[Relz] Area 51 - Project Roswell

Post » Fri Jul 01, 2011 6:39 pm

Hello everyone, it's been years since I've made anything so I thought I'd make Area 51 (why not?). Feel free to leave constructive criticism, suggestions, bugs and feedback in this topic here. If you do decide to give it a try I hope you enjoy it :). Without further ado, here is a snippet from the readme:

"Area 51 - Project Roswell" (A51-PR) adds a new area and medium sized dungeon to the world of Fallout New Vegas.

If the Courier is feeling curious he may travel to the relatively untouched pre-war ruins of Area 51. There are new items to discover and new enemies to encounter.

To begin the adventure, travel to the "Military Service Tunnel" on the northern edge of the map - North-East of Brooks Tumbleweed Ranch and North-West of Horowitz Farmstead. If you do not know where these locations are they can be viewed on the Fallout wiki:
http://fallout.wikia.com/wiki/Brooks_Tumbleweed_Ranch
http://fallout.wikia.com/wiki/Horowitz_Farmstead

Features:
- A new worldspace - Area 51
- A new medium sized dungeon to explore
- Restored cut content
- New Armour
- New Weapons
- New Recipes
- New items
- New enemies

http://www.newvegasnexus.com/downloads/file.php?id=42647

Here is the full readme (some spoilers in the FAQ):

Spoiler
*************************
Area 51 - Project Roswell
*************************
Current Version: 1.0
Author: Ionis the Bear

------------------------------------------------------------
Requirements
------------------------------------------------------------
- Fallout New Vegas

- Speedy Resources:
http://www.newvegasn...le.php?id=39551

------------------------------------------------------------
Description
------------------------------------------------------------
"Area 51 - Project Roswell" (A51-PR) adds a new area and medium sized dungeon to the world of Fallout New Vegas.

If the Courier is feeling curious he may travel to the relatively untouched pre-war ruins of Area 51. There are new items to discover and new enemies to encounter.

To begin the adventure, travel to the "Military Service Tunnel" on the northern edge of the map - North-East of Brooks Tumbleweed Ranch and North-West of Horowitz Farmstead. If you do not know where these locations are they can be viewed on the Fallout wiki:
http://fallout.wikia...umbleweed_Ranch
http://fallout.wikia...owitz_Farmstead

Features:
- A new worldspace - Area 51
- A new medium sized dungeon to explore
- Restored cut content
- New Armour
- New Weapons
- New Recipes
- New items
- New enemies

See FAQ for more details and spoilers.

------------------------------------------------------------
Compatability
------------------------------------------------------------
This plugin makes changes to the following FNV assets:
Alien Power Cell (AmmoAlienPowerCell)
Exterior Cells : -14, 35 and -14, 34

If you have a mod which edits any of these it may cause
incompatabilities, it is recommended that A51-PR loads after any conflicting esp files.

------------------------------------------------------------
Installation
------------------------------------------------------------

- Download and install Speedy Resources:
http://www.newvegasn...le.php?id=39551

- Extract the A51-PR zip file in a secure location, copy the "data" folder to your Fallout New Vegas installation directory. e.g:
C:\Program Files\Steam\SteamApps\common\fallout new vegas

- Check the tick boxes "Area 51 - Project Roswell.esp" and
"SpeedyResources.esm".


------------------------------------------------------------
Uninstallation
------------------------------------------------------------

- Uncheck the tick box "Area 51 - Project Roswell.esp" from your plugin list.

- Delete all Area 51 asset files.

- If necessary uninstall Speedy Resources as well (make sure no other esps require it).

------------------------------------------------------------
Contact
------------------------------------------------------------
Ionis the Bear - http://www.gamesas.com/
ionis - http://www.thenexusforums.com/
ionisthebear - http://gmod.com/

------------------------------------------------------------
Credits
------------------------------------------------------------

- Thanks to Bethesda Game Studios and Obsidian for creating Fallout NV.
- Thanks to SpeedyB64 for creating such high quality assets.
- Thanks to Bod for doing some beta testing :).

------------------------------------------------------------
Legal
------------------------------------------------------------

Please do NOT re-host this without first obtaining permission.

All new textures and models are created by myself, Speedy Resources or are readily available within the Fallout New Vegas files. This mod does NOT port over ANY files from Fallout 3 or any other third party video game.

This mod contains strong language (written).

------------------------------------------------------------
FAQ (Spoilers)
------------------------------------------------------------
What new items does this mod add?
Weapons:
- Gas Grenade (Restored cut content, new texture and mechanics)
- Stun Grenade (Restored cut content, new mechanics)
- Cryo Grenade (New Weapon)
- Cryo Mine (New Weapon)
- Alien Atomizer (Restored content)
- Alien Disintegrator (Restored content)
- Alien Shock Baton (Restored content)
Armour:
- Rider Helmet (New Armour)
- Hard Rider (New Unique Armour)
- Combat Helmet - Black (New Armour)
- General Turner's Uniform (New Unique Armour)
- General Turner's Cap (New Unique Armour)
- Hazard Suit (New Unique Armour)
Misc:
- Nuka-Cola Quantum (Restored cut content)
- Drained Alien Power Cell (New Item)
- Berry Mentats (Restored cut content)
- Graqe Mentats (Restored cut content)
- Orange Mentats (Restored cut content)
Crafting Recipes:
- Homebrewed Nuka-Cola Quantum (New Recipe)
- Recycling, Alien Power Cell (New Schematic)
- Cryo Mine (New Schematic)
- Cryo Grenade (New Schematic)

Who are the new enemies?
There are two new factions. The first you will be fighting
against are a new raider gang the "Riders" who carry unique
biker helmets. The other new faction are the U.S Army Remnants who carry an assortment of pre-war military tech.

How does the gas grenade work?
The gas grenade functions similar to the Bio-Gas Canister from Point Lookout, it creates a flammable cloud wherever it detonates that lasts for 10 seconds before dispersing. During this time it can be ignited by any normal means (flames, gun fire, explosions).

How does the stun grenade work?
The stun grenade works differently between the player and NPCs. For NPCs it has a knockdown and short paralysis effect, whereas for the Player it creates a visual disruption effect.

How do the cryo weapons work?
The cryo grenades and mines function exactly the same as the Mothership Zeta counterparts. The only difference being their model and textures. (The originals are not in the FNV game files).

Where is the key to General Turner's nuka-fridge?
It is located on top of the first desk in the Level 4
observation room.


You say the mod does not carry over any F3 resources yet you include the WPNDLC05AlienRifleReload sound, why?
The sound is not from F3 but is actually an original I made by mixing together the rifle pickup sound and the recharger rifle reload noise. It is named as it is to make the Alien Rifle reload sound work (previously it was silent).

How do I get into the Research Facility?
You first need to get the Office Key from General Turner's body (Located in Hangar 02 by the research terminal). You can then get the access codes from his office terminal (located on the top floor of the control station).

How do I get into L2-C?
You need to get the keycard from the ghoul technician's body located at the end of the huge pipe in L2-M.

How do I get into L3?
You need to go into L2-C and follow the corridors and tunnels right round to the very end where the Ghoul Commando is located. The L3 keycard is on the table.

How do I lower the forcefield in L3?
You need to head into the reactor room and choose the necessary command from the terminal at the very top.

How do I lower the radiation levels in the reactor?
You need to head to the utility room by the monorail. In the second room there is a terminal with the necessary command.

Where do I get the keycard to L4?
There are two options. Firstly you can get the access codes to the Command Centre from a terminal in the dorms, inside the command centre is a Ghoul Officer who carries a keycard. Secondly (if your character is weak) you can get a keycard from a safe in the last dorm room. You can pick the lock or use Science to hack the nearby terminal to open it.

How do I get past the decontamination chamber in L4?
You need to be wearing the Hazard Suit. You can get this by firstly gaining access to the Observation Room, then unlocking the Surgery door through the relevant terminal and finally taking the suit off of the dead scientist.

------------------------------------------------------------
Changelog
------------------------------------------------------------
30th June 2011 (my birthday yay!)
* v1.0 - Initial Release

User avatar
Dark Mogul
 
Posts: 3438
Joined: Tue Feb 20, 2007 11:51 am

Post » Fri Jul 01, 2011 2:54 pm

Looks like this may be a perfect 4th of July romp to pass the time whilst waiting for OWB.

Looks promising. I'll be DLing this weekend.
User avatar
Deon Knight
 
Posts: 3363
Joined: Thu Sep 13, 2007 1:44 am

Post » Fri Jul 01, 2011 1:51 pm

I too will be certainly trying this! I have one question though. How long did it take you to make this? I'm trying to gauge my workrate. It's a long story. :P

EDIT: I'm not very far, but I can tell this is very well made. It will certainly be getting my endorsemant once the 3 hour period is up!
User avatar
Elizabeth Falvey
 
Posts: 3347
Joined: Fri Oct 26, 2007 1:37 am

Post » Fri Jul 01, 2011 6:05 pm

I too will be certainly trying this! I have one question though. How long did it take you to make this? I'm trying to gauge my workrate. It's a long story. :P

EDIT: I'm not very far, but I can tell this is very well made. It will certainly be getting my endorsemant once the 3 hour period is up!


Thank you! I started in January and have been working on it on-and-off, so 6 months since I started but I've taken big breaks in between ;p.
User avatar
Albert Wesker
 
Posts: 3499
Joined: Fri May 11, 2007 11:17 pm

Post » Sat Jul 02, 2011 12:08 am

Thank you! I started in January and have been working on it on-and-off, so 6 months since I started but I've taken big breaks in between ;p.

Ahh, alright. My mods take forever to make, but they are SO story heavy. I think I need to stop that. So far yours is a cool place to explore, with just enough story to give the player a purpose to be there. I need to do more that level of stuff. Then I could make mods so much faster... :P
User avatar
sunny lovett
 
Posts: 3388
Joined: Thu Dec 07, 2006 4:59 am

Post » Sat Jul 02, 2011 1:54 am

Ahh, alright. My mods take forever to make, but they are SO story heavy. I think I need to stop that. So far yours is a cool place to explore, with just enough story to give the player a purpose to be there. I need to do more that level of stuff. Then I could make mods so much faster... :P


Thanks, well I enjoy the process of modding, if I finish something for release then it's just an added bonus! It doesn't matter how long it takes you, as long as you have fun while you're doing it ;).
User avatar
Nichola Haynes
 
Posts: 3457
Joined: Tue Aug 01, 2006 4:54 pm

Post » Fri Jul 01, 2011 12:46 pm

Thanks, well I enjoy the process of modding, if I finish something for release then it's just an added bonus! It doesn't matter how long it takes you, as long as you have fun while you're doing it ;).

While that is true, if I can work for 6 months and release something that adds 1 hours of gameplay, or work 2 months and make something that adds 5 hours of gameplay, I would rather do the latter. Wouldn't you?
User avatar
Alexxxxxx
 
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Joined: Mon Jul 31, 2006 10:55 am

Post » Fri Jul 01, 2011 2:34 pm

Looks good, and more places to explore are always welcome.
User avatar
Deon Knight
 
Posts: 3363
Joined: Thu Sep 13, 2007 1:44 am

Post » Fri Jul 01, 2011 4:43 pm

Hey, I'm farther now, and I have two bugs to report.

1. The officer's body in Hanger 02 is posed as if he is leaning up against a wall or something, but he is laying in the middle of the open.
2. In the small Control Tower interior cell, you can see past the rubble to the 'outside' blankess of the cell.
3. The ground between the scaled up Jersey Barricades in Hanger 02 flickers. Try offsetting their z position by 1 to prevent this z-planing.

I'll let you know if I find more. I'm currently stuck as to how to gain access to the research bunker L1, but I'll keep poking around.
User avatar
Tyrone Haywood
 
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Joined: Sun Apr 29, 2007 7:10 am

Post » Fri Jul 01, 2011 11:07 pm

I saw this mod on Nexus it looks sick nice job!
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Wayland Neace
 
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Joined: Sat Aug 11, 2007 9:01 am


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