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drg6525

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About drg6525

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  1. I noticed that too on a companion I had barely started, but it seems to still work fine on both the vanilla companions and one of my earlier mods. Unless there's something else I'm missing, I think what happened is that they just changed how clicking that option on the wheel works; before it would always open up the inventory regardless of whether you had the associated dialogue lines scripted to do that individually. Now it seems it simply fires the associated dialogue line(s), which should have the inventory-open script attached. Once the G.E.C.K. gets updated tomorrow, try adding "OpenTeammateContainer 1" to the begin script of your trade dialogue lines, if you haven't already done that. That's the difference between the companions that work and the one that doesn't for me.
  2. Since I've been asked by multiple users about my progress on this mod, I'll just post an answer here for everyone; I've been on a hiatus dealing with some real-life issues and been swamped with work when I wasn't, and as such I haven't had time to work on this at all. I can't give an ETA on this, nor can I even really pick it up right now until Obsidian releases an updated G.E.C.K. that's compatible with the latest patch. I will say, though, that I haven't given up on this, nor do I enjoy dragging my projects out as long as possible. Again, my apologies to those who have been eagerly waiting on this since I first (perhaps mistakenly) announced I was working on it.
  3. I took a bit of a break to apply a lot of touches to a companion mod I just released, sorry. Otherwise it's mostly at the same stage; companion functions are done with a large variety of voicing, some custom features, about 168 lines total; and largely his story-related dialogue and the dialogue for his hiring sequence remain. I do plan on picking it back up once I've got midterms out of the way this week.
  4. Rescuing Benny seems to have been another one of those loose programming ends that Obsidian left, kind've like passive/aggressive for companions. While I'm only speculating based on what I've seen in the G.E.C.K., it seems that he was always intended to die and/or vanish at some point, since dialogue lines intended for his Fort appearance point to him ambushing you even after freeing him. Not exactly satisfactory given the hell you go through to help him. From the dialogue topic "VDialogueBennyFreedAmbush", with all dev notes intact: {ambushing the player while using Stealth Boy}Thanks for getting me outta that cage! Now for once will you just {emphasis, player's resilience is vexing}lay down and stay down? No one rules Vegas {'cept}except me, got it? You're a lowdown gofer! You deliver mail! How ya like being Mister Good-Two-Shoes, hey? How's it feeling? How ya like being Miss Good-Two-Shoes, hey? How's it feeling? Adding him as a companion and restoring the "rule Vegas together" idea's on my mod to-do list, if you use any.
  5. Eh, I don't think that's gonna happen, sorry. As silly as it sounds, the hiring sequence is the very last thing I work on prior to release; mostly because I like to go with entire conversations and that takes up a lot of time when recycling assets. Also, whatever I managed to put out would be incompatible with my mod once I released it. I still can't give an ETA. There's another companion mod I've been developing concurrently to Benny that I hope to push out in a few days, then get back to finishing him up. He's got 150ish lines now, but there's still a good amount of stuff left to do before I can release something.
  6. That would depend on whether he plays the PC version; for some reason I'm thinking 360, maybe something I read a while back. At any rate I've already combed out quite a lot of lines from his two appearances in New Vegas, without needing to resort to messy edits, so I don't think it'd be necessary in order to make a decent mod. I can try and record a short video if anyone's interested in seeing how he plays as a follower so far. In regards to the other thread you've linked... I'm already accommodating Black Widows with some extra features.
  7. Just to give a heads up, I've been working on bits of a Benny Companion mod here and there when I get the spare time. Feel free to browse my other two companion mods (linked in my sig) if you want an idea of how I style my companion mods. Right now he's got about 100 lines of new dialogue, which pertain to everything on the companion wheel, miscellaneous reactions like overburdened, stealthing, and stimming, and a few custom reactions like the female courier changing into something sexy, receiving gifts like cigarettes and booze, sitting down, etc. The overall goal is to provide a few distinct ways that the companion mod can play out; one for those who want to torment him and think that death's too good, one for romance (Black Widows only), and the typical goody-two-shoes "I wanna be your friend" approach. Recruitment as I'm implementing it would consist of either slaughtering Caesar's entire force to free him, having him delay using the Stealth Boy until AFTER you've left the tent (then meeting you later), or convincing Caesar to let you keep him as a slave --- the latter entails an explosive slave collar to keep him in check. In all other scenarios, you risk him turning on you if you stray from the Independent Vegas storyline, or a guaranteed betrayal at Hoover Dam to everyone but those who are romancing him. Regardless of how you treat him, he responds to all commands and suggestions in his usual perky manner, which usually isn't very genuine. Can't give a release date since real life tends to get in the way of what I want at times, but I just wanted to say that something is definitely working on it. :) I'd also be happy to take perk ideas. Right now I'm thinking of calling it "Aces Up" for the casino reference, and the only idea for an effect I've had is to give substantial critical hit defense based on the number of luxury items you've got (cigarettes, alcohol, nice suits and dresses, etc.) Seems to fit his personality and fixation on the high life, but I can imagine a lot of people considering this idea to be "meh".
  8. Just wanted to throw in a quick update and say the first release is out: http://www.newvegasnexus.com/downloads/file.php?id=37376 It's pretty bare-bones (for me, anyway), and I'll probably end up adding on more later but I given how hectic my schedule is right now I just wanted to get something out in a timely fashion.
  9. I'm actually in the process of making this right now. It's slow going because I want the whole thing voiced and need to do some serious splicing with his limited role in New Vegas to do that. I've got 39 brand new lines implemented so far with the entire companion wheel and a few extras voiced. Default companion weapons are a minigun and the classic FO1&2 super sledge. His perk, F.E.V. Diplomacy, gives you better bartering skills when you've got him towering right beside you. Not exactly revolutionary, but I want him to stay consistent with the other followers and can't really think of anything else that would go with his personality. Currently planned features are recognizing custom homes, drawing weapons when the player does, and a radio to either to recover him should he go missing. In terms of recruitment, what I've currently got planned is this: the pre-requisites are going to be finishing both Jacobstown quests and then persuading Marcus that the Legion threatens the town as much as Vegas and NCR, and that he'd be invaluable in holding them back. Not the most compelling motive ever, but it's at least consistent with Marcus' current opinions. If there's any thing else you would like to see in the mod before I release it, go ahead and post and I'll at least consider it. Do remember that, because of voicing, there are some serious limits content-wise to what I can do, though.
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