[Serious Sam The First Encounter Mods

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Iberio Ralda

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Jun 13, 2024, 12:28:29 AM6/13/24
to precinmilre

I'm planning to make that in each section of the map it has a special encounter which will give you a extra bonus weapon for completing the special encounter. The special encounters will have some medium and some of hard monsters to fight.

this will be serious sam like mod with a bunch of monsters and weapons in plats way of making mods there will be random monsters and random weapons this can be played on gzdoom and zdoom and zandronum not too sure about zdoom but gzdoom and zandronum should work fine this will be a 30 or 32 map campaign and might be some bonus maps too 7 total maps in the bonus you might be wondering will there be any serious sam monsters tho, i could add them but it may take me alot of time due to the only ones made are in serious sam the retro encounter and simple encounter mods so yeah that may not happen and you also might be wondering will there be a link yep but i would have to post it here or make a new thread about this so thats all for now more info in the future.

Serious Sam The First Encounter Mods


DOWNLOAD ——— https://t.co/MGXVAoojyV



Plats has started a new project for gzdoom called watermills of hell a similar wad to hell after dreams but it's for gzdoom this time @Plats will be the one making the weapons and monsters and i make the maps It's going to be big! But it depends if he needs help with modding he is still new to it we haven't really have gotten started yet but if you are interested join his discord server about modding and he will try to explain more!.

For the first point, when you create an encounter and associate it with an existing issue, OpenEMR does not seem to make use of that association when it generates billing information. My change prepopulates a diagnosis code based on the previously-used diagnosis code, saving a step in data entry.

For the fourth point, OpenEMR is currently disabling the Check Number box in the checkout screen when a payment type other than check is selected. It is still useful, however, to keep this box enabled for other types of transactions. It can be useful, for example, to enter a transaction reference number for a credit card transaction. My change simply keeps this box enabled.

In the Classic Fallouts, there was no "wandering the wasteland" you traveled using a world map with a grid, so while on the world map and traveling between one area to another you'd occasionally get interrupted by enemies randomly (a random encounter).

As Quoted From The Vault "Special encounters are random encounters, often non-canonical, and are unique compared to more common encounters which may consist of hostile NPCs. They usually serve as entertaining points of humor, though some are very dangerous (Mad Brahmins), while some grant access to unique, sometimes powerful loot (Bridge Keeper). Most of these encounters consist of humorous pop culture references or other games or even earlier Fallout games (The Cafe of Broken Dreams).

I've started this thread with the hope that we can hash out a way to making the Classic Fallout encounters (Bridge of Death, Godzilla Footprint, Tardis, Vorpal Bunny, etc.) possible, and perhaps open the possiblites of new ones in the future.

All encounters should of course be tied to the Wild Wasteland perk, so that way players can play the game with or without encounters (Which are all silly since that is what they are all supposed to be)

The script once activated, would give you a choice by using a standard message box, The box would say something like"You have encountered a group of men banging halves of coconuts together (Monty Python), Do You wish to proceed? Yes or No."Choose yes and your character is teleported to the worldspace of that encounter, does the encounter and leaves using an activator and message box.Choose no and continue on your journey until the script promts you again.

This method would ensure no space is used that could conflict with other mods. And makes the encounters truely random, as there would be no specific cell to go to, to force the encounter.Of course their would need to be certain cells that activate the script so you don't encounter things in towns or while fighting outside.

The encounters would be done similar to upgrading houses, by having the objects always present but disabled, and a script that activates either randomly or upon something like the 4th time the courier loads that cell.Then by disabling normal area objects and enabling the encounters objects the encounter would appear. However this would make the encounter use possible conflicting space, and also would make them in one set location rather than truely random.A second script would need to activate to disable all the objects again after the courier is done with the encounter, so as to minimize conflicts possibly.

So those are hopefully how special encounters may be done, as I said before, I can't even mod a bit, not even port mods, but this is what I could come up with. I look forward to any critisim since it'd make the community one step closer to Classic Fallout type encounters.


Now the third one I've been a bit undecsiveI'd suggest if possible, a way to make more than one possible third question,Such asWhat is the airspeed of an unladen swallow? (This would be voiced)Then there would be Fallout Related questions.

The second most iconic encounter (and one of the most useful, since you got dogmeat in it.) is The Cafe Of Broken Dreams, which was most likely a reference to 'Boulevard of Broken Dreams', where the movies main character sees dead people from his life.

There already is a mod in the works thats attempting to add Fallout 3 companions to New Vegas called Cafe Of Broken Dreams, I'm planning to ask the author if he'd like to be involved with making an actual Cafe. That way it'd be humorous and useful, just as it was originally.


Others would include persons from Fallout 3 having drinks together who wouldn't normally, maybe Three Dog and Col. Autumn as well as discarded player models (See video at beginning, Why does it have to be a white hero? Can't a black man save the world? lmao)

If it was done well it'd most likely become a very popular mod just by it self. There are other combinations of unlikely buddies, President Eden and Elder Lyon chatting, Liberty Prime and a Behemoth (They'd have to be scaled down, and could mention that their size was all green screen or something.) Maybe the guy From Vault 77 and his puppets? =]


Edit: Also over at Underground, I started a thread hoping to recreate Cassidy (Fo2 follower, Also Cass' missing father in New Vegas) and it seems like we are making some headway so he may be in the cafe as well.. (Which would be how he is alive and why he hasn't aged since Fallout 2)


It would be a small playing area (to fix the problem where you can see forever, I'd suggest surrounding the area with montains or large rocks to block the view of the blank world)There would be 5-7 heavily armed men in power armor and one man standing in front of everyone else. (Since in Fallout 2 you could get their armor, and that should be the case here as well, kill them if you want but no reward for it.)Again on approach you'd be forced into dialog with the one in front. His name will simply be Strange ManSome of his dialog could be voiced using the sound clips from the movie,


This next line cannot be voiced unfortunatelyDo you know where we may find the Holy Hand grenade of Anitoch?(Now even though you may have the grenade you will not be able to say that you have it.)


And with that dialog ends, and the knights walk away and dissappear or walk out of sight, the courier then uses the exit and leaves the encounter using a scripted activator to return them to their inital location.

The second encounter would only become available to occur after the first one has been completed (Perhaps a script line such as EncounterAuthursKnights=1 then Vorpal rat encounter becomes a possible encounter.)

The setting would be small again, surrounded by large rocks (to block the blank worldspace view problem that occured in Fallout 3 when people made new lands) and there would be a cave in the rocks. (When I say cave, I mean a nook or small area, no need to make a secondary area.) and around the mouth of the cave would be tons of skeletons and human gore.

The knights would be busy battling the vorpal rat with very high advanced in-game weapons, the weapons and armor should still be unattainable. (None of the characters would appear hostile to you. So you don't get murdered)

I'd suggest a very high damage on the rat so that if a player tries to kill the rat with normal weapons, they will be killed instantly. Then somehow make the knights and rat either essintial (and script a death for them) or have godly amounts of health so no one dies too early.

Inside the cave should be a holy hand grenade (This grenade should have a different item ID than the original HHG's, also the link is to a more holy grenade look.). It could be scripted to forceEquip on you when you pick it up. And when thrown should use a large nuke explosion effect (in case you suck at throwing and miss it can stll be reasonable that it kills the rat anyways), but (if possible) be scripted to only cause the rat to die, and not cause the knights to become hostile and kill you and your followers.

You could include dialog with the Knights afterwards, but as there was none in the original encounter I have no idea what to suggest, perhaps a custom sword called Excaliber that does moderate damage. (Could just be a machete and he'll call it a sword. He bangs coconuts together, for goodness' sake)

2. I completed my first 3 contracts and then got sent to kill Alain Dufont. I went ahead and did that but when I did kill him the quest arrow was still pointing to him and I did not get any update. To fix this I setstage db03 40 and continued on to kill Nilsine Shatter-Shield which worked fine.

3. Back at the sanctuary, Cicero is supposedly here now. I get the quest to talk to the Night Mother and do that part. I leave the coffin, and Cicero is supposed to be outside to talk to me but the quest marker just points at the ground. I look around and he is no where to be found. I looked around the internet and found this fix:

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