Mako Dawn v0.3 released

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0 comments by JigsawPieces on Jun 23rd, 2013

I was supposed to upload this about a year ago. Well, that didn't happen. Sorry! This is the final update of the mod I'll be making. I'm not developing this again, nor is anyone else. Despite a few expressions of interest in the project it seems incredibly unlikely it's going to be actually developed for again, unless the original dev picks it up again. As you'll be able to see from the credits section of the readme, he and I made well over 90% of the content released. Which reminds me...

Killerx20 may have made the base of the tower (below the barrel bit), the barrel thing and maybe the upper tower. I really can't remember whether they replaced at some point or not. I know that I remodelled the back part that juts out over sector 1 & 8 so yeah. I really have no idea. I zipped & uploaded the mod when I realised I hadn't included this and can't be bothered waiting for it to upload again.

If you're interested in FFVII stuff, check out the qhimm forums. Team Avalanche is working on a graphics overhaul (among other things) for the original FFVII. There's a lot of neat stuff there so take a look.

Lastly, if you're interested in what I'm doing for some reason, you can follow my dA or SoundCloud for my art and music respectively. Right now I'm part of Arrival Studios, a visual novel developer. Our site, designed by me, is still a work in progress. Also, I go by "Tempus" on a lot of sites and use the avatar I'm using here.

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Mako Dawn Music Pack

Mako Dawn Music Pack

Aug 28, 2013 Audio Pack 0 comments

The music I arranged for the mod was requested by someone so I'm uploading it here. It can be used freely by anyone provided they credit me as the arranger...

Mako Dawn version 0.3

Mako Dawn version 0.3

Jun 22, 2013 Full Version 3 comments

Includes floors 59, 60, 61, 62, 65, 66, 67, 68, 69 and 70 of the Shinra Building + stairwell and elevator access. Also includes subways, train, reactor...

Mako Dawn version 0.2.2 (old)

Mako Dawn version 0.2.2 (old)

May 5, 2012 Demo 1 comment

Includes floors 59, 60, 61, 62, upper and lower elevators, upper and lower stairwells, and Midgar.

Post comment Comments  (0 - 10 of 275)
General_Green
General_Green Aug 29 2013, 12:42am says:

It'd be cool if we could get a version that doesn't auto-teleport us. I've been digging through the Geck trying (and failing) to find a way to remove it. If anyone can tell me how to, that'd be cool, but otherwise, an updated esp for those of us who just want to **** around would be great.

+1 vote     reply to comment
JigsawPieces Creator
JigsawPieces Aug 29 2013, 8:06am replied:

I'm not sure what you mean by "auto-teleport"; perhaps if you explain what you mean by that I'll be able to help.

+1 vote   reply to comment
General_Green
General_Green Aug 30 2013, 11:15pm replied:

I mean when I start the game, it instantly boots me into the train area. I just want to be able to use coc to teleport there with all my gear and stuff, and mostly just check out the map. Either that, or set up a door to teleport there.

+1 vote     reply to comment
JigsawPieces Creator
JigsawPieces Aug 31 2013, 12:51am replied:

Ah, I see. That was the whole point of the mod -- it was a total conversion and had nothing to do with Fallout.

It's been a long time since I've fiddled with the GECK properly, but I'm pretty sure the stuff determining where you start resides in a few script lines in cg00. If you open the GECK, search for cg00 (make sure you're searching everything), then right click it, choose edit and look through the tabs until you find some code referencing the start locations. It'll be something like "set player start location to ff7startmarker" (I can't remember exactly what it was!) That's a place to begin looking anyway; I can't guarantee that'll hold the answers though.

If you manage to start your game in the Wasteland with the mod loaded, COCing is easy, you just need to know the cell name. Everything in the mod begins with "ff7", so just search for that in the GECK for cell, object, character, etc names. There's tutorials for setting up doors between different areas.

That's about all I know off the top of my head. Hope that helps.

+1 vote   reply to comment
Team_Anthogonist
Team_Anthogonist Jul 2 2013, 6:16pm says:

I'm really sad to see this go :-( It looked amazing.

+2 votes     reply to comment
Holly4life
Holly4life Jun 22 2013, 11:58pm says:

it's alive!! xD

+2 votes     reply to comment
kin37ik
kin37ik Sep 7 2012, 10:23pm says:

noooooooo!! this was my closest dream to a FF7 remake in HD!! ):
*smashed dream*

+1 vote     reply to comment
JigsawPieces Creator
JigsawPieces Aug 28 2012, 9:13am says:

Just a small update of what I'm putting together for v0.3:
Youtube.com
I365.photobucket.com

+1 vote   reply to comment
SapphireQH
SapphireQH Jul 19 2012, 4:54am says:

Hi everyone, I am pleased to bring some good news to you about this project, as I was a content creator for this mod I still have the biggest urge to see it finished and built into Fallout 3, however as I do not have any skills on using the GECK, I cannot do it alone.

For anyone that has any idea on what they are doing with the GECK and are keen and eager to help and finish this. Do contant me on skype, the name is kingwarren2. Some of you may know me as, Sapphire from qhimm, Stigma from the official MDMD Mod website. Please show no hesitation when contacting me.

+2 votes     reply to comment
Neomonkeus Creator
Neomonkeus Jul 23 2012, 10:15pm replied:

Yeah I am a bit confused too. I haven't received any contact form you so not really sure what you think is happening or what you are saying when you refer to the MDMD mod website?

As it says in the posting, I am currently the co-admin of the project, website hosting, forum, storage etc. I have already stated that I am willing to work with anyone who wants to continue this project, but like Tempus said, he will only this will only pass over his admin status when he is satisfied that the person is capable of continuing the project.

Assuming that people are just going to appear with the necessary skills is a fathal assumption, one that caused one of the projects iterations to fail. Taking over the project without the necessary skills would be an extraordinary undertaking.

If you mean that you want to continue it on as a separate project, then that is fine, but if you want this project to continue on you know how to find us. ;)

+1 vote   reply to comment
JigsawPieces Creator
JigsawPieces Jul 20 2012, 7:24am replied:

Anyone who takes over will likely be alone and need to shoulder all the same responsibilities I (and the developer before me) did. It's unlikely that someone who knows nothing about the base game / editor (FO3/GECK) will be able to find others who will put their assets in game for them. Even if they did, it's very inefficient workflow. You'll either need to learn it for yourself or it will never get done, a lesson I repeatedly learned throughout my development time. Fortunately, there's a lot of FO3 art pipeline tutorials (from 3D app > ingame). My personal advice would not be to wait for someone else to come along and fulfil role X and learn it.

But anyhow, I hope things go well. As noted elsewhere, more resources will be released to be freely used how you or others see fit. Good luck.

Oh, and I checked the Mako Dawn forums and couldn't see anyone named 'Stigma', are you sure that's what you meant?

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