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Everything posted by Lexx
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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.
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There is a bug which makes it possible for the armor stuff to not appear. Check out this Wikia page, for more information on it.
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Yeh, both games, AP and FNV are my games of this year. There was nothing else that I've spend so many hours in. Not even last year.
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I haven't posted in here since a while, as I am too busy and can't read up all the new posts. But... My (first and wip) try at Ulysses clothes. :> Also I've made a barber mod, by the way.
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It will not break the game, as there is still Yes-Man.
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This totally reminded me of FOnline: 2238... Dialogue was about the NCR "back home". Not sure if it's a coincidence or really aimed at it... if it's the later one, then it's a nice insider. :>
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To be honest, after my first character, I've never ever added any skillpoints to my survival skill. It just wasn't needed, even on hardcore mode. I find so much food and water, that it really is no problem, if one gecko steak doesn't fill up my food and H20 bar 100%.
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The nightkin stuff is pretty easy to do in stealth-mode. Regardless of your skill, you can simply take a stealthboy, if you are fast and know the correct way. Better have two in your inventory (one for way to the jail, one for the way back). You don't even have to kill the jail mutant, as there is a extra key hidden in one of the rooms. Btw. I personally think the dialogue with Davison was pretty nice... "A human who is friend to ghouls? Suspicious."
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Mhm. A DLC in Dog City could be nice. But it's so far away from New Vegas... plus, I fear that it would remove even more Van Buren canon. :/
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exactly Can't agree. With doing all quests in Fallout 1, I reach approx level 18 or 19 at the end of the game *without* ever farming xp on purpose. I hate farming xp, it's a horrible game "mechanic" and I want to avoid it as often as I can.
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And why? So far, the screenshots we saw from DS3 do look not at all like a Gothic game.
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Why? DSx never was any kind of close to a Gothic game at all.
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Heh, as silly as it sounds, I would be pretty interested in how a Gothic game by Obsidian would turn out. I mean, regardless of all buggyness Obsidian proved in various examples already, that they are able to improve on existing games. So I kind of would like to see their turn on a Gothic game, even though I most likely would see it as heresy too. But just how it would turn out...
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They couldn't learn from Morrowind, they didn't learned anything from making Oblivion and they learned nothing from the original Fallout games, while making Fallout 3. I seriously have doubts they learned much from Obsidian now.
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Fallout 4 from Bethesda will suck again. There is no way around it.