[WIP] Hephasto Research Facility

Post » Sat May 28, 2011 8:26 am

I've got bad news guys. Some parts of the mod rely heavily on objects I can't use in NV. Do to them being part of FO3, I'll have to abort the project and maybe keep it only for me. This is really sad as I have worked a couple of months on this and I don't have the right to release it. Thanks for your cooperation.


Hi everyone,

I'm here to present to you a mod I've been working on for some time called the ''Hephasto Research Facility''. I felt that New Vegas lacked the underground military/research bases Fallout 3 had which could also be used as player housing. I started working on this project to add a research facility which could also be a viable player house. Currently, the facility has 4 Levels:

- (Level 1) Main Entrance
- (Level 2) Barracks
- (Level 3) Robotics Division
- (Level 4) Weapons and Nanotech Labs

Level 1 houses a main office, a cafeteria, a lounge room, and washrooms.

Level 2 contains a clinic, an armory, the command center, and the bedroom for the facility's personnel.

Level 3 takes care of assembling and repairing Robobrains. You can find a robotics lab, a robobrain repair center, and a brain storage room. This Level also houses the Facility AI's primary node.

Level 4 is where the heavy research is done. The weapons lab is the main source of the facility's armament (Everything is made on site, much like the gun runners do.) The nanotech labs involves the creation of nanobots used in the medical industry to help wounded people recover faster (Still in prototype phase).

The Hephasto Research Facility was built by a private company with the aid of vault-tec engineers. Hephaestus, the facility's AI, was installed to aid the scientists in their research. A couple of years after the bombs fell, the residents of this base had to leave as they were needed elsewhere, leaving all the material and research inside. The robobrains were programmed to ensure the security and maintenance of the facility until the personnel came back. Today the facility remains unopened, still defended by turrets and robobrains. No one knows what happened to the facility's occupants or where they are now, but what is certain is that they haven't come back as planned.

What is done:

Level Design : 100%
Cluttering : 90%
Optimization : 60%
Navmesh : 0%

Here are a couple pictures of the facility itself. Things are not finished and maybe some elements in the pictures will be modified in the first release (Still, most things are done so there won't be any major differences, if any, over these pics and the release. I still need the authorization from the authors of a couple resources I've used in this project.

http://img193.imageshack.us/img193/3918/hephastoentrance.jpg
http://img822.imageshack.us/i/hephastoentranceinside.jpg/
http://img59.imageshack.us/img59/5488/hephastodinner1.jpg
http://img10.imageshack.us/i/hephastodinner2.jpg/
http://img406.imageshack.us/img406/1017/hephastodinner3.jpg
http://img196.imageshack.us/img196/2456/hephastoelevatorbutton.jpg

http://img51.imageshack.us/img51/1080/hephastoarmory.jpg
http://img602.imageshack.us/img602/1245/hephastoclinic1.jpg
http://img683.imageshack.us/img683/8919/hephastoclinic2.jpg
http://img87.imageshack.us/img87/6987/hephastocommand1.jpg
http://img101.imageshack.us/i/hephastocommand2.jpg/
http://img528.imageshack.us/img528/903/hephastocommand3.jpg
http://img577.imageshack.us/i/hephastolivingquarters.jpg/

http://img703.imageshack.us/i/hephastoroboticsdivisio.jpg/
http://img405.imageshack.us/i/hephastorobobrainstorag.jpg/
http://img18.imageshack.us/i/hephastosecondaryainode.jpg/

http://img840.imageshack.us/i/hephastoweaponslab1.jpg/
http://img26.imageshack.us/i/hephastoweaponslab2.jpg/
http://img443.imageshack.us/i/hephastonanolab1.jpg/
http://img33.imageshack.us/i/hephastonanolab2.jpg/
http://img339.imageshack.us/i/hephastonanolab3.jpg/
http://img221.imageshack.us/img221/3887/hephastoai.jpg

This base is not meant to be overpowered. I'll try to balance difficulty vs. loot so that it reflects this goal. If you have any suggestions on anything related to this mod, feel free to do so, it's mostly the reason I'm presenting this here.
User avatar
Darren Chandler
 
Posts: 3361
Joined: Mon Jun 25, 2007 9:03 am

Post » Sat May 28, 2011 7:30 am

Nice, reminds me of the EPA from the Fallout 2 Restoration Project. Maybe there could be some simple quests in there too, not just shooting n looting? I've lost track of the times I've fixed broken generators in Fallout 2, that'd be a nice throwback to have in here. Or maybe some new, unique weapon prototype? Keep us posted!
User avatar
Stephanie Valentine
 
Posts: 3281
Joined: Wed Jun 28, 2006 2:09 pm

Post » Sat May 28, 2011 6:27 pm

I've planned on adding a quest (got a couple ideas in my head) and a unique prototype weapon. I'm looking for a fallout-esque weapon that could be easily integrated in New Vegas, something new, though I never was good in modeling and texturing. If anyone wants to take up the challenge let me know.
User avatar
Josh Dagreat
 
Posts: 3438
Joined: Fri Oct 19, 2007 3:07 am


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