Primitive Tribe Mod

Chris Parks

Vault Senior Citizen
Just thought I'd let everyone have a taste of what's coming up next!

I'm currently working on the primitive tribe mod (in between touching up the EPA mod!) So far, The maps have been created, dialogue is written for four of the characters and five quests have been designed.

The mod will include a shaman, head warrior, sulik's sister, and a couple of other small characters that give you quests.

This won't be a long mod to complete with maybe only a handful of scripts.
 
Awesome, you are the chosen one... to finish fallout 2. I am waiting eagerly, I love your one step at a time approach to work as well. To many focus on to much and end up burning out.
 
wow, I wish I knew what you did else I'd get started on Fallout 1 and bring back the Vipers, the Jackels and the Burrows.
 
Sulik says the tribe was attacked by slavers, who took his sis away; you going to keep this be placing her in some slaver camp (maybe the Den) to be saved and then be escorted to the Primitive Tribe?
 
The actual story behind it is a bit hazy, but it is generally accepted that she made it to the tribe somehow. My idea was that she was transported south by a slave caravan from the den, which was attacked. She escaped in the fight and wound up at the Primitive Tribe where she stayed.

I haven't finalised the details on this yet. I've written all the dialogue files and finished the maps but the EPA is taking up the time at the moment!!
 
Here is a suggestion, create an encounter that's similar to that in which we meet Frank Horrigan for the first time (looks like random, but is not); in this encounter we'd find the remnants of the attacked slaver caravan (maybe near NCR, where Rangers hunt slavers?), with dead raiders and a dying survivor, which Sulik (if in the party) would question for his sister - just like the talk between Vic and Val in Vault City - and finish with a nice blow.

Than Sulik would point the tribe's exact location on the map and ask to go back there to see his sister; or he would just leave the party like Goris does, but telling the tribe's location before going, so we could go see the tribe and take him back.

If Sulik is not in the party, than a simple dialogue between The Choosen One and the dying slaver could be stabilished when approaching him, with options like 'what happended?', 'where did you get the slaves than ran away?' (this one add the tribe's locaion to the map) and 'die slaver sum!'.

Just ideas, but if they fit in your project, use them.
 
Now that the EPA has been updated I'm working hard on this mod in my spare time. Maps have been installed and work well. Critters have been placed and one script has been completed so far.

This is not the largest of mods to complete and I should soon have an idea how long it will take to complete.
 
Are you planning to re-active Sulik's dialogue (or at least some of it) recarding to Primitive Tribe location?
 
@ skynet,

As I did with the EPA, I'll try and keep it close to whatever was originally intended. Could you give me some more info on sulik? If you've already looked at what was inactive it would save me a lot of time hunting through the scripts and dialogue.

Thanks
 
Chris Parks said:
@ skynet,

As I did with the EPA, I'll try and keep it close to whatever was originally intended. Could you give me some more info on sulik? If you've already looked at what was inactive it would save me a lot of time hunting through the scripts and dialogue.

Thanks

Sorry, I don't have the right tools installed at the moment. However, if you are using FSE, you can easily spot the inactive dialogues.
 
No problem, the only problem I noticed is that there seems to be loads of unused dialogue that wasn't implemented. I'll have a scout through when lectures are done.

As for the mod, two critters are scripted with quests as well. One of the main quest items is also done. As I'm going through this, some new art has been added, though not as much as EPA.

The mod also features proper experience point rewards and karma bonuses. (something I never did in the EPA) It is possible now to be idolised in the Tribe.

EDIT: One more critter is complete, and the shaman is well on the way. Some of sulik's script has been altered and you can now only get the tribe location from him.

EDIT 2: Sulik is now complete and the tribe's location is properly hidden. There's a button on the world map for Tribe, as well as a town map. Shaman and his quest are complete now. Should have something to release in a few weeks, time permitting.

EDIT 3: the guard to the leader of the tribe is now completlly scripted and I have begun basic testing. Sulik's sister is now the only thing left that I have to do.

EDIT 4: Sulik's sister has been scripted but I have a few bugs to iron out in the way she will interact with Sulik when he goes to the tribe. After this, there is just a bit of scripting that I have to do for Sulik (which was never finished by designers) and some sort of head for sulik's sister. I should have something by the weekend. (If all goes well.)
 
Well, if all goes well and I don't find anything that needs too much altering, then this weekend. There's not a great deal of coding to finish and most of what needs to be done, I've already done before so it's not like I need to learn anything new.

EDIT: Right everyone, I've just sent off the mod for uploading.

If anyone has any problems with it or something doesn't work, please let me know. I'd also like a bit of feedback on what people think of the mod, if possible (Negative or positive!)
 
Glad that you liked it!

Any areas you thought needed improving? Or if not for this mod, any improvements I could make on future projects?
 
I dunno. Not really man. Are you thinking of doing any modding for Fallout 1? I know there isn't as much unfinished stuff there but i found a bit after reading Per Jorner's Fallout Guide.
Keep on trucking.
 
I've never really given it much thought. So I've read, modding F1 is very different to fallout 2. So probably not. I'm still working on a few things for fallout 2. The only thing that would be useful to do with fallout 1 would be to transfer it to the fallout 2 engine, but there doesn't seem a great deal of need!
 
@ Chris Parks

If you could accomplish transferring Fallout 1 into the Fallout 2 framework, you would be hailed as a god!

(eyes wide as I drift off into another Fallout fantasy)
 
Has anyone ever done anything with that tribal guy from tha raider camp? Wasn't he meant to do something? Or maybe this has already been done.... Oh well. Keep up tha good work whatever you're up to.
Peace (E)
 
DoomKill2020 said:
Has anyone ever done anything with that tribal guy from tha raider camp? Wasn't he meant to do something? Or maybe this has already been done.... Oh well. Keep up tha good work whatever you're up to.
Peace (E)

Killap add-on pack :D Shadow who walks.
 
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