[WIP]Savage Wasteland 2.0

Post » Fri Nov 05, 2010 7:11 pm

As far as I can tell its this.


I guess I should read things a little more carefully :P
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Invasion's
 
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Post » Fri Nov 05, 2010 5:41 pm

I like the idea of owned items being vanillla.


I don't. A mod like this should be game-play neutral. But by removing the ownership of an item, you're removing the choices players are able to make. Some people may want to play an evil character, or at least maintain a neutral standing, but an action like this slants the game in favour of good ones. And there's also the chance of getting caught in the act and facing the consequences, but those no longer exist with the ownership removed.
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Killah Bee
 
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Post » Fri Nov 05, 2010 11:09 am

I don't. A mod like this should be game-play neutral. But by removing the ownership of an item, you're removing the choices players are able to make. Some people may want to play an evil character, or at least maintain a neutral standing, but an action like this slants the game in favour of good ones. And there's also the chance of getting caught in the act and facing the consequences, but those no longer exist with the ownership removed.


I think you misunderstood me. I meant vanilla as in not tying them to unfound loot so they can keep their ownership flags, unless of course there is a way to assign ownership in the scripts.
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Ross
 
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Post » Fri Nov 05, 2010 11:40 am

Yes, I am definitely in favor of the mod just reducing stuff and not changing any ownership flags.
I generally tend to play good characaters, but I must admit with unfound loot I have been reduced to stealing from time to time ...
I'm not proud of it, but a guy has to survive in the savage wasteland.
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Imy Davies
 
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Post » Fri Nov 05, 2010 6:08 am

I think you misunderstood me. I meant vanilla as in not tying them to unfound loot so they can keep their ownership flags, unless of course there is a way to assign ownership in the scripts.


I see. My bad. I'd say just leave them alone regardless, don't include them at all in the Unfound Loot. If you want to take the Karma hit for stealing them, or risk getting shot at, then that should always be a choice that's available to the player. As far as I'm concerned, that's a gameplay decision that shouldn't be removed.
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Ann Church
 
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Post » Fri Nov 05, 2010 6:34 am

I think you misunderstood me. I meant vanilla as in not tying them to unfound loot so they can keep their ownership flags, unless of course there is a way to assign ownership in the scripts.


Yes there is, but it would require FOSE.
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Luna Lovegood
 
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Post » Fri Nov 05, 2010 4:38 pm

Well it seems you are all a bunch of thevies, but you feel bad about it. If there are no objections I'll take a look at FOSE and see what I can figure out.(unless Harmy has detailed instructions on what to do) Otherwise Ill keep this mod non-FOSEd and just revert the owned items back to being handplaced.
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(G-yen)
 
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Post » Fri Nov 05, 2010 2:55 pm

Hey steve, just thought I would let you know, been getting a nasty bug around the super mutant fort across from the jefferson memorial with your unfound loot mod

it is messing with the save games I think? as with the UFL installed I could not get a save without crashing to desktop in that cell or after I traveled through that cell

there may well be other cells? as I have had problems in other areas of the same flavor

I was just frustrated yesterday so decided to try and track down the cause of the bug, and was able to narrow a place down to test out

went through uninstalling mods untill I narrowed it down to UFL

now no problems with saving at any time

took me forever to find out what it was, so hope the info can help you out with developing your mods
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Emily abigail Villarreal
 
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Post » Fri Nov 05, 2010 9:48 pm

Well it seems you are all a bunch of thevies, but you feel bad about it. If there are no objections I'll take a look at FOSE and see what I can figure out.(unless Harmy has detailed instructions on what to do) Otherwise Ill keep this mod non-FOSEd and just revert the owned items back to being handplaced.


I agree that unfound loot / food should NOT effect owned items. It makes sense that "owners" would have more stuff stashed around their living/work space as it reflects them scavanging the wasteland more.
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Cash n Class
 
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Post » Fri Nov 05, 2010 3:53 pm

Thank you all for your input, I reget to say that I have been unable to work on this mod for several days and my ability to do so in the future has been severley truncated. I've been hit by a very large shift in my real world responsibilities and will no longer be able to spend the hours on end modding as I have been. I do intend to keep modding, and perhaps even get some time to play a little, but no where near the extent i have been. I have a number of smaller projects that I hope to finish and release in the coming months, but where does this leave Savage Wasteland? The options I see are to drag out the release until such time as I am able to finally finish it, or have some other modder(s) take what I've started and continue the work. I've spent a lot of time working out the equations and would happily turn over my work to anyone willing to put in the time to finish. I would'nt want to completley step back from the project and hopefully I can get my worldly issues under control to where I can get back to intense modding again, but that could take a while. If anyone has any other ideas or would like to pitch in, let me know. I care more about having a high quality mod available than I do about whos name is on it.
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Horse gal smithe
 
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Post » Fri Nov 05, 2010 5:28 pm

Awww, well happy scavving in real life, stevedog :)
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krystal sowten
 
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Post » Fri Nov 05, 2010 9:53 pm

So I went through those two areas that I had crashes in before and some indeed had UL in their name. I noticed though that if I saved at that point and reloaded that the items were gone when I came back to the game, and everything was fine after that.

So if you don't have the time to finish the mod the way you really want to, could you at least give us a fixed version of what you've posted so far?
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Naughty not Nice
 
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Post » Fri Nov 05, 2010 4:07 pm

Try making it fook 2 and FWE compatible.
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Jennifer May
 
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Post » Fri Nov 05, 2010 12:09 pm

wish somebody would pick this mod up. looks very promising.
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lolli
 
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Post » Fri Nov 05, 2010 1:37 pm

So I went through those two areas that I had crashes in before and some indeed had UL in their name. I noticed though that if I saved at that point and reloaded that the items were gone when I came back to the game, and everything was fine after that.

So if you don't have the time to finish the mod the way you really want to, could you at least give us a fixed version of what you've posted so far?


I've had a few other reports of CTDs. In those specific areas all the unfound modules will have the ULItem issues, but Unfound Meds is the only one that uses globals in the script and I'm suspecting that is the cause. I'll be looking into this some more but I've not experienced the CTDs myself, hopefully the minor fixes I made on my end fixed this problem and I just need to release them.

I actually could have another release soon, come to think of it. I've merged all the Unfound Loot mods together so there would be Unfound Loot - High, Unfound Loot - Med and Unfound Loot - Low and they would cover Ammo, Explosives, Food, Meds, and all Weapons at equal rarity levels. It would only take a few hours to get that put together, though to be honest I don't think I spent a hour in the GECK total over the past few weeks. But the good news is that my son was able to come home from the hospital much earlier than originally planned (I'm looking at the little guy as I type) so I no longer have to spend half my day driving back and forth all over town and that will actually give me some free time for myself, to do the things I like to do. And I like modding! I still won't be able to have my nice 3-5 hour long modding sessions 3-4 times per week like I used to, maybe in a few months time I can get back there, but an hour or two per week would'nt be too unreasonable. Though if there are any modders interested in working on this I'm open to it, because there is still a lot to do to get it up and running the way I want it. So Tamaran, if your still interested in helping with the DLC (or anyone else interested in any part of it), PM me.

@thisiswar
This mod should already be compatible with FWE and FOOK2 as I had done early testing withe them. Now both mods have been updated since then so there could be some issues I don't know about. I do plan to make a FWE patch for adding FWE specific items to the random loot feature, once that is done the pattern would be in place to make a similar patch for something like FOOK.
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Nichola Haynes
 
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Post » Fri Nov 05, 2010 3:49 pm

I'm pleased to hear things are going better now. It would be great if you could release an updated version of the current mods. They work fine they way they are now, we don't really need any fancy menu in order to configure them. That could be something that's added when the rest of it is up and running. I'd also like to see the weapon components included as well. It seems particularly odd now having so many of them lying around when everything else is so scarce. As for Gun-wielding Maniacs, would it not be possible to attach a script to the various characters in the game so that OnDeath the guns in their inventory are replaced with pieces of Scrap Metal? That would give you less guns in the world without necessarily nerfing the enemies you encounter. That's the approach The Nice One has taken in his Oblivion mod, Enhanced Economy, and it works quite well.
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Destinyscharm
 
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Post » Fri Nov 05, 2010 10:25 pm

So I've just reached Underworld using the Unfound Grub mod and I've noticed that Tulip barely has anything on the shelves behind her. It seems to me that you might have been a bit carried away there. That's her stuff and while it's possible for the player to take it, there's a pretty hefty price to pay for doing so. You'll end up with the entire Underworld shooting at you if you do, not to mention a karma hit. I really think you should just leave owned objects alone. It's not free loot like the stuff you come across in an area, there's a consequence for trying to take it. Sometimes a severe one, like in this situation. I've noticed an opposite thing with explosives. While it makes sense that you don't touch items that are part of some trap, I've been noticing items that are just lying around that are not really meant to inflict any harm on the player. It's just loot to be picked up. Explosives that are simply part of some stash should be treated just like any other weapon in the game. I've had no problem keeping myself supplied in Grenades and Frag Mines because those never seem to be removed from any cell. Same with Bottlecap mines. There's one lying on pretty much every Workbench I've come across so far. Since I'm now using the Extreme version of Unfound Weapons, they should be pretty rare, just like Assault Rifles etc.
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GPMG
 
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Post » Fri Nov 05, 2010 12:02 pm

It will take a little while to go back through and set all the owned items back to normal but it will be for the better. If I feel ireally need to steal something I usually just "grab" the items and pile them in some remote corner so nobody sees me taking them :shrug: Maybe there should be a mod to address this little gamplay mechanic.

Unfound Explosives was seperate from the Unfound Guns but I'm pretty sure I did'nt get get rid of any mines that were supposed to harm you, but in play testing I only found one bottlecap mine on a workbench, which is good because who went through all the trouble to gather the parts just to leave it sitting there?

I started to setup the Unfound Loot - Complete esps for the interim release and its going much faster than I thought. There is really only one line changed in the scripts to change the rarity. its just that there are a lot of scripts.

I've played a bit with The Nice Ones mod, both in Oblivion and in the CS. I don't know how interchangeable the scripts would be but I would be interested in finding out.
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Laura Richards
 
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Post » Fri Nov 05, 2010 9:33 pm


I've played a bit with The Nice Ones mod, both in Oblivion and in the CS. I don't know how interchangeable the scripts would be but I would be interested in finding out.



I'm guessing that it wouldn't be that hard to replace any guns with Scrap Metal. If you have a script that uses the OnDeath function, you could just use the RemoveItem/AddItem commands using a form list with all the guns in the game. Then just attach it to the templates for the various gun-wielding maniacs in the game. Of course I'm no scripter but it seems like that should work. If so, you'd only need one script for all the NPCs in the game.

BTW, I might be seeing another problem with the Unfound Food mod. Nuca Cola Quantum's are now so rare that it might be impossible to gather enough to complete the Nuca Cola Challenge quest. They're already quite rare so it might be a good idea to skip those.
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QuinDINGDONGcey
 
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Post » Fri Nov 05, 2010 1:16 pm

I’ll have to play with those script commands and see what they can or cannot do. Though rather than replace with scrap metal I’d probably want to replace with either a broken weapon (weapon health = 0) or create line of “destroyed” weapons similar to FWEs worn weapons. These would be weapons that have a max health of 1 so they could never be repaired to a state of practical use, but they could be used to slightly repair functional weapons. Maybe make the max health of each just enough to fire a single round and then it breaks.

Or imagine this:
You’ve fought your way through a raider camp and found only a few morsels of food, some dirty water and just enough broken equipment to hobble together pistol that may only last a shot or two, certain that your ammo supply will outlast the weapon you’ll be forced to really think about where and when to use it. Some of the more powerful weapons, shotguns and assault rifles, won't hold together as well as some smaller caliber easier constructed weapons, like a Chinese or .32 pistol. So when that Scorp or SuperMutant come barreling down the slope you grab the assault rifle and giv a quick 5 round burst, throw it away and equip a Chinese pistol which only lasts for 7 shots and now the injured beast is right on top of you and the only thing left to stop it is a rusty knife and the leather jacket your'e wearing.

Now tell that wouldn't be cool!


I debated a bit on both the Quantum and SugarBombs, if you don't have Broken Steel then finding Quantums will be a real bear. I've thought about including a variable that increases your chances of finding Quantums once the quest is activated, I'd have to wait and see how well adding Quantum to the Random Drink list works out.
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Baylea Isaacs
 
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Post » Fri Nov 05, 2010 11:49 pm

Though rather than replace with scrap metal I’d probably want to replace with either a broken weapon (weapon health = 0) or create line of “destroyed” weapons similar to FWEs worn weapons. These would be weapons that have a max health of 1 so they could never be repaired to a state of practical use, but they could be used to slightly repair functional weapons. Maybe make the max health of each just enough to fire a single round and then it breaks.


Yes that would work too, the destroyed weapons part I mean. Though Walter probably won't be pleased with that arrangement. :laugh:

It doesn't really make sense that after 200 years, every gun in the game is fully functional. I'm sure after that amount of time, the elements have taken their toll and made some of them pretty much useless, if not completely. Guns do rust after all. While you might be able to get the odd spare part from them, as a weapon they wouldn't be worthwhile.

I debated a bit on both the Quantum and SugarBombs, if you don't have Broken Steel then finding Quantums will be a real bear.


Even with Broken Steel though, it means blowing a perk just to complete a minor quest. I can certainly think of better things to take at that point. Even without Unfound Grub, it took me a long time to come up with enough Quantums to finish that quest, starting from the very beginning of the game. It looks like it's going to be pretty much impossible now. I'm working on level 11 and I only have 4 of them so far.

I think Sugar Bombs are fine as they are. It's not really a quest, just a way to make a few caps. And they do come up in the vendor lists from time time to time so you can still come across them. I was pleased to see you didn't remove the ones that were part of that bizarre trap in the grocery store. I was kind of wondering whether you would or not.
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Greg Swan
 
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Post » Fri Nov 05, 2010 3:27 pm

I think that at his age Walter is used to disappointment.

Though now that I've thought about it a bit there is nothing stopping me from adding destroyed weapons to the leveled lists and having raiders that only fire a few shots at you then switching to melee, well I havn't actually created them yet so I guess that would be stopping me but after that I could add them. Is there anyone out there good at making textures/models? I'd love to see the these weapons with holes rusted in them and pieces missing or even just looking like they are held together by rubber bands and duct tape.
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LuCY sCoTT
 
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Post » Fri Nov 05, 2010 8:21 am


Though now that I've thought about it a bit there is nothing stopping me from adding destroyed weapons to the leveled lists and having raiders that only fire a few shots at you then switching to melee, ...


That still wouldn't solve the "Don't bring a sword to a gunfight." problem. To be the most dangerous, they need to be able to shoot back at you right until they die. Then you can make their guns disabled. If I have a working gun and they don't, that puts the odds strongly in my favour. As it is now, if I see a Raider that only has a Baseball Bat coming at me, they're either dead before they reach me or close to it. If they have a gun though, I need to duck for cover and try to avoid getting hit by their bullets.
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Laura Mclean
 
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Post » Fri Nov 05, 2010 2:34 pm

That still wouldn't solve the "Don't bring a sword to a gunfight." problem.


I somehow keep coming back to that issue!

I think I may have been looking at this the wrong way, I should be asking "Where do y'all get these guns you keep bringing to knife fights?" In my game guns and ammo are not found just laying around in the open, hardly any NPCs have them on thier person and I can't afford to buy any. The only part of that not covered by Savage Wasteland is the purchase price of firearms, is that where I need to go next? I could play with the vendor lists to make guns and ammo more rare, I've not been adjusting prices because I was concerned with compatability. I'm using a mod that alters the formula used for batering and it raises all prices accross the board, while this has the intended effect of making bullets cost about 50 caps a piece and badly damaged .32 pistols sell for about 1200 in my game it also make selling scrap metal to Moria more profitable than selling it to Walter. Unless there is some secret way to obtain firepower that I don't know about then adding this type of dynamic to Savage Wasteland would be the next step.
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jessica breen
 
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Post » Fri Nov 05, 2010 9:00 pm

The only part of that not covered by Savage Wasteland is the purchase price of firearms, is that where I need to go next?


Probably. While your changes go a long way to reducing the amount of caps I have, I can still afford to buy whatever I need from the vendors. It's just the high-ticket items I'm having to work for, like the Workbench etc. and the WMK components. I have adjusted my buy/sell modifiers, among other things, but not as much as you by the sounds of it. I basically only changed them enough to balance out the amount of caps I could earn in the game with what I could actually purchase. I don't quite remember all of my ammo prices but I do know that one round of .44 Magnum shells costs me about 7 caps, as does Shotgun shells, both of which are the most costly ammo in the game. And frankly, I'm fairly happy with the balance I've come with for the most part. I'm working at 12th level and I still haven't made enough caps to buy my own Workbench yet. That's quite a change from the vanilla game. Ordinarily by now I'd probably have something like 12,000 caps stuffed in a drawer somewhere, since I wouldn't know what to spend it on, and in my game caps have weight. So the Gun-Wielding Maniacs component is going to play out much differently for me than it does for you, as I'm still armed to the teeth. You have to be able to take that into consideration as well. Not everyone will like having to go out into the Wasteland armed with nothing but a Combat Knife. I may as well go and play Oblivion if that's the kind of combat I want.

Maybe you should consider a couple of options for that part then, a Melee Raider approach like you currently have for people who like playing the way you do, and a broken weapons approach for people who are basically gun-wielding maniacs themselves. Doing it that way would appeal to a very broad range of players at least.
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A Dardzz
 
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