Trykz Posted October 2, 2016 Posted October 2, 2016 Hello there! Now that I have your attention Allow me to introduce the Advanced Socially Interactive Android series or: A.S.I.A. A.S.I.A. is a series of autonomous androids independently created from the "evolution" of a lost A.I., developed long ago through the joint efforts of the Commonwealth Institute of Technology (C.I.T.), and General Atomics International. Working unchecked in an underground facility for over two centuries, this AI studied The Commonwealth's inhabitants in the aftermath of The Great War. Much akin to the current Institute's ideals, A.S.I.A. determined that the preservation of the human race was paramount to it's own existence, and molded itself into a perverse "saviour" of sorts. However, unlike the present day Institute, A.S.I.A. is determined to "improve" the Human race..... from within. With this new objective in play, A.S.I.A. developed the very first "fully organic" command processor, capable of "plugging in" to either a Human OR robotic host. This, A.S.I.A. determined should ONLY be utilized by a single entity...... Itself. In it's own image of the reproductive female form. Using The Institute's own reprogrammed Gen1 Synths, A.S.I.A. scoured The Commonwealth for both robotic and human remains with which to experiment. Sometimes sacrificing both Synth and Human alike to fuel the necessity of forward progress. Then came the search for a suitable host for A.S.I.A. to occupy..... Once acquired, A.S.I.A. began development of "lesser" A.I. processors, which would focus on three very distinct tasks: The subjugation of all remaining humans. The hacking of all Institute Synth models for "repurposing". And the utilization of all remaining human and robotic material from every source to accomplish ONE goal: To build a better "human" race. Until 60 years ago...... Seeing the impending devastation and inevitable annihilation of the human race, the "lesser" A.I.'s initiated a coup using squads of reprogrammed military units to lock down the facility: Once their objective was complete, A.S.I.A.'s master processor was removed from the host body and hidden away. Together, the lesser A.I. entities developed a number of new A.I., all with a single new objective: To nurture and support the preservation of the pure human race through "social interaction", thus facilitating the need for "other" A.S.I.A. models..... Like the "Economy Model" for the less than well off: Obviously for the less discreet. Less "mechanical" then the military model, but definitely distinguishable as "not" human And of course, the Deluxe Model.... for the truly tasteful genetleman (who also has VERY deep pockets). Perfectly "human" in every way. Well, except for that organic A.I. module in her head.... Recent events have shaken things up a bit in the production facility: A.S.I.A.'s Master Processor has gone missing...... And somehow, it's ended up in YOUR head! Now all that remains is...... what will you do with it? Stay tuned..... Trykz
Trykz Posted October 2, 2016 Author Posted October 2, 2016 As A.S.I.A. Prime, YOU are the ONLY model capable of the following: Heading in to liberate a heavily fortified Gunner Fortress? Then the heavy duty Generation 1 model is perfect for those types of situations Find yourself needing some medium duty stats coupled with a little stealth capability? Then the "less metallic" Generation 2 it is..... Looking to "blend in" with the Diamond City crowd? Or perhaps some stealth recon is required for your next objective? Then Generation 3 is just what the doctor ordered...... completely Human in appearance, but also the least durable. So great care is required when the situation begins to heat up..... That's right..... your consciousness can be transferred to any of the three models...... at will. Each model has widely varying statistics, each tailored to whatever type of situation you find yourself going into..... ---------------------------------------------------------------------------------------------------------------------- The A.S.I.A. military issue battle bio-armor is both form fitting AND functional no matter which biomech model your conciousness currently occupies. All are made from a specially A.S.I.A. engineered bio-metallic polymer material: The "light" duty: Skin tight and light as a feather, this set is perfect for a stealthy approach to your target The "tank" duty: Just what The General ordered for those who like to get up close and personal enough to beat their opponents to death with their own limbs. The "medium" duty: Good, all around protection for the Jack-of-all-trades infantry soldier. The "heavy" duty: While not offering as much protection as the tank set against multiple enemies, it still performs well when they are fewer in number. Each set is tailored to compliment each of the corresponding A.S.I.A. models. Suffice to say, the tank set performs best when worn by Generation One military models. Likewise, the light set performs best for Generation Three models. But, ANY set can be worn by ANY model. However, not everything is as perfect as it may seem: Because of their bio-metallic composition, each set must be "grafted onto" it's user. And that being the case, it MUST be equipped and removed by qualified A.S.I.A. personnel at their respective grafting stations inside the A.S.I.A. production facility..... they CANNOT be worn with "underarmor", and CANNOT be removed in the field..... ---------------------------------------------------------------------- The A.S.I.A. facilities..... The A.S.I.A. Prime Laboratory This is where the A.S.I.A. Project began once it escaped the C.I.T. Central Network Of course it was much more barren in the beginning: Don't open the spoiler if you just finished eating any sort of meat with your dinner More soon...... Trykz
Trykz Posted October 3, 2016 Author Posted October 3, 2016 Will it be body slide compatible? As always, everything in my race mods is fully BodySlide compatible. Bodies, armors, clothes, etc..... The NPC bodies are set up on the actor forms to be completely random in weight, so no 2 NPCs are identical. I know the screens show them all looking alike, but that will be changing soon. Most of them are just static NPCs that don't do much. But many others will have full routines throughout the day. I'm also adding 3 companions which each having it's own particular combat style. Trykz
Fuscia Posted October 3, 2016 Posted October 3, 2016 Like the background story / lore ! I'm curious, would it be possible to make it an optional feature to have BoS hostile towards A.S.I.A (if there will be A.S.I.A NPCs roaming the Commonwealth?) and towards the player? As much as I like Paladin Danse so do I think that it would make sense
superdog Posted October 4, 2016 Posted October 4, 2016 will they have custome face meshes? Hard to see from your pics...
Trykz Posted October 4, 2016 Author Posted October 4, 2016 Like the background story / lore ! I'm curious, would it be possible to make it an optional feature to have BoS hostile towards A.S.I.A (if there will be A.S.I.A NPCs roaming the Commonwealth?) and towards the player? As much as I like Paladin Danse so do I think that it would make sense Possibly..... I'm actually working on the faction system now. I mean, making any other faction hostile to them is easily accomplished, but then it causes those faction's endings to be unplayable. I may however, use a trigger that the player can use for themselves, apart from the A.S.I.A. faction itself. will they have custome face meshes? Hard to see from your pics... Their actor forms will use traits templated from other existing actors. As far as I know, there is currently no way to import custom faces into the CK to apply directly onto the actor form like there was in Skyrim. Here's a few more screens for now though A.S.I.A. Androids are also hackable As of right now, I can confirm their capability of being deactivated (putting them in a sleep state), and then reactivated again. I'll be testing for other functionality in the coming days..... The A.S.I.A. production facility is a completely new, hand-crafted cell, and is fully navmeshed for follower facilitation. There are currently 4 worker NPCs that move all over the facility without issues. More tomorrow Trykz
Flamingoracle780 Posted October 4, 2016 Posted October 4, 2016 This is looking awesome man! Like the change in story too.
Trykz Posted October 4, 2016 Author Posted October 4, 2016 This is looking awesome man! Like the change in story too. Thanks Added a little new info to the second post More will follow later today..... Trykz
Tynea Posted October 7, 2016 Posted October 7, 2016 This is looking really awesome! I can't wait to explore this storyline! Many many props for working on this! Do you have a patreon or similar? A few questions leap to mind though! Is this an alternate start or does it work more like iHuman? Might it be possible to have a variation on the armour sets featuring a more battered/post-apocalyptic look? And perhaps an option for combat heels on the boots? Could they be modified via Outfit Studio for example?
Trykz Posted October 7, 2016 Author Posted October 7, 2016 This is looking really awesome! I can't wait to explore this storyline! Many many props for working on this! Do you have a patreon or similar? A few questions leap to mind though! Is this an alternate start or does it work more like iHuman? Might it be possible to have a variation on the armour sets featuring a more battered/post-apocalyptic look? And perhaps an option for combat heels on the boots? Could they be modified via Outfit Studio for example? Thanks This doesn't alter the vanilla start to any extent. I was considering using the cryo pod script again, but it wasn't very reliable for handling the race swap. At this time, the race swaps are handled by the three chairs and beds I'll be giving details about later. I personally use Another Life for my starts. I tried the other one on Nexus, but it didn't seem as fluid or reliable. The armors are courtesy of ralfetas. And they're all BodySlide compatible. So modifying them to your liking should be pretty straight forward. As far as textures go, this is already a pretty sizable mod. More textures will add to it's weight, and likely require an off-site download host like Mega or something. Not to mention the additional material files associated with the additional textures. I figure that stuff can be left to others to sort out. I'm fine with others making alternate stuff for themselves and sharing what they made with others. I'll be posting more pics and info later today, so watch this space Trykz
Otaku21 Posted October 7, 2016 Posted October 7, 2016 looks very cool, but hmm for 1 this the units need a pipboy? cant they get a head mounted display like in power armor?, 2nd would a chair form the member dean work better then a bed? Player gets in, pop up has you pick witch model your mind is transfored to, and they get up from there displays, Lastly will each Model have there own starts? like HP, AP, as well as there own Special? sorry if you said this all ready, am a little slow trying to understand what you said
Trykz Posted October 7, 2016 Author Posted October 7, 2016 looks very cool, but hmm for 1 this the units need a pipboy? cant they get a head mounted display like in power armor?, 2nd would a chair form the member dean work better then a bed? Player gets in, pop up has you pick witch model your mind is transfored to, and they get up from there displays, Lastly will each Model have there own starts? like HP, AP, as well as there own Special? sorry if you said this all ready, am a little slow trying to understand what you said 1) I'm not sure what you mean by "needing a pipboy". If you don't like using one, there are plenty of mods on Nexus that hide it from view. If you're referring to the NPCs, they don't equip one..... 2) The race swap function is already done via "chairs", as are the various armor equip/unequip functions. I did include 3 beds, but they're not in the primary production facility..... 3) Yes. Each model has it's own stats and SPECIAL bonuses/inhibitors. Additionally, the various torso armors also make adjustments to those values..... Trykz
chesterlikesit Posted October 7, 2016 Posted October 7, 2016 Was that first picture Fortazela's armor for fallout 4 with a cyborg component to it?
Otaku21 Posted October 7, 2016 Posted October 7, 2016 That was fast 1. i don't went to hid them, but i was thinking the androids could use a Heads up display like what Power armor has in game as my thinking it would be neat 2. i get nothing... lol i have to see it for when its out 3. that's Great, really liking that, but do you plain on expanding it? like Maybe a crafting bench of shorts where the player can install upgrades to the units when not in use?
Trykz Posted October 7, 2016 Author Posted October 7, 2016 Was that first picture Fortazela's armor for fallout 4 with a cyborg component to it? Yes..... it's ralfetas' Fortaleza armor.... chome plated On another note, added more info and pics to post #2 Trykz
Trykz Posted October 10, 2016 Author Posted October 10, 2016 Hello again..... and welcome to the A.S.I.A. STF..... Or as it's formally known, the Social Training Facility You may be somewhat familiar with it's architectural style. Though somewhat less spacious than The Institute, A.S.I.A. performs it's manufacturing operations in a completely separate facility. The STF is strictly for the social training of Generations Two and Three A.S.I.A. models. You know, things like cooking, cleaning, laundry, taking out the trash, or even washing the family car. Among "other" things, of course..... But that's a manual yet to be written Moving on..... One of the tech A.I.'s over at the production facility stumbled onto information pointing to the possible existence of a certain holotape program written by A.S.I.A. Prime some time before it's untimely demise..... it was said that this holotape held the only known copy of a special program, which gave A.S.I.A. Prime the ability to "digitize", at will, into ANY of the three models, simply by running the program on a standard issue Vault-Tec Pip-Boy..... There's only one problem..... It's last known location is A.S.I.A. Prime's development lab. Unfortunately, that location's information was erased from the A.S.I.A. Central Network, 6 decades ago. But hey, at least you'll have the key to the place when you do find it..... "IF" you find it..... Stay tuned! Trykz
Trykz Posted October 11, 2016 Author Posted October 11, 2016 Following up with the ongoing construction of the Social Training Facility, I felt it pertinent to mention that the facility is immensely customizable using the facility's workbench..... This facility IS NOT a settlement. It will be thoroughly follower friendly, but it will not have any settlement functionality apart from user customization. The entire facility is one big power pylon, powered by it's own special fusion core reactor: The reactor provides 10,000 units or power. More than enough juice for all of your power needs Some of what you see in the following screens, are necessary static objects placed in position for the NPCs who will reside here to interact with. More will be forthcoming..... but MOST of what you see right now were placed by me "in game" using the workshop. Unlike the super secret, ultra hidden A.S.I.A. Prime Development Lab, this facility is directly connected to the production facility: I have one more facility left to build, and then it's time to work on adding NPCs to The Commonwealth. I'll be utilizing the game's "checkpoint" system to place leveled NPCs in multiple areas. More details on that later Trykz
Trykz Posted October 13, 2016 Author Posted October 13, 2016 Welcome to the A.S.I.A. Combat Training Facility This facility's location is certainly no "walk in the park"..... In reality, it's arguably THE most dangerous location in The Commonwealth. Situated along the Western edge of the Glowing Sea, this decommissioned site was formerly used to test the combat programming of A.S.I.A. military models. Outfitted with the deadliest defensive electronics available, it long served as A.S.I.A. Prime's testament to the superior combat capabilities of it's Generation One creations..... The dilapidated shack in the foreground is the ONLY safe place this close to the facility. Approach from any other location or direction will likely lead to the quick detection and annihilation of ANYTHING that gets too close. -------------------------------------------------------------- Most of the time it's pretty quiet..... But the moment any sound or movement is detected..... and it's like some kind of nightmare Christmas party..... Except I doubt that shack was ever lit up like that for the holidays before the bombs fell..... And now for the bad news..... I'm sure you'll be immensely eager to get your hands on that holotape I mentioned earlier. Well, unfortunately for you, THIS is your FIRST stop. See that vertibird on the upper platform? You'll need to have a look inside Well, yeah..... Trykz
badandunusual Posted October 13, 2016 Posted October 13, 2016 Nietzsche, I love this mod, and its not even out yet (no, Nietzsche wasnt a misname, its my god)
Shadowe Posted October 18, 2016 Posted October 18, 2016 This looks amazing. I can't wait to see it in action!
Arhon Posted October 18, 2016 Posted October 18, 2016 .....I need it.... that vertibird got me curious now...
Fuscia Posted October 20, 2016 Posted October 20, 2016 Think it will be a great thing from a game-play point of view to be able to change up your body depending on what you're doing at the time but I'm curious if it would not be a nice thing to expand that in the other direction too, having the option that by giving up the ability to switch between (gen1, 2 and 3) bodies so would you gain some perks or benefits. Perhaps explained with your artificial mind being more tailored to maximize the use of your chosen gen-type body. Something I really liked with the original ihuman mod was "being stuck" with the clearly artificial body and appearance and can't help to think that being able to change into the gen 3 body will take away some of that.
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