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Wasteland Adventurers Guild - alpha


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Posted
1 hour ago, Error09072001 said:

i mean , i'm sure this is a bit much buuutt, it would be very cool , if you lost to like the gorillas for example that don't have aaf animations , they would beat you up ,steal some caps or aid or smt , drag you to the "boss of the dungen"or set rooms with aaf capable enemy's(for example the gorillas could throw you in a pit with a yaguai and leave you there, the rats would bring some "rat people" to you just like normal npcs with like rat outfits or smth ) or smth that has aaf capabilities , and then you can still have unique enemys and aaf scenes , i think that would be verryyyyy cool , but idk how hard is to implement 

The idea itself offers a good solution, but it is a bit too much to do. But i'll keep it in mind because i kinda like the idea :) 

 

The priority is now to make the bosses more interesting, so they are not just a fest of reducing their hitpoints. I also would like to add quests for ranking up and stuff like that. While I work alternately on this and my other mod.

Posted
52 minutes ago, Heinzelman said:

The idea itself offers a good solution, but it is a bit too much to do. But i'll keep it in mind because i kinda like the idea :) 

 

The priority is now to make the bosses more interesting, so they are not just a fest of reducing their hitpoints. I also would like to add quests for ranking up and stuff like that. While I work alternately on this and my other mod.

oh ya, I am all for custom Bosses that can NOT be fought with sex.   Cool names, and with tricks up their sleeves.   Rock throws (behemoth) spit attacks (Mirelurk Queen) underground attacks (blood worms) they should also enrage or whatever the legendary mobs you run across in the wasteland do (though they don't need to drop legendary loot except by the chance set in the MCM).   Just the legendary enrage would make them very interesting.   For example the 2nd level boss went from a damage sponge (seriously tough fight think I went through 300+ rounds of ammo on that guy 2+ drums of ammo and 3 ultra Jets) to an interesting fight at low levels (op weapon with jet usage to overcome MSMA nerfing of damage output) but if he enraged that would be very very interesting and still somewhere between the two.

Posted

Opal Levels are a ton of fun - and interesting fights.   If this transition continues I can see needing to bring in companions to help handle these guys which is awesome.   I will have reached the end of the current mod soon - and can see what you can get from the Doc as should have a large supply of filled vials.   I would say after testing that this mod works extremely well with the mod MSMA (Bimbo and Sex fight mod) and will rank you rather high on the Bimbo levels and skills.   Just doing the Dungeon over and over again I have reached level 32, Bimbo level 4 and I believe I have 30 points left to finish off Opal Rank.

 

Oh a few other mods you should consider as soft requirements or maybe higher is Sex Education (gain xps for having sex!) Violate (surrender mod but used along with MSMA becomes a tool to defeat enemies via Sex) and Darthroman creature pack for additional creature animations as you expand the levels.

 

This has a very bright future, and I can not wait for the next batch of levels!

Posted

I grabbed WastelandAdventurersGuild_v036_Source.7z and it's voicelines and ran to the building. 

 

And saw this.ScreenShot1.png.0241ec1ef1c1e1c1735c46de0a7747ed.png

 

Is this a me being a caveman when it comes to modding or is this a version issue? I use 1.10.984

Posted
1 hour ago, Ehgak said:

I grabbed WastelandAdventurersGuild_v036_Source.7z and it's voicelines and ran to the building. 

 

And saw this.ScreenShot1.png.0241ec1ef1c1e1c1735c46de0a7747ed.png

 

Is this a me being a caveman when it comes to modding or is this a version issue? I use 1.10.984

did you go to the guild hall first?  You need to start the quest there.

Posted (edited)
11 minutes ago, Mimirue17 said:

did you go to the guild hall first?  You need to start the quest there.

ScreenShot0.png.e2f7cdaf8e2817d377950d4bad47db64.png Presumably its this building right? with what's supposed to be a door on the left? It's plywood. 

 

Just curious if it's a version thing. Many people and modders favor previous versions. I put that file on read only to prevent updates buut uh

 

Todd found a way I guess. 

Edited by Ehgak
Posted
7 minutes ago, Ehgak said:

ScreenShot0.png.e2f7cdaf8e2817d377950d4bad47db64.png Presumably its this building right? with what's supposed to be a door on the left? It's plywood. 

 

Just curious if it's a version thing. Many people and modders favor previous versions. I put that file on read only to prevent updates buut uh

 

Todd found a way I guess. 

that is the correct building, does the mod show up in your MCM? and was this on a new start or added to game mid play through?

Posted
15 minutes ago, Mimirue17 said:

that is the correct building, does the mod show up in your MCM? and was this on a new start or added to game mid play through?

Yup that's my problem, it's midplay and it's not in my MCM

 

"There are 2 introduction quests for this mod. The first one only starts if you havent completed "Out of Time" and "When Freedom Calls". a pair of adventurers is waiting between the Red Rocket Station and Concord and may invite you to free preston and his gang. This Quest doesnt touch the vanilla quests, it just listens to them. Dont rush through and play the vanilla quest in order"

 

downloaded this when I was running out of time, noticed there was no conflict/requirements I need to worry about and came back to it later, I need to remember this for my sim conqueror playthrough where preston gets murdered I think. 

 

Thanks for guiding this caveman Mimirue17

Posted
56 minutes ago, Ehgak said:

Yup that's my problem, it's midplay and it's not in my MCM

 

"There are 2 introduction quests for this mod. The first one only starts if you havent completed "Out of Time" and "When Freedom Calls". a pair of adventurers is waiting between the Red Rocket Station and Concord and may invite you to free preston and his gang. This Quest doesnt touch the vanilla quests, it just listens to them. Dont rush through and play the vanilla quest in order"

 

downloaded this when I was running out of time, noticed there was no conflict/requirements I need to worry about and came back to it later, I need to remember this for my sim conqueror playthrough where preston gets murdered I think. 

 

Thanks for guiding this caveman Mimirue17

my suggestion would be to start a new game (as a test) through the vault - and upon exit (when most mods start) see if its in the MCM.   If it is then everything installed correctly.   If its still not there in that test then there is an issue with the install.   You don't need to play this start its just to test it installed correctly.

Posted
9 minutes ago, Mimirue17 said:

my suggestion would be to start a new game (as a test) through the vault - and upon exit (when most mods start) see if its in the MCM.   If it is then everything installed correctly.   If its still not there in that test then there is an issue with the install.   You don't need to play this start its just to test it installed correctly.

Maybe next update I can have a selfish ask fulfilled and have a debug start quest in the MCM, testing a new save next time 

Posted (edited)
1 hour ago, Ehgak said:

Maybe next update I can have a selfish ask fulfilled and have a debug start quest in the MCM, testing a new save next time 

You need the WastelandAdventurersGuild_v036_alpha.7z, not the WastelandAdventurersGuild_v036_source. The latter is just the sourcecode of my scripts, in case other creators are interested in them :)

 

Edited by Heinzelman
Posted
6 hours ago, Mimirue17 said:

Opal Levels are a ton of fun - and interesting fights.   If this transition continues I can see needing to bring in companions to help handle these guys which is awesome.   I will have reached the end of the current mod soon - and can see what you can get from the Doc as should have a large supply of filled vials.   I would say after testing that this mod works extremely well with the mod MSMA (Bimbo and Sex fight mod) and will rank you rather high on the Bimbo levels and skills.   Just doing the Dungeon over and over again I have reached level 32, Bimbo level 4 and I believe I have 30 points left to finish off Opal Rank.

 

Oh a few other mods you should consider as soft requirements or maybe higher is Sex Education (gain xps for having sex!) Violate (surrender mod but used along with MSMA becomes a tool to defeat enemies via Sex) and Darthroman creature pack for additional creature animations as you expand the levels.

 

This has a very bright future, and I can not wait for the next batch of levels!

Thanks for your feedback and testing :)

 

It is good to hear, that it works well together with MSM and other mods. The plan is, to integrate more LL mods in the future.

Posted
42 minutes ago, Heinzelman said:

You need the WastelandAdventurersGuild_v036_alpha.7z, not the WastelandAdventurersGuild_v036_source. The latter is just the sourcecode of my scripts, in case other creators are interested in them :)

 

D'oh.  ScreenShot2.png.82c09335a13d4c18f9ea7f2687ef4602.png

 

looks like that was it. Works midplay too! 

 

Time to test your mod out. Thanks for the help

Posted

Alright, so my heroine climbed up the hierarchy-ladder in the guild and got her Aquamarine collar (after having to swallow a lot, I tell you :D )....

And we fought through the level a lot more often than I thought we would, because their design makes them quite fun, even after multiple runs. 

 

However, now I am running into an issue: 

With her brand-new Aquamarine - Collar equipped, we wanted to enter the next level through that double Vault door that exits the huge cave with the adventures in it...

But the second door only opens a little bit and my heroine is not transported to the next level. 

I tried several times, looked for secret buttons, tried again with the first door shut down (in case it's some kind of security gate or something), but to no avail. 
I also tried with the adventurers, talking to them, if they might reveal some secrets about how to open that door...

Nothing. 

 

So, am I missing something, or did I run into a bug? 

 

Thanks already in advance for any information!

Posted (edited)
33 minutes ago, JonX67 said:

Alright, so my heroine climbed up the hierarchy-ladder in the guild and got her Aquamarine collar (after having to swallow a lot, I tell you :D )....

And we fought through the level a lot more often than I thought we would, because their design makes them quite fun, even after multiple runs. 

 

However, now I am running into an issue: 

With her brand-new Aquamarine - Collar equipped, we wanted to enter the next level through that double Vault door that exits the huge cave with the adventures in it...

But the second door only opens a little bit and my heroine is not transported to the next level. 

I tried several times, looked for secret buttons, tried again with the first door shut down (in case it's some kind of security gate or something), but to no avail. 
I also tried with the adventurers, talking to them, if they might reveal some secrets about how to open that door...

Nothing. 

 

So, am I missing something, or did I run into a bug? 

 

Thanks already in advance for any information!

 

Congratulations on reaching the aquamarine rank 🍻 I didn't think anyone would manage it so quickly. 

 

The dungeon currently has 10 Levels. Ideally I would like to add up to 25 more in the future, and I am doing it rankwise. So the next bigger update will have 3-5 additional levels.

Edited by Heinzelman
Posted (edited)
7 minutes ago, Heinzelman said:

 

Congratulations on reaching the aquamarine rank 🍻 I didn't think anyone would manage it so quickly. 

 

The dungeon currently has 10 Levels. Ideally I would like to add up to 25 more in the future, and I am doing it rankwise. So the next bigger update will have 3-5 additional levels.

 

I see....

 

Glad it's not a bug!

 

So, I'll care about other stuff, and will look forward to the next levels!

 

Thanks for the ultra-quick response! 

And Happy Holidays!

 

P.S.: I could eventually try out Triggerwoman! :)

Edited by JonX67
Posted

Will there be plans for motivation or some other reason to rank up in this mod? It doesn't really make sense to me that the PC would become a total slut or face hordes of enemies just for different color necklaces.

 

Maybe I am missing the intention of this mod?

Posted
40 minutes ago, Voidson22222 said:

Will there be plans for motivation or some other reason to rank up in this mod? It doesn't really make sense to me that the PC would become a total slut or face hordes of enemies just for different color necklaces.

 

Maybe I am missing the intention of this mod?

Yes, it is planned to have more ways to gain ranks and more reasons to achieve them. 

Posted

Can I make a suggestion for a reward that I think people would really get into?  Before I get into the details you had shown an Alpha in the Triggerwoman mod that had a feature that I though was brilliant - the room upgrade system it had.   So back to the reward - use one of the many boarded up doorways near the guild to offer a player home - say starting at Aquamarine (earlier or later depending on how you work the levels).   At the start it would be just a living room, a bathroom and a bedroom - very very basic - maybe 1 or 2 pieces of furniture per room.   There are 3 unlockable rooms - a 2nd bedroom (you can choose what type of room - maybe 2 or 3 options) a kitchen/bar and a basement (starts a storage but can be upgrade to crafting room or barracks etc).   The next 3 levels you get with the guild give you 1 unlock point and 1 upgrade point.  (each room has 3 total upgrades)  After the 3 levels you get either 1 or 2 upgrade points.   Or any variation of options that fit how you would like to work it.   Maybe some of the more difficult or unique quests the guild has to offer would have an upgrade point as the reward.   Just an idea, and would use some of the brilliant work you have done in the past as well :) 

Posted
3 hours ago, Mimirue17 said:

Can I make a suggestion for a reward that I think people would really get into?  Before I get into the details you had shown an Alpha in the Triggerwoman mod that had a feature that I though was brilliant - the room upgrade system it had.   So back to the reward - use one of the many boarded up doorways near the guild to offer a player home - say starting at Aquamarine (earlier or later depending on how you work the levels).   At the start it would be just a living room, a bathroom and a bedroom - very very basic - maybe 1 or 2 pieces of furniture per room.   There are 3 unlockable rooms - a 2nd bedroom (you can choose what type of room - maybe 2 or 3 options) a kitchen/bar and a basement (starts a storage but can be upgrade to crafting room or barracks etc).   The next 3 levels you get with the guild give you 1 unlock point and 1 upgrade point.  (each room has 3 total upgrades)  After the 3 levels you get either 1 or 2 upgrade points.   Or any variation of options that fit how you would like to work it.   Maybe some of the more difficult or unique quests the guild has to offer would have an upgrade point as the reward.   Just an idea, and would use some of the brilliant work you have done in the past as well :) 

And I thought i could create a mod without a playerhome 🤪

 

But i like the direction of your idea. I'll think about something like that.

Posted (edited)

started a new game to check out your mods.

 

I run a lot of mods so my issues are probably not common, but maybe a few things to consider.

 

When I first ran into vixen and the guy, they were fighting (wotc) 12 forge raiders. I ran off and later had the guy join me for the museum. After concord was clear, I found the guy shredded by the deathclaw and after searching the truck stop I found vixen dead under some branches. I recycleactor them and got the 2nd part of vixen's dialogue.  This isn't  a bug but how messed up my game is.🫤 I have to set a lot of npcs tp essential because I'll find "protected" npcs dead all the time.

 

 

actual input.

 

After I talked to vixen   I didn't immediate follow the quest. When I finally decided to follow up, I couldn't remember where the headquarters was located or find any map marker. I had to go online and look it up.

 

Same for the dungeon. When heading to the area (wrong side of the river turns out) , my toon got caught up  and ended up bound on the other side of town. By the time my pc was back,   I'd totally forgotten the dungeon location.

 

Maybe you could place a note or map (or the halo) at the headquarters  for us users that are a little slow and/or have the memory of a rock...

 

Edited by Joe_Oni
Posted

the guild is super easy - go to Diamond City - go north and cross the bridge (over the river) - go left until you find Polymer Labs - then take a right after that building!

 

The Tunnel is along the same side of the River as Diamond City - if you follow the river you will find it fairly easily.   I can put a picture of the map here is you like!

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