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 Fallout Factions v0.7 
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 Fallout Factions v0.7
This mod contains 7 factions from the fallout games. They draw inspiration from all fallout games but mostly from New Vegas. Some factions share equipment but with different stats and sprites. Some units have abilities like healing allies, bonus when using sniper rifles, melee weapons or pistols.


Vault Survivors:
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A faction made of the surviving population from an unknown Vault. It features 5 unit types, 10 weapons and 2 types of explosives. Their units are comparable to ronin forces in strength and they have a medic unit. Their equipment is varied and versatile.


Capital Wasteland Raiders
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Capital Wasteland Raiders are a group of hostile gangs from the Fallout games. It features 4 unit types, 10 weapons and 4 types of explosives. They are the weakest faction but they have a great range of weapons.


Super Mutants:
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A faction made of an united force of Super Mutants. It features 6 unit types, 9 weapons and 2 types of explosives. Their units are stronger, more resistant to damage and regenerate health over time but they are also heavier and taller. They have good assault weapons but lack proper sniper rifles.


Brotherhood of Steel:
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The Brotherhood of Steel is a quasi-religious technological and military organization. It features 4 unit types, 10 weapons and 2 types of explosives. Their units are more skilled and better armored, especially Knights. They have superior firepower but most of their equipment is expensive.


Enclave:
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The Enclave is a secretive political, scientific, and militaristic organization. It features 4 unit types, 10 weapons and 2 types of explosives. Their units are as skilled as BoS units and they have even better armor but no medics. Most of their weapons are energy based and expensive.


NCR:
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A faction made of the armed forces of the New California Republic. It features 5 unit types, 9 weapons and 2 types of explosives. Their units can be lightly or heavily armored with an average combat skill, with the exception of the NCR Recon, which is the most skilled. Their weapons are old projectile ones but still versatile enough.


Caesar's Legion:
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Caesar's Legion is an autocratic, traditionalist, reactionary slaver society, and a totalitarian dictatorship faction. It features 4 unit types, 9 weapons and 2 types of explosives. Their units wear light armor, with the exception of the Centurion. They are a melee oriented faction so they are really good with those kind of weapons, as they get an attack speed bonus with them.


DOWNLOAD LINK:
https://www.dropbox.com/s/5edwagkhzugyg ... 7.rar?dl=0

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Last edited by Chiko on Tue Jul 28, 2020 1:45 am, edited 10 times in total.



Tue May 02, 2017 3:43 am
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Post Re: Fallout Factions
This looks really good.

My recommendation though is to make the power armor actors larger than the normal actors as well as increasing the size of the mutants.

Other than that this is a nice looking mod:)


Wed May 03, 2017 8:39 pm
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Post Re: Fallout Factions
Sure I can make power armor units a bit taller.

Making Super Mutants bigger would make them unable to fit in bunker modules, though. They are already having a bit of a problem using defensive modules due to their size. They are like 1 or 2 pixels away from touching the ceiling already. I could make them more fat so they appear larger, maybe.

Also, I updated the steam version of these faction but I ran out of time and I'm leaving for work. Will update this today night or tomorrow morning.


Edit: The pictures there are from the first version of each faction. Super Mutants are bigger than the ones in those pics, for instance.


Wed May 03, 2017 9:22 pm
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Post Re: Fallout Factions
Small update for all factions:


Vault Survivors
-Frag Grenades now have 2 settings, Default Grenade or Booby Trap. Booby Trap Mode will make it work like a mine but with a poor detection method.
-Bottlecap Mines now have a more effective detection method but a longer detonation time. They won't explode if the actor is standing on them and stays put.

Super Mutants
-Frag Grenades now have 2 settings, Default Grenade or Booby Trap. Booby Trap Mode will make it work like a mine but with a poor detection method.
-Grenade Bouquet now uses the same poor detection method as Booby Trap Grenades and they will deploy themselves when dropped manually or upon the unit's death.
-The Sledgehammer is no longer a one-handed weapon. Made its sprite slightly bigger.
-The minigun now has a smaller ammo capacity.

Brotherhood of Steel
-Frag Grenades now have 2 settings, Default Grenade or Booby Trap. Booby Trap Mode will make it work like a mine but with a poor detection method.
-Frag Mines now have a more effective detection method and a shorter detonation time. They won't explode if the actor is standing on them and stays put.
-The minigun now has a smaller ammo capacity.

Enclave
-Added a new weapon, Plasma Scattergun. It's the same one from the Vault Survivors faction. Enclave had no shotgun-like weapons and this is perfect for them.
-Plasma Mines now have a more effective detection method and a shorter detonation time. They won't explode if the actor is standing on them and stays put.
-Replaced the minigun with the 10mm SMMG. It's a shoulder mounted version of it with less ammo capacity, slower fire rate but more accurate and damaging.

NCR
-Frag Grenades now have 2 settings, Default Grenade or Booby Trap. Booby Trap Mode will make it work like a mine but with a poor detection method.
-Frag Mines now have a more effective detection method. They won't explode if the actor is standing on them and stays put.

Caesar's Legion
-Added a new weapon, Throwing Spears. Its damage output can go from doing no damage at all to severing limbs and penetrating power armor.
-Added a new weapon, 9mm Submachinegun. A fully automatic 9mm firearm with great fire rate but low range and armor penetration.
-The Fire Axe is no longer a one-handed weapon. Made its sprite slightly bigger.
-Fixed Fire Bombs spontaneously exploding. They will still explode when dropped manually or upon the unit's death.


Thu May 04, 2017 9:20 pm
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Post Re: Fallout Factions
New update! Here's the changelog for each faction:

Vault Survivors
-Added a new unit, Vault Overseer. It's the brain unit of this faction. Technically, it's a regular Vault Dweller but with the perception and skill boost of brain units.
-Vault Wanderers now have the Sharpshooter perk, which allows them to get an aiming range bonus with sniper rifles when crouching.
-Added a new Scenario, Vault Breach. It's mountain with a small vault-like bunker in it. It also has custom bunker modules and objects.
-Edited the Loadouts to add the new brain unit and made some other changes.
-Fixed the Police Baton using wrong materials and attack flash.

Super Mutants
-Added a new unit, Super Mutant Overlord. It's the brain unit of this faction. It's stronger than regular Brutes and a lot more skilled.
-Added a new unit, Super Mutant Nightkin. His arms and legs cannot be hit and he wears a hood and skirt that allow him to "dodge" a number of bullets.
-Added a new weapon, Nail Board. It's a one-handed weak melee weapon. It's only effective against unarmored targets.
-Edited the Loadouts to add the new weapon and units.

Brotherhood of Steel
-Added a new unit, BoS Elder. It's the brain unit of this faction. As with the Scribe, he's skilled but unarmored.
-Made BoS Knights a bit more taller.
-Edited the Loadouts to add the new brain unit.

Enclave
-Added a new unit, Enclave CO. The commanding officer is the brain unit of this faction. It's similar to Enclave Officers in stats and skill.
-Made Enclave Trainees and Soldiers a bit more taller.
-Edited the Loadouts to add the new brain unit.

NCR
-Added a new unit, NCR General. It's the brain unit of this faction. Its stats are comparable to the NCR Recon but he has less armor and the Gunslinger perk instead.
-Added a new unit, NCR Ranger. It's an elite soldier with good armor and combat skill. Their arms cannot be damaged and they have the Gunslinger Perk.
-Made NCR Heavy troops a bit more taller.
-Edited the Loadouts to add the new units and made some other changes.
-Fixed the Combat Knife using wrong materials.

Caesar's Legion
-Added a new unit, Caesar's Legate. Unlike the brain units from the other factions, the Legate is heavily armored.
-Edited Caesar's Centurions. They are a bit taller, have less ornaments and no face mask since those are Legate items now.
-Edited the Loadouts to add the new brain unit.
-Fixed Throwing Spears and Thermic Lance using wrong materials.


Tue May 09, 2017 4:50 am
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Post Re: Fallout Factions
What a big mod.
Don't have time to try yet, but good looking. Good job :wink:


Sun May 14, 2017 3:59 pm
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Post Re: Fallout Factions
Thanks!

Also, update for all factions:

Vault Survivors
-Units and their limbs will now drop bottlecaps when gibbed, which can be collected via tools or by simply walking over them. Broken armor pieces also drop bottlecaps.
-Bottlecap mines will also drop 1 bottlecap upon detonating.
-Vault Dwellers and Wanderers walk a little faster now.
-Vault Wanderers now also have the Gunslinger Perk in addition to the Sharpshooter one to give this faction a little bit of an advantage.
-Fixed a bug in the explosives sounds, which contained code trying to load strings no longer present in the files.

Super Mutants
-Units and their limbs will now drop bottlecaps when gibbed, which can be collected via tools or by simply walking over them. Broken armor pieces also drop bottlecaps.
-Edited custom materials so they have less chances to share same ID numbers with custom materials from other mods.
-Edited the body of Super Mutant Overlord so they appear to be bigger than the others units.
-Fixed the Warrior Perk not affecting the Nail Board.
-Fixed a bug in the explosives sounds, which contained code trying to load strings no longer present in the files.

Brotherhood of Steel
-Units and their limbs will now drop bottlecaps when gibbed, which can be collected via tools or by simply walking over them. Broken armor pieces also drop bottlecaps.
-Added a new weapon, Gatling Laser. It's a laser minigun with a slower rate of fire, heavier and more fragile but more accurate, with considerably less wind-up time and no recoil.
-Changed the look of Laser Pistol Magazines. They now use Energy Cells instead of Microfusion Cells.
-Fixed a bug in the explosives sounds, which contained code trying to load strings no longer present in the files.

Enclave
-Units and their limbs will now drop bottlecaps when gibbed, which can be collected via tools or by simply walking over them. Broken armor pieces also drop bottlecaps.
-Edited custom materials so they have less chances to share same ID numbers with custom materials from other mods.
-Added a new weapon, Gatling Laser. It's a laser minigun with a slower rate of fire, heavier and more fragile but more accurate, with considerably less wind-up time and no recoil.
-Changed the look of Laser Pistol Magazines. They now use Energy Cells instead of Microfusion Cells.
-Fixed Enclave Soldiers loading the wrong pain/death sounds, which caused them to be mute.
-Fixed a bug in the explosives sounds, which contained code trying to load strings no longer present in the files.

NCR
-Units and their limbs will now drop bottlecaps when gibbed, which can be collected via tools or by simply walking over them. Broken armor pieces also drop bottlecaps.
-Added a new weapon, 5mm Assault Carbine. It's a fully automatic firearm with good fire rate, low spread and armor penetration at close range.
-NCR Recon units have increased aiming range and they walk slightly faster now.
-Decreased the aiming range of NCR Rangers to the value previously used by NCR Recon units.
-Increased the rate of fire of the Service Rifle.
-Edited custom materials so they have less chances to share same ID numbers with custom materials from other mods.
-Fixed a bug in the explosives sounds, which contained code trying to load strings no longer present in the files.

Caesar's Legion
-Units and their limbs will now drop bottlecaps when gibbed, which can be collected via tools or by simply walking over them. Broken armor pieces also drop bottlecaps.
-Added a new weapon, 5mm Assault Carbine. It's a fully automatic firearm with good fire rate, low spread and armor penetration at close range.
-Edited custom materials so they have less chances to share same ID numbers with custom materials from other mods.
-Caesar's Legionaries and Scouts walk faster now.
-Caesar's Scouts have arms and legs that cannot be damaged now.
-Fixed a bug in the Thermic Lance slashing material.
-Fixed a bug in the Dynamite, which was trying to load the wrong material.


Mon May 15, 2017 5:06 am
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Joined: Thu Oct 04, 2012 9:21 pm
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Post Re: Fallout Factions
Update tiem! The biggest addition is the new faction, Capital Wasteland Raiders. Here's the changes to the rest of the factions:

Vault Survivors
-Edited some of the image files and redundant/unneeded code strings.
-Reduced the size of most wound and metal dent decals on body parts, armor and weapons.

Super Mutants
-Edited some of the image files and redundant/unneeded code strings.
-Reduced the size of most wound and metal dent decals on body parts, armor and weapons.
-All units now use an unique flesh material, which makes them a bit tougher.
-Incinerators now drop empty fuel canisters when reloading.

Brotherhood of Steel
-Edited some of the image files and redundant/unneeded code strings.
-Reduced the size of most wound and metal dent decals on body parts, armor and weapons.
-Flamers now drop empty fuel canisters when reloading.

Enclave
-Edited some of the image files and redundant/unneeded code strings.
-Reduced the size of most wound and metal dent decals on body parts, armor and weapons.
-Flamers and Incinerators now drop empty fuel canisters when reloading.

NCR
-Edited some of the image files and redundant/unneeded code strings.
-Reduced the size of most wound and metal dent decals on body parts, armor and weapons.
-NCR General now has his own arm sprites and made his hat sprite use darker colors.
-Fixed wrong colors for NCR Trooper background arm sprites.

Caesar's Legion
-Edited some of the image files and redundant/unneeded code strings.
-Reduced the size of most wound and metal dent decals on body parts, armor and weapons.
-Fixed a mistake with Scout and Legionary background arm sprites.


Fri Jun 02, 2017 5:23 pm
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Post Re: Fallout Factions
Incredible! one of my favorite mods, keep up the great work!!


Tue Oct 24, 2017 12:59 am
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Post Re: Fallout Factions 0.6
Quick rebalance update for today, lads. Here's the changelog:

Vault Survivors
-Security Helmets will transfer less damage to the head, reducing the rate of head explosions when the helmets get hit.
-Rebalanced all Shotguns. They now have chances to damage armored targets at point blank and they also have increased stopping power.

Capital Wasteland Raiders
-Hard Headgear will transfer less damage to the head, reducing the rate of head explosions when the headgear get hit.
-Rebalanced all Shotguns. They now have chances to damage armored targets at point blank and they also have increased stopping power.

Super Mutants
-Rebalanced the 12g Sawoff Shotgun. It has chances to damage armored targets at point blank and has increased stopping power.

BoS
-Combat Helmets will transfer less damage to the head, reducing the rate of head explosions when the helmets get hit.
-BoS Knights have better power armor helmets. They are stronger and won't transfer any damage to the head when hit or destroyed.
-Rebalanced the 12g Combat Shotgun. It has chances to damage armored targets at point blank and has increased stopping power.
-Flamers are less powerful now but they will damage armored targets with heat. Heat will damage any unit it touches, even the user.

Enclave
-Enclave Soldiers have better power armor helmets. They are stronger and won't transfer any damage to the head when hit or destroyed.
-Flamers are less powerful now but they will damage armored targets with heat. Heat will damage any unit it touches, even the user.

NCR
-Combat Helmets will transfer less damage to the head, reducing the rate of head explosions when the helmets get hit.
-NCR Heavies have slightly better power armor helmets. They are stronger and won't transfer as much damage to the head when hit or destroyed.
-NCR Rangers have better power armor helmets. They are stronger and won't transfer any damage to the head when hit.
-Rebalanced the 20g Caravan Shotgun. It has slight chances to damage armored targets at point blank and has increased stopping power.

Caesar's Legion
-War Helms will transfer less damage to the head, reducing the rate of head explosions when the helms get hit.
-Rebalanced the 12g Double-Barrel Shotgun. It has chances to damage armored targets at point blank and has increased stopping power.


Thu Nov 09, 2017 6:33 pm
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Post Re: Fallout Factions 0.6
Hmm... I think I'll have to work on a quick patch for all factions using flamethrowers. The new changes make them too prone to self harm and friendly fire. An easy fix for this would be to make the flame particles less bouncy, which will allow users to get closer without getting damage from the ricochet unless really close.

Also, one thing I've noticed with the new flamethrowers is that it makes them really effective against power armor. Heat won't damage them as much as lightly armored targets but the flame particles are really prone to make power cores to explode at point blank, crippling the power armor's jetpack or even killing the unit in it outright.

I could also add heat damage to the blast from the bolts fired by Enclave/Super Mutant Incinerators. This would allow them to damage the health of heavily armored targets like Knights and Enclave Soldiers with each bolt that explodes near or on them. This would also cause these weapons to have friendly fire but at a more controllable scale.


Fri Nov 10, 2017 2:16 pm
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Post Re: Fallout Factions 0.6
Well that's one hell of a mod. As im a Fallout fan i really GOTTA INSTALL THIS. Thanks for the mod. (Doge)


Fri Nov 17, 2017 7:52 pm
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Post Re: Fallout Factions 0.6
Almost ready for the next patch. All factions with flamethrowers will be fixed, including the GWTB factions.

Sorinesku wrote:
Well that's one hell of a mod. As im a Fallout fan i really GOTTA INSTALL THIS. Thanks for the mod. (Doge)

You are welcome! Also, any feedback about these factions will be greatly appreciated!


Sun Nov 19, 2017 9:14 pm
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Post Re: Fallout Factions 0.7
Alright, it's been a while but here's a small update fo these factions:

-Edited Flamers to be a bit less effective. They will only gib body parts made of armored flesh or weaker. They also don't push actors as much.
-Edited some of the items and bodyparts to be made of more accurate materials.
-Removed some redundant sprites and pieces of code from the files.


Tue May 07, 2019 1:39 pm
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