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Author Topic: [0.31.18] ☢ Wasteland ☢ : accepting help  (Read 162886 times)

Deon

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Radiation as a poison wouldn't work quite well... But I could try, sure. Floaters and the like could radiate it.

I already have turtles, so making them three-headed and fast would be cool :P.
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Org

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Radiation as a poison wouldn't work quite well... But I could try, sure. Floaters and the like could radiate it.

I already have turtles, so making them three-headed and fast would be cool :P.
?
Radscorps with a rad sting?
Make them even tougher.  :P
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Meanmelter

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I only Recently got FO3, sucks that is very buggy, but I did find a patch that fixes more stuff than the official patch does so that is great. If I find something, I will add it here.
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Deon

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Heh, Fallout 3 needs MMM (Martigen Mutant Mod) and FWE (Fallout Wasteland Edition) and FOOK (FallOut Overhaul Kit).

There's a way to install all of them without bugs, and the game becomes... Ehh, Fallout-ish. Bethesda's Fallout 3 IMHO is too easy and bland, although it's a nice base for mods.
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Deon

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I'm working on it.

Current redesign to metals:

Iron is back. I've decided to dump the "generic metal" idea.

Pig Iron is removed. You made it to make steel anyway, so it was just a two-step process. I simplified it.

Carbon steel is made at smelter, using two bars of iron, a flux stone and a coal.

Stainless steel is made from two bars of iron, flux and a chromium bar. I am not sure if I want to make a separate building.

Also I am thinking about adding a blast furnace which gives a bigger steel output.
« Last Edit: June 05, 2010, 10:35:10 am by Deon »
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rex mortis

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Can you upload a package with only the relevant files please? I only need the raws and world gen file. So downloading an entire copy of Dwarf Fortress is bit of an overkill. Particularly because it probably is the Windows version, which is kind of pointless since I use Linux.
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Because death is peaceful and magma is lovely.

Deon

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Wait a bit, I am uploading a new version soon. I will make a separate download for you. Do you play in ASCII?
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Deon

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Re: ☢ Wasteland ☢ [0.8]
« Reply #262 on: June 05, 2010, 02:48:58 pm »

Wastelamd [0.8]

0.8 is up. I didn't get my hand on zombies yet but they are planned for 0.9 along with lots of utility robo pets.

Ironworks: check the first page for the metal rework. We now have iron, carbon steel, stainless steel, plasteel and chromium. Pig iron is removed.

A few new critters were introduced: Doom monsters for deep caverns (cacodemons, bull demons, imps, lost souls). Scythers are new insects which live in good forests. Unicorns were removed. A few smaller insect creatures were added.

I replaced images which appear in engravings with appropriate ones. Now your engravers will make pictures of nuclear bombs, crying women and presidents.

Arsenal manager is renamed to Armory Guard.

There're changes to words in language files. I replaced some fantasy or religions words with modern ones, so now you can have a Madgun or Pipebomb as a second name.

Also there're minor tweaks to materials. Guns work a bit worse vs. armor but are still deadly. If you manage to make a plasteel powerarmor though, you are pretty much a "walking tank". I left this options for those who want to have their legendary warriors to be overpowered and not killed by random bullets :P.

P.S. The version is ASCII, the graphical version will be the next one. You can still replace the tileset and switch graphics on though. There're creature graphics in the download for this.
« Last Edit: June 05, 2010, 07:09:02 pm by Deon »
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Meanmelter

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Heh, Fallout 3 needs MMM (Martigen Mutant Mod) and FWE (Fallout Wasteland Edition) and FOOK (FallOut Overhaul Kit).

There's a way to install all of them without bugs, and the game becomes... Ehh, Fallout-ish. Bethesda's Fallout 3 IMHO is too easy and bland, although it's a nice base for mods.
Are these your recommended mods? If they are, could you tell me about them and whatnot. I was going to add mods once I beat the Official games, then attempt to find some mods 'if any'
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huh. took a bunch of sleeping pills and slept in a pharmacist, wake up, i am now albino. 
Story of my life.

Deon

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Re: [0.31.05] ☢ Wasteland ☢ [0.8] : Ironworks and descriptors [ASCII]
« Reply #264 on: June 05, 2010, 05:11:38 pm »

Those are MUST HAVE mods. Don't forget to grab THIS for them all to work together. Or check other stuff which makes mods to work together, I am sure you can do it.

Also check it out:BOSS program which makes a correct loading order for your mods.

Don't forget to grab Fallout Script Extender which is needed for these mods.

Now to mods.


Mart Mutant Mod: - a lot of new monsters and much better AI
* Every creature and NPC is unique with its own stats, size, confidence, health, damage and even skin (texture)
* Creatures and NPCs suffer improved wounding effects such as visible bleedng and statistic penalties
* Creatures and NPCs can loot the corpses of fallen enemies, afterwhich you can find this loot if you kill them
* Creatures and NPCs have improved behavioural AI based on class -- in any given group some may be aggressive towards you, some may be ambivalent, and others may avoid you outright.
* Configurable increased spawns allow you tailor how many creatures and NPCs spawn in the game at any given spawn point
* Improved faction system to better reflect inter-faction relations and ensure the player isn't the center of the universe
* New creatures and NPCs to add variety to the wasteland -- all hand-crafted with their own stats, abilities, loot, weapons, textures and in some cases scripted AI behaviour.

FO3 Wanderers Edition - too much to describe
Spoiler (click to show/hide)

FallOut Overhaul Kit
It adds hundreads of news items (weapons, armor, clutter, food etc.), has high quality retextures for many vanilla items and many new gameplay features.

On top of this are all items completly rebalanced and fully integrated into the game and it has also support for ALL DLC's.


« Last Edit: June 05, 2010, 05:15:41 pm by Deon »
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Deon

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Re: [0.31.05] ☢ Wasteland ☢ [0.8] : Ironworks and descriptors [ASCII]
« Reply #265 on: June 05, 2010, 05:17:33 pm »

I forgot to say that you're not after MOAR, you could go with MMM + FWE. MMM has patches (inclided in main download) which enable compatibility with FWE.
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Meanmelter

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Re: [0.31.05] ☢ Wasteland ☢ [0.8] : Ironworks and descriptors [ASCII]
« Reply #266 on: June 05, 2010, 05:18:56 pm »

Umm, I think I am going to go ahead and watch someone who has beated the vannila game and download these due to the epicness.

I thank you so much Deon :D

Also, are Cave Ghouls in your mod Friendly, Evil, or Neutral?


Edit: Bit confusing were to put 'FOIP - Marts Mutant Mod and FWE' stuff...
« Last Edit: June 05, 2010, 05:22:58 pm by Meanmelter »
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huh. took a bunch of sleeping pills and slept in a pharmacist, wake up, i am now albino. 
Story of my life.

Deon

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Re: [0.31.05] ☢ Wasteland ☢ [0.8] : Ironworks and descriptors [ASCII]
« Reply #267 on: June 05, 2010, 05:45:52 pm »

Wait, try to get MMM and FWE first. All you will need for that is FOSE (script extender).

Do you know about Fallout Mod Manager?
Always use it instead of inbuilt "data files" option.

Basically it's qutie easy to get where the mod goes because of .esp and .esm files. All .esp and .esm files should be in your /data folder, and eveything else in downloaded archives is relative (I mean you see where .esp files are and that means that everything else (folders, files) which are near them goes into DATA folder).
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Meanmelter

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Re: [0.31.05] ☢ Wasteland ☢ [0.8] : Ironworks and descriptors [ASCII]
« Reply #268 on: June 05, 2010, 05:52:32 pm »

Ok, I hope I did not mess anything up, so here I go.
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huh. took a bunch of sleeping pills and slept in a pharmacist, wake up, i am now albino. 
Story of my life.

Deon

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Re: [0.31.05] ☢ Wasteland ☢ [0.8] : Ironworks and descriptors [ASCII]
« Reply #269 on: June 05, 2010, 05:54:57 pm »

Damn man you made me to reinstall fallout. I will go and snipe some geckos with my hunting rifle right now.

Also what's up with the whole "watch someone who has beated the vannila game"? You can beat the game with mods. They just change the gameplay to much better and add immersion, but they do not cause bugs in the plot.

And I forgot to answer, cave ghouls work the same way as animal men in DF, but there're wild ones outside of civilization.
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