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FO NV: Journey to the Four Winds MOD

Started by 3lric, October 12, 2014, 09:38:41 pm

3lric

October 12, 2014, 09:38:41 pm Last Edit: November 29, 2014, 03:51:06 am by Elric
FALLOUT: NEW VEGAS - JOURNEY TO THE FOUR WINDS
(I will be updating this topic often, as I add things and remember things that I didn't document this time around, there is A LOT that I've
done here and won't be able to document and or post it all in one go)






WHY I'M MAKING IT

So as I've mentioned in the past, my modding started back in the day with Duke3D/Doom mapping and scripting. Recently, playing New Vegas
on my PS3 and being upset that a majority of mods don't function correctly on the PS3 at all, I decided to make one of my own. This was
just supposed to be a small safehouse on Lake Mead with features of a few of my favorite mods all ported over into 1 mod file so they
would all play nicely with the PS3 version of the game. However, since I am who I am, and after finding out how similar it was to mapping
and scripting for Duke3D, it inevitably became something much larger in scale.

Due to PS3 limitations, I cannot use custom textures New Vegas, for this reason I have to resort to thinking outside the box and using
existing items to make different things, luckily there is a lot of unused content, but, I thought I should at least explaint this.






WHAT IT IS / WHAT IS DOES

Journey of the Four Winds is a mod that expands (in a small, but lore friendly way) upon the story of New Vegas. The quest starts upon
leaving Doc Mitchell's home in Goodsprings, as all the official DLC does. You will find a letter written by a man named Jerry Flint, learning
of a secret 'safehouse' of sorts and the murder of his brother John, your quest begins.

CONTENTS


- Level Cap 250
- Perk Every Level
- Companions can now be sent to other places than just the Lucky 38 or where you hired them.
- Unlimited Crafting, the game doesn't kick you out of the menu after each craft
- Skilled becomes a Level 1 Perk
- Plant Regrow time changed to static 1.5 days. Will not reset if you enter the cell where the plant is growing.

The Watertower
Location: Goodsprings Cemetery Watertower
Notes: Ties to The Second Courier! quest that is recieved starting the mod. Key in John Flints grave.
Features:
- Access to the top of the tower
- Upper Interior with Reloading Bench and Workbench
- Lower Interior with Hotplate, Nuka~Cola Dispenser and a First-Aid Station
- Companions can be sent here upon firing.

Gathering Areas (4)
Location: Goodsprings Shelter & Four Winds Armory
Notes: Can be bought as part of the Forge upgrade to your Goodsprings Shelter if you acquire it.
Features:
- Copper Ore Mining (Respawns) (Pickaxe Required)
- Flax & Cotton Harvesting (Respawns) (Harvesting Knife Required)
- Sap & Bark Gathering (Spigot & Tanning Blade Required)

Goodsprings Shelter
Location: Goodsprings - Behind Prospector Saloon
Notes: Clone of Megaton House from Fallout 3. Complete with Themes & New Additions
Notes: Key received from Ringo if you choose to help defend Goodsprings.
Features:
- Includes Robot Butler, Wadsworth
- All themes and upgrades from Fallout 3, purchasable from Chet at the Goodsprings General Store.
- Forge, Reloading Bench, Hotplate and Nuka~Cola Dispenser also purchasable from Chet.
- Added Terminal for more purchasable Storage. Including a safe, more lockers, and several others.
- Companions can be sent here upon firing.

Four Winds Entrance Shack
Location: Floating on Lake Mead
Notes: Contains Map Marker Outside
Notes: Contains Entrance to Four Winds Workshop on Inside
Features:
- Nothing? Some Tin cans?

Four Winds Workshop
Location: ---
Notes: The first room of The Four Winds.
Notes: Starts Quest Flawed Security
Notes: Growroom Key acquired during Flawed Security Quest
Features:
- Includes Robot Butler, Wadsworth
- Reanimation Pod used for placing body parts to create Undead Companions.
- Robot Pod & Terminal used for creating your own Robot Companions.
- Full Greenhouse, all growable plants in the game and some that aren't.
- Unlockable Marijuana Growroom
- Contains 6 rooms and a lot of storage area.
- Companions can be sent here upon firing.
- Multiple Workbench types:   
  - Weapon Bench
  - Robot Bench
  - Work Bench
  - Explosives Bench
  - Component Bench
  - Reloading Bench
  - Freezer
  - Marijuana Rolling Station
  - Marijuana Cooking Station

Four Winds Armory
Location: Locked door in Four Winds Workshop
Notes: Contains several scripted working NPCs
Notes: Key acquired during Flawed Security Quest
Features:
- Contains 4 rooms and a lot of storage area.
- Contains entrance to gathering area for crafting materials
- Companions can be sent here upon firing.
- Multiple Workbench types:   
  - Cap/Chip Press
  - Processing Bench
  - Forge
  - Workbench
  - Reloading Bench
  - Mannequin
  - Loom
  - Glass Blowing

Four Winds Casino
Location: Locked door in Four Winds Workshop
Notes: Contains several scripted working NPCs
Notes: Contains working Cashier dealing in all currency and Custom Four Winds Chips
Notes: Contains working Barkeep and Cook.
Notes: Contains Hidden Treasure :3
Notes: Key acquired during Flawed Security Quest
Notes: Starts The Four Winds Casino Quest
Features:
- Contains 4 rooms and some storage area.
- Stores and Standard New Vegas Gambling.
- New games Black/White, 1/6 Dice Game, Craps & Hi-Lo
- Contains working ATM, including Loans and Interest.
- Companions can be sent here upon firing.

Four Winds Apartment
Location: Locked door in Armory & Casino
Notes: Key acquired during Flawed Security Quest
Notes: Have 2 Locked doors
Notes: Contains The Mystery of Professor Bohnmain Quest
Features:
- Contains 10 rooms and LOTS of storage area.
- Repair Merchant / Weapon Merchant / Item Merchant
- 1 locked door leads to 4 others that can be used as shortcuts to DLC once they are completed
- Companions can follow thru DLC shortcuts.
- Small (does nothing but walk around like a derp) Deathclaw pet.
- Mojave Express Box for easy moving and sending.
- Companions can be sent here upon firing.
- Grelock the Barbarian Text adventure Terminal.
- Legend of Zelda Text adventure Terminal.
- First-Aid Station / Chem Heal Station
- Contains Sierra Madre Vending Machine
- Chemisty Workbench
- Rewired Hotplate
- Dispensors:
  - Pre-War Money
  - Apples
  - Pears
  - Mutfruit
  - Carrots
  - Potatos
  - Maize
- Vending Machines:
  - Sunset Sarsaparilla (10 Types)
  - Nuka~Cola (10 Types)
  - Alcohol (10 Types)
  - 2 Cigarette Machines (Regular and Menthol (Smokable))
  - Magazine Vending Machines (All Mags)

Four Winds Underground Tram
Location: Locked Door in Four Winds Apartment.
Notes: Key acquired during Flawed Security Quest
Features:
- Allows travel to Sierra Madre Player Home after completion of Dead Money
- Allows travel to Zion General Store after completion of Lonely Hearts
- Allows travel to The Sink after completion of The Big Empty
- Allows travel to (Some random Building in LR) after completion of Lonesome Road

Sierra Madre Player Home
Location: Northeast of Main Villa area
Notes: Novac apartment clone using Sierra Madre style textures
Notes: Contains Entrance to Underground Tram / Four Winds Apartment Shortcut
Features:
- Sleepable bed and storage.
- Contains Hotplate
- Contains Workbench
- Contains Sierra Madre Vending Machine
- Companions can be sent here upon firing.

Craftsmans Home (Original Unused Content)
Location: Freeside North
Notes: Slightly altered clone of Doc Mitchells House
Notes: Key acquired during "The Mystery of Professor Bohnmain" Quest.
Features:
- Many of the same crafting capabilities as in the Four Winds.
- A lot of storyline/quest stuff (too many spoilers)
- Companions can be sent here upon firing.

Abandoned Home (Original Unused Content)
Location: Cottonwood Overlook
Notes: Linked a Unused Interior to an Unused House for player use
Features:
- 3 rooms and a bit of storage.
- (Just found this, will be adding to it)
- Companions can be sent here upon firing.

Camp Foxtrot Bunker (Original Unused Content)
Location: Camp Foxtrot
Notes: Enabled a disabled Hatch leading to Bunker
Features:
- 4 rooms and a bit of storage.
- (Just found this, will be adding to it)
- Companions can be sent here upon firing.

Abandoned Home
Location: Road to Red Rock
Notes: Key acquired by helping Jack and Diane
Notes: Clone of Pre-War home from the Mine Fields in Fallout 3
Features:
- 5 rooms and a bit of storage.
- Basement
- (Just found this, will be adding to it)
- Companions can be sent here upon firing.


The Following is a list of all current Workbenchs I have, most of these are completely custom
built using existing textures from Fallout New Vegas. The ones I currently have pictures of
have a hotlink in their name, click that to see what they look like.
PS: The Loom isn't supposed to glow, still gotta fix that.


Workbench
- Standard Workbench
- Several Recipes Added

Reload Bench
- Standard Reloading Bench
- Alien Ammo Added
- Railway Rifle Ammo Added
- Railvolver Ammo Added

Hotplate/Campfire
- Standard Hotplate/Campfire Recipes plus some small additions

Robot Workbench
- Recipes for components to Build Robots

Weapon Workbench (High Skill Required)
(Some Recipes contain new items made for crafting Weapons)
- Recipes for Capital Wasteland (FO3) Special Weapons
- Recipes for Mojave Desert (FONV) Special Weapons
- Recipes for Custom Weapons
- Contains it's own Sub-Catagories

Rewired-Hotplate
(Some Recipes contain new items made for crafting Food)
- Recipes for Rarer Food
- Recipes for New / Custom Food (ie: Salads, Meats, etc)
- Contains it's own Sub-Catagories

Explosive Workbench
(Some Recipes contain new items made for crafting Explosives)
- Recipes for Existing Explosives
- Recipes for New / Custom Explosives (ie. Bean Bomb, Meat Mine, etc)
- Contains it's own Sub-Catagories

Component Workbench
(Some recipes contain new items made for crafting Components)
- Many recipes for creating existing and new items for use in other crafting methods.
- Contains it's own Sub-Catagories

Marijuana Rolling Station
(Some recipes contain new items made for Marijuana Rolling)
- Recipes for Rolling or Packing Marijuana for smoking (ie: Joints, Pipes, etc.)
- Contains it's own Sub-Catagories

Marijuana Cooking Station
(Some recipes contain new items made for Marijuana Cooking)
- Recipes for Cooking Marijuana (ie: Brownies, Cakes, Hash, etc)

Freezer
(Some recipes contain new items made for Freezing)
- Recipes for Frozen Baseballs, Cryo Grenades, Ice and More

Cap/Chip Press
(Some recipes contain new items made for creating Caps/Chips)
- Recipes for Casino Chips
- Recipes for Caps
- Recipes for Sensor Module's
- Require Molds

Processing
- Breakdown Guns
- Breakdown Armor
- Breakdown Misc Items

Forge
(Some recipes contain new items made for Forging)
- Requires Kits & Tools
- Recipes for creating Ammo Casings
- Recipes for creating Metal for use in Armor Crafting
- Recipes for creating Metal Armors

Mannequin
(Some recipes contain new items made for Armor Crafting)
- Requires Tools
- Recipes for crafting Leather Armors

Loom
(Some recipes contain new items made for Armor Crafting)
- Requires Tools
- Recipes for crafting Cloth Armors

Glass Blowing
(Some recipes contain new items made for Glass Blowing)
- Requires Metal Rod
- Recipes for crafting Bottles, Flasks, and other Glass items.

Chemistry Workbench
(Some recipes contain new items made for Chemisty Crafting)
- Recipes for creating new, existing and rare chems
- Recipes for crafting new Chemical based bombs and Weapons.
- Recipes used in Weapon Crafting


- Modded PS3
- Modded Xbox 360
- PC


-New Areas - 100%
-Recipes - 100%
-Scripts - 95%
-Filling and Cluttering areas as this IS Fallout - 85%
-Quests and Notes - 80%
-Story - 100%

Disclaimer:
I've used elements from several different mods for a couple aspects of this mod,
I have PMed the creators of these mods on New Vegas Nexus, however their most recent activity being long ago, the likelyhood of me
hearing back is slim to none. However, should any of them contact me and deny permission to use their work, I will take this down. For
this reason I will not be posting this mod at New Vegas Nexus until such as time as they do contact me. I don't see that anyone would
ever have an issue with it, and if they do I will remove it long enough to modify the script and files enough to not be considered their
work anymore. However for now I would prefer to be able to give credit where it's due.

Credits:

Watertower is part of the Mini-Vault V5 Special Edition Mod by brenton warrior
-Small changes made by Elric

Nuka~Cola Dispenser & Railvolver is part of the BuildableBotsNV Mod by Wilm0chimp
-Small script changes and added Sunset Sarsaparilla Dispenser by Elric

Forge Engine & Copper Ore (which inspired other gathering ideas) are part of the Forge Engine Mod by Nimeral
-Flax, Cotton, Bark and Sap gathering as well as many new recipes added by Elric

Buildable Undead and Robots as well as the Robot Components are from the BuildableBotsNV Mod by Wilm0chimp
-Small script changes and custom Robot Workbench by Elric

Dice Betting Games are part of the Multi-Mod Pack for Fallout 3 by Sashton043
-Ported to Fallout New Vegas by Elric

Gambling Robots are part of the Gambletron2009 Mod for Fallout 3 by ChaseB
-Ported to Fallout New Vegas and moved to Robot Statues, seperated games & ATM removed by Elric

ATM Robot is part of the Bank Card Mod by shantomken
-Slight script changes and moved to Robot Statue by Elric

Legend of Zelda Terminal is part of The Legend of Zelda Mod for Fallout 3 by FO3111
-Ported and many addition and completion by Elric

Plant Regrow Time is part of The Bountiful Mod by Gribbleshnibit8
-Additions to script and items using it by Elric


I have more to post, but this is about all I could throw up here at one time.
Questions, Comments, and Suggestions are ALWAYS Welcome!
  • Modding version: PSX

Dokurider

Okay so here are some suggestions:

Throwing Weapons in general should have a 25-33% range increase.
Throwing Weapons in general should be more buyable/findable
Throwing Weapons should be craftable
An Atlatl and other primitive weapons would be nice
Heave, Ho! should take Melee as well as Explosives
Melee/Barehanded Perks in general should be more interchangable.