Submarine Mod

Chris Parks

Vault Senior Citizen
Project Announcement:

With the EPA finished and Primitive Tribe more or less ready for release, I'm looking into the next major project.

This will be the submarine mod. I've already gleaned some information from the bibles, but I'm looking for people's thoughts, ideas and general feelings on what they would want to see/ not see in this mod.

Any thoughts would be appreciated.
 
Hi!
The idea sounds great.
1. Did you mean that the player will use submarine as transportation vessel and have to leave it near the city entrance.
2. Does it means that the world map has to be changed since submarine requires water to "run" :)
3. What type of submarine: from I ,II w.w. or HighTech with nuclear reactor(s).
 
No!! Sorry, I'll be a bit clearer. From what I've read, the submarine was supposed to be sitting at the bottom of the sea near the ship and if you used the ship, having not been to the sub, it would blow the ship up.

The idea is this. Build a submarine, with maybe three or four map levels and implement this idea. There would be several ways to effectively "turn off" the warheads, thus allowing you to get to the Enclave via the ship. There may also be a few quests to do before gaining access to the ship.

Therefore,

1. No, you won't use this as a transport device on worldmap
2. No, because of above reason.
3. I've been leaning towards some sort of rusted hulk, but I'm open to ideas. I've not started too much on this yet as I need a slightly firmer plan before going further.
 
It is an interesting idea, but there is one thing that keep sme from giving it my both thumbs up.

How is the player supposed to gain access to the interior of the sub?
 
My ideas:

The whole submarine would contain very hazardous amounts of radiation due the radiation leaks from the damaged nuclear reactor (It is a nuclear submarine). So player must have a few rad-x, radaways, or some power armor, before entering the sub.

Submarine could be entered via its visible sail part above the water. San Fransisco has many fishermans, so the player could ask one of them to transport player to the submarine.
 
Skynet said:
San Fransisco has many fishermans, so the player could ask one of them to transport player to the submarine.

Not-without-much pongo-pongo. Sub contain much radiation, all right?

(pardon for spoofing Kanaks) :)

Also, I think the proper term is 'fishermen', and I agree, Fallout needs more hot areas.
 
What about an underground docking complex, reachable through caverns? That would be cool, and the Shi would certainly have needed a way to get to it (the sub). After all, they claim to have cannibalized the sub to help rebuild San Fran, right?

Maybe you could get the location of the cave entrance from the Emperor computer, after doing the other Shi quests? Also, not related to the sub, but to the Emperor, could you maybe make that fortune-telling feature actually USEFUL? Something like the magic 8-ball, but needing a high science skill instead of luck? Or maybe a quest to repair it, since the computer says that function damaged.

Also not about the sub, but I think it would fit in cool in your Megamod: a way to find the Hubologist's hidden stash of cash, possibly from the Emperor's geolocation feature. Since there's someone (I can't remember who) that tells you that the Scientolo- er... I mean *Hubologist's* have a hidden cache in the desert somewhere, where they put all the cash their followers 'donate'.

Just some ideas that i thought I'd throw out. I know some of them entail a lot of work, but you guys are so damn GOOD at this. Makes me a bit jealous, really... Just kidding, :lol:.
 
Thanks for all those ideas.

One that I came up with last night is similar to what Talsien wrote. A number of cavarns underneath san fran where you find an area similar to the one in Ghost town. Maybe after some quests, you can access some sort of radio computer that brings the sub to the surface, thus allowing you to enter it. Just a thought. As for how you would find this place, I'm not sure about this yet.

Also where would people most like to see the submarine? In san fran itself? Or maybe in another town just above san fran somwhere?

Talisien,

The Hubologist stash is just one more thing I have in mind in a long list of mods. Also, the fortune telling machine would be relatively useful, depending on what you would want to do with it.

Finally, the Megamod is MIB88's project, not mine. Don't take away the credit for his hard work.
 
The way I see it, power armour is fuly self contained and the port wouldnt be deep enough to have massive water pressures.

So why no just walk out to the submarine in power armour along the bottom of the ocean. Maybe you just need to get an upgrade to your power armour so that it has its own air supply tank rather than just filter the air?

You'd probaly need a method of opening the air lock as well
 
Why would the sub have to be on the bottom? The Shi were able to salvage the Emperor from the sub so it couldn't be on the bottom. The tanker still floats after 180+ years why not the sub too.

Also what role did the retina scanner in that building on the dock serve? It was related to the sub but in what way?
 
Chris Parks wrote:
Finally, the Megamod is MIB88's project, not mine. Don't take away the credit for his hard work.

Sorry to both you and him about that. I was just playing the Megamod 6 in between skimming the boards. At the time I was in the EPA. Also, a glass of Crown Royal on an empty stomach... No slight was intended there, honestly. Justa stupid mistake on my part.
 
Hey Chris

Did you get those maps to work?

If i'd have been able to script i planned on a couple of strength based or wrench and repair checks on the hatches. At that stage in the game the submarine should be a really dark and eriee dangerous location. Uncovered wiring, rusty dangerous gutted floors, lots of empty spaces where the equipment for the Steel Palace has been taken. Like the Glow.

I hope you get to use the topside hatch graphic - it would make for a good entry.
 
I'm not sure what role the retina scanner was supposed to have? Does anybody know about this?

The idea with the power armour is a good one and there's nothing to stop me putting in several ways to get to the sub location.

Hotel California,

I got three of the five to work and I plan on using one of those as a basis for the sub. The others refused to open completely. I like the idea though of flickering lights in the dark sub. The sub area should be infested with some things. (aliens, maybe?) and dangerous leaked radiation, holes in floor, electric circuits that fry you if you step on them. The whole area should be very dangerous.

As for the hatch, I really like this scenery. I've already converted and tested it! Although it doesn't open and close, it's easy to add in as an item to use to get in.
 
Yeah, the hatch was a photochop.

But I experimented with the idea of aliens and found them really out of place. I had some tough mutated rats, cause they fit, but i think that maybe some security bots or some traps/electric shocks when power is activated would make it rather tough.

Hopefully the one that opens is the rusty one with (or maybe without the frontsection - it could have caused the problems) but don't worry about the ones that are broken - they are for me too and i think i just fucked them up royally.
 
I have now begun working on the preliminary work for this mod.

Many new pieces of scenery have been planned ( shacks, sub, floor tiles, for example.) as well as many new items.

I have planned about a fifth of all scripts and have most maps set out on paper. Now i just need more experience in creating good, fallout coloured scenery. Does anybody hace any tips on what the best packages are for creating frm files? I use bmp2frm atm, but the colours always look wrong.

The project overall is relatively large and what with work, i don't envisage it being done until aftter christmas,
 
Well, I'd say that the submarine would rather not be lying on the seabed, for the salvaged Emperor and tech were taken from it. And, given the nature of electronics, it wouldn't have been possible to take a giant mainframe from a submarine lying below the waves.

Second, the submarine is kind of unfitting, because the tanker has been used previously, to estabilish the Navarro base. Why wasn't it destroyed then?
 
Just to say i like the idea. The mystery of the submarine appeals me!

There are pleanty of ways to get there, you just need to pic a good one. You can even add a new area on sanfrancisco :)

If the entrance to submarine is going to be made by sea (not from caves and so on) would be pretty to see the submarine from outside, at least for me, but i guess it's hard to do it.
 
Status: Not a lot of work has been done yet on this mod. The maps have been totally redesigned and a method of reaching the submarine has been implemented. I did complete some scripts, but I can't remember how many.

What with FMF and MR taking up my time, I haven't really considered this for a while. The main problem is art. I can't make art so i was relying on other people to do the top of the sub etc... (That's been mentioned in another thread)

If the art is completed, then I will take up the work again.
 
I feel your pain. I can't do art to save my ass, which sucks because I have numerous ideas I'd like to implement. So far I'm reduced to stealing and converting from other games if I want to do something fancy.

Although, (and again, I hesitate to mention this in case it turns out to be vaporware), I've started a project of making a bald-headed hero animation. I've got about 1/4 of the vault suit animations finished, and I'm hoping once I get the heads all cut and saved in the right position to be pasted over the default PC the rest of the animations will go much faster. If I actually manage to follow this through to the end, I'd love to have a few different PC characters to use, like the girl with the green mohawk and the redhead. I think the black guy would (very sadly) be beyond my abilities since the arms would have to be redone as well. The long-haired guy is also going to be a pain in the patookus.

Sorry for going way (WAY) off topic. But blast Interplay for not allowing more customization. It would seem to me that a choice of heads wouldn't have been THAT hard to implement.
 
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