becauseofreasons Posted March 29, 2013 Share Posted March 29, 2013 Heh, no promises that it'll work. It looks right to me, but I've only been doing this a couple weeks. Best of luck, though. Link to comment Share on other sites More sharing options...
johannfingermusch Posted March 29, 2013 Share Posted March 29, 2013 Herr derr herr... Puny humany... Reward too high, make lower... 20 caps best!!!1... need more green stuff. Considering the fact that I'm often inebriated while modding, my train of thought isn't too dissimilar. :blink: Solid feedback overall, though. Keep it coming. I already switched to 50 caps each, and halving that would take two minutes. Scripting in rewards that correspond to the level of the NPC? That's another matter. I'd prefer to just dish out overly conservative rewards than attempt that script. If someone else wants to give it a go, have at it. Honestly, I'm in the midst of testing and voice-work, so I don't have the time or inclination to wrap my head around it. In regards to incorporating the terminal, I'll consider that as well. I even scribbled down notes for a radiant system that would spawn randomized, Fiend leaders at various locations, made available in an infinite quest system. However, I'm not sure if that would jive with the style and tone of NVB (which centers on unique, colorful targets). I suppose I could script in an insane "Mad Lib" system to provide arbitrary traits for the Fiend targets. E.g.:Name: Anthrax Knife-DickCrime: Kicking puppies, murder, and necrophiliaLocation: Vault 3Other Notes: Known for his [drooling] and [self-mutilation], Anthrax spends his days [watching pre-war porn]. Hmmm... that could be problematic, but highly entertaining. We'll see. Yeah, sure it WOULD be highly problematic, but it WOULD be highly, highly, highly, highly, entertaining. Put it on the long finger. Link to comment Share on other sites More sharing options...
Guest deleted2159825 Posted April 1, 2013 Share Posted April 1, 2013 All, I'm in a rush, but I'll go ahead and deliver the weekly update:- Almost all the actors have their scripts, and some have already begun submitting VA work for the expansion- The testers have been extremely helpful in nailing down bugs and discrepancies Until the VA is done, I'm sort of in limbo, though I will continue with testing. However, I have begun work on my companion mod, "Russell", and I've also resumed scripting events for Firebase Zulu. Here's some general info on "Russell", which I hope to release by the end of this month:- He will have hundreds of lines of unique dialogue, with "barks" that reflect location, player's choices, etc.- Russell is vehemently anti-Legion (There is a workaround for Legion-friendly characters)- There is a new worldspace, "Mesquite Valley" that is the product of my work in adapating USGS maps to the GECK (thanks to these tutorials). Production has also been rapid thanks to my newfound grasp of Regions.- Thanks to the Someguyseries.esm, Russell will have unique dialogue and barks for all of my mods- Russell.esp will require Honest Hearts and Lonesome Road- Russell's quest will involve a bounty on "Glanton", a notorious scalphunter with links to the Judge Gotta run - thanks for the feedback and support! Link to comment Share on other sites More sharing options...
looloolooigotsomeapples Posted April 2, 2013 Share Posted April 2, 2013 In regards to incorporating the terminal, I'll consider that as well. I even scribbled down notes for a radiant system that would spawn randomized, Fiend leaders at various locations, made available in an infinite quest system. However, I'm not sure if that would jive with the style and tone of NVB (which centers on unique, colorful targets). I suppose I could script in an insane "Mad Lib" system to provide arbitrary traits for the Fiend targets. E.g.:Name: Anthrax Knife-DickCrime: Kicking puppies, murder, and necrophiliaLocation: Vault 3Other Notes: Known for his [drooling] and [self-mutilation], Anthrax spends his days [watching pre-war porn]. Hmmm... that could be problematic, but highly entertaining. We'll see. NVB has tons and tons of unique, colorful targets, and this is just pure Fallout-style humor. If you are able to implement this painlessly I'd love it. That example is hilarious. Link to comment Share on other sites More sharing options...
tunerboy101 Posted April 3, 2013 Share Posted April 3, 2013 Could always just recycle MST3K names for David Ryder: Most are actually pretty good. Link to comment Share on other sites More sharing options...
Guest deleted2159825 Posted April 3, 2013 Share Posted April 3, 2013 Could always just recycle MST3K names for David Ryder: Most are actually pretty good.Brilliant! I love that show. :thumbsup: Link to comment Share on other sites More sharing options...
Guest deleted2159825 Posted April 8, 2013 Share Posted April 8, 2013 Weekly update:- Continued implementing VA, began my new VA for Joaquin- More adjustments to scripts in order to maximize performance- Scripted in barks for Russell that correspond to NPC deaths, plot developments, etc. I will also be uploading a new version of The Inheritance with the NVB updates. Here are some of the changes/bugfixes:- If you kill Ronnie, the massacre at Jim's will not take place under any circumstances (someone had discovered a loophole)- The map marker for Linus Caverns will not appear until the main quest is activated- Decreased the amount of gold in Zimmer's bunker- Added in the extra speech check if the player passes the initial charisma check in "Think of the Children"- Other minutiae that I didn't log One other matter: I am considering scripting the initiation of The Inheritance to begin after NVBI. Agree? Disagree? Just curious to find out what players think. I had originally envisioned it as a standalone mod, but it is becoming more and more intertwined with NVB due to the someguyseries.esm. I'm hoping to roll out the update/expansion within two weeks, depending on how the VA progresses. Thus far the actors and actresses have been turning in amazing work, and I'm very eager to share the finished product with the community. Thanks for the ongoing encouragement, patience, and support! Link to comment Share on other sites More sharing options...
pwinkle Posted April 8, 2013 Share Posted April 8, 2013 Regarding scripting the Inheritance to start after NVB1, I'd say go for it... Thats the order I've played it in anyway tbh, so to have it work that way officially would be awesome.I think it'd add another layer to your story if your not just spazzing around all over the place whenever you feel like it. IIRC the courier only really starts finding out about all the shady crime syndacites that plague at the end of NVB1, roleplaying purposes could dictate that the courier would take it on himself to declare war on these guys after (SPOILER ALERT) his good friend Randall dies (SPOILER ALERT) you'd not only need money for this, but you'd want to stop groups like the syndacite being able to use it for their own nefarious purposes.IMO the Inheritance and NVB2 could be played consecutively with little issue, but it makes sense for neither of them to really start before the end of NVB1 (esp NVB2 for obvious reasons :p) as that's the one that kickstarts the whole process of getting drawn into what seems to end up as a personal vendetta. Link to comment Share on other sites More sharing options...
UnEvenSteven Posted April 9, 2013 Share Posted April 9, 2013 It's been a few months since I've last played New Vegas so I have yet to try The Inheritance. Just how intertwined is The Inheritance and Bounties? I liked the idea that The Inheritance was a stand-alone mod and the overall alignment (according to you on the Bethesda forums) was fairly neutral unlike Bounties that seems to lean towards the NCR, especially Bounties II since if IIRC you're sort of working for them. Can the The Inheritance still be played on it's own now even with every mod of yours starting to use the someguyseries.esm? I imagine there's some references here and there to the Bounties series and some things may go unresolved unless Bounties is installed but nothing will break without Bounties right? Since (according to you) The Inheritance was more neutral and Bounties leans towards NCR it'd would probably be better keeping The Inheritance stand-alone and not require completion of Bounties I to start it. More types of characters could run through The Inheritance than types that run through Bounties; not everybody has a bounty hunter-type character but they may have a different type that could run through The Inheritance and not worry about having Bounties. As I said though I haven't had the chance to play The Inheritance yet so i don't know how the story plays out (except for one particular part because people don't know how to use spoilter tags :down:) and how neutral it really is or how much it's tied into Bounties now. Hope I made some sense. Link to comment Share on other sites More sharing options...
Guest deleted2159825 Posted April 9, 2013 Share Posted April 9, 2013 All, I appreciate the thoughtful arguments for and against making The Inheritance dependent on completing NVBI. They will certainly factor into my decision on the matter, so thank you. If anyone else has any thoughts or opinions on the issue, I encourage you to post here. @ghostnull,At present, The Inheritance references NVB in several dialogue checks, but not much else. However, NVBII will soon have a new questline that hinges on player choices in The Inheritance. However, this doesn't necessarily demand that The Inheritance be played in conjunction with NVBI and/or NVBII; it's just additional content designed to enhance immersion, but nothing that deprives the player of meaningful gameplay. I'd always planned on using NVBII as the platform for extra quests spurred by the someguyseries.esm, given its open-ended, sandbox design. You're correct in pointing out its pro-NCR leanings, something that The Inheritance lacks, save one sidequest, "Repaid in Full" (one of my personal favorites out of the content I've created). Link to comment Share on other sites More sharing options...
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