[WIP]Savage Wasteland 2.0

Post » Fri Nov 05, 2010 5:38 pm


Anyway, I use these numbers and find they do the trick:
fBarterBuyBase: 5.0
fBarterBuyMult: -4.0
fBarterSellBase: .1
fBarterSellMult: .7
You will find a huge difference in your finances. I have even found myself putting the odd point in Barter at lower levels!

Another suggestion is to reduce the ridiculously large carry weight. That stops you from grabbing every damn thing that isnt nailed down and becoming a pack rat. I currently use a base weight of 60 and augment this with a backpack. When I loot its mainly looking for the odd rare bullet to supplement my meagre stock.
Using a bullet weight mod is also a big help. No more hauling around thousands of rounds of 5mm that I don't even use!



Yes, I've done all that, except for the reduced carry weight. Which I would find frustrating frankly. I've also done more, like cut the amount of gold I get for Pre-War books in half, tripled the repair cost for my gear, increased the cost of the household stuff. My latest move is to make Bottlecap Mines cost 10x as many caps to make, up to 100 caps now instead of 10. I've also increased their weight. How much sense does it make that you need a Lunchbox and a Sensor Unit for them, with a combined weight of 3 lbs, yet the mine itself only weighs .5 lbs? I've also increased the weight of the other mines, and their cost. Why is a Frag Mine that's 3x the size of a Grenade and more powerful the same weight and cost? I've doubled both. There's some other things I've done as well, but it's still nice to have that reduced stuff from the areas I visit that the Unfound mods provide. I'm finally starting to find the kind of balance I've been looking for after all that


How about http://www.fallout3nexus.com/downloads/file.php?id=9022?


Excellent, thanks. I'm glad you can still find the time to work on this mod.
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Jessica Raven
 
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Post » Sat Nov 06, 2010 12:55 am

I’m still going but at a much slower pace, this latest release could have been done a week ago, with the owned items reverted back and a menu system. I’ve had more time to mod than I thought I was going to have a short while ago, but still not a whole lot of time.

Long story short:
Kid got sick, Docs said it’s most likely “A” or “B” but just in case we’ll run a test for “C”. The “C” test came back positive and the doc said 2-5 months of treatment, most if not all that time spent in the hospital. Docs 2-4 concurred and I spent all free time at the hospital, taking a moment to post here that I’d have to stop working on this mod. New Doc comes in and says “You don’t really need to be here for the whole time” and changed treatment to meds at home and doctor visits 1-2 times a week for 6-18 weeks. Kids are now happy, Parents take turns sleeping.

Back to Mod info:
Why, after 200 years, is every box of ammo still full? How is the gunpowder still good?
I’m thinking of creating boxes of ammo that only have a few rounds in them and putting them on the Random Loot lists, I’ve figured out a way to narrow the selection in the Random Loot script so, in the case of ammo, the menu options would be something like:

Off (a box of 10MM will always be a box of 10MM)
Narrow Selection (a box of 10MM could be .32, .44, 5MM or any like ammo that is an actual bullet)
Wide Selection (a box of 10mm could be a any form of ammo from BBs to Fusion Cells)
Full Selection (Same as Wide but would include partial ammo boxes)
Savage Selection (Same as Narrow but would only be partial boxes)

Now obviously a rocket or grenade is what it is and can’t be made partial, but they could be made into Duds. I have a few ideas as to how this might be done, but I’ve also been reading up on the various FOSE commands to see if there is an easier more efficient way. One question though, do you want the ammo boxes to be identified as “partial” or “3 Rounds” when you look at it or should the box just say 10MM Ammo and you just get what you get without knowing? (though I think the message in the top corner might still say “4 rounds of 10MM added” or whatever) Or, if possible, if you come across a pile of grenades they all say “grenade” unless you have a high enough Explosive skill then some say “grenade” and some say “grenade-dud”? If possible I’d also like to add dud rounds to the ammo boxes (pick up a yellow box of 10MM and get 2 rounds added to your Ammo screen and 1 round of “10MM Dud” added to the Misc screen) and also to containers and maybe to NPCs.
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Dark Mogul
 
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Post » Fri Nov 05, 2010 5:50 pm

One question though, do you want the ammo boxes to be identified as “partial” or “3 Rounds” when you look at it or should the box just say 10MM Ammo and you just get what you get without knowing?


The info we see should be as accurate as possible. If I read 10 rounds of 10mm ammo, that's what I'd expect to show up in inventory.

Or, if possible, if you come across a pile of grenades they all say “grenade” unless you have a high enough Explosive skill then some say “grenade” and some say “grenade-dud”? If possible I’d also like to add dud rounds to the ammo boxes (pick up a yellow box of 10MM and get 2 rounds added to your Ammo screen and 1 round of “10MM Dud” added to the Misc screen) and also to containers and maybe to NPCs.


How would you know that just by looking at? If the gunpowder inside has become useless, there's no way of telling just by looking at the casing. You wouldn't know until you actually tried to use it. Even a high Explosives skill is not going to give Xray vision in order to look inside a grenade case. It might actually be interesting if you had a misfire with your gun because the bullet you were using was no good anymore. I'm not sure if you could work that in somehow though. You'd probably need a special script and maybe a unique sound to let you know it was a misfire.

So I was hoping you'd use a global for the random variable like you did with Unfound Grub. It would have made it alot easier to change my odds to 8% instead of 10% per Luck skill point. What exactly do these new globals do exactly?
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kirsty joanne hines
 
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Post » Sat Nov 06, 2010 1:03 am

I'm still enjoying the Unfound Grub plug-in, is it getting any updates (to deal with food in containers or whatever) or will you leave it as it is?
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Breautiful
 
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Post » Fri Nov 05, 2010 4:57 pm

I'm still enjoying the Unfound Grub plug-in, is it getting any updates (to deal with food in containers or whatever) or will you leave it as it is?


All the unfound items have been combined together in this latest release, including grub. So this new version is an update of that mod as well. No containers, just hand placed loot, but it at least fixes the bug that sometime came up with UL labeled items that would cause a crash if you tried to pick them up.
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Add Me
 
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Post » Fri Nov 05, 2010 10:04 pm

How would you know that just by looking at? If the gunpowder inside has become useless, there's no way of telling just by looking at the casing. You wouldn't know until you actually tried to use it. Even a high Explosives skill is not going to give Xray vision in order to look inside a grenade case. It might actually be interesting if you had a misfire with your gun because the bullet you were using was no good anymore. I'm not sure if you could work that in somehow though. You'd probably need a special script and maybe a unique sound to let you know it was a misfire.



Well if you were really an explosives expert you could tell!

Unfortunatly if I were to make dud items they would have different FormIDs so no matter how I named them they would always show up as seperate item in your inventory. About a year ago I had played around with adding different types of ammo (AP, JHP, FMJ) and came up with a neat little Ammo Swapping script, but I could never figure out how to get Armor Piercing rounds to actually pierce armor (although... your're not really shooting at the armor.. you're shooting at the guy inside it... hmmm)

Anyway, I could maybe instead of having rounds marked "dud" they could be marked "dud?" so you could try using them if you wanted, but you may not like the results. I'll have to mull that one over. I know I have, in real life, thrown out my fair share of bullets because I didn't like how they looked and didn't want to use them.


So I was hoping you'd use a global for the random variable like you did with Unfound Grub. It would have made it alot easier to change my odds to 8% instead of 10% per Luck skill point. What exactly do these new globals do exactly?


I actually have several versions of this Unfound Loot on my computer, the one that uses the globals also has the ingame menu and isn't quite ready yet. I'm planning my next release to have the basic menu system, i'll add more features later on, and owned items set back to being owned. That should be ready sometime next month. The version I used to create this latest release was built from the Random Loot version, and while I deleted all the scripts and globals associated with Random Loot, if you're seeing globals in it then I may have missed some. (oops!!)

I'm still enjoying the Unfound Grub plug-in, is it getting any updates (to deal with food in containers or whatever) or will you leave it as it is?


Unfound Grub is still in there, it just has all the rest of the items as well. I will be addressing containers in the near future.

but it at least fixes the bug that sometime came up with UL labeled items that would cause a crash if you tried to pick them up.


That it does! (I hope)

If anyone come across any ULItems please let me know.
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stephanie eastwood
 
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Post » Sat Nov 06, 2010 3:26 am

Well if you were really an explosives expert you could tell!
'

How? Both bullets and grenades are encased in metal, so how would you be able to determine what state the gunpowder was in without opening them up first? Sure, they might be rusty and have more of a chance that the casing has been compromised somehow but that's about the only way, and even then it wouldn't be a positive thing. They're still finding unexploded shells from WW2 in Europe that are still active, even though they no doubt look like crap after all these years.

Unfortunatly if I were to make dud items they would have different FormIDs so no matter how I named them they would always show up as seperate item in your inventory.


Yes, I kind of figured it would require a separate item and so be unstackable, but what if you were to attach a script to them so that there would be a chance they wouldn't work when you used them, based on your random settings? With Grenades they'd simply not blow up, or at least with only a very limited force. Just enough to destroy the grenade itself. And with bullets it would be like having your gun being jammed and you can't fire again until you reload your gun, removing the dud cartridge from the barrel in the process. Maybe having a clicking sound like the hammer hitting the cartridge but no bang from the bullet going off, and that keeps happening until you reload again.
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Jason King
 
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Post » Sat Nov 06, 2010 4:20 am

All the unfound items have been combined together in this latest release, including grub. So this new version is an update of that mod as well. No containers, just hand placed loot, but it at least fixes the bug that sometime came up with UL labeled items that would cause a crash if you tried to pick them up.

Ah okay. I'm good with including the other hand placed loot, as long as the container loot is still a separate plug-in because those are more likely to cause conflicts with other mods that alter the scarcity of supplies. Instead the Unfound Loot mod is a nice addition to that. :)
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Lil'.KiiDD
 
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Post » Sat Nov 06, 2010 4:20 am

but I could never figure out how to get Armor Piercing rounds to actually pierce armor (although... your're not really shooting at the armor.. you're shooting at the guy inside it... hmmm)


You use Object Effects placed on the weapons. Damage Health so and so much damage. This unforunatly means that you will always do full damage, but thats the prive you will have to pay. If you want an example and a way to make sure that the whole damage goes through, take a look at my Gauntlet Fix By Harmy52 on the Nexus.
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Katharine Newton
 
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Post » Fri Nov 05, 2010 10:50 pm

Ah okay. I'm good with including the other hand placed loot, as long as the container loot is still a separate plug-in because those are more likely to cause conflicts with other mods that alter the scarcity of supplies. Instead the Unfound Loot mod is a nice addition to that. :)


Well I'm planning on merging all the pieces of Savage Wastland together so that it is just one plugin. But this does lead me to ask what item rarity mods users of Savage Wasteland are currently using. I use FWE myself, and after much digging around I have found a way to make my container rarity component and the FWE rarity component to function so flawlessly together that you will be able to swap out between the two methods in game. It seems that alot of you are also big fans of Arwens Realism Tweaks, I've not played around with that one as much but I'd like to mainatin the same type of compatability. Especially because I saw that Arwen was working on adding Luck as a variable to Less is More.


You use Object Effects placed on the weapons. Damage Health so and so much damage. This unforunatly means that you will always do full damage, but thats the prive you will have to pay. If you want an example and a way to make sure that the whole damage goes through, take a look at my Gauntlet Fix By Harmy52 on the Nexus.


I took a look at what you did in your Gauntlet Fix and I definatley see the trade off you're talking about. I'll have to run a series of tests (which might take me a little bit) but I may have a solution to "bypass" the armor the target is wearing, even if the target is you! :evil:
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Cheryl Rice
 
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Post » Fri Nov 05, 2010 3:31 pm

Well I'm planning on merging all the pieces of Savage Wastland together so that it is just one plugin. But this does lead me to ask what item rarity mods users of Savage Wasteland are currently using. I use FWE myself, and after much digging around I have found a way to make my container rarity component and the FWE rarity component to function so flawlessly together that you will be able to swap out between the two methods in game. It seems that alot of you are also big fans of Arwens Realism Tweaks, I've not played around with that one as much but I'd like to mainatin the same type of compatability. Especially because I saw that Arwen was working on adding Luck as a variable to Less is More.

I'm using Arwen's, and I also think (but I'm not entirely sure) that the Real Injuries mods tweaks the (lack of) scarcity of stimpaks.
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sally R
 
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Post » Fri Nov 05, 2010 6:19 pm

Well I'm planning on merging all the pieces of Savage Wastland together so that it is just one plugin. But this does lead me to ask what item rarity mods users of Savage Wasteland are currently using.


I'm currently using a modified Low version. I just went through all the scripts and changed the .10 value to .125, so I'm somewhere in the middle between medium and low. Using all scripts this time had one advantage, I set the Quantum value to .001 so they should pretty much always appear now.

And I'm in agreement with povuholo about keeping the container loot separate in a future release. If I want to make an adjustment to them, it's easy enough to do myself if I want to. And I already have in some cases. But the hand placed stuff I'm kind of depending on this mod to take care of for me.
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FABIAN RUIZ
 
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Post » Fri Nov 05, 2010 6:13 pm

And I'm in agreement with povuholo about keeping the container loot separate in a future release. If I want to make an adjustment to them, it's easy enough to do myself if I want to. And I already have in some cases. But the hand placed stuff I'm kind of depending on this mod to take care of for me.

agree with this as well. FWE and ART already deals with the container loot and users might not want another mod to touch those too. Im into this mod for the placed loot as well.
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suniti
 
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Post » Sat Nov 06, 2010 3:10 am

I have a way to allow players with FWE to swith between FWE Container Rairty and Savage Wasteland Container Rarity. I have also done the same for players who use Arwens Less is More.After some more number crunching and experimenting I believe that I could do both in the same plugin. But I won't be doing that. It occurred to me that all players would have to update to the latest versions of ART or FWE right now and not upgrade untill I do. So I will make the Savage Wasteland conatiners aspect a seperate plugin. To accomodate this I'll also be splitting Savage Wasteland into an ESM/ESP combo. Having an ESM will let me change and upgrade much easier, with the slight draw back of having to take the extra time right now to splitup the info in all the plugins I've got right now.
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Lory Da Costa
 
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Post » Fri Nov 05, 2010 3:34 pm

A bit of an update, this is one of those good news/bad news bits. On the upside I have reverted all the owned items in the game back to thier original state and Unfound Loot will no longer affect them. I have also setup Globals for all the item types so that they can be changed in game via menu, the menu options allow you to turn Unfound Loot off for each item type (All items will appear as normal) and to adjust the chance of finding loot by setting the Percent Per Luck modifier from 0%-10% in 0.5% increments. On the downside my Fallout 3 has decided that it no longer wants to work for me, when I start the program it goes through all the loading screens and brings me to that image of the person in power armor, but it never brings up the menu so there is nothing for me to click on to start/load/continue a game. This means that untill I can get that figured out I will be unable to playtest anything, I can still do all my work in the GECK, but I'll have no idea if it atually works or not.
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Tom Flanagan
 
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Post » Sat Nov 06, 2010 4:39 am

On the upside I have reverted all the owned items in the game back to thier original state and Unfound Loot will no longer affect them.


Good move, leaving the owned stuff is a much better approach as far as I'm concerned.

I have also setup Globals for all the item types so that they can be changed in game via menu, the menu options allow you to turn Unfound Loot off for each item type (All items will appear as normal) and to adjust the chance of finding loot by setting the Percent Per Luck modifier from 0%-10% in 0.5% increments.


Mmm, globals. No more going through a gazillion scripts trying to create my own values.

On the downside my Fallout 3 has decided that it no longer wants to work for me, when I start the program it goes through all the loading screens and brings me to that image of the person in power armor, but it never brings up the menu so there is nothing for me to click on to start/load/continue a game.


A reinstall should do the trick. A bit of a pain of course, but sometimes I find it's a good idea just for cleaning things up. My folders tend to get kind of cluttered from all the stuff I put into them, though I no longer use the mod that added it. I'm in no rush myself, this latest project is going to keep me busy for awhile. You should see my homes now, you'll be surprised.
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Kim Kay
 
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Post » Fri Nov 05, 2010 8:04 pm

After a bit of playing, tweaking and relearning I think I’ve almost got my modded Fallout back to where its playable again. I just deleted everything and reloaded, I seem to be missing quite a few pipboy icons and the texture replacers don’t seem to have replaced anything, but everything else seems to work, enough so that I can get back to work on Savage Wasteland. The only thing left to do for the next release of Unfound Loot is to finish the menu system. I’m also working on the next version of Fewer Gun Wielding Maniacs, out of fear of screwing it up and losing all my hard work I’m doing it one faction at a time, so far all that’s done are the Raiders.

I’ve been going over the list of miscellaneous items found in the game and have started to break them up into sub-categories to make that part of Random Unfound Loot flow a bit better. This way teddy bears don’t end up on workbenches and hospital carts don’t have cherrybombs next to the scalpels. Going one step further, I’m thinking of using these categories to help give bobbleheads and skillbooks the Unfound Loot treatment. Basically anywhere there is supposed to be a bobblehead, with Unfound Loot it may or may not be there. Wherever there should be a skill book there will now be a chance to find the skill book or related bobbleheads or nothing at all. There will be a chance to find skillbooks anywhere miscellaneous objects are placed, semi themed to where they would make sense. (Journal of Medicine in an area with medical items, Tumblers Today where there are tools, Grognak the Barbarian where there are toys…) The upshot would be that you would no longer just be able to go right to the known locations to get your favorite bobbleheads/skillbooks, the down side is that low luck characters stand a good chance of never finding all the bobbleheads/skillbooks. (though high luck characters my find more than 25 skillbooks) I’m still playing with the formulas, I’m not entirely happy with how the bobbleheads would spawn, but if I can get this figured out does anyone have any good reasons not implement something like this?
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Princess Johnson
 
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Post » Fri Nov 05, 2010 6:31 pm

The upshot would be that you would no longer just be able to go right to the known locations to get your favorite bobbleheads/skillbooks, the down side is that low luck characters stand a good chance of never finding all the bobbleheads/skillbooks. (though high luck characters my find more than 25 skillbooks) I’m still playing with the formulas, I’m not entirely happy with how the bobbleheads would spawn, but if I can get this figured out does anyone have any good reasons not implement something like this?


While I like the overall idea, I'm not that crazy with the possibility that I'd lose out on some skill books and Bobbleheads overall. I'd rather have the same number we get now, but they would just appear in random locations. If you do want to do it the way you intend to, I'd rather you added the option of turning that part off, or making it a separate plugin altogether. I already have that randomized Bobblehead mod I sent you so I would just use that one instead, and settle for known skill book locations. I've drastically lowered my overall skill points, making skill books fairly important for my character's development in the game. I don't want to have to start readjusting in order to compensate for their possible loss, especially since I can never be sure how many to expect.
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Chantelle Walker
 
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Post » Sat Nov 06, 2010 3:36 am

While I like the overall idea, I'm not that crazy with the possibility that I'd lose out on some skill books and Bobbleheads overall. I'd rather have the same number we get now, but they would just appear in random locations. If you do want to do it the way you intend to, I'd rather you added the option of turning that part off, or making it a separate plugin altogether. I already have that randomized Bobblehead mod I sent you so I would just use that one instead, and settle for known skill book locations. I've drastically lowered my overall skill points, making skill books fairly important for my character's development in the game. I don't want to have to start readjusting in order to compensate for their possible loss, especially since I can never be sure how many to expect.


Sorry Steve I have to agree with Belanos regarding bobbleheads. There are loads of different mods that make changes to them. If you make it a option then at least people have choice whether to use it or not.
Now skill books are another matter, maybe a option to randomise and different levels of rarity would do the trick.
:-)
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Carys
 
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Post » Sat Nov 06, 2010 1:58 am

I can see where you guys are coming from. This is actually an Idea I’ve had for quite a while, I pick it up every couple of months and kick it around to see if any of the stuff I’ve learned since last time could be applied to make this work. Here’s a bit of the mechanics of what I’m thinking now, we’ll look at specifically the Perception and Lockpick Bobbleheads.

The Lockpick Bobblehead could be in its vanilla location or it could be at any of the 25 Lockpick Skill Book locations, thus there would be 26 chances to find the Lockpick Bobblehead.

The Perception Bobblehead could be in its vanilla location or it could be at any of the Energy Weapons, Explosives or Lockpick Skill Book locations, thus there are 76 chances to find the Perception Bobblehead.

If you go to a location that would normally have a bobblehead the system will roll a random number and compare it to your luck to decide if you get the bobblehead or not, at locations normally containing a skill book you will have the same luck roll to determine if an item spawns and a second random number to determine if you get the Attribute Bobblehead, Skill Bobblehead or Skill Book. If the bobblehead does not appear then a global variable could be used to track the number of chances you have left, it would go from 26 to 25 for lockpick for example. Once the global shows that your number of chances has been reduced to say 5 then that starts boosting your chances to find it. From the numbers above this would mean that if you have already visited 75 possible locations for Perception Bobblehead and it has not spawned then it will automatically be placed at the 76th location. How that would work if you have also not yet found the appropriate Skill Bobblehead I don’t know yet. I don’t want to have a chance that a bobblehead could be removed from the game entirely, skill books on the otherhand I’m personally not altogether worried about. (I never found them all anyway)

Hopefully this is a better explanation of what I’m thinking. If this changes anyone’s mind a bit let me know, regardless I’m still looking at enabling/disabling this feature via ingame menu.
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I love YOu
 
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Post » Fri Nov 05, 2010 5:17 pm

I’m still looking at enabling/disabling this feature via ingame menu.


not rushing but whats a ETA on the next version ?
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kevin ball
 
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Post » Sat Nov 06, 2010 6:10 am

All the items are placed in worldspace, all the globals are in place, all the items have the new globals added to thier scripts, all the message boards for the options menu have been setup... I think all thats left to do is to write the script for the menu system. For those of you familiar with creating menus its all that stuff that looks like:

if getbuttonpressed == 1
set variablex to variablex - 1
elseif getbuttonpressed == 2
ShowMessage Menumessage3
set MenuLevel to 3


And then of course I have to play test the whole darn thing!

So really it shouldn't take that long.
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Jack Walker
 
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Post » Fri Nov 05, 2010 6:17 pm

If this changes anyone’s mind a bit let me know, regardless I’m still looking at enabling/disabling this feature via ingame menu.


It would be nice if you could separate the Bobblehead and skill books option. I don't mind your approach for the Bobbleheads, but I don't like the idea of there being a chance of losing out on the skillbooks. I want there to always be the same number in the game as there are now, they'll just end up in random locations.
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daniel royle
 
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Post » Sat Nov 06, 2010 2:56 am

It would be nice if you could separate the Bobblehead and skill books option. I don't mind your approach for the Bobbleheads, but I don't like the idea of there being a chance of losing out on the skillbooks. I want there to always be the same number in the game as there are now, they'll just end up in random locations.


The whole random location thing sounds like a good idea but needs to be a option in the menu
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BrEezy Baby
 
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Post » Sat Nov 06, 2010 2:26 am

The whole random location thing sounds like a good idea but needs to be a option in the menu


Well that's what we're discussing. Steve Dog has already mentioned he was going to make it an option, I'm just requesting he take it one step further and separate the two items. One option for Bobbleheads, another for skill books.
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JAY
 
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