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An independent New Vegas mod.


devinpatterson

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just have some troopers/militia guarding the place so raiders don't take the place over again ;)

 

Also I just found this on the wiki http://fallout.wikia.com/wiki/Ballistic_Orbital_Missile_Base_001

I can't see the NCR or the courier obtaining this, or ever using it unless they could switch out the nukes for "regular" missles. But common how awesome would that be if they did?

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Going off your previous quote and the one above I should clarify for you that the NCR ending doesn't necessarily imply Yesman and upgraded securitrons. Players that follow "Eureka!" (the NCR ending) may not have installed Yesman or activated the vault, that's a hallmark of "No gods, no masters" the Independent ending. However if your refeering to your specific game and a NCR friendly Ind then where the securitrons are sent is up to the player (not exact micromanagement, but broad strokes about where their presence is heaviest.

 

I took a kindof unique approach to how I ended the game.

Basically, I followed all three paths to keep my options open and then chose which way I wanted to go.

 

This is roughly what happened:

 

I went along with Mr House' plan until he ordered me to wipe out the Brotherhood of Steel.

Then I went to the NCR and sided with them.

And while I was doing both of those things, I was also talking to Yes-Man about how to take New Vegas for myself.

 

So, it is entirely possible that I could continue working with Yes-Man for the NCR, not against them.

But as Yes-Man says, you have the power, so you decide who stays and who goes.

For the record, I was going to evict the Omertas, because I just didn't trust them.

 

And if I did it that way, it's entirely possible anyone else can too.

 

Oh, and the Securitron Mk I/MK II bug needs attention.

Sorry that really doesn't tell me much, you may want to post to the mod author that your referencing and describe the bug to him. If it's a vanilla bug, your going to have to be a little more detailed especially in re: to how they appear to be MK II but aren't and any other details (such as does it only happen with that mod.

 

The mod author is aware of the bug, but they don't know how to fix it.

 

Basically, some of the upgraded Securitrons have the Mk2 Soldier face, but if you look at their name, they still say MkI.

I don't know how it works, but you'd basically have to insert a check that says, okay, the player did this quest to upgrade Securitrons to Mk2, so every Securitron will be labelled Mk2 from now on.

 

 

I'm not really aware of that exact wording, but if you can link me to it, I'll read up on it. Another point is that just because someone has a key doesn't imply they have a treasure chest.

 

I can't remember precisely what he said, but it's something along the lines of "you have the Platinum Chip, you can go anywhere in the Lucky 38 you want, nobody can stop you, not even Mr House".

I assumed that meant the Platinum chip was some kind of master key that overrode any lock in the Lucky 38, physically or via software.

 

And I assume any quests that involve going through Mr House's files or something will require you to use the Platinum Chip, since you don't know the "password" or the security protocols he used to lock down the files.

 

 

I assume the code to convert Victor and Jane to my personal servants is in the mainframe, you'd want a quest to earn that info.

 

Yes, I'd like that.

I prefer to do quests to get rewards, instead of just being handed it on a silver platter.

A warning though, I'm using a mod that restored the Strip and opened up the areas, so I'm not sure if that will adversely affect this mod.

If it just opened it up, but kept the Strip in the same miniworld that isn't incompatible in and of itself. But if you list the mod I can take a look at it.

 

http://newvegas.nexusmods.com/mods/35100/?

 

Here are the other Restorations I used (just in case it impacts what you are working on):

 

http://newvegas.nexusmods.com/mods/42808/?

http://newvegas.nexusmods.com/mods/46503/?

http://newvegas.nexusmods.com/mods/40433/?

http://newvegas.nexusmods.com/mods/39570/?

 

It doesn't scan things, it simply taps into existing script vars, global vars etc that have continued throughout your game. If there are different mods that changed the Mojave with their own story lines and quests this mod won't be aware of unless we alter it.

 

I don't think I added in anything that changes the official storyline, it's still the same as it was before.

 

The only mod that changes part of the game via Quests was the Bison Steve Restoration mod, where I'm basically running around doing errands to refurbish it.

 

Edited by XTgrndr
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I don't know, I just think Steam is the way to go, the whole project is very messy right now, what we need is a formed development team composed with regular meetings or so in order to organise everything, I can make a steam group in five seconds, just give the word, I just think that this will mean we can all share files easily, and easily pitch out ideas without getting buried in the forum, we need organisation because right now the only person doing work is you (devinpatterson) and we need to add things to our team, if we want a big project, then we need to be organised.

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I took a kindof unique approach to how I ended the game.

And if I did it that way, it's entirely possible anyone else can too.

I think your view may be myopic in how the mod relates to you personally, and the mod isn't going to be designed around *any* one individual. Your opinions are of course valid, and I understand you have certain beliefs in re: to how the game should proceed, but I'v quoted you the sources from the wiki and even a developer of the game........it's up to you if you want to accept it or reject it, but that's the direction the mod will be going. If you want to post requests or ideas that's great and I appreciate it, but I don't have the free time to spend arguing standard, accepted lore.

 

The mod author is aware of the bug, but they don't know how to fix it.

Basically, some of the upgraded Securitrons have the Mk2 Soldier face, but if you look at their name, they still say MkI.

I don't know how it works, but you'd basically have to insert a check that says, okay, the player did this quest to upgrade Securitrons to Mk2, so every Securitron will be labelled Mk2 from now on.

Most likely if the name is showing up as MKI, it is referencing a different actor, an actual MKI and it's not just a problem with the name. If it was the geck has a function called SetActorFullName that could be used to change it. But that is a bug in relation to that mod, not related to ours. If I get some extra time, I'll look into it, but as far as a priority it would be very far down on the to do list.

 

Yes, I'd like that.

I prefer to do quests to get rewards, instead of just being handed it on a silver platter.

Sure we can implement that, allowing you to repair and reprogram them after the quest line they are in is concluded.

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I don't know, I just think Steam is the way to go, the whole project is very messy right now, what we need is a formed development team composed with regular meetings or so in order to organise everything, I can make a steam group in five seconds, just give the word, I just think that this will mean we can all share files easily, and easily pitch out ideas without getting buried in the forum,

I appreciate that TheAtmosphere, but I'll look over the options and see what would be the best fit. If I did make a steam group it would be under my admin privilges, if someone else formed it I might be restricted in changes I might want to make in the future.

 

we need organisation because right now the only person doing work is you (devinpatterson) and we need to add things to our team, if we want a big project, then we need to be organised.

We don't want to forget Lucia, she's been hard at work turning out quite a bit of content.

 

I'll try to get in touch with Fujikid soon.

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I don't know, I just think Steam is the way to go, the whole project is very messy right now, what we need is a formed development team composed with regular meetings or so in order to organise everything, I can make a steam group in five seconds, just give the word, I just think that this will mean we can all share files easily, and easily pitch out ideas without getting buried in the forum,

I appreciate that TheAtmosphere, but I'll look over the options and see what would be the best fit. If I did make a steam group it would be under my admin privilges, if someone else formed it I might be restricted in changes I might want to make in the future.

 

we need organisation because right now the only person doing work is you (devinpatterson) and we need to add things to our team, if we want a big project, then we need to be organised.

We don't want to forget Lucia, she's been hard at work turning out quite a bit of content.

 

I'll try to get in touch with Fujikid soon.

 

 

It's not like that, it's one click in making you owner, meaning you can make any change to anything in the group. I really think this is the way to go and the faster we get up, the better.

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Personally I don't think Novac needs a lot of work, maybe some extra Brahmin in the pen, a few troopers/militia patrolling the town, and open up a house or two too show the town is growing.

 

I don't know, I just think Steam is the way to go, the whole project is very messy right now, what we need is a formed development team composed with regular meetings or so in order to organise everything, I can make a steam group in five seconds, just give the word, I just think that this will mean we can all share files easily, and easily pitch out ideas without getting buried in the forum, we need organisation because right now the only person doing work is you (devinpatterson) and we need to add things to our team, if we want a big project, then we need to be organised.

 

agreed, this defiantly needs to be organized or it will fail.

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Also you know in Mass Effect, where your actions carry over in the next game because a couple of variables are ticked in a save game? Maybe we could do something like that then having to write a script for every mission end, and then tie in the ticked variables script in the actual quest line, so it works like Mass Effect would, but just Fallout.

 

Something I forgot to mention, I can 3D Model pretty much anything apart from organics, so if you need weapons, or armor, I'm your man.

 

And we need to think about marketing and press too, I mean, on the forums we're quite well known, but we need to extend, Facebook, twitter, Nexus, Moddb, if you need any of them I can do it in an instant, I've got a fair amount of experience in that kinda stuff.

Edited by TheAtmosphere
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I took a kindof unique approach to how I ended the game.

And if I did it that way, it's entirely possible anyone else can too.

I think your view may be myopic in how the mod relates to you personally, and the mod isn't going to be designed around *any* one individual. Your opinions are of course valid, and I understand you have certain beliefs in re: to how the game should proceed, but I'v quoted you the sources from the wiki and even a developer of the game........it's up to you if you want to accept it or reject it, but that's the direction the mod will be going.

 

I was just stating how it went for me.

I assume some people just went directly for NCR and didn't actually go looking for Yes-Man.

Or they followed Yes-Man's plan and ignored the other endings.

 

For me, it was a fluke, I found a key on Benny's body and wondered what to do with it.

So I used it to get into this apartment and while I was looking around, I noticed this door in the back.

Out of curiosity, I opened it and thought, hey, that's a Securitron I've never seen before, let's go talk to him.

 

Basically, what I would like to do is have a way to follow Yes-Man's plan for the NCR, not against them.

I assume other players might take different approaches though.

It's going to be complicated to follow all those variables though, but if you can do it, I'll be very happy!

 

I think the only course you can't take here is follow Yes-Man's plan and work with Mr House, since a key component of the plan involves getting rid of Mr House so Yes-Man can take control.

 

 

Did a little more testing on Marilyn (1.3 version).

 

Keep in mind I'm only basing my test results on visual observation, I'm not a programming expert, so don't know what is going on behind the scenes.

 

Sometimes she's incredibly accurate, other times, she just locks up and won't fight.

 

This latest test, she couldn't target Legion who were standing behind some kind of flaming bowl on the ground (at a distance of around 1-1.5 meters).

 

But then she started shooting at them from great distances and hitting them.

 

Then I went to near the arena and she couldn't track one particular Legion who was down in a pit.

I think this was because she couldn't see him as the arena wall was in the way.

 

But as she followed me around the pit, she locked on with her missile launchers and fired down at him.

 

At a guess, I'd say she's suffering from the same error as ED-E does, that he's very good with ranged combat, but when enemies try to melee him, particularly if there's more then one, he gets confused as to who or how he should be fighting.

 

 

I think I'm going to have to find a mod or something with real enemies to fight for proper testing of Marilyn.

Mainly because I defeated all the enemies in the game and finding a consistent place where they always spawn is very limited.

I use the Fort since about 4-6 Legion jump me everytime I come in.

 

 

Oh by the way, I love her "what if I break a nail?" reaction!

That face expression is priceless!

 

 

And about Archimedes, that too is a variable situation.

In my situation, at the request of Rivas, I didn't tell the NCR that it could be used as a weapon, so they don't know that fact.

Nor did I enlighten the Brotherhood to that fact as well.

But someone else might have.

So there might have to be different ways to follow up on that as well.

Edited by XTgrndr
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