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Fortified Raider Bases

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Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

Fortified Raider Bases

Post by Senterpat » Wed Dec 17, 2014 6:56 am

 Just a mod I have completed sitting in my game. Basically adds more raiders, traps, decoration, weapons, armor, and fortifictions to all the raider bases in the game. In most cases the changes are pretty small, but most raiders are smart enough to use scrap metal, wood, and terrain to their advantage,blocking off access routes that were previously availbale, making assaulting any raider base more difficult.


Lots of raider bases have ways to reach rooftops or other high places, giving the raiders high ground advantage :p


Anyways, I'll be uploading images here as I get the mod cleaned up, removing items i dont have permission to use and making sure all is running smoothly. Some shots from the first 4 bases.











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Call me Pat. Senterpat is too much to type.

Dead Sirious
Posts: 105
Joined: Tue Nov 19, 2013 5:37 am

Don't shut up, keep talking

Post by Dead Sirious » Wed Dec 17, 2014 4:33 pm

Don't shut up, keep talking about this wonderful mod, and take my bottlecaps!

Raiders deserve mods like this.
We are so the baddest gang in the Wastes!

paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

Looks awesome

Post by paragonskeep » Wed Dec 17, 2014 8:25 pm

Looks awesome


If life is but a test, where's the damn answer key?!?!?

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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

if you find yourself in the

Post by Puppettron » Wed Dec 17, 2014 8:30 pm

if you find yourself in the market for different guntraps, i've actually made a few and worked out how to make them do silly things like burst fire on activation.  not that it's hard, but no need to recreate work if it already exists and the creator's cool with it.


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

Puppettron wrote:

Post by paragonskeep » Wed Dec 17, 2014 8:34 pm

[quote=Puppettron]


 


if you find yourself in the market for different guntraps, i've actually made a few and worked out how to make them do silly things like burst fire on activation.  not that it's hard, but no need to recreate work if it already exists and the creator's cool with it.


[/quote]


can you make the burst fire emulate your permission requirements in your sig?


 


If life is but a test, where's the damn answer key?!?!?

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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

nope, that's art.  can't art.

Post by Puppettron » Wed Dec 17, 2014 8:58 pm

nope, that's art.  can't art.  hell, these guns are just nif-jobs and they don't look all that great if you look closely


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

Also adds some depth to the

Post by Senterpat » Thu Dec 18, 2014 2:45 am

The weapons added are mostly just small, household items that one without weapons would usually use, screwdrivers, hammers, they may throw a baseball at you. Then they have homemade weapons, scrapped together with pieces of weapons and duct tape. There are variants of the vanilla weapons, such as metal bats, bats with nails, simple texture variants. I do have some fun ones tho, like the auto axe from borderlands, crossbows, new swords and axes and hammers.


Also adds some depth to the bases, with vanilla, it looks like the raiders just sit around, doing jet and torturing people. I'm sure some do, but adds other stuff that makes the raider bases look a bit more lived in. 


I didn't add any new raider bases exactly, there are 23 cells named FFRaiderCamp**, I just went to each of those and filled them up with stuff. Also Fairfaix Ruins, Evergreen Mills, and Super Duper Mart. 


I still need to add more interiors, so far I only have 1 :p Need to go around in game with awop and TTWInteriors and find open buildings and such.


Here's a few more Raider Bases:



 



 






 







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Call me Pat. Senterpat is too much to type.

Dead Sirious
Posts: 105
Joined: Tue Nov 19, 2013 5:37 am

I will never see Super Duper

Post by Dead Sirious » Thu Dec 18, 2014 8:28 am

I will never see Super Duper Mart the same again, makes the raiders seem like actual raiders. The 23 FFRaiderCamp** cells you evolved are more than good enough alone, but it's exciting to hear you plan to expand interiors. Thank you for the screen shots, Senterpat!
We are so the baddest gang in the Wastes!

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

I am not sure but have you

Post by Risewild » Thu Dec 18, 2014 12:52 pm

I am not sure but have you made something in the Bethesda ruins? it is also a raider camp laugh.


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Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

Omg no I haven't Springvale

Post by Senterpat » Fri Dec 19, 2014 12:49 pm

Omg no I haven't Springvale either, but thats only because the Geck crashes when I try to load the exterior. Or at least it did on the version of TTW I was using at the time, haven't tried with my current or the latest version.


But Bethesda Ruins will have to be hit up. 


Call me Pat. Senterpat is too much to type.

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