Verina Posted December 30, 2022 Posted December 30, 2022 I've asked this before, and I understand the posting date for all of this is probably not set yet... BUT do you have a rough date when this will be ready for players to download, and where it will be available for downloading. Oh... and will all the supporting mods be part of a 'Collection'?
Trykz Posted December 31, 2022 Author Posted December 31, 2022 (edited) 9 hours ago, Verina said: I've asked this before, and I understand the posting date for all of this is probably not set yet... BUT do you have a rough date when this will be ready for players to download, and where it will be available for downloading. Oh... and will all the supporting mods be part of a 'Collection'? A few weeks by my estimate. I've finished building out the first level of the encounter zone, but there are still 14 sub-levels to go. I'll be posting screens of this level sometime tomorrow after I playtest that all the spawns are working correctly. There will be a bit of important information about this first level that you'll want to make note of, but it won't be wholly representative of what you will encounter here. I'll be documenting much of the dungeon build as things progress, with tidbits of information sprinkled in. Once the mod releases, I will be referring back to this thread for reference. The coming posts in particular. I also still need to work back through the individual editions to make sure everything lines up, and all of the earlier functions still work. Especially ones that didn't work in the original version of the mod. To your second question: No. Not in the "Nexusmods-esque" sense anyway. The required mods will be listed (with direct links). The mod has it's own "internal" requirements, ALL of which will be part of the download which will ONLY be available here on LL. That said, I want to take this opportunity to be as clear and direct as possible: Quote This mod will release as a LoversLab exclusive. And so it will remain. It is NOT to be released on any other site, or as part of any "collection" on Nexus or ANYWHERE. No permissions will be given for derivative works to be released off of this site. Derivative works MAY NOT include this mod OR it's assets in whole or part. Translations WILL be permitted, but are required to be released here on LL exclusively, and only the translated ESMs/ESPs may be released and requiring the mod's asset files to be downloaded from it's "as released" download page. Asset modifications (such as body/armor/clothing conversions, BodySlide files, etc.) ARE acceptable, but must be supported by whoever converted them. As with EVERY mod I release, content additions ARE encouraged and welcomed so long as they are designed and developed within the scope and theme of the mod as released. This mod will be the final product of nearly 10 years of trial and error, building and rebuilding, and the mods that came before it. And even though I will likely be moving on to modding Starfield, I am not closing the door to potential continued development until I choose to do so, at which point I will likely pass it on to a seriously interested modder willing to maintain the scope, theme, and depth that I've poured into it myself. Trykz Edited December 31, 2022 by Trykz 8
Trykz Posted January 1, 2023 Author Posted January 1, 2023 Sub-level 1 complete, and all spawn triggers working as intended. The notable aspect of this level is the dozens of destroyed terminals. There is ONE terminal that is NOT destroyed, and it must be located and hacked before you can proceed deeper into the facility. Sub-level 2 is structurally complete, populated, and partially furnished. This level is a lot less destroyed, as it is maintained by the Droids that reside here under a very fragile, non-combat arrangement. An arrangement you may need to use to your advantage to advance to the next sub-level. Sub-level 3's entrance is in place and awaiting construction. I may need to remove some of sub-level 2's walls to better facilitate NPC movement and interaction. Trykz 4
zjzc Posted January 1, 2023 Posted January 1, 2023 Happy new year, Trykz! The best luck and health in 2023? 3
Trykz Posted January 1, 2023 Author Posted January 1, 2023 (edited) 9 hours ago, zjzc said: Happy new year, Trykz! The best luck and health in 2023? Thank you. Happy New Year and well wishes to you as well. Not much to report today, thanks to my own carelessness in not saving in the CK more often. I finished sub-levels 2 and 3, saved my progress, and then proceeded on building sub-level 4 for about 3 hours when the CK crashed ?. Again, totally my own fault. I know how touchy the CK can be, especially when working for long periods without saving. Anyway, sub-level 2 is completed, furnished, and populated, with a bunch of cover spots to utilize when working your way through the level. I didn't need to remove any of it's walls as simply placing a couple of markers and furniture pieces did the trick for getting the NPCs moving around. I may need to swap out some of the lighting for non-shadow variants to reduce overly taxing weaker video cards. Sub-level 3 is not very big at all. BUT, here will be one of the toughest levels of all. Better stock up on those repair kits. I'll let you know how many I use after I test the level's spawn triggers and pathing. Just beyond the level is a small room with a charging station and a small cache of supplies. You're going to need it given the beating your Firewall and SPU will take from sub-level 2's Droid rogues. Enemies on sub-level 3 are of varying difficulty. Some will go down fast and do minimal damage. Others will prove to be exceptionally challenging. Don't be surprised if you find that you may need to backtrack often to save your own ass. It's a wide open level. But again, not very spacious at all. I'm thinking I may also need to utilize portal markers to break the zone up a bit. My system is no slouch. But the more I add, the more I see it taxing the entire rig. And I still have 12 sub-levels to go. I'll try to get more shots up later today. Trykz Edited January 1, 2023 by Trykz 6
Trykz Posted January 2, 2023 Author Posted January 2, 2023 Just a little reminder for once you get here, just how far away from home you really are. And yes, my character is about to explode because she's not wearing the right gear for the surface ? Dumping out the shadow lighting made a world of difference. Sub-level 2 is no longer taxing on the system at all. A LOT smoother. I'll be adding a bit of debris and clutter to this sub-level as well as some more cover spots. The NPCs on both sides will use them if you have a decent NPC AI overhaul. I think I'm also going to kick the difficulty up a little with a few more NPCs. Depending on whether or not you alert them with fighting on the level above, they may already be fighting each other when you arrive. I also goofed up the spawns on sub-level 3 by starting them "unconscious". So they just lay there like they're dead ?. I've corrected this, so I'll need to back up a few saves so I can rerun the level to make sure it all works correctly. Since I lost sub-level 4 due to not saving my work often enough, I think I'm going to go with a maze type configuration with lots of doors and a mix of Droids and robots. Both friendlies AND enemies. There will be a "less than obvious" indicator that you're going the right way if you pay close attention. I have errands tomorrow, so I may not get a lot done construction-wise. But I'm working local for the rest of the week, so I'll be home every night. I'd like to finish the entire cell by the end of next weekend so I can get to work on the bookend of this monster of a mod. One final note before I go back to the CK: This entire cell is set to respawn, in case you're wondering. However, getting back to it isn't a simple task. The final sub-level sends you back planetside. And to get back here, you'll need to revisit some old stomping grounds ? I'll let the terminals tell you the rest. Trykz 4
Trykz Posted January 2, 2023 Author Posted January 2, 2023 Sub-level 4 complete. I'm calling it "The Next Level of Hell" ? It's seriously THAT vicious. No light in the halls at all. EVERY mob is "inactive" until you trigger them. And there's NO WAY to avoid triggering them. Step too far after triggering one, and you're likely to trigger another. Or maybe more. This sub-level is actually 3 levels in one. The exit is not easy to find, unless you spot the indicator. You're only hint: They are all the same. But ONE is not like the others. Good luck! ? Here's yet another of the loading screens. They are much more of a regular occurrence once you become a Droid. This is the satellite array surrounding Relay Station Echo. The relay station is where you arrive once you've collected all the codes to allow you to transfer here. It's one of only three interiors on the moon. I'll get to the third tomorrow evening, and post some shots of it. Hopefully I can knock down sub-level 5 after work tomorrow. Trykz 8
Trykz Posted January 3, 2023 Author Posted January 3, 2023 And now you have a new challenge to contend with: in areas that rogue Droids control, you'll be fighting through them while enduring a new effect. Their weapons do a decent amount of damage to your power and firewall levels, but things still felt a bit too.... easy. I worked my way through sub-level 2 in roughly 15 minutes, and came out the other side having lost only 15% of my firewall, and about 70 power. So, I decided to create the "Hostile Broadcast". It's a new area-effect placed into the cell, that gives no warning that you're within it's radius. So now, paying close attention to your firewall while fighting through rogue Droid controlled areas becomes much more important. After another run through the level, my test character's power level was dropped by about 105, and my firewall was -7 with my SPU dropping fast ? More on this later. I want to get started on sub-level 5 after I put a little more distance between 3 and 4 so the mobs stop aggro-ing each other. Trykz 5
Trykz Posted January 5, 2023 Author Posted January 5, 2023 Okay, so replicating ambush pack-ins doesn't seem to work for non-leveled actors (or maybe just non-vanilla?) So I need to find a new approach to handling the mobs on sub-level 4. I checked every aspect of the vanilla ambush pack-ins, and replicated them part by part, right down to the ambush script. I'm going to give it one last go, and if it still doesn't work, I'll try a variation of the package method I used for the A.S.I.A. bots in the theater. The pack-in method would be preferable, because it's basically drag and drop, making short work of populating a sub-level. On a related note, welcome to the "Disposal Site": All may not be as it seems here: That's right. The dungeon that's in progress is the base of operations for the division of the government responsible for your creation before everything went so wrong with the world ? I thought it kind of fitting that the mod at some point bring you to where it all began. I'll be spending the last days of development doing little more than tweaking things as needed, and writing a boatload of lore into this organization. Some of which will be found on terminals, or in notes and diaries scattered about the facility. Though I playtest as I'm building, I'm planning on doing one final playtest with a brand new character to make sure everything works as designed from start to finish. Trykz 8
Trykz Posted January 13, 2023 Author Posted January 13, 2023 Sometimes, I REALLY DO hate surprises. Like calling in at 5am for the day's work, only to be told "hey, you need to head to Clearwater to run that job for the next 10 days". So needless to say, I didn't get squat done for over a week because the guy running that job decided to "suddenly" take his vacation ? Anyway, I'm back home and working local next week. So it's back to plan and into the CK to get more done. For now, I figured I'd give you some shots of the profile system you get access to at level 15 (post-upgrade) and explain a bit how it works: The "General Duty" profile: The "Infiltrator" profile: The "Assaultron" profile: and finally, the "Off-duty" profile: Each profile has it's own purpose. The General Duty profile is just that. For situations where you're just travelling around questing and killing stuff (a little of every SPECIAL stat). The Infiltrator profile is more fitting for a stealthy approach (agility and raw sneak). The Assaultron profile is for when you need just a bit more "oomph" against multiple targets (strength and endurance). And the Off-duty profile is for stuff like working around the settlement or selling your loot (lots of charisma). The General Duty, Infiltrator, and Assaultron profiles are set to the armors you see above. The Off-duty profile has 4 slots for you to fill with whatever you like for the feet/body, top, pants/shorts and head slots. Each of the 3 combat profiles also has 1 "required item" to load: General Duty - requires 1 military circuit board Infiltrator - requires 1 Stealth Boy Assaultron - requires 1 Assaultron circuit board The corresponding item MUST be present in your inventory for the profile to even be available for selection from the profile list. ALL profiles CAN be used with any of the software/hardware subroutines from their respective menus. The 3 profile sets are fully BodySlide compatible. And now to get back to the CK..... Trykz 8
ViktorTrance Posted January 14, 2023 Posted January 14, 2023 This looks amazing, looking forward to it! Thanks for the update.
Trykz Posted January 14, 2023 Author Posted January 14, 2023 So today I decided to take a little break from cell building. But, I still wanted to accomplish something substantive. So I got to thinking, "how can I make interacting with the four main factions more interesting?" So I built this: And it's part of your Advanced Management system. It allows you to move into and out of ANY (or all) of the 4 main factions whenever you choose. I don't care for any of the factions. They're too invasive to the game's questing system, and limit what quests you are able or unable do, all for the sake of a pre-determined ending. So personally, I set all but one as hostile right from the start. I typically do this via the console. But now, it can be done right from within the mod. Or, it can be completely ignored if you so choose, and you can play the game normally and without consequence. More on this later..... Trykz 6
BAB PEEG Posted January 14, 2023 Posted January 14, 2023 1 hour ago, Trykz said: So today I decided to take a little break from cell building. But, I still wanted to accomplish something substantive. So I got to thinking, "how can I make interacting with the four main factions more interesting?" So I built this: And it's part of your Advanced Management system. It allows you to move into and out of ANY (or all) of the 4 main factions whenever you choose. I don't care for any of the factions. They're too invasive to the game's questing system, and limit what quests you are able or unable do, all for the sake of a pre-determined ending. So personally, I set all but one as hostile right from the start. I typically do this via the console. But now, it can be done right from within the mod. Or, it can be completely ignored if you so choose, and you can play the game normally and without consequence. More on this later..... Trykz Preston: Wow you saved us from the raiders! Me pulling out the rocket hammer: Funny you should say that. 1
dgtsy Posted January 15, 2023 Posted January 15, 2023 I'm very much looking forward to this! You're doing great work, and the updates are beautiful!
King of tentacle Posted January 16, 2023 Posted January 16, 2023 On 1/14/2023 at 4:23 PM, Trykz said: I don't care for any of the factions I only ever play the institute because also they have working showers (stinky unwashed commonwealth masses) 2
King of tentacle Posted January 16, 2023 Posted January 16, 2023 protip for faction choice in any game pick either the one with the most advanced tech or the one with necromancy simple as that
Verina Posted January 20, 2023 Posted January 20, 2023 Sounding better every time I check the latest update!!
xkcorruption Posted January 26, 2023 Posted January 26, 2023 someone needs to go back on the old a.s.i.a. posts and reference this post
xkcorruption Posted February 5, 2023 Posted February 5, 2023 (edited) On 1/26/2023 at 8:46 AM, xkcorruption said: someone needs to go back on the old a.s.i.a. posts and reference this post on a random whim to tear into some old drives i found 400 some mods id though lost forever including all the A.S.I.A. (english) files form 2019 so if you want them hit me up idk about posting rules. i threw them in a google drive folder. i also have the A.S.I.A. RUS files if anyone needs them as well EDIT: i just added the 2 rogue sexbot 1.6 files tot he folder as well. i still havent found the asia bos addon. once i do i will toss them into the folder as well. Edited February 5, 2023 by xkcorruption 1
Hallows-Slayer Posted February 12, 2023 Posted February 12, 2023 Any new updates on potential release date?
DesdemonaItzal Posted February 21, 2023 Posted February 21, 2023 Really nice, have been a huge fan of your content, by the way just out of curiosity, what graphical mods or overall mods do you use to take your screenshots or would recommend for playing with your mod and give a better atmosphere/playability? Also what body are you using, I suppose CBBE and that's what's gonna be supported right
MattTheRagdoll Posted April 8, 2023 Posted April 8, 2023 Hi Trykz, still super psyched for the new release of droids, in the meantime had a question for you (or anyone else who might ahve it). Is there a fusion girl bodyslide for the A.S.I.A mod? Starting a new game and have made the move over to FG.
Varithina Posted April 9, 2023 Posted April 9, 2023 11 hours ago, MattTheRagdoll said: Hi Trykz, still super psyched for the new release of droids, in the meantime had a question for you (or anyone else who might ahve it). Is there a fusion girl bodyslide for the A.S.I.A mod? Starting a new game and have made the move over to FG. Pretty sure there was at one point, but from what I remember they were for the pre 1.6 version of fusion girl, and no idea if anybody updated them for the newer versions of it.
Hallows-Slayer Posted April 9, 2023 Posted April 9, 2023 16 hours ago, Varithina said: Pretty sure there was at one point, but from what I remember they were for the pre 1.6 version of fusion girl, and no idea if anybody updated them for the newer versions of it. Still off topic but have a question. I have the A.S.I.A mod but have never really used it just installed how do you start the mod? Need some sort of Droids until he gets this mod finished XD
Filidae Posted April 10, 2023 Posted April 10, 2023 In Vault 111 is a terminal in the other room with Cryopds,you start the mod there. 1
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