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jcdenton2012

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jcdenton2012

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About this mod

Exactly what it sounds like. I built 75% of the total complex for a anyone who wants to make this into a full project.

Permissions and credits
Welcome to the Black Mesa Starter Kit, I am the creator of this landmass JCDenton2012. First things first, due to time constraints on other projects I will be unable to continue development beyond this 75% mark. Instead, I have released this landscape at its current level of development to see if anyone else is interested in bringing Black Mesa into the Fallout Universe. Also, this facility is huge adding at least 2 hours of walking around time to explore the entire thing.

For this reason you will notice skeleton designs at most of the currently constructed locations. While I may not have flushed them out with all the nit naks common in most cells you will instead notice that I did; however, built the entire complex and leave an open ended conservative design for other modders to expand upon my initial designs. That having been said you will also notice that I did add any of the more common fluff. The reasons why for each deleted design component are listed below.

1)Air Ducts: After much tinkering I discovered that the game considers a crawl able space the same size as a standing space. Therefore any attempt to add duct work to the game would appear silly and non-realistic. You will find the only working duct in the parking garage to prove my point.
2)Box Crushing Room and Rocket Test Chamber: I deleted both of these concepts from the design after discovering how non-functional they were. I did; however, leave plenty of space in the underground tunnels and White Sands Rocket Center to add these structures should you decide to add them.
3)Larger Tram Network: I only have two working tram tunnels running throughout the complex in this design. After much consideration I came to the conclusion that adding anything more than this would be a waste of cell memory given the complexes size. Also, I was trying to conserve functionality in the design.

You will notice that I did not add the following pieces to this design. This is due to time constraints with other projects and the fact that almost everything in this design had to be fabricated from scratch making this a huge bottomless pit of time and energy. However, you will find existing designs for almost anything you might need to duplicate for the following places in the currently existed design:

1)Dorm Complex
2)Anomalous Research Labs
3)Lambda Complex
4)Fort Bliss Bunker Complex
5)Guard Post

You might also want to expand upon certain existing bunkers such as the Administrative Complex and SatCom Station. I only did base designs for those facilities because I was running low on time to work on this. In truth, I was not expected to have to create so much stuff from scratch.
Easter egg Hunt:

I added four Easter egg’s to the map within some out of place Sarsaparilla crates. The Easter eggs are located in the following locations:

1)The Freeman Special: White Sands Rocket Launch Observation Platform.
2)Shepherds Rifle: On the back of military truck leading into the tunnel which connects Fort Bliss to the Dam.
3)Ambassador Pineapples: Behind the Hilbertson Observatory Telescope.
4)Turret Chatter Log: Rail Station Delta on the opposite side of the dam between the Geofront and Waste Disposal Complex. (The turrets will not attack you despite the game having them logged as hostile).

Q/A: Answers to most of the commonly asked questions are listed below.

1)Will you work on this any further?
No, at least not without a development team at my back. That and I have way too much other stuff on my plate at the moment.
2)How long did it take to build all this?
About a month and a half of solid design work.
3)You mentioned other projects. What could be so important that you would stop development of this because it looks really cool?
Upcoming Release Schedule: Better Gun Runners (1 week), Big Project Trailer (2 weeks), Into the Eagles Nest (3-4 weeks). These dates are set in stone.
4)Pet Project Trailer?
Some of you already know what I’ve been working on. You will be glad to hear that I already have proof of concept for several pieces. Just keep what you know a secret for the time being.
5)I like your designs. Can I use them in my own mods?
Yes, in fact I encourage it. Just list me in your credits for whatever you use.
6)Where did you get the you know what?
I imported it from Fallout 3. I credit: JakeB/Frostbite/FrostedBitesCereal/Hayk (Me) - Porting, Re-Uv'ing
Quad - Original Model/Textures
You can find the Fallout 3, you know what at: http://www.fallout3nexus.com/downloads/file.php?id=1480
7)Is this ready to roll out into another mod?
No, you still need to Navmesh and LOD the landscape. If you want to launch a development project and don’t know how just contact me directly.

Tech Stuff:
1)The landscape is on a (25, -25) cell but the design is not expecting to go beyond a (10, -10) boundary. You can find the entrance to the cell at the GoodSprings graveyard through an out of place doorway. Most of the landscape excluding the approach to the complex has been idiot proofed, but you can still fall to your death in the elevator shafts. There are some unattached pieces but not many. Most glitches for my current design are in the parking garage with static overlap. Estimated time to completing the rest of the total design I had estimated at least another month and like I said earlier I simply do not have that much time to dump into the rest of this project.

Instillation: Normal. Meshes with the meshes, textures with the textures. Esp in the data folder with all the others.