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Droids of the Commonwealth - the Re-redux ?


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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'?

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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 by Trykz
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20221231143239_1.jpg

 

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

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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 by Trykz
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20230101204013_1.jpg

 

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 ?

 

20230101141756_1.jpg

 

20230101174635_1.jpg

 

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

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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.

 

20230102151835_1.jpg

 

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.

 

20230102151934_1.jpg

 

Hopefully I can knock down sub-level 5 after work tomorrow.

 

Trykz

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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

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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":

 

20230103201832_1.jpg

 

All may not be as it seems here:

 

20230103201845_1.jpg

 

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

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  • 2 weeks later...

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:

 

20230113152855_1.jpg

 

The "Infiltrator" profile:

 

20230113153245_1.jpg

 

The "Assaultron" profile:

 

20230113154412_1.jpg

 

and finally, the "Off-duty" profile:

 

20230113154740_1.jpg

 

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

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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:

 

20230114104733_1.jpg

 

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

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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:

 

20230114104733_1.jpg

 

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.

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  • 2 weeks later...
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 by xkcorruption
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  • 2 weeks later...

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

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  • 1 month later...
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.

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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 

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