Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
Untitled Tech 2.5 (B31) [26th April 2015]
UNTITLED TECHNOLOGIES
"Treated almost like ragtags, this group of scientists were cast away from higher corporations such as the Techion for insecurity reasons. They refused to co-operate with rich companies due to their habit of defiling planets in order to harvest them of their gold sources. Along with their shoddy reputation, they quickly formed a neutral relationship with the Ronin, and often trade with them for weapons and scrap parts. They also often use the same convict bodies as their soldiers, but with better and stronger armor and technology. As time has passed, the organization has grown greatly, but they seem to have forgotten their main objective of preserving natural environment in the hands of anarchistic revenge against the higher corporations."
Yes, this mod is heavily influenced by the Fallout series.
THE ARSENAL
--[ACTORS]--
Untitled Mercenaries
Standard troops with light armor. They use gas masks to protect themselves against their own chemical weapons. Their jetpacks are quite strong, giving the units remarkable maneuvering capabilities.
Heavy Mercenaries
Heavily armored infantry. Covered with multiple metal plates, they can take a slightly bigger beating before falling on the battlefield. Combined with chems, they prove to be a tough opponent.
Untitled Patchbots
Robotic infantry capable of consuming items to regain health. Their bodies are constructed out of a relatively lightweight, but strong frame.
Untitled Laser Drone
Fast and agile crab drone. They are much more agile than your average crab drone, but their firepower is very limited. Features secret Gotta Go Fast™ mode.
Untitled Plasma Drone
Armored assault drone. Features twin plasma casters that pack a punch at close ranges. It inherits the original frame of the lighter drone, but the mounted turret weighs it down slightly. Loaded with a self-destructive plasma charge.
--[WEAPONS]--
9mm Pistol
Weak sidearm. Best to use one on both hands at a time.
10mm Pistol
Standard issue pistol. Offers average performance as a sidearm.
Laser Pistol
Basic energy-based sidearm. Deals only very small amounts of damage, but with great accuracy.
Plasma Pistol
Strong energy-based sidearm. Shoots slow particles of plasma that deal decent damage on a direct hit.
9mm Submachinegun
Light automatic submachinegun. Effective against light or no armor. Available for dual-wielding for double the power.
10mm Submachinegun
Reliable automatic submachinegun. Fit as a primary or a strong secondary weapon.
Laser SMG
Light rapid laser caster. Much like a submachinegun, but with lasers.
Sawed-Off Twelve-Gauge Shotgun
Light and compact scattergun. Ideal sidearm for close-quarters units. Effective when used with a shield.
Specialist 10mm Submachinegun
Modified 10mm submachinegun. Accessories include black tint, laser sights, suppressor and double magazine bundle.
Point Rifle
Basic semi-automatic ballistic rifle. Accurate and fast to fire, works well as an average medium-range primary weapon. Now with full-auto and semi-auto options.
Laser Rifle
Standard energy-based rifle. The all-around go-to for light troops, effective at medium to long ranges.
Plasma Rifle
Standard plasma casting primary weapon. Packs a punch at close ranges against both light and heavy armor types. Features direct blast and spread blast modes.
Laser Capacitor
Machinegun-like rapid laser. The main fully automatic assault weapon of the arsenal. Features a moderately large ammo capacity.
Enhanced Point Rifle
Modified ballistic rifle. Accessories include a long-range scope, advanced foregrip, suppressor and extended magazines. Serves as a light sniper rifle. Now with full-auto and semi-auto options.
Gauss Rifle
Long-range coil gun. Acts as a powerful magnetic sniper rifle. Capable of taking down troops and crafts alike.
Tesla Rifle
Portable lightning bolt caster. Can deal devastating damage with a direct hit at medium range. Has a chance to temporarily immobilize the target.
The Shattergun
Grenade launcher / shotgun hybrid. Capable of shooting 12-Gauge shotgun shells, airburst shrapnel grenades, explosive fragmentation grenades or toxic gas grenades. Potentially flexible for situations ranging from close-quarters to long distance grenade strikes.
Prototype Launcher
Basic single-shot rocket launcher.
Gatling Laser
Heavy laser caster. Capable of shooting large amounts of laser beams in a short period of time. Less effective against units with larger amounts of armor.
Flamethrower
Basic mediumweight fuel-spitter. Effective only at very close ranges. Causes gradual burning damage.
Anti-Craft Device
Mobile infantry anti-air device. Capable of shooting 3 craft-guided missiles per reload, either one at time or all at once.
Hybrid Grenade
Tactical thrown device with three different modes. Capable of dispensing electromagnetic pulses or toxic gas as an alternative for fragmentation. Some actors have the ability to withstand both effects.
Plasma Grenade
Powerful energy-based grenade. Deals a deadly blow when used properly. Multiple active grenades now explode in a domino effect rather than breaking.
Acid Bomb
Canister of corrosive acid. Can be used to melt terrain and enemies. Breaks easily on impact.
--[OTHER]--
Medical Shot
Medical sedatives that heal most organic units. Now with a chance to heal wounds.
Chemical Buff
Temporary adrenaline boost that offers rapid regeneration for most organic units. Doesn't completely remove physical damages, only counters them.
Wrench
Optimal tool for fixing mechanical units such as robots, drones and turrets. Units that reach full health are fully repaired. Can be used as a melee weapon with bonus damage against robotic units. Can also be thrown if worn out.
Armored Shield
Heavy combat shield. Takes a notably large amount of beating before breaking. Effective when used along with a drugged heavy unit. Also heavy as ♥♥♥♥.
Amazing art by The Decaying Soldat~
Special thanks:
- CaveCricket48 - the Repair Kit script, initial toxic gas script, homing missile script, scripting idol - Azukki & Roast Veg - the Visible Inventory mod - Bethesda - some sounds - Bad Boy - initial toxic gas script - p3lb0x - original inspiration - Kettenkrad - spriting idol - Major - spriting idol - Roy the Cuttlefish - inspiration on the storyboard - Shook - lightning script - Arcalane & Darlos9D - laser sight script - weegee - activities, scripting help - Abdul Alhazred - enlightening about firing AEmitters
- everybody who played with my mod and supported me on doing it!
"Changelog":
2.5
B31 update
Added new B31 things, such as - Wound healing for patchbot repair, wrench and med shot - Full & semi-auto options for point / enhanced rifle
also: - New sprites here and there - Thrown wrench now gets angular velocity and mass based on throwing velocity - EMP grenades are slightly more lethal - Plasma grenades now work in clusters - Laser drone's Gotta Go Fast™ mode now has brakes
2.4
Possibly last update before B31
- Sprite changes - Actor balancing - Drone features - Weapon tweaks - Point rifle fire mode concept (WIP) - Other stuff
2.3
B30 update
2.2
Clutter reduction
- Removed Prime SMG - Compressed Shattergun shotguns into two variants
- Added Laser SMG
- New sprite for Anti-Craft Device
- Fixed Chem Buff crashing the game
2.1
Experimental buy menu clutter update
- New model for Laser Capacitor - Slightly shortened Plasma Pistol and Rifle
- Added compatibility with weegee's Unmapped Lands 2!
- Small tweaks here and there
1.4
- Added Armored Dropship - Added Shattergun
- Probably removed something... can't remember
- Updated some sprites - Other small changes
1.3
- Short storyline! - New pictures!
- Somewhat finished all (most) units
- Removed WIP/unimplemented stuff
- Changed many sprites - Tweaked weapons (again!) - New sounds on a few weapons - Added Untitled.lua as a faction file for Dynamic Warfare (and possibly some other scenes) by weegee
1.2:
- Added Laser Drone
- Removed WIP Brain
- Tweaked many weapons (again) - Slightly different sprites here and there - Other small changes I can't remember to list
1.1:
- Added Gatling Laser - Added Heavy Mercenary - Added Laser Turret - Added Shuttle Pod
- Weakened many weapons - Changed from full-auto to semi-auto in a few weapons
Last edited by 4zK on Sun Apr 26, 2015 2:20 pm, edited 38 times in total.
Sat Jun 23, 2012 12:39 pm
The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
Re: Untitled Tech (WIP)
Is that a wrench? Because wrenches makes any mod better
On a serious note though, the weapon sprites are very nice. The actor sprites are actually good too, but generic. They need a more highlighted color to give them more character. Much like how the vanilla factions all have heir own heme colors.
This mod deserve something more than "untitled".
Sat Jun 23, 2012 2:03 pm
4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
Re: Untitled Tech (WIP)
Thanks! I am very proud of my wrench the major reason why I made it is because armless units can't use the repair kit, but I limited it for robots and drones so you can't just repair everything.
The current look on the actors is pretty dark, I'm trying to go for a dark blue/green & gray look on the actors. I'll try to make the colors as light dark as possible
If you can come up with a name, please suggest it Thanks again for the feedback!
I didn't reupload those at all, I used the ones that were in the OP.
Sat Jun 23, 2012 4:10 pm
Wing Attack Plan R
Joined: Sun Nov 06, 2011 8:46 pm Posts: 15
Re: Untitled Tech (WIP)
If the mod is heavly based off of Fallout 3 and New Vegas you should have a name that sounds like it would fit in the fallout universe.
Sat Jun 23, 2012 4:15 pm
4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
Re: Untitled Tech (WIP)
Bleh, messed up a bit, but I think I got it working. EDIT: why does it keep the download links for the pictures at the bottom?
Sat Jun 23, 2012 4:17 pm
URLEFT4DEAD
Joined: Sun May 08, 2011 2:20 pm Posts: 40
Re: Untitled Tech (WIP)
It's funny how I found this while playing New Vegas... I beg you to add the Hunting Rifle, it is a very good lead based weapon to add. Also, what about the Laser minigun for the heavy Merc? Seems fitting. EDIT= If you feel like adding an OP weapon, add the Fat man.
Sat Jun 23, 2012 5:12 pm
Joseh123
Joined: Wed Feb 08, 2012 10:12 pm Posts: 611 Location: Brazil
Re: Untitled Tech (WIP)
Here a list of names: Blood Money Inc. Plasma Hits No one alive Shoot Him Only one Left
If you use them, there is no need to give me credit, I like to help people.
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