Slavery Expanded re-released

Nah!
Not really dead, it stays in an area of my mind. I have made a script for Vortis so that he send you on slave hunt, with Rangers protecting the slaves but the only problem is that it was a really old version of Vortis script, I realised it when I pasted it on Killaps Vortis...
And we want to make it RP.3 compatible...
The same goes with Metzger.
I know how to send the Chosen one to Reno, the encounter with the Salvator happen, you go back, you report, I havent scripted the rest yet.
But I don't want to make too much before I get the RP.3 .lst files for those NPC, or else it doubles the work.

I don't know if Rav have advanced with the Karma titles.
 
I am kinda busy lately, trying to get my ass to study more, instead of wasting my time. I haven't had any good ideas lately and I only make some cosmetic changes to my Slaver Vault, trying to figure out stuff. Besides, I am still waiting for the RP 1.3. I think it'll be better if I concentrate on RL for now and wait till I have a solid base to work on (which will mean no "what ifs" and problems with compatibility).

Worry not though, once the RP is out I shall restart my efforts x]
 
OK people, I decided to scrap the Slaver Vault I've done and start it again, this time on the base of Vault 15, as the map I've made is currently of little use (lots of technical issues with it). I've already started the work and hopefully, soon will give you some screenies.
 
Ravager69 said:
OK people, I decided to scrap the Slaver Vault I've done and start it again, this time on the base of Vault 15(...)

That's a shame...i really liked that vault design (i even liked the enclave trooper vault conquered by the master idea)...one of the reasons i liked it is that it had a different layout than the rest of the vaults... :(
 
x'il said:
That's a shame...i really liked that vault design (i even liked the enclave trooper vault conquered by the master idea)...one of the reasons i liked it is that it had a different layout than the rest of the vaults... :(

Don't worry, I only meant that I scrapped the map *itself*, not the idea of the Vault. I'll try to keep as close to my original concept, but to say it plainly - there are already working elevators on Vault 15 map, as well as most of the painfull-to-do scenery. I'll probably only leave the elevators and try to fit with the design to adjust it to the starting hex, so everything will work perfectly (why bother with a map that is bound to make bugs?).
 
Hey ravager - did you see Kanhef's discovery about the weapon enhanced knockout function? I think it would be awesome if there was some special slaver weapon that uses this function (i'm thinking a cattle prod or a tazer, or a police baton or something)

You would do slave runs as normal, but you have to KO them to capture them. In fact - even better - any enemy in any encounter who is KO when combat ends is 'recruited' into the players party as a 'slave' NPC that can go above the CH limit. The conditions of 'slave' NPC could be:

a) can only be set to 'coward' in combat control
b) .. erm .. any ideas??

Whaddya think?
 
Nice idea Josan, though I suppose it'll be pretty difficult to implement it. After giving it some thought, it'd be best to make slave caravans like the cattle runs, to avoid uinneccesary problems.
 
OK people, I decided to scrap the Slaver Vault I've done and start it again, this time on the base of Vault 15, as the map I've made is currently of little use (lots of technical issues with it). I've already started the work and hopefully, soon will give you some screenies.

Technical issue? What kind of? Working elevator?
Be warn, If you use a copy of the vault 15 map, the elevator of Vault 15 COPY.map you use will lead you to the 2nd level and 3 level of vault 15 map.
If (like me) you dislike the elevators creation process, use the ladders (elevator not working, use the emergency path), or elevators with exit grid: the elevator of 1 level lead you to level 2, the one of level 2 to level 3, and the one of level 3 to level 1. Or use one up, on down.
Hope it helps.

Btw, working on something totally different, i understood how to make the slave run of NCR exit near the Ncr, instead of near the Den. So this one is complete, too bad it is made with a vanilla Vortis, and not a RP one. I should PM Killap to send me this particulary script so I could merge them...
 
Grayswandir said:
Technical issue? What kind of? Working elevator?

I've put the map too close to one of the edges, there are already tiles for the cavern walls done in V15 map - making a new map is always more troublesome than using an existing one.

Not much, but still, I decided that this will be for the best.

As for your work - are there any changes done to Vortis in the RP? I'm not aware of them...
 
Josan12 said:
Hey ravager - did you see Kanhef's discovery about the weapon enhanced knockout function? I think it would be awesome if there was some special slaver weapon that uses this function (i'm thinking a cattle prod or a tazer, or a police baton or something)

You would do slave runs as normal, but you have to KO them to capture them. In fact - even better - any enemy in any encounter who is KO when combat ends is 'recruited' into the players party as a 'slave' NPC that can go above the CH limit. The conditions of 'slave' NPC could be:

Ravager69 said:
Nice idea Josan, though I suppose it'll be pretty difficult to implement it. After giving it some thought, it'd be best to make slave caravans like the cattle runs, to avoid uinneccesary problems.

@ Ravager:

MIB88 just let me know that he's already implemented my above idea in the MM!! :D Holy shit! I would LOVE it if you could implement this as part of the slavery mod. PM MIB8 and ask him about for the scripts he used. Combined with a new, special slaver 'taser' weapon, or some other kind of KO weapon player's 'll be lining up to be a slaver!!
 
Whoa, whoa, whoa, Josan12! Slow down! What I said was that if you look at the MM, what I have done is very similar to what you have been talking about in this thread. Capturing people works as you have discussed here requires some changes to some scripts (in the MM certain critters can be 'enslaved' if they are unconscious or crippled when you use a certain item on them). In the MM though, the critter is destroyed and a new item (slave) is created in the player's inventory (as well as some perks added to the player as long as they remain in inventory). Not the same thing as you want here. That's why I mentioned some of those problems in that message. It would take some changing to get them to work as you've discussed here... changes to the critter scripts, the player character's script, and party NPCs as well. But, as I said, it is possible.
 
Hey folks, what program is the best for adding new items to the game? Not modifing already existing one, but adding?
 
Ravager69 said:
Hey folks, what program is the best for adding new items to the game? Not modifing already existing one, but adding?
I use the Mapper to add protos. There are a few things you have to do to get the Mapper running properly but it isn't that hard.

Cubik's f2weditor is also pretty darn good.
 
OK, using f2wedit I made a new weapon - Longshot. It's a beefed up hunting rifle, whose image (made by Josan) is in the first post of the thread. Now some question to more experienced modders out there, regarding two things:

a) balance - right now the weapon does 12\25 normal damage, has 3 shot burst and 15 .223 caliber ammo clip. I gave it a range of 45 and AP cost of 6. It also has Long Range perk. Whaddya think?
b)putting the image in. how do I make an .frm for it?
 
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