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aaronz12345

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hows it looking?

It's going alright, im still working on this don't worry , just haven't been able to put as much time into it as I'd like to been really busy with revision for A levels.

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Sorry all haven't been able to work on this hardly at all recently due to revision etc.I have uploaded an alpha file.It is not the latest progress.It will allow you to see the general exterior area and most interiors.It is not a completed file.
http://www.nexusmods.com/newvegas/mods/54961/?

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Sorry all haven't been able to work on this hardly at all recently due to revision etc.I have uploaded an alpha file.It is not the latest progress.It will allow you to see the general exterior area and most interiors.It is not a completed file.

http://www.nexusmods.com/newvegas/mods/54961/?

 

 

Looks awesome! :D

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So here are a few things that could be fixed.

 

colonel Royez has an African american voice

The door leading to his office looks like it's to far in or is the wrong door

Upon entering the bunker furthest from the building Colonel Royez is in the player spawns to far from the door. There's also a floating pencil in both barracks.

The quartermaster is wearing salvaged power armour

The tires on the trucks clip into the ground

Some of the junk walls south of the Lucky Caravan are floating

The gambling areas in the Lucky Caravan seem crowded. Maybe get rid of one roulette table and turn the 2nd gambling room into a small bar/restaurant. Alternativly you could move the Lucky Caravan to the empty building to the south of the current location. The building is bigger and would allow for a less crowded, a small restaurant/bar and a few rooms for travelers to stay in. The current building could be the holding cells and you could get rid of the current holding cell building as (to me) it feels out of place.

A mesh is missing inside and right outside the the Lucky Caravan

There's a tumble weed south of the Lucky Caravan right next to the road. When I jump of it it sounds like I'm hitting something metal and it doesn't move when pushed.

Some missing meshes around the corn field in the keep out area.

I found it fairly easy to jump over the rocks that are directly north of the little pond, which should be bigger or set up a well system like the one at Goodspring Source near the pond.

The area to the east of the tunnel could have a something in it. Possibly some geckos or Bighorners (all friendly)

 

Side note: Great job on the warehouse! It has the right amount of clutter.

Edited by sgtKraigO
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So here are a few things that could be fixed.

 

colonel Royez has an African american voice

The door leading to his office looks like it's to far in or is the wrong door

Upon entering the bunker furthest from the building Colonel Royez is in the player spawns to far from the door. There's also a floating pencil in both barracks.

The quartermaster is wearing salvaged power armour

The tires on the trucks clip into the ground

Some of the junk walls south of the Lucky Caravan are floating

The gambling areas in the Lucky Caravan seem crowded. Maybe get rid of one roulette table and turn the 2nd gambling room into a small bar/restaurant. Alternativly you could move the Lucky Caravan to the empty building to the south of the current location. The building is bigger and would allow for a less crowded, a small restaurant/bar and a few rooms for travelers to stay in. The current building could be the holding cells and you could get rid of the current holding cell building as (to me) it feels out of place.

A mesh is missing inside and right outside the the Lucky Caravan

There's a tumble weed south of the Lucky Caravan right next to the road. When I jump of it it sounds like I'm hitting something metal and it doesn't move when pushed.

Some missing meshes around the corn field in the keep out area.

I found it fairly easy to jump over the rocks that are directly north of the little pond, which should be bigger or set up a well system like the one at Goodspring Source near the pond.

The area to the east of the tunnel could have a something in it. Possibly some geckos or Bighorners (all friendly)

 

Side note: Great job on the warehouse! It has the right amount of clutter.

This Wasn't the latest progress but also was intended to be complete. Colonel Royez is still currently a placeholder.

Also I had intended for the quarter master to be wearing Power armor.

The truck's tire clipping is hard to avoid especially when trying to edit land around them.

Im not to sure about the casino yet I was going to turn the back room into a bar type area but It didn't look right I will see what I can do.

I believe the missing meshes must be static collections I created.Will upload a new file with them.

Near the spring there will be collision meshes preventing you jumping over the rocks, im not really sure what you mean by bigger?

There will be creatures in the area but I had not got round to it for the alpha.

Anyway thanks for all the feedback :) Will try sort most of it out

p.s the tumble weed ... I don't even know it just hates people XD

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This Wasn't the latest progress but also was intended to be complete. Colonel Royez is still currently a placeholder.

Also I had intended for the quarter master to be wearing Power armor.

The truck's tire clipping is hard to avoid especially when trying to edit land around them.

Im not to sure about the casino yet I was going to turn the back room into a bar type area but It didn't look right I will see what I can do.

I believe the missing meshes must be static collections I created.Will upload a new file with them.

Near the spring there will be collision meshes preventing you jumping over the rocks, im not really sure what you mean by bigger?

There will be creatures in the area but I had not got round to it for the alpha.

Anyway thanks for all the feedback :smile: Will try sort most of it out

p.s the tumble weed ... I don't even know it just hates people XD

 

 

Some of them I had a feeling you knew about, I just mentioned them in case.

For the quartermaster it seems odd he would be wearing salvaged power armour when all he will be doing is sorting out equipment

What I meant by bigger was that the pond should be a bit bigger or add some nearby.

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Oh right I gave him power armor to make him a stronger opponent in case you wanted to just loot the armory ahah :P

I will see about the pond, but i kept it smaller because its a fresh water spring or supposed to be so keeps filling up with more water slowly but its being constantly drained for usage so wouldn't be very large.That's my opinion anyway :P

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Maybe add a second heavy trooper and have him in regular armour. It just seems odd and I'd imagine he would get really tired working in it.

Edited by sgtKraigO
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