BlackHandMerc
First time out of the vault
Hello all, new here, I have wanted to mod fallout for some time, but have not had the free time.
Now that I do have the free time (insane amounts of time! Going to be on medical for at least 2 years, confined to my house, AND getting paid!! so perfect time for modding!!! )
I am in the process of attempting to select the proper engine to start from. Will be either fallout 2 or tactics.
Which is where my question comes in! (eventually... Its in here, I swear!)
I was drawn to tactics for many reasons, felt it was the weakest of the original 3 so it warranted further mutilation also a bit better graphics (not something I care about, but want the mod to hit a wider audience).
From what I have read, its a pain to work in comparison to F2 with but I am ok with challenges, so long as what I want to do is even possible within the limitations.
I want a layout and feel similar to fa2 even if I use tactics, especially heavy RPG influence and Turnbased! for that reason, I may use 'Open fallout Mod' as a base.
But back to my actual question, What I want from you is to know if its possible in tactics engine, or would I be better off sticking to a fa2 Mod.
Ok quick description of the possible not work in tactics features.
1) Use of world travel maps to go to locations
2)You are a founding member of a new 'home' settlement, where you are chosen to go out and get things your burgeoning settlement needs or just to randomly scavenge.
This in turn will be reflected with graphical changes to your settlement.
Random Ex.
Your town starts with no wall, but you clear a local junkyard infested with * ---- *and find enough salvage to construct something similar to junkyards fa1 walls
So when the quest is completed, and you return to town. Your town will now be graphically represented with a wall.
((And in future attacks on your town (settlement being attacked is part of the gameplay), you will have better chokepoints/defense options.))
There will be allot of other questlines, however, the one that requires the most work is the one in regards to your home base/settlement, the graphical tiling updates, and growing it into a trade hub** of the wastes! (that description is for playing neutral karma.)
*Plans for Good karma playthrough make it a bastion of hope and fortress refuge for the weak*
**Plans for evil playthrough make it a raider/slaver HUB**
But yes, I hope I described it well enough? Essentially the ability to have quests that will ultimately change the graphics of a settlement, and allow use of the world map to travel to and from locations.
Will I be able to pull off using tactics as a base for this mod?
and If so, is there anyone out there with heavy tactics scripting/events experience who would be willing to teach me/ lend a hand/ point me to a decent tutorial for advanced scripts etc.
Would be much obliged if you could provide assistance in this matter.
-BHM
Now that I do have the free time (insane amounts of time! Going to be on medical for at least 2 years, confined to my house, AND getting paid!! so perfect time for modding!!! )
I am in the process of attempting to select the proper engine to start from. Will be either fallout 2 or tactics.
Which is where my question comes in! (eventually... Its in here, I swear!)
I was drawn to tactics for many reasons, felt it was the weakest of the original 3 so it warranted further mutilation also a bit better graphics (not something I care about, but want the mod to hit a wider audience).
From what I have read, its a pain to work in comparison to F2 with but I am ok with challenges, so long as what I want to do is even possible within the limitations.
I want a layout and feel similar to fa2 even if I use tactics, especially heavy RPG influence and Turnbased! for that reason, I may use 'Open fallout Mod' as a base.
But back to my actual question, What I want from you is to know if its possible in tactics engine, or would I be better off sticking to a fa2 Mod.
Ok quick description of the possible not work in tactics features.
1) Use of world travel maps to go to locations
2)You are a founding member of a new 'home' settlement, where you are chosen to go out and get things your burgeoning settlement needs or just to randomly scavenge.
This in turn will be reflected with graphical changes to your settlement.
Random Ex.
Your town starts with no wall, but you clear a local junkyard infested with * ---- *and find enough salvage to construct something similar to junkyards fa1 walls
So when the quest is completed, and you return to town. Your town will now be graphically represented with a wall.
((And in future attacks on your town (settlement being attacked is part of the gameplay), you will have better chokepoints/defense options.))
There will be allot of other questlines, however, the one that requires the most work is the one in regards to your home base/settlement, the graphical tiling updates, and growing it into a trade hub** of the wastes! (that description is for playing neutral karma.)
*Plans for Good karma playthrough make it a bastion of hope and fortress refuge for the weak*
**Plans for evil playthrough make it a raider/slaver HUB**
But yes, I hope I described it well enough? Essentially the ability to have quests that will ultimately change the graphics of a settlement, and allow use of the world map to travel to and from locations.
Will I be able to pull off using tactics as a base for this mod?
and If so, is there anyone out there with heavy tactics scripting/events experience who would be willing to teach me/ lend a hand/ point me to a decent tutorial for advanced scripts etc.
Would be much obliged if you could provide assistance in this matter.
-BHM