[Relz} New Vegas Bounties

Post » Wed Nov 24, 2010 7:32 am

I just wanted to publicize my first mod for New Vegas, http://www.newvegasnexus.com/downloads/file.php?id=37310#fileanchor. It's an action/adventure mod which, true to the title, tasks the player with tracking down high-risk bounties. I hope you give it a try!
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Meghan Terry
 
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Post » Tue Nov 23, 2010 10:39 pm

Hmm, this looks very nice. Downloading now.
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Laura Samson
 
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Post » Wed Nov 24, 2010 7:14 am

Hmm, this looks very nice. Downloading now.


Thanks for downloading, and that profile picture... adjectives fail me lol!
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sarah taylor
 
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Post » Wed Nov 24, 2010 3:30 am

Looks interesting. Added to my list of mods to try out for my next playthrough... (as soon as I finish with all of the dialogue for the mod I'm currently working on)
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Annick Charron
 
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Post » Tue Nov 23, 2010 11:30 pm

Im not sure if its classified as a bug or not and im pretty sure it deals with this mod.

I enabled it while i was over at novac. I went west to look for someone and i found fred. dialog went through, i killed em, grabed his finger and it said to return to blah blah.

Now i havent even made it to the tavern to start the initial start of it.
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Ells
 
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Post » Tue Nov 23, 2010 10:51 pm

Im not sure if its classified as a bug or not and im pretty sure it deals with this mod.

I enabled it while i was over at novac. I went west to look for someone and i found fred. dialog went through, i killed em, grabed his finger and it said to return to blah blah.

Now i havent even made it to the tavern to start the initial start of it.


Damn, that's a mistake on my part - sorry to ruin the story for you. I'll correct it in the next update. Thanks for bringing it to my attention!
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Laura Ellaby
 
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Post » Tue Nov 23, 2010 8:49 pm

This mod is good fun. So far, it's working just fine. The bounties are decent - not too high, not too low. The Clockwork Orange reference was funny (though that one was a bit difficult without being able to sneak up on them).

I think it might be nice if there were some ways of dealing with the bounties other than killing the guys. It seems that most so far will engage in conversation, but it's basically just, "Hey, you found me. I'm going to attack you now!" It would be cool if there was something else you could do.

There's a bit of white noise in the background for your vocals, and it also seems to be a bit louder than normal voices. This is a little immersion-breaking. Still, it's a nice break from Steve Blum and Khary Payton (that is him, right?) for EVERY F***ING MALE CHARACTER.
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suzan
 
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Post » Tue Nov 23, 2010 9:06 pm

This mod is good fun. So far, it's working just fine. The bounties are decent - not too high, not too low. The Clockwork Orange reference was funny (though that one was a bit difficult without being able to sneak up on them).

I think it might be nice if there were some ways of dealing with the bounties other than killing the guys. It seems that most so far will engage in conversation, but it's basically just, "Hey, you found me. I'm going to attack you now!" It would be cool if there was something else you could do.

There's a bit of white noise in the background for your vocals, and it also seems to be a bit louder than normal voices. This is a little immersion-breaking. Still, it's a nice break from Steve Blum and Khary Payton (that is him, right?) for EVERY F***ING MALE CHARACTER.


Thanks for the feedback! I just corrected the issue with Fred's cave (it was a staging issue, and if you entered the area at the wrong time it would skip half of the quest), but the update should fix it.

I'll admit that many of the dialogue choices are limited, although there are occasional speech checks where you can lie or bluff out of combat (especially for a later target), but the central theme is assassination, so I didn't want to make diplomacy an option (in most cases, not all - there's always exceptions).

Sorry about the static; this is my first voiced mod, so I was experimenting along the way. I'm making the most out of limited equipment, but I will work to improve it in future episodes. Thanks for playing the mod - I'll keep polishing it based on player feedback! And yes, those are the guys, and I completely agree - it's very annoying to hear the same voices over and over again. In the meantime you can enjoy my range of voice acting, which includes: redneck, southerner, refined redneck, and redneck with a voice pitch alteration (thanks Sony Vegas!).
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Harry Hearing
 
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Post » Wed Nov 24, 2010 11:40 am

I wish i had a gaming PC :sadvaultboy:
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Richard
 
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Post » Wed Nov 24, 2010 10:52 am

As I said on the Nexus, this mod is fantastic! I've done more bounties, love some of the references. I am not done yet, but I genuinely hope you do a lot more good work with this game, whether it be new bounties or a completely new quest.
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Alexxxxxx
 
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Post » Wed Nov 24, 2010 6:38 am

As I said on the Nexus, this mod is fantastic! I've done more bounties, love some of the references. I am not done yet, but I genuinely hope you do a lot more good work with this game, whether it be new bounties or a completely new quest.


Thanks!

I'm going to continue touching up episode I (must be careful with that kind of phrase, I might incur a Star Wars jinx!), but I might make a boxing/cage fighting mod before continuing this series. Then again, if people want more bounties, I'll give em. I've got an outline and antagonist lined up for episode two, but I'll wait and see.

Thanks again for playing the mod!
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RUby DIaz
 
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Post » Wed Nov 24, 2010 2:36 am

Np, Hopefully it isnt broken now because i did that. From what little i saw there tho, i cant wait to start it from the start. Looks great, keep up the good work!
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Rachel Cafferty
 
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Post » Wed Nov 24, 2010 10:48 am

Np, Hopefully it isnt broken now because i did that. From what little i saw there tho, i cant wait to start it from the start. Looks great, keep up the good work!

In all likelihood when you get the bounty you'll just be able to turn that finger in and move on.
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Claire Vaux
 
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Post » Wed Nov 24, 2010 1:33 am

Awsome mod mate, for (what i assume) is solo voice acting, a stellar effort. I only have one major gripe, which is that my "Sweet Revenge" seems to be bugged out, the texture on it seems to just copy whatever the background is. Kind of like a chameleon :ninja:
Sorry if this should be part of, or already has been discussed on the nexus forums, thanks again :D
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butterfly
 
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Post » Wed Nov 24, 2010 3:25 am

I wish i had a gaming PC :sadvaultboy:



Do yourself a favor and just ignore the Mods forum, as time goes on these guys will get more experienced and start pumping out truly amazing mods that often out compete DLCs if put in small bundles. Basically, coming here will ruin your mood each and every time if you don't have a gaming PC.
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kitten maciver
 
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Post » Wed Nov 24, 2010 3:27 am

Awsome mod mate, for (what i assume) is solo voice acting, a stellar effort. I only have one major gripe, which is that my "Sweet Revenge" seems to be bugged out, the texture on it seems to just copy whatever the background is. Kind of like a chameleon :ninja:
Sorry if this should be part of, or already has been discussed on the nexus forums, thanks again :D


It's the first issue I've encountered with the pistol's textures. You might want to double-check the file paths for the textures and meshes, just to be sure. If it's still bugging out after you've checked the meshes/textures, please let me know.

Also, for anyone who wants an alternate texture for "Sweet Revenge", it's available http://www.fallout3nexus.com/downloads/file.php?id=10566.
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Hayley Bristow
 
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Post » Wed Nov 24, 2010 1:35 pm

An adroit observer made the following comment about the texture issue with "Sweet Revenge":

The texture problem is due to absolute paths in the texture path on the nif. People who have moved their steam directory will have texture issues on any items like this.
Instead of c:\program files, etc... just cut off the path so it says /textures/....filename.dds and it will work fine.

This should help. I'll implement it in the next update.
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Alexander Horton
 
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Post » Wed Nov 24, 2010 4:11 am

Fun, nice addition. Just whacked my first target last night. Only problem so far is his gun vanished, other than that it seems to be smooth sailing.

One thing: It would be nice if these guys had custom magic gears, after all they are supposed to be more bad ass than the average wastelander. Nothing major, just equipment bonuses to fit their flavor. Also backpacks and whatnot. No idea if they use vanilla weapons or not yet (as I said, his rifle -whatever it was- disappeared after I shot him-, but unique weapons would be nice, with mods.

Anyway, a nice addition, looking forward to seeing more of it and updates/expansions.
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Natalie Harvey
 
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Post » Wed Nov 24, 2010 3:51 am

but I might make a boxing/cage fighting mod before continuing this series.


PLZ DO IT!!! :D
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Penny Wills
 
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Post » Tue Nov 23, 2010 11:34 pm

Fun, nice addition. Just whacked my first target last night. Only problem so far is his gun vanished, other than that it seems to be smooth sailing.

One thing: It would be nice if these guys had custom magic gears, after all they are supposed to be more bad ass than the average wastelander. Nothing major, just equipment bonuses to fit their flavor. Also backpacks and whatnot. No idea if they use vanilla weapons or not yet (as I said, his rifle -whatever it was- disappeared after I shot him-, but unique weapons would be nice, with mods.

Anyway, a nice addition, looking forward to seeing more of it and updates/expansions.

Quigley, the first guy, has a Trail Carbine does about 5 more points of damage and is set to not be playable and to not drop. He also has a maxed out guns skill, a maxed out melee skill, and strangely, a maxed out energy weapons skill as well. And I don't really like the idea of giving enemies superior weapons and stuff that you never use for some reason. It's a cheap and uninteresting way of trying to balance something
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rolanda h
 
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Post » Wed Nov 24, 2010 3:20 am

Quigley, the first guy, has a Trail Carbine does about 5 more points of damage and is set to not be playable and to not drop. He also has a maxed out guns skill, a maxed out melee skill, and strangely, a maxed out energy weapons skill as well. And I don't really like the idea of giving enemies superior weapons and stuff that you never use for some reason. It's a cheap and uninteresting way of trying to balance something


My intention was to strike a balance between the competing viewpoints (overpowered weapons vs. balanced/realistic weapons). I'm reluctant to mark every overpowered weapon as "playable" out of the interests of balance, while also ensuring the player is confronted with a challenging, worthwhile foe (one that merits a 250-cap bounty, anyway). The maxed out energy skill is a mistake, and I'll correct it in the next update (it must have happened due to his class and the level adjustment). I was leaning toward removing the "unplayable" tag, but I decided to take a "Wait and see" approach.

Understand that while it may be cheap and uninteresting to you, it was a practical measure: I'd hate for my smallish mod to litter the game with overpowered weapons. I am continuously reviewing player feedback, and therefore I may elect to alter this method of boosting NPC's difficulty.

Believe me, while I can stomach my mod being regarded as cheap, it's terribly unnerving that it could be considered "uninteresting". Nonetheless, I know it's only one feature of the mod - I respect your opinion, but I humbly disagree (although I've taken it into account). I hope you try out the rest of the mod and provide feedback and constructive criticism.
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April
 
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Post » Wed Nov 24, 2010 2:08 am

cheap and uninteresting


Rude.

Some Guy, this looks awesome. I checked it out on the nexus the other night. However, getting boss drops is part of the fun of defeating a boss, so although he was rude about it, I do understand Konork's point.

Maybe give the bosses nice beefy gun skills as an alternative to unique weapons? 5 extra points of damage doesn't sound too bad really anyway. Alternatively, it might be forgiven if there was a key on some of the bosses which leads to their stash which you have to track down... lots of quest possibilities in that direction :)

edit: you already did the gun skills thing. Just ignore that bit.
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Soraya Davy
 
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Post » Wed Nov 24, 2010 7:55 am

Rude.

Some Guy, this looks awesome. I checked it out on the nexus the other night. However, getting boss drops is part of the fun of defeating a boss, so although he was rude about it, I do understand Konork's point.

Maybe give the bosses nice beefy gun skills as an alternative to unique weapons? 5 extra points of damage doesn't sound too bad really anyway. Alternatively, it might be forgiven if there was a key on some of the bosses which leads to their stash which you have to track down... lots of quest possibilities in that direction :)

edit: you already did the gun skills thing. Just ignore that bit.


Point taken. Since the mod is so brief, I just wanted to leave "Sweet Revenge" and the final stash as the chief reward. I was worried that giving every bounty a unique, powerful weapon would be overkill (since there are 14 bounties, not counting the final bosses at the close). Opposing viewpoints have also been expressed over at the Nexus, so I'm inevitably going to be reviewing this aspect of the mod.

Thanks for constructive criticism, and for playing the mod!
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oliver klosoff
 
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Post » Wed Nov 24, 2010 7:41 am

I'd be against every bounty having some unique or special weapon. The point of unique weapons is that they are 'unique' and rare. Having 14 of them removes the value and point...

Fallout is a post-apocalyptic world...I'm happy to find some stims and cash at the end of the day.
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Khamaji Taylor
 
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Post » Wed Nov 24, 2010 1:26 pm

Believe me, while I can stomach my mod being regarded as cheap, it's terribly unnerving that it could be considered "uninteresting". Nonetheless, I know it's only one feature of the mod - I respect your opinion, but I humbly disagree (although I've taken it into account). I hope you try out the rest of the mod and provide feedback and constructive criticism.

I wasn't trying to offend you or anything, I'm just saying that there's more interesting ways to balance something than just giving an enemy unusable and inexplicably better equipment. I'd consider giving him more health (Though not bullet-sponge quantities of health), or some natural damage threshold or something, instead of the unplayable rifle to be better. Maybe even make him non-hostile to the Geckos that were near him, so you have to fight through them first and denying the option of waiting for him to take them out
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Nims
 
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