod on my own for a while, a rather ambitious one.


 


The goal of Applied Mutagens is to add superhuman abilities and mutations into the game, in a lore-friendly and balanced way. These abilities can evolve over time, becoming more powerful and gaining additional effects.


 


This isn't a god mod. It's not intended to make your character an ultimate being, (at least not at the beginning.) but instead simply adds some unique abilities to offer a different game experience. Abilities can range from incredibly powerful and destructive, (Telekinesis and Superhuman Strength at maximum levels allow for throwing cars, Pyrokinesis at maximum level allows the player to fire a jet of molten flame) to pitifully weak, detrimental or often comical (The ability to spontaneously combust, or magnetically attract bullets).


 


The abilities are gained through exposure to a modified version of FEV, and can be determined in one of four ways.


 


-The ability is randomly chosen for the player


 


-A short questionnaire is used to determine the resulting ability (basically just narrows it down to a small group of abilities that would fit with the player's "personality" and randomly selects from that group)


 


-The player chooses the "type" of power they gain. (Mental, Physical, Elemental, Other)


 


-The player chooses their exact ability (the "cheat" option)


 


The New Vegas version of the mod, I've decided, will be the first one I work on. I've been getting back into New Vegas and I think it would be a good idea to do this.


 


The abilities are classed according to strength, the highest class being Alpha. Alpha abilities are incredibly powerful and variable, but have an extremely slow growth rate.


 


After Alpha comes Beta. Beta abilities are powerful, but limited. These abilities grow very little, or not at all.


 


After Beta, Gamma. Gamma abilities are weak and usually minor. They do not evolve.


 


And finally, Delta. These abilities are either a detriment to the user, or simply something comical. They don't evolve.


 


This thread's mainly here to serve as a discussion thread, for feedback on the concept, advice, et cetera. I'll update it with the ability details and information on their upgrades once I finish editing the list.


 


If you want to help with the project (as my knowledge is extremely limited) I need some people to help with the following:


 


-Models and textures for visual effects (color swapping vanilla projectiles, adding new ones, stuff like that)


-Scripting (I can do some simple scripting, but I lack the knowledge to do anything complicated)


-Editing dialogue (I've planned to add new NPCs, but I have absolutely no experience with editing dialogue)


-Voice Acting (New NPCs will be voiced, hopefully)


 


A test version of the file should hopefully be up some time soon. Real life stuff is taking up a lot of my free time.


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Looks good, might be an intersting change of pace in the FNV world. Good luck with your mutations...


 


You will be fine so long as a mutated hand don't grow out of your stomach. :D


 


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Okay.  I promise that I am not trying to be a dick, so please do not take offense.  You have said that you need help with a lot of things.  What are you modding strengths?  You can do basic scripting and what else (not that I know if there really are any other GECK-specific categories to speak to in general)?


 


Also, FYI:  For various reasons, some people here definitely do not want work that they have contributed to to show up on Nexus.  Perhaps you should state what hosting plans you have, if any.


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Also, FYI:  For various reasons, some people here definitely do not want work that they have contributed to to show up on Nexus.  Perhaps you should state what hosting plans you have, if any.

I agree. State your strengths, weaknesses if any, and perhaps a more detailed list of abilities. A general path and plan on what would be needed.

 

Then actually start working on the mod. Do what you can do and show what you have done. Many here will lend hands or help with scripting, conversations and other assets for those members that are active and working on a project.

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Okay.  I promise that I am not trying to be a dick, so please do not take offense.  You have said that you need help with a lot of things.  What are you modding strengths?  You can do basic scripting and what else (not that I know if there really are any other GECK-specific categories to speak to in general)?

 

Also, FYI:  For various reasons, some people here definitely do not want work that they have contributed to to show up on Nexus.  Perhaps you should state what hosting plans you have, if any.

 

I can do everything except really complicated scripts, Nifskope editing, and dialogue (although I could probably learn how to set that up).

 

Initially, I thought about hosting it on the Nexus, but I've decided that I'd rather have it here.

 

 

 

 

Also, FYI:  For various reasons, some people here definitely do not want work that they have contributed to to show up on Nexus.  Perhaps you should state what hosting plans you have, if any.

I agree. State your strengths, weaknesses if any, and perhaps a more detailed list of abilities. A general path and plan on what would be needed.

 

Then actually start working on the mod. Do what you can do and show what you have done. Many here will lend hands or help with scripting, conversations and other assets for those members that are active and working on a project.

 

 

I have a detailed list of abilities, I'm just fine-tuning it, but here's a sample:

 

----------------------------Alpha Abilities------------------------

Iconic, and totally awesome, these abilities are the best of the best, right from the very top of the A-list. Abilities in this vein usually start off as very weak, gradually increasing in power over time.

-----------------------------------

Telekinesis

-----------------------------------

(Perk Description)

Mind over matter. That's what they say, isn't it?

With telekinesis, that saying becomes quite literal. As a telekinetic, you

gain the ability to move objects with the power of your mind. As you train, your abilities

will gradually become progressively stronger. You will be able to expand your abilities, gaining new powers and power upgrades. Upgrades will change the way your powers function, adding new effects.

This power does not come without a few weaknesses, however.

You now suffer from crippling headaches when exerting yourself, reducing

your endurance by 1 and making your head twice as likely to be concussed in

combat.

-Bend Spoon-

Practice bending a spoon when out of combat to regain your focus, allowing you to recover a

small amount of AP. (Requires a spoon, dummy.)

UPGRADES: Conviction (increases AP gain), Purpose (+1 Per, +1 Chr), Recovery (temporary increased AP regen)

-Throw Object-

Throw miscellaneous items from your inventory as a weapon. (Pretty self-explanatory, just a Rock-It-Launcher carbon copy)

UPGRADES: Force (adds a knockback effect on critical hits) Precision (higher accuracy) Additional upgrades increase the velocity, accuracy and damage of thrown items.

-Sustained Force-

Concentrated telekinetic force allows you to fling enemies around with

ease. (Minimal damage support-type ability, keep enemies pinned while a companion shoots 'em up)

UPGRADES: Upgrades increase the duration of time that the enemy is pinned, damage, and range.

-Disarm-

Use telekinesis to disarm an enemy.

UPGRADES: Additional upgrade allows players to not only disarm the enemy, but destroy their weapon entirely, and even cripple enemy limbs.

-Kinetic Shield-

Absorb incoming damage and project it back at enemies. (I'm planning to add visual effects to this one. A script detects damage with small arms, and displays Bullet impacts as ripples or stopped bullets in midair. Once a certain damage threshold has been reached, the ability to fire telekinetic energy blasts is added to the player)

(Some kind of animated "refraction ripple" impact effect for bullets bouncig off the shield would be great, though, or even just a refraction "shield" model. If anyone's willing to help me on this, it would be greatly appreciated.)

UPGRADES: Additional upgrades allows players to convert some of the absorbed damage into AP.

-Kinetic Blast-

A blast of telekinetic force that pushes enemies back with incredible

force. (High damage, high force, can even fling cars around. TACTICAL TIP: Use it to push a car toward an enemy, then shoot the car to make it explode.)

UPGRADES: Additional upgrades include criticals with a chance to produce an energy explosion, increased knockback, and increased accuracy.

-Telekinetic Car Throw-(Ultimate)

You have mastered your telekinetic abilities. As a result, you have finally gained your master ability. You will be able to telekinetically lift and levitate cars, trucks and motorcycles, and throw them at enemies.

This one might conflict with other mods, as it alters vanilla vehicles.

 

The list is rather large; I have to make some changes as it's pretty disorganized at the moment.

 

-----------------------------------

Flames

-----------------------------------

(Perk Description)

The only inferno at this disco is the one you'll make! With this mutation, you gain the ability to generate blasts of flame by producing and manipulating flames. Additional ranks will give you the ability to ignite enemies at long range, create large, fiery explosions, and fire balls of pressurized flame at your enemies.

There is a downside. Due to your mutation, you require vast amounts of oxygen intake to be devoted to your unique biological talents. As a result, you are physically weaker, reducing both your Melee and Unarmed skills by 10 points, and reducing your Endurance by 2.

 

-Heated Hands-

You gain the ability to ignite the molecules around your hands, giving your unarmed melee attacks burning properties.

You also gain the ability to use your hands as a cooking surface. In essence, a portable campfire.

UPGRADES: Additional upgrades increase the chance of inflicting burn status, as well as the duration of the burn.

-Firelight-

You gain the ability to wreath your body in flames, illuminating darkness.

UPGRADES: Additional upgrades increase the range of illumination, and add a limited range burning effect that damages nearby NPCs.

-Fire Breath-

You breathe a jet of flame that damages enemies over time.

UPGRADES: Additional upgrades decrease the ability's AP cost, and increase the flame's range and damage.

-Firebomb-

You compress fire into explosive grenades of flame.

UPGRADES: Additional upgrades increase the rate of fire, amount of projectiles, and accuracy.

-Pyric Regeneration-

You will actually recover health from being attacked with fire-based weapons.

UPGRADES: None.

-Immolation-

You can force enemies to spontaneously combust.

UPGRADES: Additional upgrades increase the duration of the burn, and add explosive critical effects that can chain to other enemies.

 

-Inferno Rocket-

Fire an explosive rocket of flame.

UPGRADES: Additional upgrades increase the speed and damage of the rockets.

-Volcano-(Ultimate)

A massive stream of napalm that deals incredible damage.

 

-----------------------------------

Ice

-----------------------------------

(Perk Description)

With this mutation, you gain the ability to freeze enemies, damaging them over time and immobilizing them. As you upgrade your ability, you'll gain new skills, like the ability to spawn ice Spikes for cover, or fire blasts of freezing air.

 

Being a manipulator of ice, you have gotten used to the cold. However, because you are now biologically predisposed to cold, you will take 50% more damage from fire and fire-based attacks.

 

-Chilling Touch-

Your ability is very weak, but not at all useless. You can make drinks ice cold, increasing their restorative value.

-Snowball-

Throw a ball of ice filled with compressed nitrogen, momentarily freezing foes.

 

-Arctic Blast-

Fire a blast of freezing air, interfering with the target's ability to concentrate in combat, making them less effective.

-Deep Freeze-

Gather moisture in the air and project it in a freezing explosion, freezing enemies for a medium amount of time, and increasing limb damage.

 

-Ice Spike-

Generate Spikes of ice to serve as portable cover. (Just re-textured stalagmites)

 

-Ice Launch-

Use an ice spike as a platform to launch yourself upward, boosting your jump.

 

-Ice Shards-

Shoot razor-sharp ice spikes like bullets, dealing high damage to enemies.

 

-Ice Spire Field-(Ultimate)

Launch an explosive blast, which will create ice spikes and freeze all enemies in the blast radius for 60 seconds and deal damage over time.

 

-----------------------------------

Earth

-----------------------------------

(Perk Description)

With this mutation, you've developed an affinity for the earth. You'll be able to move the earth beneath your feet, allowing you to move boulders, create quakes, fire chunks of rock, and more.

 

Your abilities are rooted to the ground beneath your feet, and as such can not be used indoors.

 

-Tremor-

Create tremors that stagger and disorient enemies.

 

-Stoneskin-

Coat your skin in a granite-like exoskeleton, increasing your damage resistance.

(Completed, but lacking a visual effect. I could use some help with this.)

 

-Shattered Blast-

Fire sharp rocks toward enemies at high velocity.

 

-Rockslide-

Crush your foes with heavy boulders.

 

-Golem-

Summon a living beast composed of rock to fight for you for 60 seconds.

-Quake-(Ultimate)

Shake the earth beneath your opponent's feet, making them fall over helplessly and take high damage.

 

-----------------------------------

Wind

-----------------------------------

(Perk Description)

With this mutation, you gain the ability to manipulate wind, generating gale-force winds. With further development, you'll be able to create solid blades of compressed air, air traps, and even use air pockets to boost your jump height.

 

Your abilities require open air; open skies. You will not be able to use them indoors.

 

-Gale Force-

Sweep enemies off their feet with gale force winds.

-Hurricane Blast-

Blast enemies back with a blast of pressurized air, causing medium damage.

-Aeroblades-

Manipulate the air current, focusing it to slice through solid objects.

-Air Cushion-

Use the power of the air to boost your jumps, increasing jump height.

 

-Tornado-(Ultimate)

Conjure up a massive whirlwind, which will damage and throw enemies.

(Planned, but currently lacking a visual effect. If someone could supply me with an animated tornado or whirlwind mesh that will actually function as a projectile, I'd be able to do the rest.)

 

-----------------------------------

Water

-----------------------------------

(Perk Description)

With this mutation, you gain the ability to manipulate water, producing jets of water to knock enemies over, gaining the ability to breathe underwater, and more.

This ability requires large quantities of water, or close proximity to bodies of water, and can cause severe dehydration effects in both Normal and Hardcore Modes.

 

-Purification-

Clean dirty water in your inventory, purifying it of any radiation by separating the two at the molecular level. Produces radioactive sludge as a byproduct, which can be used to craft certain items.

-Geyser-

Launch a stream of water, knocking over enemies and doing light damage.

 

-Dehydrate-

Pull some of the water out of an enemy's body, severely dehydrating and weakening them.

 

-Diffusion-

Manipulate the water in an enemy's body at the molecular level, making them gradually break down and disintegrate.

 

-Explosive Bubble-

Wrap water around air and compress it, creating a slow-moving, highly explosive bubble.

 

-Tsunami-(Ultimate)

Launch a massive stream of water that bowls enemies over and does high damage.

 

-----------------------------------

Lightning

-----------------------------------

(Perk Description)

Who needs to pay the electric bill? Not you.

This mutation gives you the ability to absorb, conduct, generate and manipulate electrical fields, charges, and currents.

Your ability comes with a downside, however. Electricity convulses your

muscles when submerged in water, making it almost impossible to hold your breath.

 

-Megawatt Drain-

Absorb electrical energy from generators to restore health and AP. You can also drain the energy from energy weapon ammunition for a much weaker, similar effect. You can also recharge depleted energy cells at the cost of some AP.

-Electric Melee-

Charge your fists up with power, and release, with this electrical punch that sends opponents flying back and deals damage over time.

UPGRADES: Increases to damage and knockback.

-Lightning Bolt-

Fire a bolt of electricity, which will stun enemies upon a critical hit.

UPGRADES: Upgrades increase the amount of bolts that can be fired.

-Arc Lightning-

Allows you to rapidly fire medium-range bolts of electricity, dealing low damage and weakening enemies over time. Critical hits will produce an electrical explosion.

UPGRADES: Upgrades increase the frequency of critical hits.

-Overcharge Bolt-

Allows you to fire a powerful mid-range bolt of lightning, doing high damage, crippling

enemy limbs and sending enemies flying.

UPGRADES: Upgrades add a critical effect that restrains enemies.

-Shockwave-

Fire an electrical shockwave, dealing low damage to organic foes, and high damage to synthetic ones, and blasting back both groups with high force.

UPGRADES: Upgrades increase force, width, and blast distance.

-Ionic Rush-

Use electrical energy to increase leg strength and traction, giving you a short burst of incredible speed.

UPGRADES: Upgrades add the ability to knock over enemies in the user's path.

-Shock Grenade-

Throw out a grenade that generates an electromagnetic pulse that causes massive damage to robots and other mechanical targets.

UPGRADES: Upgrades increase the amount of grenades thrown.

-Polarity Wall-

Generate an electrical shield, preventing incoming damage.

UPGRADES: Upgrades absorb energy weapon fire and convert it into AP.

-Stormbolt-

Fire a slow-moving rocket of electricity, doing heavy damage.

UPGRADES: Increases the speed of the rocket.

-Lightning Storm-(Ultimate)

Ahnillate enemies with a rapid barrage of highly charged lightning.

(Completed, but the effect isn't as appealing as actual lightning striking the ground.)

 

-----------------------------Beta Abilities-------------------------

The majority of these abilities are useful, and have minimal negative effects. The problem, though, is that you are limited in the number of things your ability can do.

 

-----------------------------------

Precognition

-----------------------------------

With this mutation, you gain powerful psychic insight, allowing you to see into the future, unlocking unique dialogue options and increasing both your perception and luck by 5.

 

-----------------------------------

Locomotion

-----------------------------------

(Perk Description)

With this mutation, your movement is enhanced. You're no cyborg ninja or wall-crawler, but you will be able to run faster, and jump higher. You'll eventually be able to upgrade your ability even further, increasing your maneuverability with jumps.

 

-Enhanced Speed Sprint-

Increases running speed.

 

-Enhanced Jump-

Increases Jump Height

 

-Air Redirect-

Increases control while in mid-jump.

 

-----------------------------------

Blink

-----------------------------------

With this mutation, you gain the ability to "shift" through dimensions, allowing you to move with incredible speed whilst becoming invisible for a short time, allowing you to "teleport" around enemies, avoiding their attacks.

-Blink-

"Teleport" at high speeds, dodging enemy attacks.

-----------------------------------

Psychic Katana

-----------------------------------

With this mutation, you gain the ability to condense psychokinetic energy into a solid material, and give it form, summoning a katana to fight enemies with.

 

-Psychic Katana-

Summon a katana composed of solidified psychokinetic energy, and use it to slash your foes to bits.

-----------------------------------

Power Dealer Mutation

-----------------------------------

The ability to take away the abilities of an enemy mutant, and "store" them. You can not use the abilities that you take, but you can give them to NPCs of your choosing.

 

-Absorb Mutation-

Absorb the mutation of an NPC, allowing you to transfer it to another NPC.

--------------------------Gamma Abilities------------------------

These abilities are relatively minor in scope, but still either useful or enjoyable to play around with.

 

--------------------------Gamma Abilities------------------------

These abilities are relatively minor in scope, but still either useful or enjoyable to play around with.

 

-----------------------------------

Zap Strike

-----------------------------------

With this mutation, you gain the ability to amplify your unarmed strikes with electrical energy, and critical hits will produce electrical current on contact, akin to a tazer.

 

-Zap Strike-

Strike an enemy with electrically charged force, occasionally producing electrical bursts.

 

-----------------------------------

Undead Physiology

-----------------------------------

The ability to possess the skills and abilities of a living corpse. You will move slower and smell like decay, but will also gain the ability to "infect" some NPCs, turning them into mindless zombies. You can also consume the brain matter of fallen enemies, which will make you faster and stronger for a short while. When your health falls below 10% you will collapse and then "resurrect" at full health.

-Infection-

Infect an NPC, frenzying them and giving them a chance to reanimate on death as a revenant.

-----------------------------------

Volatile Embers

-----------------------------------

With this mutation, you gain the ability to fire small glowing embers at enemies, which do very little damage, but have a small chance of igniting enemies in a fiery explosion.

 

-Ember Bolt-

Fire a weak glowing cluster of embers, which will rarely produce an explosive flame reaction.

-----------------------------------

Dust Blast

-----------------------------------

With this mutation, you gain the ability to launch a cloud of dust at enemies, decreasing their accuracy with firearms.

 

-Dust Blast-

Launch a blast of dust at enemies, obscuring their vision and reducing their firearm accuracy.

-----------------------------------

Minor Telekinesis

-----------------------------------

A weaker, toned-down form of telekinesis, this ability lets you move small objects without physically touching them.

 

-Minor Telekinetic Push-

Use minor telekinesis to push light objects. This is really only a novelty, as it only affects certain moveable objects.

-Minor Telekinetic Throw-

Use telekinesis to throw objects from your inventory with minimal velocity, causing very light damage.

-----------------------------------

Healing Touch

-----------------------------------

With this mutation, you will gain the ability to induce cellular reconstruction and revitalization in any organic matter you touch, allowing you to to heal allies rapidly.

 

-Healing Hands-

Lay your hands on an NPC to heal them.

 

--------------------------Delta Abilities------------------------

There's always a chance that you could end up with an ability that is, well... less than desirable. These abilities fall under that category. Some of them are useful, some are comical. They are minor abilities, usually only having one or two effects, often detrimental to the user.

-----------------------------------

Potato Gun

-----------------------------------

The ability to launch potatoes from your hands.

 

-Spud Gun-

Launch high-velocity potatoes at enemies.

-----------------------------------

Self-Detonation

-----------------------------------

With this mutation, the ability to "explode", creating large bursts of energy from your body. You will take damage from the explosion. This ability could actually be useful, applicable to some combat scenarios.

 

-Detonate-

Literally explode, damaging nearby enemies. You will take damage yourself.

-----------------------------------

Omni-Impotence

-----------------------------------

The ability to be significantly weak. With this ability, or rather lack thereof, all of your SPECIAL stats take a 3 point reduction.

-----------------------------------

Anomalous Porphyria

-----------------------------------

This mutation changes your nerve structure, making you extremely sensitive to sunlight exposure. You will take damage in sunlight.

-----------------------------------

Caffeination

-----------------------------------

The ability to add caffeine to drinks.

 

-Caffeinate-

Imbue a beverage with caffeine, adding boosted AP regeneration.

-----------------------------------

Stupidity Induction

-----------------------------------

The ability to significantly lower an individual's IQ for a short time.

 

-Induce Stupidity-

Reduce an NPC's intelligence.

-----------------------------------

Imaginary Friend

-----------------------------------

The ability to have a very weak invisible monster that follows you around. It's cowardly and will often run away from enemies. (It's also very loud and annoying.)

-----------------------------------

Lamp Summoning

-----------------------------------

The ability to summon lamps.

 

-Lamp Launch-

Fire lamps at enemies.

-----------------------------------

Magnetic Bullet Attraction

-----------------------------------

The ability to magnetically attract bullets. This "ability" will make you take more damage from firearms.

-----------------------------------

Extradimensional Hat Mutation

-----------------------------------

The ability to summon a shapeshifting hat that grants various bonuses depending on its form.

-----------------------------------

Cleaner Mutation

-----------------------------------

The ability to kill bacteria and smell lemony fresh.

 

-Emit Antibacterial Agent-

Emit an antibacterial agent, increasing your radiation resistance by 6.

-Lemony Scent-

Emit organically engineered citrus fumes, increasing your Speech by 5, and your Charisma by 1.

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That's a really cool start and very well thought out!  : D  Suggestion: it seems to me like -2 endurance and/or agility would make more sense than -2 strength for fire.  Maybe AP costs are more expensive because you get tired?  I'm not sure.


 


I can help with dialogue, voice acting, and scripting.  Of course, I'm still definitely a beginner at scripting and still don't know all of the idiosyncrasies of GECK functions.  I'm sure that you probably already know, but the mod learning process seems to be trial and error + downloading similar mods to see how someone else did something similar (giving credit where credit is due, if applicable) + yelling "WHY WON'T YOU WORK!" at the screen + researching forums for people who had similar problems and got help + caving in and asking more experienced modders WTF it is that you're doing wrong.


 


Ritual put it better than I did.  I've seen lots of posts in various forums going "Hey!  I've got this great idea for a mod!  I've got everything I need except for someone to make it for me."  Which you didn't say, of course.  We've all got our own projects/commitments, so people want to know what they're getting involved in first.


 


Like I've said, dialogue really isn't difficult. It just feels backwards because it's setup as "Here is your topic." and then you write all of the NPCs possible responses to the topic as opposed to "NPC says this" and then you put in all of the player's possible responses.  Like I also said, there are supposed to have been some improvements to NV since you can add dialogue nodes to the dialogue tree that make it a lot easier than FO3's enter dialogue only via forms.  Not that I've worked with dialogue in NV yet.


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To continue (because CONTINUE? 9 8 7 ....)  My fantasy is Fallout + Bioshock.  Plasmids/Magic + Fallout = YES!!!!  (Once you go dystopia + magic + technology, you never go back.)  That's why I got excited when I saw this.  I've tried other plasmid/magic mods, but there are problems:  they're either OP, or they don't scale.


 


In one thread for one that I'm using, a guy suggested that since the spells are a mutation, they should be fueled by your radiation level.  Essentially, your radiation level = your mana, and every spell reduces your radiation so that you have to keep getting irradiated to use your power.  I thought that was a friggin' awesome idea.  However, I never tried to do that because the guy of the mod (which had mostly OP spells unfortunately) made the textures himself, and I seriously doubted based on some of his forum responses that he would allow them to be used for a mod that was basically the textures of his plus completely different functionality (he used hidden tomes that you had to find as opposed to finding a trainer who agrees to work with you if you're at a certain level, and then direct you to the next trainer in a quest-like fashion).


 


I don't know if you'd want to have this radiation-consumption mechanic in there as a possible alpha/beta/etc. or selectable trait constraint.


 


To mention what you said earlier, I think that players should definitely have an ability to choose which tier/format their mutation is OR allow them to set it to be randomized.  Personally, I would never download a mod that might give me what I wanted or might make me go through character creation 20 times until I found something that I could settle for that wasn't bullet magnet.  ; )


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That's a really cool start and very well thought out!  : D  Suggestion: it seems to me like -2 endurance and/or agility would make more sense than -2 strength for fire.  Maybe AP costs are more expensive because you get tired?  I'm not sure.

 

I can help with dialogue, voice acting, and scripting.  Of course, I'm still definitely a beginner at scripting and still don't know all of the idiosyncrasies of GECK functions.  I'm sure that you probably already know, but the mod learning process seems to be trial and error + downloading similar mods to see how someone else did something similar (giving credit where credit is due, if applicable) + yelling "WHY WON'T YOU WORK!" at the screen + researching forums for people who had similar problems and got help + caving in and asking more experienced modders WTF it is that you're doing wrong.

 

Ritual put it better than I did.  I've seen lots of posts in various forums going "Hey!  I've got this great idea for a mod!  I've got everything I need except for someone to make it for me."  Which you didn't say, of course.  We've all got our own projects/commitments, so people want to know what they're getting involved in first.

 

Like I've said, dialogue really isn't difficult. It just feels backwards because it's setup as "Here is your topic." and then you write all of the NPCs possible responses to the topic as opposed to "NPC says this" and then you put in all of the player's possible responses.  Like I also said, there are supposed to have been some improvements to NV since you can add dialogue nodes to the dialogue tree that make it a lot easier than FO3's enter dialogue only via forms.  Not that I've worked with dialogue in NV yet.

 

Trial and error is something I'm all too familiar with.

Anyway, I've already started work on this. I have some abilities set up and ready to go, I just need to make the esp a bit more presentable.

 

I want to make sure it's functional before I share it, not just throw all the powers into a box and say "here you go", because that just seems lazy to me.

 

To continue (because CONTINUE? 9 8 7 ....)  My fantasy is Fallout + Bioshock.  Plasmids/Magic + Fallout = YES!!!!  (Once you go dystopia + magic + technology, you never go back.)  That's why I got excited when I saw this.  I've tried other plasmid/magic mods, but there are problems:  they're either OP, or they don't scale.

 

In one thread for one that I'm using, a guy suggested that since the spells are a mutation, they should be fueled by your radiation level.  Essentially, your radiation level = your mana, and every spell reduces your radiation so that you have to keep getting irradiated to use your power.  I thought that was a friggin' awesome idea.  However, I never tried to do that because the guy of the mod (which had mostly OP spells unfortunately) made the textures himself, and I seriously doubted based on some of his forum responses that he would allow them to be used for a mod that was basically the textures of his plus completely different functionality (he used hidden tomes that you had to find as opposed to finding a trainer who agrees to work with you if you're at a certain level, and then direct you to the next trainer in a quest-like fashion).

 

I don't know if you'd want to have this radiation-consumption mechanic in there as a possible alpha/beta/etc. or selectable trait constraint.

 

To mention what you said earlier, I think that players should definitely have an ability to choose which tier/format their mutation is OR allow them to set it to be randomized.  Personally, I would never download a mod that might give me what I wanted or might make me go through character creation 20 times until I found something that I could settle for that wasn't bullet magnet.  ; )

 

I'm thinking about making abilities use AP; if AP is a measure of your character's physical energy, it should make sense that using such abilities would tire your character out, drain their energy.

 

The player could temporarily boost AP by purchasing or crafting syringes of Epinephrine (Adrenaline).

 

The powers are intended to be the result of FEV experimentation, (maybe through a short quest?) so radiation isn't really a big influence in their development, although it could be, I suppose.

 

That said, there are a few abilities that are fueled solely by radiation (Abomination, Radiation Dispersal, Flames of Purgatory), and the list may expand in time.

 

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The earth negative perk could be have to be outside on the "ground" for the majority of the powers to manifest. Some secondary skills / powers can manifest but at a weaker state.


 


Air can be the same principle. Must be above ground, not connected to the ground. In a building, on a ledge or other man made material. Not nature.


 


Water can have the negative effect of dehydration. In some cases severe and the results from dehydration. Must carry large quantities of water or risk death. This is negated by large bodies of water or open water sources. Pipes drains or sewers (active with water). Added secondary effect the ability to convert all dirty water to pure and have no effects of raidation from water. You can manipulate water after-all


 


a secondary power from lighting would be charging all discharged power cells. Excellent combination with those that perfer laser path. 


 


Just some minor ideas. The first was inspired because of the "pending" status.


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Can you manage merging works from different people / ESPs? because while you could simply redo from scratch a script in your esp simply copy/pasting it, a complex dialogue really would need to be merged from an esp to another.


 


If you think it's helpful I could lend a hand with some scripting, dialogues and lip-syncing. IF you give me some correct sentences since my english's not the best...


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Just checking in to see how things are going.  : )


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