tizerist Posted April 4, 2012 Share Posted April 4, 2012 (edited) I can only have limited input without knowing what the upcoming prototype version really consists of, but: > Travelling between the two gameworlds: I like the thought of a subway car or vertiberd to manage this journey. And it should be quite easily accessible. Freedom is everything.> Mod Title: Fallout: Coast To Coast? Then again, it has a title already. Continuity and all that.> The bugfix aspect of the mod: I understand that there was a raft of glitches that you needed to fix (ceiling turrets, etc) and you done really well with that. But, the when the subject of filling whiskey bottles with water came up, I had to ask myself: Should gameplay additions along those lines be separate mods? At what point does it become more of a 'bugfix mod' or a 'gameplay additions mod' than a 'new lands' mod? Will I have to substitute Mission Mojave for this? The more the mod actually does, the more potential for conflicts?> The idea that, if starting in DC, you undertake a courier mission before travelling to Mojave, and then you see the NV intro sequence and meet Mitchell.Someone else suggested that before. That idea is heavy. Definately the way to go, as it 'gels' the two story's together. Edited April 4, 2012 by tizerist Link to comment Share on other sites More sharing options...
Deleted2547005User Posted April 5, 2012 Author Share Posted April 5, 2012 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) That is an awesome idea. It'll be worthwhile to get in contact with them after the release to see if they could make a mod expansion for RFCW and the Fallout 3 weapons. I can only have limited input without knowing what the upcoming prototype version really consists of, but: > Travelling between the two gameworlds: I like the thought of a subway car or vertiberd to manage this journey. And it should be quite easily accessible. Freedom is everything.> Mod Title: Fallout: Coast To Coast? Then again, it has a title already. Continuity and all that.> The bugfix aspect of the mod: I understand that there was a raft of glitches that you needed to fix (ceiling turrets, etc) and you done really well with that. But, the when the subject of filling whiskey bottles with water came up, I had to ask myself: Should gameplay additions along those lines be separate mods? At what point does it become more of a 'bugfix mod' or a 'gameplay additions mod' than a 'new lands' mod? Will I have to substitute Mission Mojave for this? The more the mod actually does, the more potential for conflicts?> The idea that, if starting in DC, you undertake a courier mission before travelling to Mojave, and then you see the NV intro sequence and meet Mitchell.Someone else suggested that before. That idea is heavy. Definately the way to go, as it 'gels' the two story's together. > One of my beta testers created a mod similar to what you have envisioned. It will be hardwired into the master as a basic travel method instead of the old Mario tunnel. Other Travel mods can disable it like a DLC would to Master records.> The new title was just spit balling, with the new direction of the mods future, I thought it should have a new or revamped name.> We won't be adding gameplay functions, only improving glitchy or lack luster functions. It's more about balancing the game since Fallout 3 is very unbalanced compared to New Vegas. Some of the aspects of the game we've noticed have become unbalanced with the introduction of Fallout 3. JaxFirehart is working very hard to balance the game out. The bug fixing is a most because popular bug correction mods will never be compatible with RFCW. It's up to us to basically come up with the fixes to many of the bugs in the game that bug correction mods deal with. Most NV error correction mods modify or destroy records that RFCW needs. Using these mods will break the game. There is more I can say, but I want to keep this short. Link to comment Share on other sites More sharing options...
bastardofbodom Posted April 5, 2012 Share Posted April 5, 2012 I think essential companions are also a must. Don't want Fawkes or Dogmeat to die, now do we? Link to comment Share on other sites More sharing options...
Deleted2547005User Posted April 5, 2012 Author Share Posted April 5, 2012 I think essential companions are also a must. Don't want Fawkes or Dogmeat to die, now do we? You know, that has escaped my mind completely. Sometimes its difficult to remember how others play the game. I'm in Hardcore mode and never use VATS, so I never do test either VATS or normal mode simply out of habit. That said, when we revamp the Fallout 3 followers we'll account for every possible thing that needs to change. This is way I started this topic and have beta testers, because one person, or a small group of people can't account for every little thing that needs adjustment. Thank you sir. Link to comment Share on other sites More sharing options...
darthbdaman Posted April 5, 2012 Share Posted April 5, 2012 (edited) Name: 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 Fallout 3 Weapon Restorations comes with a WMX patch. It would only need some slight tweaks to add mods to 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. Edited April 5, 2012 by darthbdaman Link to comment Share on other sites More sharing options...
kendubz09 Posted April 5, 2012 Share Posted April 5, 2012 (edited) i would love it if you could add the mod owned into the mod. what the mod owned does it let you own any fallout 3 building/house and you get rent buy killing the person or buying it and renting it out. you all get eveything in that building set to player owned so if you buy a shop all the items in that shop whats out and in conationers can be used without useing karma. i think this is a good idea as its realistic and immersion also would help with buying things in the 2 diffrent worldspace aka falllout3 and fallout NV but theres abit of a problem the mod owned only dose some of the fallout 3 so you would need to do the scripts for all the houses and such for fallout nv and the dlcs and some fallout 3 and there dlcs. i would also love it if you could ad this to building such as cosines with higher fates so you get a lot of caps as a caonio would generate a lot of money. thats the link to the mod owned. http://fallout3.nexusmods.com/mods/1516/?tab=2&navtag=/ajax/modimages/?user=0|:|id=1516 Edit 1 sorry put the wrong link up Edited April 5, 2012 by kendubz09 Link to comment Share on other sites More sharing options...
DavidFromNextDoor Posted April 6, 2012 Share Posted April 6, 2012 (edited) This is a fantastic mod; so I have thought of an idea. Alright; here it goes... My idea; isn't really suggesting any new gameplay features, just providing some backstory about a quest; you mentioned, involving The Lone Wanderer becoming a Courier. So, I think; that maybe The Lone Wanderer goes into the West; just to find the last Remnants of the Enclave. Once he get's there; he is ambushed and stripped to his underwear. He doesn't have any Caps with him anymore; so he works as a Courier after getting to Primm; which leads into the story of New Vegas. What do you (and everybody else) think about the idea? Edited April 6, 2012 by DavidFromNextDoor Link to comment Share on other sites More sharing options...
darthbdaman Posted April 6, 2012 Share Posted April 6, 2012 (edited) For merging mods I would recommend:Fallout 3: Fallout 3 Error Corrections, Fallout 3 Unofficial Patch Fallout: New Vegas: NV Error Corrections, Performance of the Gods Edited April 6, 2012 by darthbdaman Link to comment Share on other sites More sharing options...
Deleted2547005User Posted April 6, 2012 Author Share Posted April 6, 2012 i would love it if you could add the mod owned into the mod. what the mod owned does it let you own any fallout 3 building/house and you get rent buy killing the person or buying it and renting it out. you all get eveything in that building set to player owned so if you buy a shop all the items in that shop whats out and in conationers can be used without useing karma. i think this is a good idea as its realistic and immersion also would help with buying things in the 2 diffrent worldspace aka falllout3 and fallout NV but theres abit of a problem the mod owned only dose some of the fallout 3 so you would need to do the scripts for all the houses and such for fallout nv and the dlcs and some fallout 3 and there dlcs. i would also love it if you could ad this to building such as cosines with higher fates so you get a lot of caps as a caonio would generate a lot of money. thats the link to the mod owned. http://fallout3.nexusmods.com/mods/1516/?tab=2&navtag=/ajax/modimages/?user=0|:|id=1516 Edit 1 sorry put the wrong link up We are not looking to merge others' mods unfortunately. Though I like the idea, it goes beyond the scope we had in mind for the mergers that people wanted to see. The mergers I mean by are aspects of either Fallout being introduced to the other, like weapons and items. That said, merging with others' mods isn't completely out of the question, just a little beyond our scope at the moment. This is a fantastic mod; so I have thought of an idea. Alright; here it goes... My idea; isn't really suggesting any new gameplay features, just providing some backstory about a quest; you mentioned, involving The Lone Wanderer becoming a Courier. So, I think; that maybe The Lone Wanderer goes into the West; just to find the last Remnants of the Enclave. Once he get's there; he is ambushed and stripped to his underwear. He doesn't have any Caps with him anymore; so he works as a Courier after getting to Primm; which leads into the story of New Vegas. What do you (and everybody else) think about the idea? As I stated earlier, we have a beta tester who has created a similar mod for the release. It's still being hammered out, so some of your ideas may be included, but that is entirely up to his/her discretion. For merging mods I would recommend:Fallout 3: Fallout 3 Error Corrections, Fallout 3 Unofficial Patch Fallout: New Vegas: NV Error Corrections, Performance of the Gods Like I said, merging mods is out of our scope, but I'm already ahead of you on this one - kinda. I would never merge someone's mod without permission, and I haven't done so, but I have both those mods, and quite a few other error correction mods loaded up on my computer that I am using simply as a guideline of what areas of the two games need correcting. I've taken a look at the files and have slowly gained some guidance in what kind of fixes and alterations they made to the game that made it better. For Example: (It's about to get very informative here) Fallout 3 Unofficial Patch has a system in place to move Megaton citizens back to Megaton when they magically 'disappear' from Megaton. This was one of the things on my to do list, but had a very limited idea of how I was going to do it. After looking over their work, which used an activator placed where the NPCs would go to when they 'disappeared,' I got a better handling of what needed to be done. For RFCW, I've used a Xmarker centered in the middle of Megaton that would serve as a distance marker and a return marker for the missing NPCs. Using the Megaton Dialog Quest's script, I added checks for every NPC in Megaton (F3UP helped with that large list) to see if they were a certain distance from the Xmarker, if so, and if they weren't supposed to be that far and still in the Megaton world, they would be returned to that Xmarker to resume their lives. So far, I've altered over two thousand records in the master file, expanding on the ideas of those mods. Most if not all of these fixes and enhancement will not be included in the next prototype update and first beta release. They are things for the future. As for the Prototype, it is extremely stable, and these fixes will only help keep it that way and further solidify it's playability. As a side note I've been revamping all of the Navmeshes in the game. Fallout 3 is pretty good, needing only a few adjustments here and there, but New Vegas is completely fubar. Link to comment Share on other sites More sharing options...
darthbdaman Posted April 6, 2012 Share Posted April 6, 2012 That is good. I was more concerned about random unimportant bugs though with unofficial patch. (Winterized power armor indestructible etc.) Link to comment Share on other sites More sharing options...
Recommended Posts