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Author Topic: Fallout: New Vegas  (Read 215422 times)

Ioric Kittencuddler

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Re: Fallout: New Vegas
« Reply #465 on: October 26, 2010, 03:00:46 am »

Ioric, my current character in Fallout 1 is able to shoot his enemies in the eyes from up to 10 yards away with 90% accuracy. And they usually don't even go down in the first hit because he's using a 10mm pistol, so the bullets don't hit as hard or something. My current New Vegas character, by contract, is only able to hit enemies with VATS at all at extremely close range, and I usually have to rely on my own aim to even hope to get a hit.

So yeah, I think you're being too nitpicky.

How am I being nit picky and what does the rest of your statement have to do with it?  I asked if characters in the game could get knocked unconscious by head shots and was responded to with "Bullets are dangerous."
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motorbitch

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Re: Fallout: New Vegas
« Reply #466 on: October 26, 2010, 03:05:35 am »

i ran into some uncertaincies when creating my character.
i did some research and here are my results:


perception

in f3nv, the vigor machine will tell you that perception will affect your over all accuracy. some forum posts on the nets tell that perception will affect the crosshair drift when using scoped weapons.

both is NOT true. i used console commands to alter my perception between 1 and 10, and my vats accuracy with guns and my crosshair drift remained unaffected.


luck

it seems that luck massively affects the condition of wepons found in the world.
like: i made a char with luck 10, and all the weapons in the silver rush store where in pretty perfect condition.
for another (luck 1) char these guns where almost broken.
note that i made a mistake when i did this thest, the luck 1 guy also had the build to distroy trait, with could have affected the condition a bit, too. also  my  real live luck may have had affected this test.
interesting: it seems that the item quality and store inventory is created when you leave the doctors shag for the first time.
i would suggest to have luck 10 when you go trough that door and tune down that value when the   game gives you the chance to rebuild your char when you leave goodsurce for the first time.

« Last Edit: October 26, 2010, 03:11:02 am by motorbitch »
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Deon

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Re: Fallout: New Vegas
« Reply #467 on: October 26, 2010, 04:54:45 am »

Okay, here's the alpha of Freeside XP ("Freeside Expanded"). Just adds a Buck's Steak House interior (the door is on the place of a formerly boarded door, under the "Buck's Steak House" sign near the Strip entrance) with a merchant.

http://www.box.net/shared/7c06vu0d21

 For some reason followers refuse to leave the location, I probably didn't learn something important about XMarkers yet. So please playtest without followers, or tell them to stay outside.
Some thoughts:
"Have a look at my finest meats." Is some dynamite innuendo
Buck's Delicious Steaks have no Food value associated with them
I like that the refrigerators in the back have strange meat in them, interesting twist on Buck, who seems to be just a normal guy.
Lighting is pretty!
The absinthe bottles do NOT fit the shelf. It is impossible to move them, they are completely wedged in their, relocated 'em to the top shelf, or just trash them.
Bit of a mismatch between interior and exterior size, but not too noticeable.
My companion can enter and leave just fine, only she comes out of the gate to the other section of freeside, instead of the door to Bucks
Huh, they really come out of a different door, that's weird. I thought travel options are the same for PC and NPC. I think I just made some stupid mistakes due to my newbieness.

Thank you for your testing! :)

I will redesign interior a bit, right now NPC cannot path to the back room due to their silly pathfinding. Also the "strange meat" and the dripping blood from the ceiling (on sink, you saw that, right?) are explained in Bay12 Writers' Guild where I requested help on dialogues. So this "dynamite innuendo" will be gone once I have a nice dialogue script.
« Last Edit: October 26, 2010, 04:56:45 am by Deon »
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Deon

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Re: Fallout: New Vegas
« Reply #468 on: October 26, 2010, 06:10:14 am »

Here's alpha2:
http://www.box.net/shared/3pfqjgoo3y

I still cannot make my followers to leave the steak house... They enter finely but then just stand inside. Weird.
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Ioric Kittencuddler

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Re: Fallout: New Vegas
« Reply #469 on: October 26, 2010, 07:36:45 am »

So has anyone encountered the bug where entering VATS spawns enemies directly behind you?
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Deon

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Re: Fallout: New Vegas
« Reply #470 on: October 26, 2010, 07:43:48 am »

I haven't seen it.
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Deon

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Re: Fallout: New Vegas
« Reply #471 on: October 26, 2010, 09:23:27 am »

I didn't know how to make navmeshes :P. Now when I know it, the mod is fixed. I will make another interior and upload it to Nexus. Whoever wants to voiceact Buck, please volunteer now if you can.
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hemmingjay

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Re: Fallout: New Vegas
« Reply #472 on: October 26, 2010, 09:43:19 am »

I've done a bit of voice acting so I'm happy to try it out for you. send me the lines, some background or what you are trying to accomplish and what format you want the recordings.
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Deon

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Re: Fallout: New Vegas
« Reply #473 on: October 26, 2010, 11:43:40 am »

Thank you for your offer, right now I need just common welcoming/farewell phrases ("Hello, sir! Nice to see you!"/"Have a look ar my wares."/"See you soon."). If you could make them as an old pleasant man says them, it would be great.

I will also need greeting/trading/farewell voices for a liquor shop owner and a man who sells iguana meat on street. I didn't work on quests yet, I just mostly make props for future references now.


Here's the redesigned view of Buck's Steak House:


It no longer has pathfinding issues, and everything seems to be at its place.
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umiman

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Re: Fallout: New Vegas
« Reply #474 on: October 26, 2010, 12:24:29 pm »

What's with the big A there? Is that how rooms are designated?

Deon

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Re: Fallout: New Vegas
« Reply #475 on: October 26, 2010, 12:48:41 pm »

It's an audio marker.

Right now I plan to work on these areas:

- Buck's Steak House: almost done.
- Travel Service: a former building of a travel company is now a hunting lodge of sorts: here live a few hunters, there's a small apothecary and a bodyguard service (although no mercs, because there's not a lot of people who can pay for their service -> low amount of mercs, you should get quests there).
- Liquor store (drinks and cigarettes)
- Small Bootleggers' camp, they supply the liquor store.
- Barber: to change your haircut.
- Grocery store (sells mostly plant food).

If you have some nice ideas, feel free to share.

I was really disappointed by the lack of a barber (seen in most "western" movies) and specific services like bootleggers or apothecary in Freeside Central: these services are usually vital.
« Last Edit: October 26, 2010, 12:50:48 pm by Deon »
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Empty

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Re: Fallout: New Vegas
« Reply #476 on: October 26, 2010, 12:58:43 pm »

It's an audio marker.

Right now I plan to work on these areas:

- Buck's Steak House: almost done.
- Travel Service: a former building of a travel company is now a hunting lodge of sorts: here live a few hunters, there's a small apothecary and a bodyguard service (although no mercs, because there's not a lot of people who can pay for their service -> low amount of mercs, you should get quests there).
- Liquor store (drinks and cigarettes)
- Small Bootleggers' camp, they supply the liquor store.
- Barber: to change your haircut.
- Grocery store (sells mostly plant food).

If you have some nice ideas, feel free to share.

I was really disappointed by the lack of a barber (seen in most "western" movies) and specific services like bootleggers or apothecary in Freeside Central: these services are usually vital.

There's a "Barber" in freeside. Though you've got to be a King ;) to qualify for his one haircut.
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Deon

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Re: Fallout: New Vegas
« Reply #477 on: October 26, 2010, 01:08:12 pm »

Yeah, I was not playing as king's faction. It may make sense that he's under boss there.

Other ideas: a porn movie studio (I liked that part in New Reno), a drug store with a bit crazy surgeon, a fight club.
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Deon

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Re: Fallout: New Vegas
« Reply #478 on: October 26, 2010, 01:37:14 pm »

Humm humm... So let's see, why are people there and what can they offer...

A "food block": the steak house, grocery, distillery/bar = food for residents and travellers.
A "tech block": ghoul scavengers + tinker's shop + mechanic = tools and devices for people.
A "healthcare" block: apothecary + fitness/sports club (more like fight club :P)
A "machinery" block to support the town (how do they live?): an electrical substation + food/water sanitizer + boiler station.

Now it's a city I would live in.

Right now I am interested in making food block + machinery block. They would add to the immersion and may be some quite interesting places.
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lordnincompoop

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Re: Fallout: New Vegas
« Reply #479 on: October 26, 2010, 01:44:35 pm »

That's not a very big steak house. This guy's pretty successful; success would be a pretty good motivator to get a bigger store and a better neighbourhood.

And make Buck darker (in terms of personality). The standard Sweeney Todd story's a bit bland: add something! Something awful and horrible!
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