Jump to content

Thingamajig

Members
  • Posts

    34
  • Joined

  • Last visited

Everything posted by Thingamajig

  1. Basically, this script is ran once a quest is activated (player leaves vault 101). Once the player finds any ONE of the above items (line 6) it completes the quest by loading the next stage of it (line 7) To me, it looks messy. I've never scripted before and i get the feeling having the game constantly check for 5 items for god knows how long isn't as resource-friendly as i'd like. Especially given how unstable Fallout 3 is anyway. Any advice for a total NOOB scripter? (i don't even know the basics, honest. so go easy on me!)
  2. Thanks for the response :) Yeah, i'm also using streetlights. I gather it's that then. I can live with the problem though. I can't live without Streetlights :D Yeah i do think it's isolated to certain cells, usually in the downtown area. (Eg: outside GNR, where you first encounter the giant supermutant) They're almost always "outside" cells though.
  3. Hi all. I've recently got a problem with the shadows on ground textures in my game. Take a look at the below screenshots: http://imageshack.us/photo/my-images/191/screenshot1ix.jpg/ Sometimes when i move, the shadow "fixes" itself, or flickers to a fixed state and dark again. http://imageshack.us/photo/my-images/818/screenshot2wf.jpg/ During the daytime, shadows and ground textures are fine. But nighttime gives me this. I know it's not a problem with my system, as my specs far exceed that of Fallout 3 (AMD 6870 GPU, quad extreme 3.4GHz cpu, 8gb RAM) I've also tried increasing the max number of shadows value to 24 - no luck. Worth noting that i do run with NMC's texture packs. Reinstalling it did nothing either. Does anyone have any experience with this bug? All help is appreciated.
  4. really? i could've sworn that before i upgraded to the latest Mod Manager, whenever i launched NVSE via FMM it used to go directly into the game, not start the games launcher. maybe i was wrong though.
  5. Ok, this is really odd. I reinstalled New Vegas a few days ago, fresh install worked fine - i test ran it before putting my mods in. so, i then proceeded to put the mods on (FOOK, Nevada, mods that require NVSE beta 6 really) I sorted the load order in NV mod manager, ran the game by hitting the "launch NVSE" and.. It runs the Fallout NV launcher. So, i told mod manager to launch without NVSE - it works fine, launches directly into the game. so THEN i thought i'd simply try launching the game via NVSE manually (by navigating to the exe myself) this did nothing, it launches the games falloutnvlauncher.exe Whats going on here? it's never used the launcher before and i can guarantee by pressing play i'm overwriting my load order....
  6. Hi all. I recently made a post in the Fallout 3 Wanderer's edition thread, and in order to get the most views i figured i'd make my own post. So here goes: After having played New Vegas for a while and going back to Fallout 3, i've noticed a few major things (for me personally): FALLOUT 3 NPC's are FAR too TRUSTING. Civilization is destroyed, the world is full of cannibals, murderer's (YOU..possibly) and yet people want a friendly chat with you? The game DESPERATELY NEEDS more "standoff" encounters, especially in the capital wasteland; NPC's pointing their guns AT YOU, warning you to move on - NO dialogue is entered into, NPC's just point weapons at you and warn you..perhaps they should warn you to holster your weapon or they open fire, or maybe request the Player to drop their gun/gear so they can loot it...just be creative:P The first Powder gangers encounter in the Mojave Wasteland was similar to this, those NPC's stand still and surround you looking down their ironsights. Now that was tense and very cool, it was a welcome refreshing change to the expected enter dialogue and/or start shooting. To accompany this, Rivet City also needs a makeover, it's no "city" at all, only a tiny collection of NPC's (i'd even argue New Vegas was lacking generic NPC's but thats not the issue) Also, much like the casino's in New Vegas, Rivet "City" guards past the bridge need to take weapons off you, for the safety of the residents. Again, why do they trust you so much? The ability to sneak in weapons should be there, and like NV....skill based. Personally i'd mod this in myself, but i lack the knowledge to do so - I've gone as far as look at the GECK, but i get intimidated by how complex it is so give up :P. As i use Fallout Wanderer's Edition/Fook/WMK/MMM i'd also incorporate it into those somehow. Anyway, what do you guys think?
  7. Well, there we have it - Title has pretty much explained the mod, :P What i felt is needed in Fallout 3 is a Fast travel mod which limits the amount it can be used per day. Say...twice maximum per day. Perhaps this can be adjusted in-game using the console (rather than ANOTHER inventory item - seriously, my game pipboy is full of items mods added to configure them with...this should be optional) This mod should stop fast travel abuse, and just generally makes the game more realistic and interesting to play - requiring more thought into playing. I must admit i was kinda hoping the Alternate Fast Travel.esp in Fook2 (or perhaps its FWE..) actually had such a feature but alas, it didn't.
×
×
  • Create New...