[WIP] Dog City (Denver)

Post » Sat May 28, 2011 3:11 pm

[img]http://img.photobucket.com/albums/v210/misterr84/title.jpg[/img]

Dog City (Denver) - A Quest mod.


Just RELEASED on the Nexus:http://newvegasnexus.com/downloads/file.php?id=41751


Dog City is a quest and new lands mod, that takes the player on a journey through Denver, Colorado (aka Dog City.) It is currently WIP, but is very near completion. The mod is loosely based on the original Van Buren designs for Denver. I took a lot of ideas from that material, but since Van Buren was never released, it's not strickly canon, so I could be creative. The player is forced into an assassination mission by a mysterious salvager called Rogers, and is sent to Denver to find an elusive man called Porter.

In Dog City, the streets are swarming with packs of wild dogs. The Salvagers live up high, where dogs can't climb.

The mod is fully voiced and lip-synced. I've used some custom meshes and textures, and I make use of a lot of scripting.

Here are some screenshots:


http://img.photobucket.com/albums/v210/misterr84/title.jpg


http://img.photobucket.com/albums/v210/misterr84/ScreenShot199.jpg

http://img.photobucket.com/albums/v210/misterr84/ScreenShot167.jpg

http://img.photobucket.com/albums/v210/misterr84/ScreenShot166.jpg

http://img.photobucket.com/albums/v210/misterr84/ScreenShot160.jpg

http://img.photobucket.com/albums/v210/misterr84/ScreenShot157.jpg

http://img.photobucket.com/albums/v210/misterr84/ScreenShot126.jpg

http://img.photobucket.com/albums/v210/misterr84/ScreenShot116.jpg


More Screenshots:


http://img.photobucket.com/albums/v210/misterr84/ScreenShot184.jpg

http://img.photobucket.com/albums/v210/misterr84/ScreenShot177.jpg

http://img.photobucket.com/albums/v210/misterr84/ScreenShot175.jpg

http://img.photobucket.com/albums/v210/misterr84/ScreenShot173.jpg

http://img.photobucket.com/albums/v210/misterr84/ScreenShot161.jpg

http://img.photobucket.com/albums/v210/misterr84/ScreenShot150.jpg

http://img.photobucket.com/albums/v210/misterr84/ScreenShot135.jpg

http://img.photobucket.com/albums/v210/misterr84/ScreenShot131.jpg

http://img.photobucket.com/albums/v210/misterr84/ScreenShot130.jpg



-RJHELMS84
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Jimmie Allen
 
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Post » Sun May 29, 2011 1:12 am

Do you get to be the 'lord' of Dog City? :homestar:
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Kanaoka
 
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Post » Sat May 28, 2011 12:48 pm

*Heart attack* This looks amazing. Not only have I been waiting for a good mod with a new worldspace, but Denver? A town that sounds totally awesome in the Fallout universe and a place that I live an hour away from? I'm curious, is there any slight Legion presence? Legion is supposed to get their dogs from Denver.

EDIT: Just read the VATS on one of those screenshots
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Beulah Bell
 
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Post » Sun May 29, 2011 3:27 am

sounds awesome! i have never read much into van buren, but what i heard about Denver from the legion made me wish i could visit it. looks good too, i like your cyber dog.

are the dogs going to be a faction? maybe lead by an escaped enclave hyper-intelligent cyber dog? or just huge packs of wild ones? i am guessing the latter. sounds like lots of fun, can't wait to play it.
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ZANEY82
 
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Post » Sun May 29, 2011 2:57 am

In Dog City, the streets are swarming with packs of wild dogs. The Salvagers live up high, where dogs can't climb.
Ah, great. Always thought it's a shame nobody had done a proper take on the 'skyscraqers as islands of safety' thing. Some serious urban ruin will be a nice contrast to the Mohave too.
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Emmanuel Morales
 
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Post » Sun May 29, 2011 3:29 am

I like this idea of dogs in the city, I hope you make sure to include as many races of dogs as possible as having the same type of dogs over and over again might get boring quickly.
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Shannon Lockwood
 
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Post » Sat May 28, 2011 8:09 pm

I like this idea of dogs in the city, I hope you make sure to include as many races of dogs as possible as having the same type of dogs over and over again might get boring quickly.


That might be true, but I wouldn't mind it too much. This resource has several different textures of a Corgi model: http://www.newvegasnexus.com/downloads/file.php?id=41651
At the same time, I wouldn't take much pleasure in running into several different varieties of one breed that doesn't look all that menacing.
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Melanie
 
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Post » Sat May 28, 2011 9:07 pm

Why are the legionaires wearing recon armor instead of the usual legion getup?
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Stephani Silva
 
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Post » Sun May 29, 2011 12:04 am

Sometimes I wish we could post images so I could properly utilize my reaction image folder for mods like this.
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Robert Bindley
 
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Post » Sat May 28, 2011 9:11 pm

I like this idea of dogs in the city, I hope you make sure to include as many races of dogs as possible as having the same type of dogs over and over again might get boring quickly.


Thanks for the idea, I'll experiment with some different types and see what it looks like.
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Victoria Vasileva
 
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Post » Sat May 28, 2011 6:19 pm

Why are the legionaires wearing recon armor instead of the usual legion getup?


You'll find out in the story, but they've been unable to leave Denver and cut off from Caesar.
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pinar
 
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Post » Sun May 29, 2011 2:59 am

Where can I download this from ? It has been erased off of nexus.
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quinnnn
 
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Post » Sat May 28, 2011 11:05 pm

I've always wanted to explore this city. Ill be watching this.
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Catherine Harte
 
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Post » Sun May 29, 2011 2:03 am

Awe it is indeed missing from the Nexus...

Was looking forward to checking out denver

Edit:

Ah I must have Missed that :P damn My selective reading :)
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FoReVeR_Me_N
 
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Post » Sat May 28, 2011 8:59 pm

The author said it is still WIP but nearing completion. It's not released.
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Chloe Yarnall
 
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Post » Sat May 28, 2011 10:07 pm

n
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Solène We
 
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Post » Sat May 28, 2011 5:00 pm

The mod was removed from Nexus, as it was only a WIP, and I was told I had to upload a file to keep it on, so í've taken it off for now.

I've just added some more screenshots to the first post here.
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Penny Flame
 
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Post » Sat May 28, 2011 10:33 pm

The mod was removed from Nexus, as it was only a WIP, and I was told I had to upload a file to keep it on, so í've taken it off for now.


Try the mod database (moddb.com) if you are looking for a place to publicize your progress on the mod.
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Michelle Serenity Boss
 
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Post » Sun May 29, 2011 2:05 am

The mod was removed from Nexus, as it was only a WIP, and I was told I had to upload a file to keep it on, so í've taken it off for now.

I've just added some more screenshots to the first post here.

Placeholders not allowed on Nexus. :]
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Naomi Lastname
 
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Post » Sun May 29, 2011 1:50 am

UPDATE: The mod is basically ready now. Just have one more voice to record, and make some final touches, then part one will soon be released.
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latrina
 
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Post » Sun May 29, 2011 3:10 am

I'm really looking forward to checking this out when released!
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ashleigh bryden
 
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Post » Sun May 29, 2011 1:47 am

I'm really looking forward to checking this out when released!


whooo! its up for download on the nexus! http://www.newvegasnexus.com/downloads/file.php?id=41751
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Natasha Biss
 
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Post » Sat May 28, 2011 5:28 pm

Hah! That's awesome.

I live in Denver, too. :P
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Dezzeh
 
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Post » Sat May 28, 2011 3:42 pm

Great mod, the atmosphere's excellent, the design fits in perfectly and the voice-work is pretty neat. The hiding places for plasma mines were genius- I don't think I walked past any of them without dying the first time, but the positioning was always so justified I couldn't get annoyed :P.

Some feedback on a few things:
Spoiler
The Captain Hunter fight was a little irritating/kinda impossible. The pulse grenades you find earlier didn't take his shield down (although they dealt with the bots upstairs) and the shield console was positioned such that it wasn't feasible to turn it off when he could one-shot/two-shot you on the way to it. Hiding behind cover and wearing him down with flame weapons that ignore shields wasn't possible as he'd just run out and gauss you in the face- in the end I had to kill him through the console.
The 'walk into room, somebody oneshots you' problem did crop up a few times- Captain Hunter, Jeb, and the Legionaries with hunting rifles all start combat with you in front of a doorway, at near point-blank range, and all have high single-shot damage weapons. The end result is a lot of reloading. Maybe adding some cover to these encounters would help? Or at least a degree of delay when starting. One thing to note from the Fallout 3 maps in particular is almost every map with hostile NPCs has an 'antechamber' just the other side of the load door, in which you're safe- allowing you to play around with going into fights with different weapons equipped and different chems popped without having to save before the load door, then cell change, then reload.

Conversely, the fights with the prospectors with assault rifles were almost trivial- they all had high ROF/low DAM weapons and couldn't beat Combat Armour, Reinforced- admittedly I was using a 'minimum 0% damage' mod but I can't see them being much of a thread with higher minimum damage either. Peppering in a few hunting rifles into their loadout (and a few ARs into the Legion loadout) would help level out the threat each side posed.

The only other things I'd note would be the lack of a doctor- so on hardcoe, broken limbs are gone for good. There's a profusion of medical equipment around, but not the right bits to build doctors bags, sprinkling in some Surgical Tubing, Forceps and Scalpels amongst the Blood Packs would fix that.

Oh, and there was a missing texture on the tunnel entrances.


Anyway, constructive criticism aside it was a very well-made mod and I'm really looking forwards to Part 2.
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flora
 
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Post » Sat May 28, 2011 4:35 pm

1 - Awesomes - I started this mod late at night, and when you get ambushed the first time and that guy shouts at you I nearly released fecal matter explosively. Was not expected that but was pleasantly surprised. All around well done. The map design, while linear, was better placed and executed than any mod or vanilla dungeon I've seen.

2 - Bads - Voice acting leaves much to be desired but makes do with what you have. I'll say neutral. Also I wish it were more free roam with a ton of respawning dogs as opposed to fairly linear for the majority of the game. Between the buildings I can cap every dog in the head with a shotgun, then what? Its safe until I leave the cell. Hell, with me with them either side has nothing to worry about in terms of dogs.
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MR.BIGG
 
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