Deleted2547005User Posted March 15, 2012 Share Posted March 15, 2012 Now that I've established a stable version to work from - the Prototype version - I've decided to open a thread into the matter of what areas of the game - on either side of the country - need improvement, weather that is an actual location in the game world, or an aspect of the game itself. I want to take this mod beyond just a mod and create essentially a new game to work from, one that is more or less bug free compared to the old two games. If you have any fixes you wish to share, don't hesitate to PM me and I'll include them with your permission. This Topic is also a suggestion box for merges that would like to be seen in RFCW, leveled lists, weapons, items, creatures, etc. Since I became a mod author for RFCW, I've seen dozens of suggestions that have gotten more or less lost in the sea that is the official file thread. Some I've written and kept safe, some have been forgotten. I'm looking to recapture some of those lost ones, and of course get some new ones. Any suggestion is welcome, and will be debated and analyzed by everyone here. Don't be afraid to speak your mind. Link to comment Share on other sites More sharing options...
madman132 Posted March 16, 2012 Share Posted March 16, 2012 I suppose you know most of the Bugs and want to know which of them "bug" me the most? Hm. Crashing comes to mind. New vegas is infamous at that regard, its like it has a memory leak and after a certain time i run around the game just crashes. I realize this may be near impossible to fix, yo you may as well regard this. What is fixable is the crafting. Why do i need different Kinds of Powder? Why can't i juryrigg different Primers? Also, Bottles in crafting. A large bottle is large, i can get behind that, but why can't i fill my purified Water in a whiskey bottle? Or my homebrew sarsaparilla in a nuka cola bottle? For all i care, the Bottle can then turn magically into a sarsaparilla bottle, it just irks me when i have the ingredients ready and still can't make the Stuff because the empty bottle i have is from the wrong brand. Link to comment Share on other sites More sharing options...
kendubz09 Posted March 26, 2012 Share Posted March 26, 2012 have you checked out the fallout 3 and fallout NV bug fix mod? there like the unoffical oblivion mod that was a bug fixer mod? Link to comment Share on other sites More sharing options...
darthbdaman Posted March 26, 2012 Share Posted March 26, 2012 (edited) This is a repost of my suggestions on the offical thread: 1. Pre-modded weapon removal (Scoped .44 Magnum, Silenced 10mm Pistol etc.) 2. Over powered/Redundant perks (Almost Perfect, Pure skill increases) removed 3. Wild Wasteland (Mothership Zeta, Alien Ship, Firelance) 4. Moving the DLC messages to after leaving the Vault (The Courier's Stash messages play outside of the vault already)(Which is the reverse of starting in Doc Mitchell's house where they play when you wake up) 5. Speech checks as skill checks do you guys like these suggestions? Edited March 26, 2012 by darthbdaman Link to comment Share on other sites More sharing options...
Deleted2547005User Posted March 27, 2012 Author Share Posted March 27, 2012 I suppose you know most of the Bugs and want to know which of them "bug" me the most? Hm. Crashing comes to mind. New vegas is infamous at that regard, its like it has a memory leak and after a certain time i run around the game just crashes. I realize this may be near impossible to fix, yo you may as well regard this. What is fixable is the crafting. Why do i need different Kinds of Powder? Why can't i juryrigg different Primers? Also, Bottles in crafting. A large bottle is large, i can get behind that, but why can't i fill my purified Water in a whiskey bottle? Or my homebrew sarsaparilla in a nuka cola bottle? For all i care, the Bottle can then turn magically into a sarsaparilla bottle, it just irks me when i have the ingredients ready and still can't make the Stuff because the empty bottle i have is from the wrong brand. We can create powder juryrigging recipes, turning one into another, but the bottles may be a bit tough. You would need to use a FormList in the Recipe, and I'm not sure the game is programmed for that. If it is possible, then it'd be rather easy to introduce that into the game. It would make surviving all that little bit easier. have you checked out the fallout 3 and fallout NV bug fix mod? there like the unoffical oblivion mod that was a bug fixer mod? I'm currently looking at about seven different mods that deal with overhauling fixes and the like. Quite a bit of what they have is either already done in the first version of the prototype, or is on our "To Do" list. Like the NPCs disappearing from Megaton, Unofficial Fallout 3 Patch has an activator to send them back when they end up outside Megaton. Some of the fixes we can recreate ourselves using original work, but some of them, like meshes and the more complicated scripts, we'll need to ask the original author of that particular bug fix if we can use it. This is a repost of my suggestions on the offical thread: 1. Pre-modded weapon removal (Scoped .44 Magnum, Silenced 10mm Pistol etc.) 2. Over powered/Redundant perks (Almost Perfect, Pure skill increases) removed 3. Wild Wasteland (Mothership Zeta, Alien Ship, Firelance) 4. Moving the DLC messages to after leaving the Vault (The Courier's Stash messages play outside of the vault already)(Which is the reverse of starting in Doc Mitchell's house where they play when you wake up) 5. Speech checks as skill checks do you guys like these suggestions? I like them all. Keep up the good work sir. Link to comment Share on other sites More sharing options...
bastardofbodom Posted April 2, 2012 Share Posted April 2, 2012 Iron sights are a must. Also add the Enclave Remnants Power Armor to various members of the Enclave to add more variety. Link to comment Share on other sites More sharing options...
darthbdaman Posted April 3, 2012 Share Posted April 3, 2012 (edited) I would recommend that all of the Fallout 3 perks, except a select few (Child at Heart etc.), be completely removed. I went through them all in G.E.C.K, and found that almost all the perks are back in New Vegas, replaced in New Vegas, pure skill increases, or overpowered (Almost Perfect, holy crap!). The big problem I see with incorporating Wild Wasteland, is that Mothership Zeta will only be available if you have the trait, however, considering that the events and gear of the DLC are not very important, it is not a large loss compared to any of the 8 other DLC's you can have. And you should clean up the front of the Nexus page, it is filled with incorrect information. I would link this topic on that page as well. Edited April 3, 2012 by darthbdaman Link to comment Share on other sites More sharing options...
Deleted2547005User Posted April 3, 2012 Author Share Posted April 3, 2012 Iron sights are a must. Also add the Enclave Remnants Power Armor to various members of the Enclave to add more variety. Iron Sighting is a major focus for the next update. I've got basic (not true iron sighting) iron sighting, but am having difficulty with the ##SightingNode in Nifskope (I can move vertex around, fix bad collision, change textures, move collision vertex around but not get the damned ##SightingNode to work). With a little more time I can get the hang of it or one of the other modders may have it done before I get to it. The Enclave armor may not be lore friendly. The Advanced Power Armor is directly referenced in BoS chatter, so the majority, if not all of the East Coast Enclave will have the Advanced Power Armor. That said, William Brandice in Grayditch can have a set of old remnant power armor in his home, and it can be found in Raven Rock, and on a few lower tier Enclave Soldiers. For the latter two, a renamed set will have to do since the ECE is the second wind of the Enclave, not just a few remnants. I would recommend that all of the Fallout 3 perks, except a select few (Child at Heart etc.), be completely removed. I went through them all in G.E.C.K, and found that almost all the perks are back in New Vegas, replaced in New Vegas, pure skill increases, or overpowered (Almost Perfect, holy crap!). The big problem I see with incorporating Wild Wasteland, is that Mothership Zeta will only be available if you have the trait, however, considering that the events and gear of the DLC are not very important, it is not a large loss compared to any of the 8 other DLC's you can have. And you should clean up the front of the Nexus page, it is filled with incorrect information. I would link this topic on that page as well. I will be keeping the old Fallout 3 perks, but they all will be rebalanced, along with Skill Books and many different aspects of the game; Leveled List, Armor, Weapons, etc.. I've already repurposed the Size Matters perk, and may end up doing similar revamps to the other skill boosting perks. The Almost Perfect Perk will be a Final Level Perk, a very costly, yet balanced trait to choose at the beginning of the game, or a total rethought perk. We will be adding Wild Wasteland trait encounters to the Capital Wasteland, but Zeta will not be affected by it. All DLCs will be playable. The front page has already been cleaned up several weeks ago when I gained control. You are right, I do need to link this Topic to the page. Doing that now. Now, no now. Now? EDIT: Done, this topic is linked from the official RFCW site now. Also, I apologize in advance, my post(s) tend to be very direct and do come of as a bit harsh. Raised in a Military Household. Also.. again, I thinking about a new name for RFCW. MasterYster would have to approve of it first of course, but I am open to suggestions. Link to comment Share on other sites More sharing options...
darthbdaman Posted April 3, 2012 Share Posted April 3, 2012 (edited) Yes a new name would be a good idea. I only discovered RFCW when surfing through the top 100 mods and thought it was a loading screen. I find the title incredibly weak. I would recommend something simple. Fallout 3: New Vegas is my favorite as it is very simple and much more obvious what the mods is about. I would also recommend keeping RFCW as a subtitle, for recognition from long time users. Fallout 3: New Vegas - A Requiem for the Capital Wasteland The vendor's in both wastelands should stock the same items. So you will be able to buy weapon mods and more ammo types in the capital wasteland. Fallout 3 Weapon Restorations comes with a WMX patch. It would only need some slight tweaks to add mods to the capital wasteland. I would also make an optional plugin to make Zeta only available with Wild Wasteland. For consistency with the rest of the game. Edited April 4, 2012 by darthbdaman Link to comment Share on other sites More sharing options...
MarineCorps Posted April 4, 2012 Share Posted April 4, 2012 I suppose you know most of the Bugs and want to know which of them "bug" me the most? Hm. Crashing comes to mind. New vegas is infamous at that regard, its like it has a memory leak and after a certain time i run around the game just crashes. I realize this may be near impossible to fix, yo you may as well regard this. What is fixable is the crafting. Why do i need different Kinds of Powder? Why can't i juryrigg different Primers? Also, Bottles in crafting. A large bottle is large, i can get behind that, but why can't i fill my purified Water in a whiskey bottle? Or my homebrew sarsaparilla in a nuka cola bottle? For all i care, the Bottle can then turn magically into a sarsaparilla bottle, it just irks me when i have the ingredients ready and still can't make the Stuff because the empty bottle i have is from the wrong brand. We can create powder juryrigging recipes, turning one into another, but the bottles may be a bit tough. You would need to use a FormList in the Recipe, and I'm not sure the game is programmed for that. If it is possible, then it'd be rather easy to introduce that into the game. It would make surviving all that little bit easier. OWB adds this into the game. If you hand the SInk any empty bottle it turns them into purified water. This maybe beyond your scope but WMX for Fallout3 would be nice. Though I tired it myself and found it hard to apply the current weapons mods to a lot of the FO3 Unique weapons. The metal blaster comes to mind. only 1 of the 3 mods would really work with it(it's a laser shotgun so a scope is a bit worthless, ditto for a beam splitter (which might actually make the gun either over powered if if it spits each of the beams into 2 or underpowered if it reduces it to just 2 beams), so only the optics would be of use) Link to comment Share on other sites More sharing options...
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