simplywayne90 Posted March 17, 2011 Share Posted March 17, 2011 (edited) Yes I felt the low intelligence dialogues were hilarious, hell even the dogs called the player an idiot. I loved K-9 the original cyberdog. Heres a funny bit of dialog when you first find him and if you play a stupid character and keep asking him to repeat himself... K-9 - "I... I refuse to go through this with you a second time! Were I capable of full movement presently I would bite you in the fleshy part of youranterior region commonly referred to as the....." Low Intelligence Player - "Ass. Me know what ass is. Me not dummy. Me just joke with you." K-9 - "Oh, a joke. Hardy har har har. Now, are you my new master or not?" Low Intelligence Player - Yes. Me want doggie. http://www.newvegasnexus.com/imageshare/images/1329910-1299743413.jpg He had lots of funny lines (in Fallout 2 you had to ask your followers to put their weapons away before they'd do it.) so if you asked K-9 to put his weapon away. Player - K-9, put your weapons away for now if you can. K-9 - Uhm....Do you expect me to swallow my teeth master? .....If you ask him what weapons he could use he'd say Teeth, master. The shiny white things installed in my mouth. They're for biting out throats. Edited March 17, 2011 by simplywayne90 Link to comment Share on other sites More sharing options...
djmystro Posted March 17, 2011 Author Share Posted March 17, 2011 baduk:Thanks for the feedback, Im glad you have enjoyed the mod and I hope you like the new areas when you get chance to go back.I'm definately gonna chuck in a load of unique stuff from modders resources. I have got a lot of cool stuff already (some awesome misc item & ingestiblles) and am on the look out in particular for scary enemies for bosses and new building sets (though I'll widen that range to include absolutely anything that looks cool).I'll recheck my inbox in regards to your message. I still have a few standard AWOP areas to make before moving on to add new textures/meshes etc... but I am looking forward to this.I may even try and get a Weapon patch out in the next week or so (now they are all patches I can just update them all alongside each other).If you have any stuff you want to suggest or contribute you can PM me again or post messages here if you like (or even the AWOP page). lordrahl :Back when I started playing Fallout I found the 'talking to people' aspect quite annoying, like a blockage between me and the combat, but I quickly grew to like it. Don't get me wrong, I love plot in a game but I got just as much plot details from my descent into 'The Glow' as I do from a dozen conversations (even with the original game graphics) Mostly coz the plot, humor, characters and background are all so well thought out and entertaining I have definatly grown fond of the conversations in Fallout. I might give the low intelligence run a try some time but I have no idea when I'll go back to those old games when there is so much that can be done with the new first-person versions. simplywayne90 :Nice dialouge. :) I'm always impressed by the level of detail in these games. I think Harold made me laugh a few times, before he got too depressed. Any more favorite quotes welcome. Link to comment Share on other sites More sharing options...
cambragol Posted March 17, 2011 Share Posted March 17, 2011 I haven't played your mod yet, but I think its popularity in terms of downloads alone validates and speaks for the results of your efforts. In answer to your question, I have to agree with most of the things you are looking for in mods. Mainly new areas and quests. I want the game world, and the adventures of my character to be extended. I don't want the world to come to a close. The only area where I would disagree on would be loot, or at least good loot. I don't want too much of it as that will just shorten the adventure. My most visceral memories of Fallout were when I was poor, weak, and armed with a single shot hand gun of some sort. The original game was also based around effecting the game world through the choices you made, something I would love to see more of. Link to comment Share on other sites More sharing options...
djmystro Posted March 17, 2011 Author Share Posted March 17, 2011 cambragol :Fair enough and thanks for your feedback - In this case I am guessing that the Low Loot patches will be to your tastes. You can get them here in three different optional versions. The 'General' version reduces all ammo in AWOP areas by about 70%, removes a lot of the high power weapons that were lying around and for clutter removes almost anything worth caps apart from essentials (also removes many instances of Combat armour or equivalent early on). You can get the new Low Loot patches here:http://www.newvegasnexus.com/downloads/file.php?id=40950 I have not been gearing the original AWOP towards this low loow style beacuse it does not fit in with my plans for a complete mod. In the next planned patch for example I am adding a load of new guns plus xCaliber ammo drops all around the wastes along with AWOP and vanilla locations in order to spread about the new ammo types more frequently. Even with all the extra ammo vendors in AWOP I still rarely get enough of the new stuff to fire my new guns for more than a couple of minutes (which, with the enemies I'll be adding will not be anywhere near enough). I can easily affect the AWOP world with the consequences of player actions but the vanilla game would be another story (for the most part I'm leaving all that alone). Any more suggestions on this would be welcome. Link to comment Share on other sites More sharing options...
cambragol Posted March 18, 2011 Share Posted March 18, 2011 I think I like loot too. However, for many people Fallout gets real easy, real quick. It seems after a certain point nothing can stop you and gathering weapons, money and other loot become trivial. At least that was my general impression. When we add new areas to the game we are going to potentially quicken the characters progression from survivor to dominator. Some people might like that. For myself, and a few others I suspect, I would rather have the additions lengthen the exploration and adventure game play, whilst not quickening the players progression/development too much. I am quite certain that many people prefer to get powerful very quick, and then dominate many areas they encounter/explore. Perhaps it is just a matter of determining your personal preference, or that of your audience. Affecting the game world through the players' actions may be easier said than done. An example would be the players effect on a 'town'. Depending on his actions the town might thrive or perish. For each fate you might potentially need an entire town built, complete with alternate NPCs, cluttering, etc. Still, smaller changes can be made, but they still require a good chunk of work. I used to think that that was really what players were looking for. However, I am not so sure anymore. Link to comment Share on other sites More sharing options...
djmystro Posted March 18, 2011 Author Share Posted March 18, 2011 That's a fair point about character progression but if you (are anyone else) are stuggling with this then I can recommend a slower levelling mod. I think there are a few of these. I don't use 'em myself but a lot of others do and find them essential in AWOP areas.There are also a few mods I spotted that increase the value of everything by multiples such as 3 or 5. Here's the x3 version http://www.newvegasnexus.com/downloads/file.php?id=36495Adding those to the low loot options and that should be a good start towards fixing those issues.Personally I like to play the other way and dominate but I only get to play short games with all the work I have been putting into AWOP so thats why. Given enough time to play I would probably add a slower level mod myself. I'll try and add more effects to the AWOP world through player actions (stuff like very positive congratulations on returning with a full squad of troopers compared with less so for just one or two). First I need to re-create several creatures from scratch to cut out a load of inter-faction fighting that occurs when bringing certain ememies/characters into certain areas. Next I set the Underground faction to player neutral (rather than freind). Without this some creatures (because of the previous issue) turn hostile on the player and take the rest of the Underground with them.Then I can set them to friends only upon completion of the 'For The Underground' quest.Then I'm gonna overhaul the dialouge. I'll do this in two ways:Stat sensitive: New/different responses depending on character stats.Context sensitve: New responses depending on completed quests, success ratio, whether or not you have just arrived etc... I am open to suggestions if you have any. That will take a while to do though.I don't think it is unusual to prioritise these things in a game. Continuity and immersion are very important (especially when you don't have 250bpm speedcore playing in the background like I often do). I often like to sit back and enjoy the plot but frequently these days I do not have the time.On the downside implementing these changes can be a lot of work and require a whole heap of work to already be done so I guess it's just a matter of expectations for most people. As for adding another town I will look into that as a possible patch. I am thinking a small new worldspace probably in the Zombie mod (save the town, or not but with a subplot or two). Thanks for your thoughts. Link to comment Share on other sites More sharing options...
ccronin Posted March 18, 2011 Share Posted March 18, 2011 What would AWOP (or any quest/adventure mod) have to do to be as essential to the game as the game itself (or at the very least a good DLC)?I won't lie, I want to make the best mod going bar none. It's my plan. Right now I have the time, the willpower and just enough savings to scrape through it. Plus I have 90 unique locations in hand and 'aint no-one gonna take that away from me. Frankly, A World of Pain is awesome. You have made one of the first truly essential mods for New Vegas-- everyone running New Vegas really needs to get this. So go ahead and pat yourself on the back, and don't listen to the trolls of SA. They will make you crazy. There are a few reasons why AWOP is so crucial: 1. CONTENT! This mod add tons and tons and tons of new content to explore. It extends the life of the game by a dozen or more hours, even for people who have already played through the main quest and explored everything the world has to offer.2. QUALITY! Obviously, you are only one man, and the quality of the content cannot by necessity always hit the quality level set by a studio manned by dozens of people and a full QA team (allegedly...), but AWOP comes close. With the exception of a few clipping textures or mis-aligned scenery pieces (did your mod add the cave below the Emergency Service Railyard? Did you fix the mis-aligned cave pieces, right next to the ruins of the old vault?), the quality of this mod is very high. With testing, it will become higher.3. LORE! The best thing about this mod is that it sticks very close to the vanilla game in terms of the areas it provides, but expands upon things we haven't seen. The content feels like it "fits," and I have often found myself hitting locations and not knowing whether they were from AWOP or vanilla. This is the highest possible praise I can give for the mod. It's like a big, free expansion pack for the Wasteland. So, in summary, please keep up the good work. You're doing a fantastic job. As far as things I would like to see improved: 1. I would like you to be a bit more ambitious. I know the original file was created to use only vanilla textures, but it's grown to the point where a few re-textured areas would not be unwelcome. This wouldn't increase the size of the mod very much, and would add greatly to its impact. You're obviously a very talented mapper, so why not take on a greater challenge?2. More quests. I understand this is mainly a mapping mod, but I would love to see more NPC interaction. Even if its just a simple quest or two, sprinkled around, it would add greatly to immersion. You could eventually add entire factions-- how about a den of thieves and smugglers, who are initially skeptical but allow you to perform quests to win their trust and explore their base? Perhaps if you explore enough you find that they have more sinister motives (slaves, chems, working with the legion, etc.)?3. The capstone: this mod needs a showcase. It's mainly built on small dungeons and short encounters, and that's fine, but why not create one giant new area to showcase the mod? Building off the first two points, why not include some new textures and a few NPCs, too? It could be anything from a town like Rusttown, to an abandoned military base full of traps, doors, robots, weapons, and old-world tech, to an old Enclave bunker, to something not seen in the game before. You are obviously extremely creative and familiar with FO lore-- go crazy. Build something big, beautiful and awesome, and screenshot it and put it up on the main mod page. Anyway, I hope that helps. Again-- keep up the good work. You're doing a grand job. Link to comment Share on other sites More sharing options...
davidlallen Posted March 18, 2011 Share Posted March 18, 2011 I am following this thread with great interest, because I have done two quest mods and I am thinking a lot about what to do next. Doing quests with NPCs is *hard* in FNV. 90% of the time I have spent is trying to get relatively simple NPC behaviors to work reliably, and it is painful and frustrating. (You may argue that I am not very good, but look at my post/kudo count.) Two of the most popular mods, AWOP and NVB, have a similar characteristic: the author has gone to many existing locations and added a few NPCs or a small new room. This is a great approach, with high value and relatively low "pain" of modding. Adding large, complex locations or new textures takes a lot of effort and some "art" skill which I personally don't have. Adding quests is something I have found to be painful. For example I spent about 200 hours on Decisions With Regrets and the average play time is less than 2 hours. Nobody ever goes back to it, because the quest is "done". Maybe some people replay once or twice to get the other endings, I can't tell if this happens, but the play time is pretty low. I will probably go more in the direction of AWOP and NVB for my third mod, which is to put *less* of big new areas and quests, and *more* of small changes to existing locations. Link to comment Share on other sites More sharing options...
djmystro Posted March 18, 2011 Author Share Posted March 18, 2011 ccronin :Cheers, that's one of the best reviews I have had :biggrin: much appreciated.I'll look into those areas you mentioned gaps in. I had not spotted any problems in those myself in either location but thats probably why they are being reported. 1: New textures coming soon in the form of a series of patches and eventually an expanded version of AWOP which will use a base load of new textures to add a load of entirely unique locations. I am keeping the main AWOP file vanilla for a few (mostly dull) reasons.2: Quests, fair enough - I'll look into it. It is a bit limited at the moment.3: That sounds a lot like most of the stuff already in The Underground. I don't think I'll be able to make anything bigger than that anytime soon but I have plans for some unusual new areas in future patches. Thanks again for the feeback. Kudos. Link to comment Share on other sites More sharing options...
djmystro Posted March 18, 2011 Author Share Posted March 18, 2011 davidlallen : Cheers David, thanks for your input. I noticed you started a similar thread somewhere (but I cannot remember where off the top of my head). I know what you mean about the difficulty of making quests. Without your help on a few occasions I would have been stuck. I downloaded Decisions with Regrets no long ago but have not had chance to play any of it yet (though I'm looking forward to it).I like the idea of a new AWOP/NVB style mod by yourself. From a large dungeon perspective I find the static blocks and lighting do most of the work for you artistically. It;s just a matter of assessing what should be in a room and dropping the closest thing in. Finding everything in the object window is the hard part in my opinion (only coz there is so much to choose from).If ever you wan't a big dungeon when AWOP is finished just let me know. I owe you a favor.There are tricks too. The final AWOP area, 'The Arena' for example is only made of about 12 blocks, then filled with clutter (big stuff). Took me about half a day to make in total. Link to comment Share on other sites More sharing options...
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