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Everything posted by Lexx
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I found the main story of GTA4 to be pretty boring. Playing Liberty City Stories in the moment (finished the Lost and Damned few days ago) and it's really a lot better than the main game.
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Played some The Witcher today for the first time. Beginning feels ok and I am now interested in Witcher 2. Funny enough, I needed much time until I've understand the combat system.... Restarted the game to read the hints again, just to realize that the hints are also in my quest book. Blah.
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This one is really funny.
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Same as always. Get every piece of content in the game with every kind of character you play. It's heresy, if the player has done something that might lock off other content for him.
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Old World Blues == The Big Empty? :> Rumors! Rumors!
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By the way, if someone here speaks german, we have a Dead Money review up too.
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Updated the quest mod based on Tigranes' feedback. Couldn't fix the attack script stuff yet, as it seems to be some serious ****. But I changed words here and there. Didn't added more dialog stuff to the main characters yet, maybe I will do it in future with a new update.
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This indeed. I know already who will beta-test my next quest mod. What I know for sure is, that I am not the man who can "make more use of contractions" as I am simply not that skilled enough in english. It would come down to the one(s) who proofread my stuff. Maybe for the next mod, I will let the text proofread by more than one person. Couldn't hurt and it's kind of an additional check after the check.
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Playing some Bionic Commando in the moment. So far it's kind of fun. I just can't understand why they dind't exchanged the console gamepad-icons with keyboard icons... would have made too much sense, I'll guess.
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Thanks for all the letters. Will fix up some stuff when I've got some more time. Most of it shouldn't be hard, but the script problems you've named are really hard to fix. I got them too a few times and then I got them never again until they showed up again because of whatever reason... Really hard to make this **** bug-proof. Can't really make the warehouse bigger, as the outside building is fixed in it's size and I don't want to fiddle around with the outside area (could get complicated with other mods / patches / if whatever is changed around there). And buildings with timelord technology are not cool in Fallout settting too (big inside and small outside, like the Follower of the Apocalypse outpost). :> For my third quest-mod (yes, I am kind of working on it already, when I don't write dialog stuff for the second quest), I am creating a new worldspace. In size it will be kind of DLC-esque, with more than one quest (but not a lot). So far it looks pretty cool already, I think. Some mini-teaser where not much can be seen... :> (Screen shows Col. Rutherford outside of a small train station building in a NCR border camp.)
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I am playing some Max Payne 2 again in the moment. Still as cool as it was back in the days. Only the controls do feel a bit waggly nowdays.
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If the Great Divide is what I think it is, then it has to be some big part in arizona, not only the grand canyon. Kind of the mid-western that is plagued by the big radiated cyclons. Wasn't Fallout: Tactics talking about it? (not with the name "Great Divide" of course)
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I don't really like Searchlight. It's big, wide and open, but nothing really to see. Also the color tone change for "radiation" is annoying to me.
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Everything I've seen so far from the game looked great. I heavily doubt that it will be bad.
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In my optionion, FNV is great for mods that add mini-quests, as the game itself features lots of locations that could still get some attention quest-wise. Examples: The NCR camp outside of Primm, the Aerotech Office Park or the Legion warcamp. There are so much possibilities for adding new and fallouty quests. I personally have lots of ideas for quests in various locations and even if I don't have a quest idea, it's pretty easy to come up with something if you just look at your target location and wander around a bit in there. (edit: The New Vegas sewers would be a cool place for new mini-quests as well. It's kind of a own town under the city after all.. right out of the box I can think of at least 3 simple quests for that.) Also I've updated my mini-quest to version 1.1, fixed some words and adjusted stuff in the objective list. If someone finds more spelling stuff that feels off or knows how to write a sentence in a better way... I am open for everything.
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The "Investigate the warehouse and talk to Ranger Tap-Trap" objective should close after you talked to Tap-Trap. Maybe I've forgot to set it complete on first dialog node. Will add it as well. Maybe it is because I never worked with the dialogue editor before this quest. The dialogue nodes are set up in a really wired way. Obsidians new dialog editor tool makes things a lot easier, but it's still a bit incommodious. Hard for me to explain, but if you never created dialogues like this before, you have to re-learn a lot.. also you have to kind of restructure your dialogues. Let's say it like this: I can totally understand why the dialog trees in the game are how they are (with lots of "tell me about x" options). I am indeed planning to release a quest pack with all my released quest mods, but it can still take some time, as even the second quest will still need some weeks of work (maybe I will release it in late january). The size of the quests will be small as well and nothing "epic" .. hope the quality will stay up then. By the way, I am happy that you think the quest is good in quality, etc. because I feel like this is not the strongest one I've wrote so far. My Fallout 2 mod (which is not dead and still work in progress) features some better and bigger ones, I'd say. I just hate it, that my english skills suck. If I could write the dialog text totally by myself and wouldn't need one, two or three proofreaders, everything would be so much easier...
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Thanks for your feedback. If it's written Camp McCarren (with e) right now, then it's proofreaders fault, as I've always wrote it McCarran. Will fix it this evening. What do you mean with noticeably more stilted? The way it's written / how the people talk about it? Will change the [COMBAT] thing as well. Didn't remember that <Attack> was used in the main game. (If you found some more wrong written words, etc., maybe you can write me a ninja-pm about it? Then I can fix this as well.) About your bug, I don't know what could have caused it. But what I know is that the engine is pretty not-bug-proof. Various things are working first and on the next try, everything went down the ****ter. I needed to add lots of fail-save mechanics to prevent various things to happen. It's really a pain in the arse and once again makes Fallout 2 modding much easier than FNV (if something works there once, it will work the next time too). Often problems in FNV are fixed with reloading to a older savegame though... but who wants to do that. Right now, I am working on my second small quest. Most stuff for it is already done, just writing the dialogues is left to do (and some model fixing, as I use a custom house interior). I've also started working on my third (and last?) quest mod, which will feature it's own worldspace. Hope that everything will work out how I intended it tho'...
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Me too. But sadly, these **** reviewers will define how the next DLC will looks like. Now guess how it will looks like, if a rpg-heavy DLC get's much flack for whatever reasons and therefore sells bad.
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I've figured that Fallout: New Vegas modding is pretty much like Fallout 2 modding, when it comes to feedback. In most cases, you only get feedback, if your mod has somehow to do with clothes or boobs or both.
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Bought The Wither today and yesterday the Oddbox, because of Stranger's Wrath. Sadly, it's a ****ty console port with ****ty controls and no real graphic options... bleh.
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I'm not much a fan of the Bethsoft board, because sadly, most of the time I read there, my brain dies a bit. I also agree on the voice-overs, but hey, can't be that hard to find good voice actors, can't it? At least the german Gothic community managed it often to get pretty good voices done.. and that's mostly the germans stuff. So I'll guess it can't be that hard to find good english speaking people, as there should be a lot more. That's - by the way - also the reason why I've released my mini-quest already. Hopefully it will be easier than to find people for the voice over. Still got my doubts about it though. Not a single one of all quests I have done broke for me.
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Yes. Everything else would feel out of place to me, especially because it's just a very small quest. It would look bad in the questlog, if the title is much different.
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### Filthy advert ### My first Fallout: New Vegas quest is open to public. Voice-over isn't done yet, but I still wanted to release it already, before I sit another one or two weeks over it. It's my first quest for that engine and damn, I had to learn a lot... by now, I am a tad more skilled and my next quest is already work in progress (dialogues are left to write). Doing quest-stuff for FNV feels nice. But god damn, debugging the **** is so painful, not even Fallout 2 modding is that painful... There you will at least get a log file out of a crash.
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Released some new **** yesterday. Brahmin annoyed me, so I changed stuff.