@DarkKnigt88 - Wow, thanks for the cool feedback mate! Sounds like you had a lot of the right experiences I was hoping for. <img src='http://forums.nexusm..._DIR#>/wink.gif' class='bbc_emoticon' alt='' />
"The cave leading to vault , OMG!!! That's just ridiculous! I who've never had claustrophobia problems in my life, I felt like I needed to either find the end of that tunnel or get the hell out of there. Literally couldn't see past the light from my pipboy... "
Now imagine THAT sensation, only the Enclave power armours are shooting at you while a crowd of survivors tries to escape the vault in a panic. It'll be intense as Hell. Thankfully, I'm going to add glowing red flairs to make it easier to find your way to that entrance, because it is too easy to get lost for players. It's realistic, but a little TOO realistic.
It's actually not Vault 101. It's supposed be Vault 18, so that door is just a placeholder until I re-texture it. I haven't found a modeller who can do the West Coast vault doors, since they unlock from the outside, rather than the East Coast vault doors that are big cog wheels unlocking from the inside.
The elevators we are working on in a week or so. Cambragol, author of Vault 88, Vault 24, Hightown... is currently wrapping up the Torn Stars mod, then will be helping us by installing a much better and working elevator in place of that one. The staircase around it was navmeshed by RickerHK when he was bored, so I'm keeping it to preserve his hard work and just put it somewhere else... XD But the new main elevator & stairs will be much shorter. <img src='http://forums.nexusm...DIR#>/smile.gif' class='bbc_emoticon' alt='' />
The Black Bear National Forest and Vault 18 you have in your file is about 1/6th the size of what we are currently working on, and was full of me being immature and unsure of what I was doing at the time. We've put in 3 extra months since the version you have. So there have been massive changes. You won't even recognize what you have in the new version. The biggest level design issues are now addressed and fixed. The next release will be far smoother, and even contain some plot-lines.
Also, there is no NVSE. You don't even need FOMM to play Brazil. It's THAT vanilla. Everything you need to play is in one file folder.
@ Kry11ic - I'll have a new file for you in about 3 days. Nothing super big, just gameplay changes I'd like to test for an optional plugin, and it will work with Vanilla F:NV.
Because of the way Project Brazil plays (assault carbines & riot shotguns literally in "level 2") I am changing the way combat works. It's more like the way Mirror's Edge and Oni used guns. Rather than having 5million rounds of ammo everywhere and guns doing next to no damage, guns are deadly but ammo is fuckall rare and easy to waste. So melee and unarmed skills are WAY more important than they used to be in vanilla, NPCs run out of ammo, and guns & ammo are more sacred and less pathetic. Even though the melee combat Bethesda came up with for TES/FO is about as well thought out as wackamole with knockback... and Mirror's Edge / Oni was revolutionary in its intuitive approach... I just want to see what I can get away with in a similar vein without wasting valuable time producing the main game. Call it Project Leader learning experience. <img src='http://forums.nexusm...IR#>/tongue.gif' class='bbc_emoticon' alt='' />
Weapon weight is measured by GAMEPLAY VALUE, rather than ACTUAL WEIGHT IN GRAMS. So the player will deal with guns that weight 25 - 60 WG, and have to toss them aside to pick up a new weapon, or go back to a 15WG crowbar/knife/chainsaw on the fly. Because who carries 8x M16 Carbines through a mountain in real life? Seriously.
You CAN PICK THEM UP. If you're trying to BENCHPRESS them. XD. Doesn't mean you're going to go sprinting with them hidden in your giant invisible backpack of holding. It's ridiculous, and I always end up spending more time tossing hoarded items rather than playing the game. I hate it, and it fucks with the experience I'm trying to create for my players, so I'm fixing it.
And, this entire .esp add is an OPTIONAL file. So I want to test it for those players that want it in their game, so others can choose to say "fuckit, I like playing fallout as SIM HOARDERS and firing 20 rounds of 556ap into a dude's sleeping head and having him get up and shoot back unaffected. <img src='http://forums.nexusm...IR#>/tongue.gif' class='bbc_emoticon' alt='' />" Ridiculous.
@ chup5678 - If you walk to the bottom edge of the Mojave Wasteland, a script will start, but it won't tell you it started counting - just trust me, it works. Then you just have to walk to the north end of the Mojave, and a dialog box will pop up, and you can play the entire finished mod before we are even done making it. It's the quantum interpolation mod at work, linking your computer to a parallel universe where we are already done, and interlacing it into your reality. It's a scientific revolution. I should win a Nobel prize. <img src='http://forums.nexusm...R#>/biggrin.gif' class='bbc_emoticon' alt='' />
But seriously, it's printed in big bold letters on the description. If you & the 50 others who ask me that didn't read it, or don't like reading, or thinking, you will HATE this mod, and should not install it. <img src='http://forums.nexusm..._DIR#>/wink.gif' class='bbc_emoticon' alt='' />
Edited by Thaiauxn, 19 March 2012 - 10:42 PM.