New Game Guide Diary

Post » Thu Sep 30, 2010 10:35 am

Reloading benches look very much like real-life reloading benches with a multi-stage press, a box of dies, and a bunch of other goodies.

I expected an answer like that from you. Good to know that such fine, beautiful detail went into the game. :tops:
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Avril Louise
 
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Post » Thu Sep 30, 2010 1:17 pm

Survival does not affect the crafting of ammunition at reloading benches. Repair affects the crafting of ammunition at reloading benches. Survival affects the crafting of things made from animal parts and plants: typically prepared food items, hides, poisons, and primitive chems (like Healing Powder).


That's exactly what I wanted to know! Thanks for answering my question. So it looks like there are two types of crafting: Survival dependent (takes place at campfire) and Repair dependent (takes place at reloading bench).
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tegan fiamengo
 
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Post » Thu Sep 30, 2010 2:53 pm

i've read it as this:
you cook food,
you craft bullets

here is a quote "That is, if you’ve focused on Survival and Crafting"


oh and i typed this before reading josh's comment :)
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BRIANNA
 
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Post » Thu Sep 30, 2010 6:34 am

Reloading benches look very much like real-life reloading benches with a multi-stage press, a box of dies, and a bunch of other goodies.


So can you buy one for your home? You could buy your own workbench in Fallout 3 which made things so much easier. Can we do the same in New Vegas?
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Charlie Sarson
 
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Post » Thu Sep 30, 2010 4:28 am

First I'd like to note that when you, specifically, say "Fallout logic" it can be inferred to mean from context "no one has explained this" not "this cannot be explained".

Survival does not affect the crafting of ammunition at reloading benches. Repair affects the crafting of ammunition at reloading benches. Survival affects the crafting of things made from animal parts and plants: typically prepared food items, hides, poisons, and primitive chems (like Healing Powder). It is not a random grab-bag of goofy stuff.

Yes, knowing what plants to combine to make a poison is covered by the same skill that determines if you know how to properly tan a gecko hide. This is in the same system where the same skill that allows you to repair a handgun allows you to repair a Tesla cannon and the same skill that allows you to use stimpaks effectively also covers basically every piece of human medical knowledge. SPECIAL skills are broad and abstracted.

Sounds positively yummy!

Perhaps too much to ask at this point, but will the Crafting support modders in our desire to add 8734018937410384 new items for crafting? :) I can just imagine how much stuff we could add..

Cheers

Miax
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laila hassan
 
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Post » Thu Sep 30, 2010 4:25 pm

What I want to know is how the special ammunition is used. Is it selected in the pipboy for a particular weapon, or would it be like Bioshock where the ammunition is keyed up on the D-Pad (or assigned to a quick-key for PC users)?
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anna ley
 
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Post » Thu Sep 30, 2010 8:32 am

The crafting sounds awesome :o
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Claire
 
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Post » Thu Sep 30, 2010 5:18 am

Sounds positively yummy!

Perhaps too much to ask at this point, but will the Crafting support modders in our desire to add 8734018937410384 new items for crafting? :) I can just imagine how much stuff we could add..

Cheers

Miax

Yes. The recipe/recipe type editors in GECK are extremely easy to use. You can create an enormous number of recipes very quickly. Additionally, launching the crafting interface is done with a parameterized (for recipe type, e.g. Campfire, Reloading Bench, Wacky Science Lab) scripting command, so you can make any activator or trigger launch the interface. You can also do it through conversation scripting, which is how Veronica's Scribe Assistant perk works.
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David John Hunter
 
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Post » Thu Sep 30, 2010 6:11 am

Yes. The recipe/recipe type editors in GECK are extremely easy to use. You can create an enormous number of recipes very quickly. Additionally, launching the crafting interface is done with a parameterized (for recipe type, e.g. Campfire, Reloading Bench, Wacky Science Lab) scripting command, so you can make any activator or trigger launch the interface. You can also do it through conversation scripting, which is how Veronica's Scribe Assistant perk works.


...Holy Mozes!

Thank you very much for this :) I will name my first baby F:NV mod after you guys :P

Nah, just kidding :) But this is really great news.
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Vera Maslar
 
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Post » Thu Sep 30, 2010 7:03 pm

Yes. The recipe/recipe type editors in GECK are extremely easy to use. You can create an enormous number of recipes very quickly. Additionally, launching the crafting interface is done with a parameterized (for recipe type, e.g. Campfire, Reloading Bench, Wacky Science Lab) scripting command, so you can make any activator or trigger launch the interface. You can also do it through conversation scripting, which is how Veronica's Scribe Assistant perk works.


SCORE!

Thanks! :) We're going to have some serious fun with this. :evil:

This is a text-book example of how you all support the modding community - I love it.

28 days, 7 hours, 1 minute.
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Gisela Amaya
 
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Post » Thu Sep 30, 2010 9:59 am

Yes. The recipe/recipe type editors in GECK are extremely easy to use. You can create an enormous number of recipes very quickly. Additionally, launching the crafting interface is done with a parameterized (for recipe type, e.g. Campfire, Reloading Bench, Wacky Science Lab) scripting command, so you can make any activator or trigger launch the interface. You can also do it through conversation scripting, which is how Veronica's Scribe Assistant perk works.


So, is the "Wacky Science Lab" an actual game object?

Could mean that we can make chems? Rather than just generating them, does science govern a little something extra?

Good to contemplate.
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Rudy Paint fingers
 
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Post » Thu Sep 30, 2010 8:10 pm

Yes. The recipe/recipe type editors in GECK are extremely easy to use. You can create an enormous number of recipes very quickly. Additionally, launching the crafting interface is done with a parameterized (for recipe type, e.g. Campfire, Reloading Bench, Wacky Science Lab) scripting command, so you can make any activator or trigger launch the interface. You can also do it through conversation scripting, which is how Veronica's Scribe Assistant perk works.


Huh, I was thinking about Veronica's perk the other night, and wondering exactly what things we'd be able to craft through her dialogue. I already assumed weapons, and I was thinking bullets wouldn't be a longshot, but I guess I'm asking just what types of items are craft-able through her dialogue, since it sounds like we'll have a wide variety of items that are crafted through different means (I.E. camp fires for food/potions, reloading benches for bullets, etc.).
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Jay Baby
 
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Post » Thu Sep 30, 2010 3:44 pm

I think I'm in love with Sawyer :hugs:

Seriously though, the level of detail is fantastic, seems to have covered that which annoys me most about the majority of games: "The Little Things".

Sweet article, sweet news. Looking forward to this more than ever now, can't wait to finally have it under my hands (also, despite not being a modder gotta say the recipe thing sounds slick, good work :D)
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Maria Leon
 
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Post » Thu Sep 30, 2010 9:09 pm

So, is the "Wacky Science Lab" an actual game object?

Could mean that we can make chems? Rather than just generating them, does science govern a little something extra?

Good to contemplate.

No, "Wacky Science Lab" is a fictitious example. You could make a new recipe type called "Kiebler's Flippin' Sweet Science Station Supreme!!!" and then associate a bunch of recipes with it. When you launch a crafting interface that specifies "Kiebler's Flippin' Sweet Science Station Supreme!!!" it will only display recipes that are associated with that type. Any scripting interface can launch the crafting interface, so you could associate that type with a new activator, a line of dialogue, or a trigger of some sort.

Each individual recipe can have one skill requirement (e.g. Explosives 20), from one to six different item requirements of different quantities (no substitutions), and one or more item outputs of different quantities. You can also have display conditionals that must be met before the recipe appears at all (for example a special perk or a note added to the player).
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Agnieszka Bak
 
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Post » Thu Sep 30, 2010 7:14 pm

Each individual recipe can have one skill requirement (e.g. Explosives 20), from one to six different item requirements of different quantities (no substitutions), and one or more item outputs of different quantities. You can also have display conditionals that must be met before the recipe appears at all (for example a special perk or a note added to the player).




:bowdown: to a modder thats better then you!
:bowdown: to an idea thats greater then you!

this is turning out to be the perfect game,
im a dude that likes modding, but i've got some requirements, and they all are being met. ya know, before you tredge down the path of +500 hours of modding, you do want the platform to be solid.... and fallout NV is delivering!
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Chica Cheve
 
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Post » Thu Sep 30, 2010 5:50 pm

Nice.

Looking forward to seeing the modding recipes the community comes up with for us future cannibals.

Roast NCR Lieutenant.

Frosted Ghouls and mini wheats.

The possibilities are endless!
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Klaire
 
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Post » Thu Sep 30, 2010 4:22 pm

No, "Wacky Science Lab" is a fictitious example. You could make a new recipe type called "Kiebler's Flippin' Sweet Science Station Supreme!!!" and then associate a bunch of recipes with it. When you launch a crafting interface that specifies "Kiebler's Flippin' Sweet Science Station Supreme!!!" it will only display recipes that are associated with that type. Any scripting interface can launch the crafting interface, so you could associate that type with a new activator, a line of dialogue, or a trigger of some sort.

Each individual recipe can have one skill requirement (e.g. Explosives 20), from one to six different item requirements of different quantities (no substitutions), and one or more item outputs of different quantities. You can also have display conditionals that must be met before the recipe appears at all (for example a special perk or a note added to the player).


Awesome, looks like CRAFT and CRAFT Helper are 2 more mods made obsolete :D But no conditionals.. are you saying a recipe can't be like "ANY alcoholic drink, plus scrap metal".. it would have to explicitly be like Vodka + Scrap metal?
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Sierra Ritsuka
 
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Post » Thu Sep 30, 2010 6:04 am

OMMFG I CANNOT F****** WAIT FOR FALLOUT NOW BLOODY HELL I SOULNDT OF OPENED THAT LINK!!!

i am so gonna be a sneaky survival tribal that carrys the spec minigun.
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jess hughes
 
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Post » Thu Sep 30, 2010 7:41 pm

Awesome, looks like CRAFT and CRAFT Helper are 2 more mods made obsolete :D But no conditionals.. are you saying a recipe can't be like "ANY alcoholic drink, plus scrap metal".. it would have to explicitly be like Vodka + Scrap metal?


I'm sure you can mod it in :) Formlists have no reason to be removed.
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Nana Samboy
 
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