ToxicWhiteout Posted November 8, 2013 Author Share Posted November 8, 2013 I don't plan to expand the actual map, but I am expanding camps and bases. This may change as the mod progresses, but for now I am just trying to catch up to my previous progress from before. Link to comment Share on other sites More sharing options...
ToxicWhiteout Posted November 10, 2013 Author Share Posted November 10, 2013 Redoing everything took a lot less time than I thought it would. I'm now at about 90% of where I was before, but I have most things done and I'm once again open to suggestions. This mod is in full development, and I don't want to let you guys down. Link to comment Share on other sites More sharing options...
Androyddd Posted November 12, 2013 Share Posted November 12, 2013 I don't plan to expand the actual map, but I am expanding camps and bases. This may change as the mod progresses, but for now I am just trying to catch up to my previous progress from before.If you're expanding bases, may I make a request. There's been a couple of mods that were in the works that would flesh out the area of Fortification Hill visible from the top (you know, the visible tents that you can't actually visit) as a separate area. It would be utterly fantastic if you could add that area as playable to the game! Sorry, if I explained that somewhat confusingly, I feel like I may have worded that poorly. Link to comment Share on other sites More sharing options...
ToxicWhiteout Posted November 12, 2013 Author Share Posted November 12, 2013 I was thinking about that, but it seems that this mod: http://newvegas.nexusmods.com/mods/43653//? does a pretty good job of it. However, if I get some more suggestions I may work on the Fort a bit. Any other areas that you think I should work on? I wanted to flesh out areas like the 188, but it seems that some other mods already do that. Link to comment Share on other sites More sharing options...
Androyddd Posted November 13, 2013 Share Posted November 13, 2013 I've used that mod before. It's pretty good, but it seems kind of unfinished. The Legionnaires didn't really have proper sleep schedules and idles seemed messed up. The two big problems I saw though were that it added a fast travellable map marker to that location at the very start of the game, and there were no boundaries in the map preventing you from crossing the lake and walking into the void at the edge of the map. Link to comment Share on other sites More sharing options...
ToxicWhiteout Posted November 13, 2013 Author Share Posted November 13, 2013 I'll see if I can do something with the Fort. The best scenario would be if I could contact him and use what he has in this one, but if that isn't possible then I'll have to find another way to expand. Link to comment Share on other sites More sharing options...
ToxicWhiteout Posted November 13, 2013 Author Share Posted November 13, 2013 UPDATE: Unfortunately after a few hours of trying, expanding the fort is just too damn tedious. The main problem with expanding areas like this is that I have to make sure it looks like the fort is actually there when you're inside of the expanded area, and it doesn't just look like a fenced in blank area. Also, navmeshing is a total pain when you're on the side of a hill and I'm new to changing the way terrain looks. Not to mention actually placing all the objects and NPCs, adding clutter, packages, invisible walls to prevent the player from getting out, etc. It will have to be saved for the future. Link to comment Share on other sites More sharing options...
Androyddd Posted November 14, 2013 Share Posted November 14, 2013 Aw, well, thanks for the attempt. You bring up concerns I hadn't thought of, such as making it really feel like part of the Fort, and messing with terrain. Does this have an estimated release window yet? I'm waiting for this and a couple other mods before I start a new character. Link to comment Share on other sites More sharing options...
ToxicWhiteout Posted November 14, 2013 Author Share Posted November 14, 2013 I plan to get it out by early December, but that could change. I haven't had much time to work on it lately, but I can spend a couple hours on it today as well as this weekend. We'll see what happens! :) Link to comment Share on other sites More sharing options...
ToxicWhiteout Posted November 16, 2013 Author Share Posted November 16, 2013 UPDATE: Currently Working On (Battle Version):Battle For Ranger Station Charlie (They won't go in the buildings, so that way it doesn't ruin any quests. I just added some more rangers and a massive Legion force.)Battle For Ranger Station Echo (More of a skirmish, the station may be able to hold).Battle for the Legion Raid Camp (It will include 4 troopers and a lot of legionaries. The troopers will lose 100% of the time without help, but along with the caravan battle on the road it could inflict some damage to the camp).Skirmish at Nelson (Just 4 or 5 troopers. The NCR doesn't have the resources for a full-frontal attack).Battle for Ranger Station Delta (Attack from three sides. You may have to put some effort into helping the ranger station if you want them to survive)Skirmish at Camp Forlorn Hope. (Attack from two sides, but one side is much more powerful than the other)Adds some legionaries to protect Cato Hostillus, as he often dies which ruins his mission. I may put this in the main mod later on.And more! I'll be updating here often Link to comment Share on other sites More sharing options...
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