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laclongquan

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Everything posted by laclongquan

  1. Can do. Simple, really. Transfer me 100k, not 999 not 555 but only 100k USD and I will assemble the very best team of beast coders to do that simple task.
  2. Voice acting is the last thing we should worry about. Get the writings finalized is already a tone of work. And to have that, we already have to configure quests associated with those writings into the main quest framework (aka balance). Finish the gameplay/quest design, playtest to get 100%. That's ver1.0. Finalized the writings, that's v2.0. VA work would be 3.0
  3. First, 16MB saves are about right for TTW sessions. You have double the area (cells) compare to vanilla FNV, so obviously your saves are going to get to this size no matter what. I AM playing a TTW session, with quickrun/quick complete of DC ending with 9MB (and most quest/location untouched) and playing seriously on Mojave, and it's 18MB per save for me. Second, you have several mods dealing with dialog and they are going to conflict with each other over game's behaviour during dialog, like show interface or not, etc... The way to prove this is easy: dis able all the dialog mods and testrun with your save. Third, you have a group of texture mods at highest priority and some texture mod at lower priority 94-100 and two mods at 63. If the HD quality difference is too high it could cause problem when loading a cell. I would suggest moving the 63 and Lod too, down to highest priority slots. Uncheck the 94-100 slots and testrun to see if it faster.
  4. I would suggest you make a thread for your development notes and diaries here. that make more people access your thoughts and efforts easier than you nest away in Discord channel. It's a fad and people are starting to tire of it these days. From what I checked, those channels are a bit lacking of active posters. Worse, anyone ever feel interested in joining a discord will discover their invite link is expired~ So even the few potential might be driven away.
  5. I vouch for Zion Trail too. Dont forget the extra mods that goes with ZT. Salt Lake Stories is a nod back to Fallout 2 days: travelling around by car to visit towns, short quests, and exotic characters. Its stories and writings are a bit off because devs are not English or American (they are German I think). But the stories are not bad, by itself, just written strangely.
  6. You are very bombarding but you did not post your load order. So I have reason to suspect you are playing with a 300+ mods. The cause is very obvious. The solution is also very obvious but I expect you wouldnt accept it. Trim your load down!
  7. Someguy series of quest would be another recommendation aside from AWOP. Although I would suggest a separate session for running those quest alone. Aka you install those quest mod, and only mod that necessary for them, and play. Anything else would just support and in addition to them. If you want normal gameplay, like main quest, then run it in a session without those series of mod. Particularly with Tale of Two Wasteland session, you just dont run those someguy quest mod at all.
  8. 1. MO2 can load slowly with huge load order list. If you have 300 mods in your load, MO2 certainly will lag for you. No fix other than upgrade your hardware. 2. TTW recent version of 3.3.x has change price tables of FNV items to follow F3 standard, to keep economy in Mojave in lockstep with DC. So keep it in mind when you introduce new items. There's also big change from 3.2.x to 3.3.x in term of gun aiming (nif structure or something). I know a lot of weapon mod need to rework extensively for their nif to transition from 3.2.x to 3.3.x. Example: F3 weapon unique mod. So mods work for F3 mostly dont work for TTW. Even mods for FNV dont always work for TTW. You need patch, conversion script and manual change, to make it so
  9. I think I remember Epic version reassemble the exe so its exe cant work with nvse and lot of background plugins like that. If you want to play with mod, refund Epic and get something known to work, like Steam or Gog version.
  10. I dont mix TV shows or movies with games. Think of them as different alternate universes that way and your lore compass will thank you for it. Fallout Earth is not Earth in our most basic understanding of it. Its humans (or plants and animals for that matter) can evolve into different life forms pretty easily if you lookat it from science view: radiation, FEV. Ghouls can convert energy from radiation. Hell, Zeta snooped around earth at different timeline so who know what science magick they infect Earth with?!~
  11. What do you mean you never see any cars? You shoot the sheeet out of those cars in DC. You can even drive one in California in Fallout 2. Its energy source is energy ammo like microfusion cells or small energy cells. And finally, you are free to break the lore anyway you like. Just as I am, and we are, free to dislike your mods for hamfistedly breaking the lore everywhich way. Just because you are a modder is not an excuse to be free of criticism, which a lot of modders here forget.
  12. 1. NCR has a lot of brahmin barons, water/transport caravan companies. They are a force to reckon with in NCR senates and representative Houses. So with 2nd Hoover Dam win and NCR can finally develop Mojave, They would invest more into brahmin ranches and farms. Note: brahmin barons do appear in Vegas, like Ultra Luxe casino. 2. NCR classic sandcrete buildings are from prewar tech, I think. I dont remember where I read it, F1 or F2, but the way to build sandcrete/adobe buildings of NCR is from database in Vaults. So when NCR build up Mojave, those sandcrete buildings are going to spread all over~
  13. It's a problem with time. Hopeville was destroyed recently (compared to Courier's arrival) and NCR being too focus on Mojave to spend effort to scavenge this area and rebuild it. So with time, it would be rebuilt again, for sure and certain. After all, it has LOTS of loots awaiting, so that's a major consideration to build a little town to support NCR scavengers. It's also a second way into Mojave, with the way through Outpost being too crowded as it is. So 2nd motive to rebuild it. Unless NCR has some other emergency that divert their resources (like their capital being nuked, for example), it's just a matter of years until Hopeville rebuilt.
  14. Eh, no need for that. I did a small mod for FNC back in the days, and take some screenshots with my char carrying shield and pistols. Also, I remember shooting enemies with shields and THAT cover their head well I can not headshot.
  15. I think doonce use in various scripts that attach to box of powders, box of case, box of primers.
  16. Fallout New California (aka Project Brazil, I think) does have shields, and from what I remember of those sessions, the shields do work
  17. I think he collapsed those F3 esm under the TTW at the bottom. Along that line of investigation: YOu got +Fallout 3 Interior Optimization Project but is that compatible with TTW? You must use its TTW version, which is different name from that. DIfferent? At least TTW change the interior of the Rivet City floor, quite noticeable too.
  18. If you use the door uphigh to get to where the Mechanist stay, you must use the coffee brewer to open the mechanical door to where he is. That mechanical door gear contain animation that is very cool to watch~ Unfortunately it's hidden behind a corrugated rusty wall, AND if you enter normally you dont see it from that side. Which is why wikia fandom page dont even have screenshot of that, and the one they took, they stand at that exact position of the door.
  19. Okay, so I move coc marker to somewhere empty near riverbed, so it teleport me there without being sunk under cliff or rocks. I think I figure out a bit of this coc bug. It will teleport me to cells in the vinicity that the game load when I am in a cell. Like, if you load an area in geck, it will load a few areas around it? Yeah, so the areas center on my position is where I can coc to. But why did it bug out on THIS mod, but not on previous mod?
  20. No, what you mean is dealing directly with assets. The permission tab say we would need to ask that modder for permission first. YOU can just message that modder and request him/her doing the work.
  21. ONE area only that coc can work, coc adwsunkenboat . Which is a river beach cell. Two more areas are also river cells, but simply can not coc to it. Only work if I stay in that cell already, and coc will send me to a location under rock/cliff. The coc marker are already set, and above barge (flat surface) Testing using a save of before I arrive at the region, so that should mean my save has no data of it. So that's the weirdness of it: if it doesnt work, it should do so on ALL the cells, but no, one cell still work. So I have no idea why coc work only on one cells and ignore all the rest.
  22. My esm start out as an esm I created previously, cave pack for zion. I use FNVEDIT to deal with it, and only use GECK to change position of asset in a cells. I create new doors for the caves in Dry Wells, some that would be used, and delete the unused cave cell. There is interior changes for those cave cells, but that probabbly not related to problem in outside cells. The notable thing is probbabbly editor id for the doors, like an example: adwYaoguaiNestexitref and adwYaoguaiNestentranceref , which is different from an old location in the Drywells, which is adwYaoguaiCave, and its doors dont contain editor id. There is other caves with different name from old location, obviously. COC markers I also set, which doesnt help, as it teleport me to a position inside cliff in two cells. Those cells also contain mapmaker stat, but I set it as above a rock, but it still port me to inside cliff. I dont get this, because I mod cave and terrain for Dry Canyon and it work fine there. The original cave pack for Zion also work fine. Side Note: okay, I use a save game that just finished the quests in those area to install this mod to playtest it. Let me test with a save game that is BEFORE I arrive to this, to see if it still bug.
  23. I am doing an esm mod right now, with masterfile being another esm mod. I can not use coc to move to areas that I set a new editor id. Like original mod's cell being 16001fac I set it id to adwLurkGrottoEXT for example. I can not coc 16001fac, or coc adwLurkGrottoEXT unless I stand right on that cell. The worldspace is a new one created in original esm mod. I can use coc to move to interior cells then go outside. I can use world map fast travel to move to exterior cells. IT's the first time I meet this problem. I did mod with esm mod like Dry Canyon no problem. What can this problem be?
  24. Yeah, well, ten years ago I said Im never gonna be a modder, noway, nohow. Five years ago, a TTW modder in TTW forum suggest me to use FNVedit to check mods to see if it conflict or buggy where. I response: it's very nice of you to suggest newbie to use an advanced tool for a task like that. At that time I dont know what FNVEdit is other than it being used much among modders. I still keep that idea/opinion, and didnt change it even now. But I do learn to use FNV edit over years. Interests drive education, learning, and training~ You never know if you would become a modder until you are put in the ground (or into the cremator).
  25. Fallout 3 hid plenty of unique animation in optional quests. The elevator in Washington Memorial is related to the optional quest to fix GN radio notworking well. The mechanical animation in Canterbury Common's Repair Center is related to Superhuman Gambit, an optional quest that only happen if you visit CC.
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