Degby1 Posted February 10, 2015 Share Posted February 10, 2015 Might I ask what a 'glob' is? I daresay I'm unfamiliar with the terminology.It's a global variable. If lots of scripts use a variable, say several dialog scripts (aka quest scripts), I think it's easier to use a global instead of a script variable. Also I need any suggestions on restrictions (on the player) that need to be removed. I already took out the restriction on the elevator and followers in the penthouse, and I'll be tackling the casino's removal of your personal weapons, when I do the strip. But I suspect there are some other situations in new vegas that need to be altered when your top dog. I'm checking through the game now. There's a list of people of who need their dialogue tweaked as they have specific pre Hoover Dam dialogue, off the top of my head - Col. Hsu - Trudy - Mr New Vegas (I think he has cut content speaking about post Hoover Dam still in the Geck) - Julie Farkas. As for restrictions, perhaps raising the winning limit in Casino's given that your now 'Top Dog'. Securitrons need to be placed in Primm acting as security, and Victor needs to be relocated back to Goodsprings (House ending). Also, being able to access the command room in Remnants Bunker might be an idea, to gather data/ quest idea. I know this has been mentioned, but a Vault 21 overhaul and enabling the blackjack tables to operate. I'll get back to you on the restrictions, I know one that CAGE addressed was not allowing the player to access Big Mt after Hoover Dam but that was fixed. Here, this link may help if you havent read it - http://jul.rustedlogic.net/thread.php?id=15410 Link to comment Share on other sites More sharing options...
Degby1 Posted February 10, 2015 Share Posted February 10, 2015 http://www.reddit.com/r/falloutlore/comments/2i2bn5/in_the_case_of_the_ncr_winning_at_the_second/ https://tcrf.net/Fallout:_New_Vegas/Unused_Dialog (Further down the page is the post ending dialogue) http://fallout.gamepedia.com/Fallout:_New_Vegas_cut_content (Mentions a post HD Freeside mission that was never implemented) http://www.nma-fallout.com/article.php?id=63796 (Notice Marilyn, the Omertas and Black Mountain) Link to comment Share on other sites More sharing options...
devinpatterson Posted February 10, 2015 Author Share Posted February 10, 2015 I'm checking through the game now. There's a list of people of who need their dialogue tweaked as they have specific pre Hoover Dam dialogue, off the top of my head - Col. Hsu - Trudy - Mr New Vegas (I think he has cut content speaking about post Hoover Dam still in the Geck) - Julie Farkas. Yep, dialog is one of the aspects the base mod will address. As for restrictions, perhaps raising the winning limit in Casino's given that your now 'Top Dog'. Sure raising teh limit is a good idea. Securitrons need to be placed in Primm acting as security, and Victor needs to be relocated back to Goodsprings (House ending). Also, being able to access the command room in Remnants Bunker might be an idea, to gather data/ quest idea. I know this has been mentioned, but a Vault 21 overhaul and enabling the blackjack tables to operate. Those are ideas that go in the main NV ind thread, I'll bounce them over there. As an explanation let take securitrons in Primm as an example. That doesn't happen as a immediate result of the battle and change of ownership of NV. Instead it's decided by the player. If the player is benevolent s/he may wish to protect areas outside of NV. If the player is ruthless and only interested in power and riches the securitrons may be used for other purposes. Link to comment Share on other sites More sharing options...
devinpatterson Posted February 10, 2015 Author Share Posted February 10, 2015 http://www.reddit.com/r/falloutlore/comments/2i2bn5/in_the_case_of_the_ncr_winning_at_the_second/ etc. Looks like those belong in the main thread Independent (and possibly the NCR ending thread) as well. I'll C & P them. Link to comment Share on other sites More sharing options...
MarchUntoTorment Posted February 11, 2015 Share Posted February 11, 2015 Hey, Devin, can I quickly ask what your 'post-Hoover Dam cleanup' precisely entailed? Just so I know what I'm doing when I go dialogue-culling. Link to comment Share on other sites More sharing options...
devinpatterson Posted February 11, 2015 Author Share Posted February 11, 2015 Hey, Devin, can I quickly ask what your 'post-Hoover Dam cleanup' precisely entailed? Just so I know what I'm doing when I go dialogue-culling. Nothing to do with dialog. Almost evertything I did via script so it was easy to juggle and re-arrange in blocks for different endings. You can use fnvedit to find the script then extract it via the geck for a listing of the majority of hte changes (if that sounds like greek let me know and if I have time I can do it for you), in addition opened up the fort/camp (it doesn't need to be closed since performance won't be an issue post end game), via a new gate model, and other junk Link to comment Share on other sites More sharing options...
MarchUntoTorment Posted February 12, 2015 Share Posted February 12, 2015 Thanks, Devin! What about the major NCR characters at the dam? For instance, what became of Colonel Moore? Link to comment Share on other sites More sharing options...
devinpatterson Posted February 12, 2015 Author Share Posted February 12, 2015 Thanks, Devin! What about the major NCR characters at the dam? For instance, what became of Colonel Moore? They'r there Link to comment Share on other sites More sharing options...
MarchUntoTorment Posted February 12, 2015 Share Posted February 12, 2015 One wonders if I should try to get rid of them when I go through... but I'll leave that for when we have a clearer vision for Viva NV. For now, I'll just edit out their pre-dam dialogue when I find time. Link to comment Share on other sites More sharing options...
devinpatterson Posted February 12, 2015 Author Share Posted February 12, 2015 One wonders if I should try to get rid of them when I go through... but I'll leave that for when we have a clearer vision for Viva NV. Nope because it varies with teh players choice. For example if they'r delivered a order of withdrawal they'r given travel packages and begin exiting hoover in groups to head to the outpost. If the player declares war, they are the closest high value military targets for a preemptive strike. If the player upholds the New Vegas treaty they are tasked with maintaining and protecting (ie reinforcing the securitron forces at) Hoover. Similar scenario for the Permit of Annexation. In addition they aren't removed or deleted, instead I do everything possible via script so they can be handled easily and flexibly in groups. Even if it's just to disable them. Link to comment Share on other sites More sharing options...
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