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delmalki

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Everything posted by delmalki

  1. I like having a sense of progress in my games and when playing games that repopulate mob/area/loot, I feel like the 2 hour I spent clearing that location was for nothing. So, simply said, Is there a mod that allow locations to be cleared FOR REAL. In other words, after clearing let's say location X, there will be never a refill of the creatures and loot. The only way such "refill" would happen, would be dependant on let's say The dominant faction in the worldThe radius of factions around said locationThe motives of faction to retake said locationThe affiiation between factionsExample: I clear Location X mainly composed of raiders. Around location X, one hub of raiders(Location Y) and 2 hubs of super mutants Super mutants want location X because they need it as a vantage point to kill other raiders Super mutants dislike raiders because they are humans Outcome: Supermutants settles for location X and repopulate location X and invade location Y which was near location X and raiders owned Now I clear again Location X which is a super mutant hub as well as super mutants hubs (mentionned at point 2 earlier) around the location X including Location Y. No factions is around Location X, so nothing happens and it stays that way. Now, Theres a patrol of let's say BOS that goes through location X and sees that location X is empty as well as radius locations around Location X. They take it over. Now the location is seen as BOS owned. (The faction could be the sole player too meaning a new settlement is created) Finally, Imagine a dynamic system where one faction owns all the locations may that be BOS, Minutemen, Institute, Railroad, super mutants, ghouls, raiders, or even the player itself, etc... If the player is affiliated with a faction, boom, he receives MEANINGFUL "radiant quests" to conquer all locations. When all locations are cleared or owned, no more radiant quests. If he as no affiliation, he has a journal that tracks his conquests. So basically, you got the gist of my mod Idea, If any is interested, that would make the game 10x more relevant IMO.
  2. Disable protagonist voice Add Skill conversation check Let NPCs speak about their life even If I don't need anything from them (like Interesting NPCs for Skyrim) Add more towns Make places that feel unique ALIVE and more interesting than kill them all Super mutant town, ghoul town, hidden atom bomb god Make POI cleared for real, no supply respawns nor enemies, If I cleared something, should be CLEARED Settlements overhaul, better UI, more town varieties Let me be evil
  3. I lost interest after realizing that whatsoever new place I discover, the only thing I can do, is kill them all. I hate that. I like meeting new people and hearing them speak for hours describing me their mundane stupid life and how this one or that one stole, slept with his wife, don't wanna do chores or don't wanna mary that girl or caravans being raided, or just simply talking to me about the weather. I don't know, it lacks LIFE...
  4. I played the original FNV without mods and maybe I was younger or something but I really appreciated much more the conversations. Especially with that Caesar guy at the end throwing big words and philosophical concepts at my 12 year old me. It was awesome.
  5. KILL LOOT RETURN This is why I dislike this game. I reloaded 3 times in the combat zone because I thought I did something wrong for them attacking me.
  6. I think when the cost of patching things up on an old engine exceeds the time needed to develop a new engine is the moment you should invest in a new one. They can also code the new engine in such a way that old api still works with new api. Collection of modules true, but the core engine is what makes these modules work between each other. And I'm sure these new modules are limited by the actual interrelations the framework of the core engine give. What I was trying to say in my earlier post is that they could move from a procedural engine to a model controller view(mvc) concept of programming where the modules are easily interchangeable, and where the logic is not hard coded in a spaghetti type of code.
  7. You are absolutely right Vargrant0, but don't forget that when trying to patch things up too much and successively, that creates a cost where as trying to debug and improve foundation becomes more and more tedious. In other words, the CK has been built by Beth but a long time ago and the number of patches they done to it must be quite important and Im sure some of them are hacky or even follow an old programming mindset/framework. They have the expertise now of their fellow devs, some of them originally created that CK, starting from scratch while keeping in mind what has been learned from the CK could create an even better, much optimized engine than they currently have and more open and consistent with agile programming. The first time is always the learning time, the second time is where you apply and avoid all the previous errors and expertise you gained from past experience. I don't see why implementing a new engine is a bad thing except for cost and time for sure.
  8. He basically told you to create a new compilator based off his tool. Forget about it.
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