The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.gg/taleoftwowastelands

Monster Diversion Mod for TTW

Image share. Post your screenshots here.
alphaidiot
Posts: 66
Joined: Fri Sep 21, 2012 10:49 pm

Monster Diversion Mod for TTW

Post by alphaidiot » Sat Mar 02, 2013 3:14 pm

 


Since I heard the news that Gribble may work on cyberware implant, I got back to the project sometime I started before, which aims to give a diversity to monsters in TTW. It is set to be lore friendly, dynamic based on class, separating DC and New Vegas breeds as much as possible.


The current is focused on Super Mutants. Mainly it's about adopting CaBal's high resolution texture and gives DC mutties different outfits; supposed to be more urban touch. I've completed 10+ models so far, mixing tumbajumba's work mostly, based on tier levels and classes. Here are some result pics.




Currently done for Tier 1 Gunner(+4), Tier 2 Gunner(3) and Melee(2), Universal Heavy Gunner(2) and Missile Luncher(1), Vault 87 mutty(1) for Uncle Leo and Fawkes; and abominations included. Just felt not right seeing this section abandoned, so will update regularly when I get some interesting outcome.



Aconagent1
Posts: 157
Joined: Sun Dec 02, 2012 5:38 pm

Looks awesome!

Post by Aconagent1 » Sat Mar 02, 2013 8:47 pm

Looks awesome!


-Conso

User avatar
Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Indeed, looks really good .

Post by Risewild » Sat Mar 02, 2013 9:36 pm

Indeed, looks really good laugh.


Signature:

alphaidiot
Posts: 66
Joined: Fri Sep 21, 2012 10:49 pm

Thanks! Models and textures

Post by alphaidiot » Sun Mar 03, 2013 4:03 am

Thanks! Models and textures are all made by others; I just scrap them all in nifskope. ;)


Just I've implemented nightkin to DC with special force treatment. I guess it fits the lore since they were the elite troop of Master's mutant army. Basically they randomly spawn with others, but will do replacement of normal mutants in some specific areas; such as Roosevelt Academy basement.



 



manos
Posts: 163
Joined: Sat Nov 03, 2012 3:45 pm

I confirm: awsome!

Post by manos » Sun Mar 03, 2013 6:02 am

I confirm: awsome!


In french i would say: "Ils déchirent bien"! ;)


Video games are bad for you? That's what they said about rock'n'roll...

StarletHologram
Posts: 86
Joined: Thu Oct 25, 2012 4:40 am

Looks pretty neat :D!!, that

Post by StarletHologram » Sun Mar 03, 2013 4:21 pm

Looks pretty neat :D!!, that's what the game needs: diversity. Are you going to make variations for FO3 mutants as well?. Thumbs up!!!, nice job!! 



alphaidiot
Posts: 66
Joined: Fri Sep 21, 2012 10:49 pm

Oh, but they are Fo3 mutants.

Post by alphaidiot » Sun Mar 03, 2013 10:36 pm

Oh, but they are Fo3 mutants.  New Vegas doesn't need variety addition I think. It has much few chance to encounter super mutants and already has their many unique creatures such as gecko. The main target of this mod would be Fo3 variation: primarily feral ghouls, super mutants, ants, yaoguai, dogs so on. Btw, This is my former youtube video presents some ghoul models included in this mod. Two new feral ghouls 'Freak' and 'Ripper' added to their classes. Freaks are much bigger and fearsome in their scales (shown in the video); similar to rumbler in MMM but relatively faster thus dangerous. Rippers are two headed ghouls a bit stronger than roamers. 


(And thanks for the French lesson. It might be some kind of 'freaking awesome''? )



alphaidiot
Posts: 66
Joined: Fri Sep 21, 2012 10:49 pm

Hyenas added. They have

Post by alphaidiot » Wed Mar 06, 2013 4:10 pm

Hyenas added. They have custom skeleton scaled different and have no tails, made by Uncle shub. They deal much higher damage and little bit tougher than vicious dogs, use separate spawn so won't be pack in togather. Usually they will be found in a pack vary to 3 to 4 in their number. Capital DC exclusive, kinda mirror to Coyote. (Also vicious dogs get new variation of double-headed called 'Mutated Dog') 



And Nightkin fully deployed to DC. Due to their special force treatment, they has only one class called Nightkin Commando using Chinese assault rifle and have no melee variation.  



 



StarletHologram
Posts: 86
Joined: Thu Oct 25, 2012 4:40 am

Very, very nice :D. Can't

Post by StarletHologram » Thu Mar 07, 2013 4:07 am

Very, very nice :D. Can't wait to see your mod completed :). The last picture is gorgeous, by the way. Will  the Nightkin commando be wandering around only in DC ruins?. May I suggest a Nightkin version for Vault 87?. I mean, perhaps one of them reached Vault 87.



alphaidiot
Posts: 66
Joined: Fri Sep 21, 2012 10:49 pm

They are included in Tier 3

Post by alphaidiot » Thu Mar 07, 2013 7:42 pm

New creature(also made by Uncle shub) 'Hairy Mole Rat' added. It is oversized mole rat works as a mini yao guai in early games. Not decided yet but Albino Mole Rat has chance to be adopted.



@ Nightkins are included in Tier 2,3 super mutant list so can be everywhere with reasonable chance. I also placed them on certain locations such as Germantown Police HQ and Roosevelt Academy. That Vault 87 sounds pretty good btw. Not just Fawkes, but all mutants in the place wearing vaultsuit and roaming F.E.V failed subjects must be fitting. And then, Nightkin as supervisors. You'll see.



Locked