ManehattanProject Posted July 18, 2015 Author Share Posted July 18, 2015 The equipment module restores: .32 pistol (S&W Model 2) as the .22 RevolverShock BatonAlien AtomizerAlien DisintegratorChinese PistolCombat ShotgunDart GunRailway RifleShock Sword (Dragoon Sword)Cryo MineCryo GrenadeCaptain's Sidearm (Alien Blaster clean)10mm Alloy Steel PistolAlloy Steel Assault RifleDragoon Assault RifleChinese Officers SwordDragoon PistolMicrowave Emitter (Mesmetron)Alloy Steel Combat ShotgunAssault RifleLincoln's Repeater (Replica Repeater)Backwater Rifle (Lever Action Rifle)InfiltratorNuka GrenadePrototype Medic Power Armor Exactly! It restores all the weapons (which we'll likely be using, at least the alien ones), but doesn't do any of the actual Alien Architecture. But that's okay. Since someone told me I can just click and drag, everything already been added back into the game. I will never understand though why Obsidian included assets from stuff like Operation Anchorage and The Pitt and neglected to put in the textures (The "Pillbox" fortification is a great example of this). It's such an odd decision. I actually wonder if they were ever thinking of an Area-51-type DLC at one point, which is one of the reasons they may have included the Mothership Zeta files. Link to comment Share on other sites More sharing options...
RoyBatterian Posted July 18, 2015 Share Posted July 18, 2015 They only had 2 years to develop, so they just grabbed whatever from FO3 they thought they might use or Beth licensed them to use. Things got cut back out because of the space limitations on consoles, and also Obsidian wasn't as good at cleaning up as Beth was with FO3. 6 Downtown areas were cut from FO3 that we know of, and it had been one worldspace in development at some time. Just some Encounter Zones are left of it, and a Metro Pylon for Crystal City. Link to comment Share on other sites More sharing options...
Belthan Posted July 18, 2015 Share Posted July 18, 2015 If you do need to introduce content back yourself, just remember you can include the loose files from the BSA's in your data folder (correct structure of course) and drag and drop them into the Object Window and the GECK will add them using the names of the nifs they came from. All you have to do is check that the settings for each on is correct like On Local Map, etc. So if you had a heap of statics you can drag them from the meshes and drop them into the Objects under Static.You have GOT to be effing kidding me. Why didn't I know this five years ago? WHYYYYY?!!! Seriously though, thanks a million for the tip! It also appears to work for object types other than static, although objects like armor have so much additional data that for those it may be easier to clone an existing object and select the nif the old fashioned way. Link to comment Share on other sites More sharing options...
ManehattanProject Posted July 19, 2015 Author Share Posted July 19, 2015 If you do need to introduce content back yourself, just remember you can include the loose files from the BSA's in your data folder (correct structure of course) and drag and drop them into the Object Window and the GECK will add them using the names of the nifs they came from. All you have to do is check that the settings for each on is correct like On Local Map, etc. So if you had a heap of statics you can drag them from the meshes and drop them into the Objects under Static.You have GOT to be effing kidding me. Why didn't I know this five years ago? WHYYYYY?!!! Seriously though, thanks a million for the tip! It also appears to work for object types other than static, although objects like armor have so much additional data that for those it may be easier to clone an existing object and select the nif the old fashioned way. Yup! Activators are a big one, especially for the Mothership Zeta content. Would have saved me so much time when I built custom colored sets for the NVDLC03 Utility Glow Hallways and Rooms. :P Link to comment Share on other sites More sharing options...
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