Author Topic: Fallout Warband Multiplayer Mod. BACK IN ACTION!  (Read 160332 times)

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spiritwind

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Re: Fallout Mod
« Reply #15 on: May 28, 2008, 06:56:30 PM »
Dang...  What does the mount and blade team use for skeleton editing?  They dont release any of their tools?  They just leave the public to make unofficial ones?  If thats the case then some1 needs 2 develope one so mods can hit a new era!  =p.  Well, as for robots i didnt really plan to include them.  But Mutants were a big part, and what would be harder to create without skeleton models is the Animals that run around.  Like Floater,  Deathclaws and Centaurs.....
Well.  Anyone that might be interested in joining the team if i can put together a map?  Sounds like fallout will have to live with 903 until a newer version comes out and some toolz are released.
Tamuli, do u have anything that you've done already that you can show me? 
Wow.. Everytime i go 2 post theres a new message...
I'll have 2 check the link out. 

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spectre:

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Re: Fallout Mod
« Reply #16 on: May 28, 2008, 07:07:32 PM »
Also, if you haven't already, take a look at the Dies the Fire mod:
http://forums.taleworlds.net/index.php/topic,20339.0.html

Perhaps they would share some of the resources.
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mdk31

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Re: Fallout Mod
« Reply #17 on: May 29, 2008, 10:04:45 AM »
Oh my, I like.

If you can make this awesome, I will love you forever.

Fallout is like, best game ever.
Our Missiles, which art in launchers,
    hallowed be thy payload;
    thy warhead come;
    our enemies be done,
    in lowsec as it is in Empire.
    Give us this day our daily gank.
    And forgive us our WCSs,
    but we don't forgive those that use them against us.
    And lead us not into bubbles;
    but deliver us from scramblers.
    For thine is the thermal,
    the kinetic, the EM, and the explosive,
   
    Amen.

DJNad

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Re: Fallout Mod
« Reply #18 on: May 29, 2008, 02:36:03 PM »
Rapid fire guns are really easy to do. Fully-automatic are difficult, but yes, it's been done.

spiritwind

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Re: Fallout Mod
« Reply #19 on: May 29, 2008, 02:45:16 PM »
lol, thats what I plan!
So, any modelers out there that might have some free time that are willing to join the team? 
Right now I'm going to start on the map and designing a banner for fallout / moddb mainly. 

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spiritwind

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Re: Fallout Mod
« Reply #20 on: May 31, 2008, 02:02:57 PM »
Well, i've gotten it converted to 903 and am doing editing on the world map right now.  The only problem i ran into is that you can add a W to a name... It tries to go forward when you do.  Also, it dosent build very good maps because its so blotchy, you can do great detail...  Soo, if there is anyway around this, i would be happy 2 know =p.
Also, is there any textures out there who would be willling to change one of the world map textures for a wasteland/desert texture for the map?
Thx
Also, you can view the moddb page here,
http://www.moddb.com/mods/11020/fallout-a-mod-for-mandb
« Last Edit: May 31, 2008, 02:34:19 PM by spiritwind »

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spectre:

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Re: Fallout Mod
« Reply #21 on: May 31, 2008, 02:14:58 PM »
Regarding the 'W' problem, leave it as it is, then modify it by hand in the appropriate file. Use search.

As to world textures, perhaps you can work something ut with gutekfiutek, I like the darker effect of his mod, perhaps you could talk to him, or at least look at his thread for some guidance?
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spiritwind

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Re: Fallout Mod
« Reply #22 on: May 31, 2008, 02:35:55 PM »
k, i shall do that.
Do you have a link 2 his thread?

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spectre:

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Re: Fallout Mod
« Reply #23 on: May 31, 2008, 06:32:25 PM »
It's just a few threads below:
http://forums.taleworlds.net/index.php/topic,37173.0.html

I saw it has a tutorial there, so if you won't find the effect interesting, you may at least salvage some of that.
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Schmea

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Re: Fallout Mod
« Reply #24 on: May 31, 2008, 09:59:26 PM »
If you can pull this off, I'll seriously be your biggest fan. I'll be following this closely, for sure.

As for the fallout license:

Yes, Supermutants might be tough. But the fallout universe is not just limited to super mutants: Ghouls, slavers, tribals, the various city populations and their differences could all be modeled to great effect. Yes, the guns would be an effort, but certain guns would work great, the pipe rifle for example I could see being perfect. I think it'd be easy to lose track of how much is doable, by focusing on what would be difficult/impossible.

You might have to be selective, and creative in a storyline to exclude things that would be impossible, but I think that can all be done in a reasonable fashion, and end up with a great mod that's true to Fallout.

Finally, if Bethesda does become burdensome about the license, I would suggest using "Wasteland" instead to stay under the radar which was after all the game Fallout was based on.

Markus II

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Re: Fallout Mod
« Reply #25 on: June 01, 2008, 12:27:02 AM »
Well, i've gotten it converted to 903 and am doing editing on the world map right now.  The only problem i ran into is that you can add a W to a name... It tries to go forward when you do.  Also, it dosent build very good maps because its so blotchy, you can do great detail...  Soo, if there is anyway around this, i would be happy 2 know =p.

That's because 'W' is a key assigned to camera controls in Thorgrims Editor.

Used a Python Editor to change the names in the module_parties.py file instead.
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spiritwind

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Re: Fallout Mod
« Reply #26 on: June 01, 2008, 02:14:14 AM »
Thanks, and yes, first priority is the things that are possible.  One idea that i got for super mutants, idk if it will work or not, is a set of armor that only they can get that looks like a super mutant.  Is big and bulky and the right colors.  So pretty much it looks like a new model, but its armor.

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Zaro

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Re: Fallout Mod
« Reply #27 on: June 02, 2008, 12:14:12 AM »
It's an interesting concept, but how do you intend to make the combat interesting? You won't be able to program the AI to run around and take cover, so they'll just standing around and shoot until someone drops.

spiritwind

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Re: Fallout Mod
« Reply #28 on: June 02, 2008, 02:20:54 AM »
I guess time will show that.  I'm sure we can make it interesting tho.  It would be awesome to those people who just knew the game to even play in a map similar to Fallouts =p.

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darkjedi

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Re: Fallout Mod
« Reply #29 on: June 02, 2008, 05:25:17 AM »
Now this would be very very cool.  I love fallout, and I cant wait to see this finished.   Unfortunetly iVe never done any modding or anything of that sort ever, so cant help you there.