[Relz} New Vegas Bounties

Post » Wed Nov 24, 2010 10:45 pm

O_O

Not only did this mod exceed my expectations. The posters seem so natural its almost hypnotizing. Can't wait!
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Tyrone Haywood
 
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Joined: Sun Apr 29, 2007 7:10 am

Post » Wed Nov 24, 2010 5:26 pm

Thanks for the love, guys! The sequel is progressing nicely, and I'll probably post another teaser image over at the nexus tonight. I just finished a [censored] of a level (level design is not my favorite activity), and now I'm back in the groove, focusing on characters, notes, and of course, ultra-violence. Thanks for playing the mod and being so supportive!

-Someguy
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Sian Ennis
 
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Joined: Wed Nov 08, 2006 11:46 am

Post » Wed Nov 24, 2010 8:10 pm

I just released the http://www.newvegasnexus.com/imageshare/image.php?id=3415 for the sequel. Let the speculation begin!
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Multi Multi
 
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Post » Wed Nov 24, 2010 5:55 pm

=O

Is that who I think it is? I'll avoid naming names to not spoil anything.

*excited*
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NEGRO
 
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Joined: Sat Sep 01, 2007 12:14 am

Post » Wed Nov 24, 2010 10:40 pm

I'm surprised the voice acting doesn't svck. Great mod.
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rae.x
 
Posts: 3326
Joined: Wed Jun 14, 2006 2:13 pm

Post » Wed Nov 24, 2010 9:26 pm

All,

If you're interested in helping out with the sequel in terms of weapons and/or apparel, here a http://www.thenexusforums.com/index.php?/topic/270055-the-new-vegas-bounties-ii-assistance-thread/ I started that includes items I'd like to implement. You'll recieve full credit for any assistance, of course. Thanks!
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Jessie
 
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Post » Wed Nov 24, 2010 9:29 am

Thanks for the love, guys! The sequel is progressing nicely, and I'll probably post another teaser image over at the nexus tonight. I just finished a [censored] of a level (level design is not my favorite activity), and now I'm back in the groove, focusing on characters, notes, and of course, ultra-violence. Thanks for playing the mod and being so supportive!

-Someguy

Level design just happens to be my favourite part of modding. I'll remember that you're into quest writing and scripting in the future, should I require some help :P Now where did I put those photos, anyone seen an envelope labeled "blackmail"?
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David Chambers
 
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Post » Wed Nov 24, 2010 11:49 pm

Level design just happens to be my favourite part of modding. I'll remember that you're into quest writing and scripting in the future, should I require some help :P Now where did I put those photos, anyone seen an envelope labeled "blackmail"?


LOL, that works both ways, partner!

I'm making excellent headway on the sequel now, and after doing some research, I may be able to incorporate at least one new companion (but we'll see - I've got to run more tests first).
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Miranda Taylor
 
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Post » Wed Nov 24, 2010 9:40 am

I tried your mod but because of a bug during the second quest I had to remove it soon after.

I had to question this guy in boulder city, during another quest I encountered an enclave officer, killed him and looted a finger. Quest log changed, and the boulder guy no longer wouldnt wanna talk to me.

1. The ranger from the first bounty dropped a rifle worth 5000 caps + pretty decent damage, didnt loot it though, for obvious reasons.
2. Can you make the targets spawn when you enter the proper quest stage?
3. Quest starts when the char is lvl10+, (normally you are at the strip already before you can hunt the first guy down), at this point fights are too easy. So I would place the bountys in order with the mainquest stops,
primm - novac - strip,
at this point the fight could be "really" challenging.

Some positive feedback, I like your synch ^^
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jeremey wisor
 
Posts: 3458
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Post » Wed Nov 24, 2010 8:47 pm

I tried your mod but because of a bug during the second quest I had to remove it soon after.

I had to question this guy in boulder city, during another quest I encountered an enclave officer, killed him and looted a finger. Quest log changed, and the boulder guy no longer wouldnt wanna talk to me.

1. The ranger from the first bounty dropped a rifle worth 5000 caps + pretty decent damage, didnt loot it though, for obvious reasons.
2. Can you make the targets spawn when you enter the proper quest stage?
3. Quest starts when the char is lvl10+, (normally you are at the strip already before you can hunt the first guy down), at this point fights are too easy. So I would place the bountys in order with the mainquest stops,
primm - novac - strip,
at this point the fight could be "really" challenging.

Some positive feedback, I like your synch ^^
I ran into the same Enclave Officer and killed him as well. Wondering what kind of repercussions this will have on the outcome of the quest.

Haven't finished the quest yet, but aside from the aforementioned bug, great mod.
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Lily
 
Posts: 3357
Joined: Mon Aug 28, 2006 10:32 am

Post » Wed Nov 24, 2010 7:04 pm

I tried your mod but because of a bug during the second quest I had to remove it soon after.

I had to question this guy in boulder city, during another quest I encountered an enclave officer, killed him and looted a finger. Quest log changed, and the boulder guy no longer wouldnt wanna talk to me.

1. The ranger from the first bounty dropped a rifle worth 5000 caps + pretty decent damage, didnt loot it though, for obvious reasons.
2. Can you make the targets spawn when you enter the proper quest stage?
3. Quest starts when the char is lvl10+, (normally you are at the strip already before you can hunt the first guy down), at this point fights are too easy. So I would place the bountys in order with the mainquest stops,
primm - novac - strip,
at this point the fight could be "really" challenging.

Some positive feedback, I like your synch ^^

Could you not just return the finger to Randall and complete the objective that way? It seems like that would work.
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Brentleah Jeffs
 
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Post » Thu Nov 25, 2010 12:55 am

Mr. Moe,

A few players have had issues with the script not firing at different points (this relates to FNVEdit and Masterupdate for the most part); however, if you've acquired the finger and the quest has updated, just return it to Randall the quest should continue without a hitch. The guy in Boulder is an ephemeral character, so you can't have extended dialogue with him (and he's disabled when you turn in the finger). It's not a bug, but just a choice in design to keep the quest as low-impact and fluid as possible.

1. Most of the vanilla weapons are pricey (certainly when compared to FO3), and so I tried to keep it in line with a special weapon. I'd suggest using the console to disable it if you feel it's unbalanced (I've done this plenty of times with mods). It won't affect the quest or anything, so disable away!

2. The quest targets do spawn when you enter the proper quest stage, barring the aforementioned error with masterupdate, or a possible conflict (about 10-12 players have reported this, and everyone seems to come up with a different workaround).

3. I used "Three Card Bounty" to make a broad comparison, but in truth the location and difficulty of each target can vary pretty wildly. There's no way I'm going to revamp the order or location of bounties at this point; however, I'll take your comments into consideration for the sequel. If the bounties seems too easy, just stay with it and they should provide more of a challenge as you progress. Try using the [Taunt] option with the final boss, for example. :)

I appreciate your feedback, and I hope you enjoy the mod.

For anyone reading this, just bear in mind that I only check this thread every few days; if you encounter a serious bug or have a pressing question, please PM at the nexus. I'll respond to this thread, but it will take longer.
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Claire Vaux
 
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Post » Wed Nov 24, 2010 4:55 pm

Sounds cool. :)
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Alexis Estrada
 
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Post » Wed Nov 24, 2010 3:27 pm

There's a new http://www.newvegasnexus.com/downloads/file.php?id=37310 for version 1.2 (in case you're tracking this mod). It fixes a few minor bugs and finally adds the map marker everyone was asking for.
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lexy
 
Posts: 3439
Joined: Tue Jul 11, 2006 6:37 pm

Post » Wed Nov 24, 2010 3:44 pm

Still loving this mod. Combine this with Wasteland Defense and RTS and there is barely any need to do the mainquest. Thanks again.
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Benito Martinez
 
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Joined: Thu Aug 30, 2007 6:33 am

Post » Wed Nov 24, 2010 9:27 pm

Edited: Nevermind, got it working now.
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Carlos Rojas
 
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Joined: Thu Aug 16, 2007 11:19 am

Post » Wed Nov 24, 2010 11:15 am

If you're tracking this mod, here's a nifty http://www.youtube.com/watch?v=Vn4Hpv56WKo&feature=mfu_in_order&list=UL by MadMax08. Be sure to give the video a thumbs up if you like it, as there was considerable effort put into it.
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Tania Bunic
 
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Joined: Sun Jun 18, 2006 9:26 am

Post » Wed Nov 24, 2010 10:06 pm

When I got to the Tony Idaho portion of the questline, and proceeded to kill'im!, I found a bit of missing text dialogue. When you return to Randall his verbal dialogue says, "Is Tony dead yet?" but the subtitles say, 'Is Tony yet?".

Figured you would want to know. :thumbsup:
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Kim Bradley
 
Posts: 3427
Joined: Sat Aug 18, 2007 6:00 am

Post » Wed Nov 24, 2010 4:00 pm

Here's yet another http://www.newvegasnexus.com/imageshare/image.php?id=6193 if you're tracking the sequel.
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Kevin Jay
 
Posts: 3431
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Post » Wed Nov 24, 2010 1:15 pm

Just FYI, I finally got around to publishing my http://www.wix.com/someguy2000/sgmods

If you'd like to make a donation or just check out my modding activities, it's there for ya'll. I'll keep hammering away at New Vegas Bounties II. Thanks!
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мistrєss
 
Posts: 3168
Joined: Thu Dec 14, 2006 3:13 am

Post » Thu Nov 25, 2010 1:50 am

This is my second play-through of this great mod, I had a big surprise...

when entering the judge's hideout, the judge wasn't there. Checking the map, I saw the marker now pointing to Devil's Throat area :stare: .
The judge was there, fighting goul reavers with a hatchet (successfully). Then he spotted a centaur down below, and rushed ahead to the fight... right over the cliff :facepalm:.
Thus ended my second play of Bounties :cool:.
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Sherry Speakman
 
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