[RELz] Mart's Mutant Mod 1.0 Beta 4

Post » Sat Apr 02, 2011 12:12 am

At the moment I am just reading the feedback while I wait before doing an upgrade, which is how I roll in this regard....as excellent as MMM is and all, mistakes occasionally get made and "recalls" are [rarely, but] sometimes necessary........worst possible scenario is sleepin' 4 days after re-placing a flawed ESP, but still.........anyhow since I'm still on the fence for now and all I'll stick to generalities. Someone was mentioning that even with tougher traders running that the Traders and their Brahmin/Bodyguards are getting creamed......I have long been using an alternate external mod rather than this particular module and here is my reasoning......having made the travelling traders [and their associated animals and pals] simply unkillable I "always" [intermittantly] come upon 'em on their rounds and sometimes they are firing on a scorpion, Raider or Errant Robot but 9 times outta 10 [if they showed up at a patrticular stop while you did, at all] they they are simply there to be traded it....which is their main function. Toughened up or not if they are getting killed out in the wastes etc 99 times outta 100, one doesn't get to see it anyway....you just think, hang on I haven't seen Doc for a while or Crow shows up minus his Pack animal yet can still trade normally......Mostly I really like realism above all else, I use RI and so on...but with this one I'll let it slide as the addded realism isn't something fun you experience but just a sort of minor irritation that "creeps" into your game since you have no way of knowing when a trader has been killed etc until long after the event and he's just missing......This is asuming that one is not actively playing a "Road Warden" mod too or whatever and protecting the Caravans for Kicks, which is another thing entirely......
User avatar
Greg Swan
 
Posts: 3413
Joined: Tue Jun 05, 2007 12:49 am

Post » Fri Apr 01, 2011 4:18 pm

At the moment I am just reading the feedback while I wait before doing an upgrade, which is how I roll in this regard....as excellent as MMM is and all, mistakes occasionally get made and "recalls" are [rarely, but] sometimes necessary........worst possible scenario is sleepin' 4 days after re-placing a flawed ESP, but still.........anyhow since I'm still on the fence for now and all I'll stick to generalities. Someone was mentioning that even with tougher traders running that the Traders and their Brahmin/Bodyguards are getting creamed......I have long been using an alternate external mod rather than this particular module and here is my reasoning......having made the travelling traders [and their associated animals and pals] simply unkillable I "always" [intermittantly] come upon 'em on their rounds and sometimes they are firing on a scorpion, Raider or Errant Robot but 9 times outta 10 [if they showed up at a patrticular stop while you did, at all] they they are simply there to be traded it....which is their main function. Toughened up or not if they are getting killed out in the wastes etc 99 times outta 100, one doesn't get to see it anyway....you just think, hang on I haven't seen Doc for a while or Crow shows up minus his Pack animal yet can still trade normally......Mostly I really like realism above all else, I use RI and so on...but with this one I'll let it slide as the addded realism isn't something fun you experience but just a sort of minor irritation that "creeps" into your game since you have no way of knowing when a trader has been killed etc until long after the event and he's just missing......This is asuming that one is not actively playing a "Road Warden" mod too or whatever and protecting the Caravans for Kicks, which is another thing entirely......

I'm confused...are you just "ranting" or are you asking for something in particular?

TheDamned
User avatar
patricia kris
 
Posts: 3348
Joined: Tue Feb 13, 2007 5:49 am

Post » Fri Apr 01, 2011 11:59 pm

I'm confused...are you just "ranting" or are you asking for something in particular?

TheDamned



Is your confusion a Reading Comprehension related issue? I was merely discussing the issue of Travelling Traders [and The tougher traders esp V a standalone Mod that does similar things] in a general sort of way, no "ranting" no "questioning" involved.............Do you see this thread as purely for Rants and Pleas for assistance/Info? I do not, and would consider that my post comes under "feedback".....nothing very confusing about it, I would say.


================================================================================
=================================================================================
===================================================
Anyhow......having said which, in point of fact, I actually "popped my head in" to ask about the assorted Textures on the bodies of [Male] Raiders.....I recently started using "bzFO3MaleBodiesV1dot0 " which is intended to produce an anatomically complete male Body for the PC under his clothing, which it does rather well.....additionally many of the deasd Raiders look very well if killed and looted [including some whose tribal style tattooing extends onto the "new" organ if you follow me] but some look less well, the fellas who were appearing in sorta "brown briefs"........they seem to be showing mixed textures ,sort of male organ and underpants simultaneously......so i was wondering if its a standard mrsh/tex for Raiders thats the issue? And if so will anyone be working on it to support "male nudity" with this or similar Mods?.........
User avatar
JAY
 
Posts: 3433
Joined: Fri Sep 14, 2007 6:17 am

Post » Fri Apr 01, 2011 9:44 pm

Is your confusion a Reading Comprehension related issue? I was merely discussing the issue of Travelling Traders [and The tougher traders esp V a standalone Mod that does similar things] in a general sort of way, no "ranting" no "questioning" involved.............Do you see this thread as purely for Rants and Pleas for assistance/info? I do not, and would consider that my post comes under "feedback".....nothing very confusing about it, I would say.

More often than not when people give "feedback" its to improve/change a mod, not to say "hey your way of doing this svcks/is ineffective and I'd rather use this mod instead...OK, bye!"

Does everyone find the need to become instantly hostile when a simple question is asked? I was merely asking you what your intention was when you decided to tell Martigen his method of "Tougher Traders" wasn't "doing its job".

TheDamned
User avatar
Jessica Raven
 
Posts: 3409
Joined: Thu Dec 21, 2006 4:33 am

Post » Sat Apr 02, 2011 1:42 am

More often than not when people give "feedback" its to improve/change a mod, not to say "hey your way of doing this svcks/is ineffective and I'd rather use this mod instead...OK, bye!"

Does everyone find the need to become instantly hostile when a simple question is asked? I was merely asking you what your intention was when you decided to tell Martigen his method of "Tougher Traders" wasn't "doing its job".

TheDamned



Firstly Martigen is a big boy and does not need you to gallop to his "defence"......secondly at no point did I state a "Module did not do its job"....merely that I prefered another one and, at that, only in the context of a user reporting they were getting killed ingame,[ so how come you didn't attack that guy with equal gusto too?] and lastly since MMM is modular in Nature and by Intention it is quite normal that any user would use some ESPs and not others, for whatever reasons......
Regarding hostility etc........given the way you quasi stalk me through threads "looking for trouble" I feel I remain rather polite towards your quite odd responses to my posts.........really I wish if you have nothing sensible to address to me that you leave me be....Its like trying to have a quiet pint in a rough pub or something.....
User avatar
amhain
 
Posts: 3506
Joined: Sun Jan 07, 2007 12:31 pm

Post » Sat Apr 02, 2011 3:02 am

@ BURROLOCO

Hi...
This is sincerely not meant to be hostile or anything, but I agree with thedamned.
Towards the end of your post I simply got lost/confused and couldn't really tell anymore what exactly you wanted to tell us.
Now that you said "I was merely discussing the issue of Travelling Traders [...] in a general sort of way", I entirely understand the post after reading it a 2nd time.
But the first time through I had troubles with finding a hint on how to interpret your message.

To me, thedamned's question was a really harmless comment to state confusion regarding your post.

Let me reassure you that I have no intention of putting blame on you or any such hostility.
But let's maybe step back and reconsider our need to start with insults on that misunderstanding.


@ Everyone

And my opinion on the "tougher traders" topic:
I'd be very unhappy with the death of any trader. I often need them during my travels to get rid of burden.
What disturbs me more, though, is that the caravans were not designed believably by Bethesda.
A caravan should be a larger group with several traders and at least 4-6 guards. A single trader with one bodyguard, who only roams the wasteland to sell armors (Crow) is an economical absurdity, to my perception.
The concept of a caravan is to provide protection for each other and to ensure a somewhat comfortable life on the road.

Maybe we need a redesign of the caravans?
Let's combine 1 to 3 traders into 1 caravan?
With more guards in a caravan, their survival becomes a lot likelier...and they'd also pose an actual challenge for players who like raiding them.
The downside is that they become less useful that way, since the player would meet them less often.
I guess we need 3 big caravans. I'd consider that an "increased spawns" mod for caravans :D

Thinking over it...One trader in each caravan could be essential. When his caravan dies he'd later return with new brahmins, guards, etc.
I am just brain-storming here, though.
User avatar
David John Hunter
 
Posts: 3376
Joined: Sun May 13, 2007 8:24 am

Post » Sat Apr 02, 2011 1:12 am

Thinking over it...One trader in each caravan could be essential. When his caravan dies he'd later return with new brahmins, guards, etc.
I am just brain-storming here, though.


I like this Notion....if Doc and Crow and all the other "Main" Guys somehow always escaped death, [i.e. were Set essential] but a sort of travelling "Brahmin Train" with guards for each trader etc would regenerate if and when the various elements of it got killed off, either by the wildlife or the PC, I feel it would combine a good realistic "Feel" with the convenience of not losing any wasteland Merchants.
User avatar
JD FROM HELL
 
Posts: 3473
Joined: Thu Aug 24, 2006 1:54 am

Post » Sat Apr 02, 2011 4:02 am

Also, not a request or anything, but hoping to see these in the future:
~Deathclaw Babies
~Floaters
~Mantis'
~Spore Plants
~Giant Wasps
~Komodo Dragons
~Wanamingos
And maybe even the pig rats, giant rats (on second though, scratch that, I don't want to be reminded of Oblivion's giant rats), Cyberdogs, and the other centaur variation (the one with a n extra dog head).


I'd second spore plants and giant wasps (retexture and downsize of the ant queen?).

But I'll still say we need the following (mostly) passive creatures first:
~Vultures (or whatever the birds circling above Megaton are) - I want to see them sitting on girders, rafters, etc.
~Iguanas / Lizards
~Squirrels
~Brahmin calves (easiest?)
User avatar
Russell Davies
 
Posts: 3429
Joined: Wed Nov 07, 2007 5:01 am

Post » Fri Apr 01, 2011 6:20 pm

Bit flat out tonight so will have to respond to posts later, but for now an update -- Beta 4.1 has been uploaded to Nexus as well as updated Optional Plugin files.

::: Beta 4 to Beta 4.1 update
  • Fixed bouncing Gargantuans -- his foes now fly not him!
  • Fixed fleeing Glowing Ones
  • Slightly reduced size of Little Geckos
  • Slightly reduced BoS spawns at The Mall for increased spawns
  • Tougher Traders: Boosted Traders, Guards and Brahmin
  • Hunting & Looting: Reduced chance of NPCs 'crouching'
  • No Geckos: Now works properly

::: Optional Files v1.1
  • Updated all plugins for MMMF3 Beta 4.1, FOOK 1.27
  • Fixed missing FOOK records in FWE + FOOK plugin

User avatar
Robert Jackson
 
Posts: 3385
Joined: Tue Nov 20, 2007 12:39 am

Post » Fri Apr 01, 2011 8:35 pm

Bit flat out tonight so will have to respond to posts later, but for now an update -- Beta 4.1 has been uploaded to Nexus as well as updated Optional Plugin files.

::: Beta 4 to Beta 4.1 update
  • Fixed bouncing Gargantuans -- his foes now fly not him!
  • Fixed fleeing Glowing Ones
  • Slightly reduced size of Little Geckos
  • Slightly reduced BoS spawns at The Mall for increased spawns
  • Tougher Traders: Boosted Traders, Guards and Brahmin
  • Hunting & Looting: Reduced chance of NPCs 'crouching'
  • No Geckos: Now works properly

::: Optional Files v1.1
  • Updated all plugins for MMMF3 Beta 4.1, FOOK 1.27
  • Fixed missing FOOK records in FWE + FOOK plugin

Thanks for the update Martigen! So what was causing the Gargantuan bug?

TheDamned
User avatar
Elizabeth Davis
 
Posts: 3406
Joined: Sat Aug 18, 2007 10:30 am

Post » Fri Apr 01, 2011 5:35 pm

Ah, I will install this later tonight. Seems strange that for weeks there were hardly any updates for the mods I use, then over the past week I have updated nearly everyday!

Thanks for the update!
User avatar
Emzy Baby!
 
Posts: 3416
Joined: Wed Oct 18, 2006 5:02 pm

Post » Fri Apr 01, 2011 5:09 pm

Great, already an update! :)

Short question about the compatibility plug-ins:
Is your XFO-plugin fixing the unkillable glowing ones issues or do we have to wait for Xodarap to do this (which would make sense of course ;) )?
User avatar
Nathan Hunter
 
Posts: 3464
Joined: Sun Apr 29, 2007 9:58 am

Post » Fri Apr 01, 2011 6:47 pm

Mart,

There is something fishy with the deathclaw meat...
It says -25hp in the info window, and upon using it, a message comes up allowing to poison my weapon :confused:

Also, fire gecko meat does not contain any radiation. Is that intentional?
User avatar
Bethany Short
 
Posts: 3450
Joined: Fri Jul 14, 2006 11:47 am

Post » Sat Apr 02, 2011 6:16 am

Thanks for the update Martigen! So what was causing the Gargantuan bug?

TheDamned

I was testing various code for the knockback, and left the wrong one in. It uses the actor effect option in the Garg to cast a spell that knocks back an opponent, and the target was switched :) It works well now except for one thing I noticed the effect doesn't trigger if a hit kills a target. This is highly annoying. You can bet flying gibs would be fun to see, but a death blow won't send an enemy flying. I've been mulling ways to add this to his strike without adding scripts to everyone or use tokens that then process if a current target is the Gargantuan when they die and that the death was from them (and not say, a stray bullet). It's the kind of thing that's do-able but with a whole lot of work and extra processing for such a small effect. Now if Fallout processed the actor effect even on a kill shot, it would be a whole lot easier. But then, there's so much this engine doesn't do -- the Glowing Ones bug wasn't a bug with the mod for example, but the engine. Changing the model (and *nothing else*) while using a template caused them to flee. But only the Glowing Ones, other creatures with the same change, no problem at all. It turned out to be anything in the template field would cause them to flee in game, even if nothing was actually inherited from the template. And yet a dozen other creatures use new models and use a template just fine. It's these 'quirks' that make modding a huge PITA with Fallout, and the third such 'bug' I've had to work around.

I get the impression -- despite the GECK and the apparent modularity of Gamebryo -- that the engine is about as flexible as a concrete block. It was bug-tested and optimised for one very, very, very specific configuration only and anything outside of it, now matter how small, breaks it hard (did I mention using 'Target' for the actor effect causes an instant CTD, every time? Or adding packages through the Begin/Change/End dialog causes instant CTD, every time? No graceful recovery for these -- which the programmers could have done -- just a thow-your-hands-up-in-the-air-and-vomit-on-your-shorts-hissy-fit ). But I digress...

Great, already an update! :)

Short question about the compatibility plug-ins:
Is your XFO-plugin fixing the unkillable glowing ones issues or do we have to wait for Xodarap to do this (which would make sense of course ;) )?

You should rely on Xodarap to make these changes, it's his balances for XFO, but I have actually fixed the unkillable glowing ones in those plugins because he seems rather busy (and I let him know I fixed them).

There is something fishy with the deathclaw meat...
It says -25hp in the info window, and upon using it, a message comes up allowing to poison my weapon :confused:

Deathclaw meat is supposed to be toxic (that's one mutated bastard), but the blood is your prize. Curious it wants to poison your weapon, I think I know what to do to fix that. Thanks for the report.

Yeah, Gecko meat isn't irradiated. Everything else is, thought it might make a nice change (given the Golden Geckos can handle it, perhaps their body cleans it somehow?)
User avatar
Marguerite Dabrin
 
Posts: 3546
Joined: Tue Mar 20, 2007 11:33 am

Post » Fri Apr 01, 2011 5:46 pm

I was testing various code for the knockback, and left the wrong one in. It uses the actor effect option in the Garg to cast a spell that knocks back an opponent, and the target was switched :) It works well now except for one thing I noticed the effect doesn't trigger if a hit kills a target. This is highly annoying. You can bet flying gibs would be fun to see, but a death blow won't send an enemy flying. I've been mulling ways to add this to his strike without adding scripts to everyone or use tokens that then process if a current target is the Gargantuan when they die and that the death was from them (and not say, a stray bullet). It's the kind of thing that's do-able but with a whole lot of work and extra processing for such a small effect. Now if Fallout processed the actor effect even on a kill shot, it would be a whole lot easier. But then, there's so much this engine doesn't do -- the Glowing Ones bug wasn't a bug with the mod for example, but the engine. Changing the model (and *nothing else*) while using a template caused them to flee. But only the Glowing Ones, other creatures with the same change, no problem at all. It turned out to be anything in the template field would cause them to flee in game, even if nothing was actually inherited from the template. And yet a dozen other creatures use new models and use a template just fine. It's these 'quirks' that make modding a huge PITA with Fallout, and the third such 'bug' I've had to work around.

I get the impression -- despite the GECK and the apparent modularity of Gamebryo -- that the engine is about as flexible as a concrete block. It was bug-tested and optimised for one very, very, very specific configuration only and anything outside of it, now matter how small, breaks it hard (did I mention using 'Target' for the actor effect causes an instant CTD, every time? Or adding packages through the Begin/Change/End dialog causes instant CTD, every time? No graceful recovery for these -- which the programmers could have done -- just a thow-your-hands-up-in-the-air-and-vomit-on-your-shorts-hissy-fit ). But I digress...

Yuck :yuck: gotta love all those "goodies" that were given to us. One day I hope to match your modding prowess...one day.

On a side note: has Zenl mentioned anything to you about the Gecko meshes/textures? If not, we have something you might be interested for your next release. Hit me up with a PM (or him...though, I like to see myself as the PR guy. Than again, he's the mastermind behind everything, I'm just the faithful companion, so your call)

TheDamned
User avatar
Olga Xx
 
Posts: 3437
Joined: Tue Jul 11, 2006 8:31 pm

Post » Fri Apr 01, 2011 10:25 pm

Deathclaw meat is supposed to be toxic (that's one mutated bastard), but the blood is your prize. Curious it wants to poison your weapon, I think I know what to do to fix that. Thanks for the report.

Yeah, Gecko meat isn't irradiated. Everything else is, thought it might make a nice change (given the Golden Geckos can handle it, perhaps their body cleans it somehow?)

Being able to poison your weapons would be awesome though. "Oh these? These are my poison bullets." :toughninja:
User avatar
KiiSsez jdgaf Benzler
 
Posts: 3546
Joined: Fri Mar 16, 2007 7:10 am

Post » Sat Apr 02, 2011 3:02 am

Yeah, arrived in georgetown by scouting.

I bet anybody here 50$ they haven't seen a firefight like this before. You can't even make out the weapon sound, it sounds like cracking static. I'm getting 9 FPS from a average of 70+

You arrive from the metro, you get attacked by around 5 - 10 Talon Company Mercs. Then another 10 - 40 Super Mutants spawn inside a building and completely jam the building entrance. Then you have another 15 Super Mutants with Rocket Launchers attacking you from the side. Then you try to run and you have another 15 - 30 Super Mutants going up the stairs. And then you notice another 10 - 20 Super Mutants attacking from Across the river which you cannot reach.

This is the first firefight i actually had to run from. I have 800+ stimpacks, but I'm getting damaged so fast that healing doesn't make a difference. Right now I'm trying to find a spot to hide and call in Enforcements via Enclave Commander

edit: A video of me escaping from there, doesn't look so difficult because i didn't stay long enough to get swarmed.
http://www.xfire.com/video/8afd9/
User avatar
Johanna Van Drunick
 
Posts: 3437
Joined: Tue Jun 20, 2006 11:40 am

Post » Fri Apr 01, 2011 10:46 pm

Yeah, arrived in georgetown by scouting.

I bet anybody here 50$ they haven't seen a firefight like this before. You can't even make out the weapon sound, it sounds like cracking static. I'm getting 9 FPS from a average of 70+

You arrive from the metro, you get attacked by around 5 - 10 Talon Company Mercs. Then another 10 - 40 Super Mutants spawn inside a building and completely jam the building entrance. Then you have another 15 Super Mutants with Rocket Launchers attacking you from the side. Then you try to run and you have another 15 - 30 Super Mutants going up the stairs. And then you notice another 10 - 20 Super Mutants attacking from Across the river which you cannot reach.

This is the first firefight i actually had to run from. I have 800+ stimpacks, but I'm getting damaged so fast that healing doesn't make a difference. Right now I'm trying to find a spot to hide and call in Enforcements via Enclave Commander

edit: A video of me escaping from there, doesn't look so difficult because i didn't stay long enough to get swarmed.
http://www.xfire.com/video/8afd9/


thats awesome, lag is bad...but huge firefights are tons of fun :)
User avatar
Facebook me
 
Posts: 3442
Joined: Wed Nov 08, 2006 8:05 am

Post » Sat Apr 02, 2011 1:46 am

Glad you found the bug Mart, I'll check out the all new non bouncy Gargantuan later. Thanks for tracking it down and fixing it so quickly.

Vendayn, that looked insane. I'm guessing you've got increased increased spawns active there. I think I'll stick to just increased spawns!
User avatar
Spaceman
 
Posts: 3429
Joined: Wed May 23, 2007 10:09 am

Post » Sat Apr 02, 2011 3:10 am

Glad you found the bug Mart, I'll check out the all new non bouncy Gargantuan later. Thanks for tracking it down and fixing it so quickly.

Vendayn, that looked insane. I'm guessing you've got increased increased spawns active there. I think I'll stick to just increased spawns!


hehe, no...the guy I quoted had that huge firefight :P Maybe I should have worded my post better...but I can take the credit ;) j/k

I actually had a large firefight sort of like that, raiders vs mutants...tons of raiders and a bunch of mutants attacking each other. I stood back and watched...it was really cool.

a little off topic, but whats a good program to take in-game videos? Preferably free since I don't have any money to spend. I know fraps takes videos, any others?
User avatar
Charlie Ramsden
 
Posts: 3434
Joined: Fri Jun 15, 2007 7:53 pm

Post » Sat Apr 02, 2011 2:27 am

The two I know of are http://www.fraps.com/ and http://www.planetgamecam.com/?locid=news

Neither are free though.
Still, you can record videos for about 30secs, stitch them together, and erase the watermarks with some video editing software.
User avatar
Bedford White
 
Posts: 3307
Joined: Tue Jun 12, 2007 2:09 am

Post » Fri Apr 01, 2011 2:45 pm

And my opinion on the "tougher traders" topic:
I'd be very unhappy with the death of any trader. I often need them during my travels to get rid of burden.
What disturbs me more, though, is that the caravans were not designed believably by Bethesda.
A caravan should be a larger group with several traders and at least 4-6 guards. A single trader with one bodyguard, who only roams the wasteland to sell armors (Crow) is an economical absurdity, to my perception.
The concept of a caravan is to provide protection for each other and to ensure a somewhat comfortable life on the road.

Maybe we need a redesign of the caravans?
Let's combine 1 to 3 traders into 1 caravan?
With more guards in a caravan, their survival becomes a lot likelier...and they'd also pose an actual challenge for players who like raiding them.
The downside is that they become less useful that way, since the player would meet them less often.
I guess we need 3 big caravans. I'd consider that an "increased spawns" mod for caravans :D

Thinking over it...One trader in each caravan could be essential. When his caravan dies he'd later return with new brahmins, guards, etc.
I am just brain-storming here, though.


This sounds pretty awesome to me. I've long been worried about these guys getting killed, espesh after I quicktravled into the middle of a firefight with them and some raiders then while walking with them a ways got attacked by a Yaui Gui.. Raiders they took easily, mutated bear of death? I took for them, but one time an exploding car took out most of the caravan. For the recored I kept reloading as a women with a bomb on her kept running up begging me to disarm it. Was never able to even hopped up on menstats to ~50 explosives.

Also I think larger caravans would be more realistic and interesting. I could see other mods adding plots and such to them. Wish someone would create a mod that lets you find them more easily. I hate waiting and waiting for one to show...
User avatar
zoe
 
Posts: 3298
Joined: Sun Nov 12, 2006 1:09 pm

Post » Sat Apr 02, 2011 12:55 am

Yeah, arrived in georgetown by scouting.

I bet anybody here 50$ they haven't seen a firefight like this before. You can't even make out the weapon sound, it sounds like cracking static. I'm getting 9 FPS from a average of 70+

You arrive from the metro, you get attacked by around 5 - 10 Talon Company Mercs. Then another 10 - 40 Super Mutants spawn inside a building and completely jam the building entrance. Then you have another 15 Super Mutants with Rocket Launchers attacking you from the side. Then you try to run and you have another 15 - 30 Super Mutants going up the stairs. And then you notice another 10 - 20 Super Mutants attacking from Across the river which you cannot reach.

This is the first firefight i actually had to run from. I have 800+ stimpacks, but I'm getting damaged so fast that healing doesn't make a difference. Right now I'm trying to find a spot to hide and call in Enforcements via Enclave Commander

edit: A video of me escaping from there, doesn't look so difficult because i didn't stay long enough to get swarmed.
http://www.xfire.com/video/8afd9/


Wow...thats...big...I see what looks like Enclave Commander and MMM of course, where is the gun and Supermutant dialogue from? Or is that just a unique I've not found?
User avatar
Luis Reyma
 
Posts: 3361
Joined: Fri Nov 02, 2007 11:10 am

Post » Fri Apr 01, 2011 2:43 pm

This sounds pretty awesome to me. I've long been worried about these guys getting killed, espesh after I quicktravled into the middle of a firefight with them and some raiders then while walking with them a ways got attacked by a Yaui Gui.. Raiders they took easily, mutated bear of death? I took for them, but one time an exploding car took out most of the caravan. For the recored I kept reloading as a women with a bomb on her kept running up begging me to disarm it. Was never able to even hopped up on menstats to ~50 explosives.

Also I think larger caravans would be more realistic and interesting. I could see other mods adding plots and such to them. Wish someone would create a mod that lets you find them more easily. I hate waiting and waiting for one to show...

That actually does make a lot of sense...I mean, what better target for a group of raiders than some wandering merchant with a couple guards and a pack-brahmin full of goods/merchandise? If the merchants all traveled together in one big pack they would have much better survival, in-game and in real life.
User avatar
Neko Jenny
 
Posts: 3409
Joined: Thu Jun 22, 2006 4:29 am

Post » Fri Apr 01, 2011 5:00 pm

And my opinion on the "tougher traders" topic:
I'd be very unhappy with the death of any trader. I often need them during my travels to get rid of burden.
What disturbs me more, though, is that the caravans were not designed believably by Bethesda.
A caravan should be a larger group with several traders and at least 4-6 guards. A single trader with one bodyguard, who only roams the wasteland to sell armors (Crow) is an economical absurdity, to my perception.
The concept of a caravan is to provide protection for each other and to ensure a somewhat comfortable life on the road.

Maybe we need a redesign of the caravans?
Let's combine 1 to 3 traders into 1 caravan?
With more guards in a caravan, their survival becomes a lot likelier...and they'd also pose an actual challenge for players who like raiding them.
The downside is that they become less useful that way, since the player would meet them less often.
I guess we need 3 big caravans. I'd consider that an "increased spawns" mod for caravans :D


I'll agree with everyone else who has quoted this so far...I like this idea. I always picture caravans a large group of people, not just one person with a guard.
User avatar
Veronica Martinez
 
Posts: 3498
Joined: Tue Jun 20, 2006 9:43 am

PreviousNext

Return to Fallout 3