DrPator Posted September 21, 2009 Share Posted September 21, 2009 This topic isn't much of a request as it's more of a gamer's dream. For those of you who finished the Oasis leaving Harold alive and pushing the overall growth of greens and trees in an extent of ten years, You might agree with me when I say it doesn't look complete. Finishing this quest using the "best karma" way leaves you with a simple exp reward and nothing else, even though it should change the wasteland in a matter of ten years as it's said. I'd love to see even an ounce of change going as I roam through the wasteland, seeing living trees and plants where no life was before. In a more technical description: I'd like to see a mod actually take in account the completion of the Oasis quest (in the best karma way at least), and swap/create trees, bushes and plants throughout the wasteland as in-game months go by. The mod wouldn't start before this quest is finished, wouldn't simply put trees as I activate it in the list (which is, you must admit, pretty lame and far from immersive). The mod wouldn't need to show massive changes to the game either, giving leaves to the trees that are already present in the wilderness would be fair enough. The point of that mod wouldn't be to change Fallout 3 into a futuristic TES4:Oblivion, far from it. I just don't like to see the quests I accomplish finish in a Status Quo that doesn't change a darn thing in any way. As much as I like the actual looks of Washington D.C.'s wasteland in the game (not in real life, that wouldn't be cool at all), I just want to feel that what I do in the game brings an actual change, so when I play again with my saved character, I can say "Yeah! All that virtual good is all thanks to me!" The reason I don't actually put such an idea to work myself is because I can hardly even make a spell learning book for TES4:Oblivion without requiring a tutorial. Appart from telling me how much that would ruin "the lore of Fallout 3", which is total bull**** given the background I just gave you, feel free to comment about the idea! Link to comment Share on other sites More sharing options...
gsmanners Posted September 21, 2009 Share Posted September 21, 2009 This idea has been raised a number of times, and the main problem has always been the fact that there are known issues with Speedtree (as implemented by Fallout 3). Specifically, you get leaves that "pop" into being when you approach from a distance and other such artifacts. You can fix this with static trees (like the Evergreen mod), but that isn't quite as satisfying, visually. Link to comment Share on other sites More sharing options...
DrPator Posted September 24, 2009 Author Share Posted September 24, 2009 So basically the idea is hindered by the system's limitations. That's sad. I guess even making spawning props -like the Enclave control points- wouldn't really be appealing to the eye, if not utterly out of place. Then again, if it's not preset, it could weigh alot on the save files, and that's not a good idea. So the best -and also the most unrealistic- way would be to make "spawn" points appearing at quest stages that are dependent of the passing months after completion of the quest. How to translate that into codes, don't ask me! .__. Link to comment Share on other sites More sharing options...
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