[WIP/REL] Savage Wasteland 2.0

Post » Sat Feb 19, 2011 4:27 am

I had it in my notes to create an option to use the High, Medium, Low and Extreme settings like I started with the mod. The way I had planed to implement it was to have the Unfound Loot menu open with the options: High, Medium, Low, Extreme and Custom. Then under Custom would be all the Unfound Catagories and each would again have the High, Medium, Low, Extreme and Custom options. Custom from there would give you the +/- buttons like you currently have. I figured that the High Med Low buttons would be fairly easy so I started the menu script with the Custom Options and when it all worked I was so excited I just released it like that. It's not that I didn't want to have those options in there.

If anyone thinks there is easier or more intuitive way to setup the menu, let me know.
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GRAEME
 
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Post » Sat Feb 19, 2011 3:56 am

I had it in my notes to create an option to use the High, Medium, Low and Extreme settings like I started with the mod.


I'd find that a bit too broad myself. I have mine set to 8% for each point of Luck, rather than the 10% you had for Medium, so it would be nice to have a global option that would allow me to set everything at that rate rather than go through each item type.
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Crystal Clear
 
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Post » Fri Feb 18, 2011 7:34 pm

You know, if you really want to make things Savage, you might want to consider expanding your Unfound Loot to include things like Ammo Boxes and Med Kits. If you stuck with the unlocked ones, it would at least provide some logical justification for why there's still all that stuff to be had after 200 years of scavenging, and it also would make for a very random game.
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Tinkerbells
 
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Post » Fri Feb 18, 2011 7:30 pm

So any ETA on when you might have the weapon components added? I'm itching for another play through and I'd really like to have those in place. I found myself with an absurd number of Bottlecap Mine parts my last time through, and I was still making too many caps, even with all my various tweaks to money-making.
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Prisca Lacour
 
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Post » Fri Feb 18, 2011 6:53 pm

Well, I’ve already replaced a few thousand items, I just have a few thousand more to go.

My initial time frame was to be the end of this month, however the afore mentioned Tin Cans have made me reevaluate that time frame. There is also a little issue of a certain side project that I’ve been looking into concerning Unfound Set Pieces which I will use to segue into the question about ammo and medical boxes. To apply the unfound loot idea to boxes, shelves, tables and chairs I’ve been playing with a few different ideas. The first and easiest is to set these pieces to Initially Disabled and then have a script to enable them, this would allow me to hand place an item in the GECK with the exact placement and orientation that I would want to see in the game. The downside is that there would not be much variety, the pieces would either be there or not. So I've also been playing with linked refrences and moving objects via script (that would be placing an object behind a wall and then using a script to move it along the X or Y axis so that it is in the room) to see if, for example, the random numbers decide that a bookshelf should not be in the cell then none of the stuff that was on that shelf should appear either but if the shelf does end up in the cell then a seperate set of random numbers will decide on each item placed on the shelf. Also, specific to locked ammo boxes, the deciding factors could be a combination of Luck, Lockpick Skill and Number of Lockpicks in the Players Inventory. Possibly a character with low luck will find that most locked boxes in the wasteland tend to be beyond their skill, however a high luck character my find more low level locked boxes, and should they run out of lockpicks a lot of unlocked boxes. Is all this doable? I say yes. Will it be practical enough to actually implement? I'm still working on that. Will any of this be in the next release? Not if I still hope to heve the next version out by next month.
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Emzy Baby!
 
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Post » Sat Feb 19, 2011 9:51 am

I really like the premise of this mod; I've gotten to the point in the game where I've got lockers stashed to the brim with every weapon imaginable and tens of thousands of rounds of ammunition for everything -- far, far too many guns!

I'd like to see a wasteland more similar to what's seen in the Book of Eli and The Road, where homemade weapons like crossbows and the like are the norm and weapons like the Dad's pistol with only two bullets is a cherished "family heirloom". Along with the changes you mentioned I'd like to see an expansion of more blueprint home-made style weapons like crossbows and musket-style rifles and the like, with most actual violence being done with melee weapons. I thought about making a mod like this myself but it seems a huge undertaking to modify so many loot lists, NPCs and cell items.
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mimi_lys
 
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Post » Fri Feb 18, 2011 10:14 pm

There is also a little issue of a certain side project that I’ve been looking into concerning Unfound Set Pieces which I will use to segue into the question about ammo and medical boxes.


Focus on Unfound Loot, the rest can wait. As for the Ammo Boxes and Medic Kits, it occurred to me that might be redundant since you can get pretty much the same effect by simply adjusting the leveled lists. Maybe you could find a way to add the Luck script to a leveled list. If so, that would be alot easier than manipulating hundreds of Ammo Boxes and Med Kits.

The first and easiest is to set these pieces to Initially Disabled and then have a script to enable them, this would allow me to hand place an item in the GECK with the exact placement and orientation that I would want to see in the game. The downside is that there would not be much variety, the pieces would either be there or not. So I've also been playing with linked refrences and moving objects via script (that would be placing an object behind a wall and then using a script to move it along the X or Y axis so that it is in the room) to see if, for example, the random numbers decide that a bookshelf should not be in the cell then none of the stuff that was on that shelf should appear either but if the shelf does end up in the cell then a seperate set of random numbers will decide on each item placed on the shelf.


I get the distinct impression that you're over-complicating things. You should always try to keep the KISS rule in mind.

and Number of Lockpicks in the Players Inventory.


Well that's definitely redundant since the player can simply Exit on his last attempt and go back to try again. The number of lockpicks someone has in the game is completely meaningless as it stands now.

Not if I still hope to heve the next version out by next month.


Well then, don't worry about it for now. Save all that as a future project.
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Laura Ellaby
 
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Post » Sat Feb 19, 2011 9:29 am

Well that's definitely redundant since the player can simply Exit on his last attempt and go back to try again. The number of lockpicks someone has in the game is completely meaningless as it stands now.


I fully agree, unfortunately none of my attempts address that issue have produced viable results. :shrug:
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Rachel Cafferty
 
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Post » Sat Feb 19, 2011 1:27 am

I fully agree, unfortunately none of my attempts address that issue have produced viable results. :shrug:


That's too bad, I was hoping someone would come up with a mod that only gave the player one chance to hack/pick a lock. It's a bit silly the way they have it implemented now. I end up with all these bobby-pins, but all I really need is just one for the whole game, barring the odd accident. It also make those perks that allow you try again completely redundant since you can never get locked out of anything to begin with.
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Gemma Flanagan
 
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Post » Sat Feb 19, 2011 6:55 am

Just reporting in. I had a minor technical issue with my computer and have hardly been using it for anything other than trying to get it working again, I'm still trying to get the next version of Savage Wasteland out this month, but it will be a hard push. As an added incentive I will not be buying New Vegas until then.
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Cartoon
 
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Post » Sat Feb 19, 2011 12:22 am

Damn, I was hoping you were announcing a new release.

As an added incentive I will not be buying New Vegas until then.


By the sounds of it, you'll be better off waiting for the first patch at least. It seems to be a very buggy piece of software. I don't think I'll be buying it until the GOTY edition comes out at least, if even then. I really don't like what I'm reading about some of the Steam problems that people are encountering. Right now it's a no-sale for me because of Steam but I'll leave the door open for future consideration.
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Georgia Fullalove
 
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Post » Fri Feb 18, 2011 9:57 pm

I recently discovered this mod and tried it out, and so far I really like it. I can't believe it's the only mod out there that increases the rarity of guns in this way (i.e. while maintaining compatibility with mods that actually add a lot more guns). I think it is very important that an RPG has a certain order in which it presents you its items - the first enemies you meet should be using knives and crossbows, enemy types you discover later might carry a grenade or two, and use simple pistols and rifles. And it goes on from there, but most of the high-end weapons simply should only be found in certain factions that have a certain amount of control.
When you first meet Reilly's Rangers or the Talon Company, you should be impressed by their equipment. When the Enclave shows up, you should be crapping your pants and really use all you got just to get hold of one of their weapons.

Anyway, I really hope I can achieve something like that with the customization options of your next version. I'm also looking forward to the new Unfound Loot - it'll hopefully allow me to make scavenging for ammunition and medicine a waste of time. Just a couple of days ago I started my new game, I'm still in Megaton - and I already have 10 shotgun shells, 100 10mm bullets, a sniper rifle with 10 bullets etc. That's not how it should be!
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bimsy
 
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Post » Sat Feb 19, 2011 7:29 am

@ Fearabbit
I’m glad you are enjoying this mod. I was kinda hoping to create a feeling that the BB gun you get at the beginning of the game is actually useful and even gives you a bit of an edge in the early stages of the game, rather than being the first thing you sell when you get to Megaton. I also wanted to make the schematic weapons more viable by putting them in the wasteland in place of real weapons, the downside is that you won’t need to find the actual schematics yourself. (Maybe I could make alternate versions of these weapons that are weaker and put those into the NPC inventories instead?)

For all practical purposes the next version of Unfound Loot is done. I did some playtesting and it seems like the only objects to survive a nuclear war are all made of glass, so bottles, mugs, plates and glasses definitely need to be given the Unfound treatment, but I’ll put that off for a later release. For now I just need to add a Junk category to the Savage Wasteland menu, I tried doing it last night but I kept getting interrupted by all these kids knocking on my door wanting candy. Once I’m able to put together some time to focus on the menu script I’ll finish it up and get it up on the Nexus.
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BethanyRhain
 
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Post » Fri Feb 18, 2011 7:07 pm

Well that's good to hear, I could use a break from Oblivion for awhile. Damn game editors, you end up spending more time fooling around with those than actually playing the game. :brokencomputer:
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clelia vega
 
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Post » Sat Feb 19, 2011 1:59 am

@ Fearabbit
I’m glad you are enjoying this mod. I was kinda hoping to create a feeling that the BB gun you get at the beginning of the game is actually useful and even gives you a bit of an edge in the early stages of the game, rather than being the first thing you sell when you get to Megaton. I also wanted to make the schematic weapons more viable by putting them in the wasteland in place of real weapons, the downside is that you won’t need to find the actual schematics yourself. (Maybe I could make alternate versions of these weapons that are weaker and put those into the NPC inventories instead?)

Well, like I said: I hope that most of what I want will become possible in the next version with the customization options. Right now, it's a very good start, but it's not perfect. The BB gun, for example, is still completely worthless :D But that's also because the game gives you a 10mm pistol right after giving you the BB gun.

Concerning the schematics - it's actually a pretty great idea, but sadly there aren't that many schematics, and the only weapon that seems suitable at all is the Dart Gun. Maybe the Railway Rifle too, but that's it. I think the Deathclaw Gauntlet is too unique to be a weapon you should see on an NPC, no matter if you tune it down or not. It's about the looks in that case. (It's also the reason I'm skeptical about the Railway Rifle, because that just looks so special.
But no matter what your standpoint on the matter is - I think we can agree that the weapons you'd be giving your NPCs would have to be tuned down. For example, take away the Dart Gun's poisoning effect, and make it have a little more damage than a 10mm pistol, but more scattering, something like that. That way you can use the schematics weapons to create more diversity and an atmosphere of do-it-yourself, while keeping the actual schematics still desirable objects.
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Andres Lechuga
 
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Post » Sat Feb 19, 2011 10:54 am

Well that's good to hear, I could use a break from Oblivion for awhile. Damn game editors, you end up spending more time fooling around with those than actually playing the game. :brokencomputer:


Yeah, someday I may get to explore some more locations in Fallout 3, like Rockopolis, Canterbury Commons and the Dunwich Building. Come to think of it I don't think I ever voluntarily went to any corner area of the game map.

The BB gun, for example, is still completely worthless :D But that's also because the game gives you a 10mm pistol right after giving you the BB gun.


I was a bit disappointed by that. In my original playtesting I immediately went to Springvale School and used up all my 10mm ammo so that I could justify the BB gun, but how to get a player to do that is my dilemma. I also appreciate the feedback about the schematic weapons.

I've been debating back and forth about how to segregate individual weapons and weapon types found in NPC inventories. The methodology of how to proceed with Fewer Gun Wielding Maniacs is pretty solid, it is just the "creative decisions" that I still need to work out. So if anyone at all has any suggestions I'm open to any and all, I'm even reconsidering the suggestion about varying NPC armor in addition to NPC weapons. Also I think it's time to start getting the next version of Maniacs going as I just uploaded the new Unfound Loot on the nexus.
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Lindsay Dunn
 
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Post » Fri Feb 18, 2011 8:21 pm

Also I think it's time to start getting the next version of Maniacs going as I just uploaded the new Unfound Loot on the nexus.


Excellent! I just started a new game and have been popping in and out of the Nexus looking for the latest edition.

The methodology of how to proceed with Fewer Gun Wielding Maniacs is pretty solid, it is just the "creative decisions" that I still need to work out. So if anyone at all has any suggestions I'm open to any and all, I'm even reconsidering the suggestion about varying NPC armor in addition to NPC weapons.


I'd still prefer to have weapons, or armour if you add that as well, replaced by some sort of broken item using an OnDeath script. It just makes things more challenging if you're being shot at from a distance rather than having someone run up to you wielding nothing but a melee weapon. One thing I was thinking of is replacing a weapon, like a 10mm pistol, with a Misc. item that uses the same mesh and textures and calling it a Broken 10mm Pistol. You could then put that item in the repair list for the 10mm to fix your existing weapon so it would serve some purpose for that role, but nothing else. You could even do that for the Unfound Loot. Sometimes you just come across something that's completely useless except for a few spare parts.
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Nicole Mark
 
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Post » Sat Feb 19, 2011 7:48 am

PS: I'm getting a File not Found error for the Pipboy icon.

I was really hoping you had included a global option for the settings. It's a bit of pain having to go through each category just to set the same value for each of them. At least it's better than going into the GECK and adjusting all the scripts or globals.
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Jade
 
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Post » Sat Feb 19, 2011 3:05 am

One thing I was thinking of is replacing a weapon, like a 10mm pistol, with a Misc. item that uses the same mesh and textures and calling it a Broken 10mm Pistol. You could then put that item in the repair list for the 10mm to fix your existing weapon so it would serve some purpose for that role, but nothing else. You could even do that for the Unfound Loot. Sometimes you just come across something that's completely useless except for a few spare parts.


I actually have that on my ToDo list. :tops:

PS: I'm getting a File not Found error for the Pipboy icon. I was really hoping you had included a global option for the settings. It's a bit of pain having to go through each category just to set the same value for each of them. At least it's better than going into the GECK and adjusting all the scripts or globals.


:swear: !! I knew I forgot something!

Give a few weeks and I'll see what I can work out.
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Cayal
 
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Post » Fri Feb 18, 2011 10:20 pm

I found the problem with the icon. You have the file path set as Textures/Textures/.
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SWagg KId
 
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Post » Sat Feb 19, 2011 1:21 am

So I came across some bad UL items while playing. Near Farragut Metro Station there's a Super Mutant garrison, down the road from a Talon patrol unit. In the garrison there's a Motorcycle Gastank and Handbrake in a pile of car parts off to the side next to a wall. I've been through there twice now and they've shown up both times. They are labeled UL so they're not supposed to be there.

So I'm pleased with the way this is working now, it's making a big difference to my game. Is there any chance though that you could add in Teddy Bears in the update you're planning? I'm getting quite a collection right now, and I don't want to have hundreds of them by the time I reach The Pitt. Other than that I'm pretty satisfied. BTW, if you want to make your game a little more Savage, adjust the very first leveled list you come across. Those are the ones dealing with ammo and affect both containers and loot drops. Possibly vendors too though I'm not sure. The default chance on all of them is 75%. I lowered them all by 25% to 50%, but I'm actually seeing about 40% less ammo in the containers and loot drops.
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Shirley BEltran
 
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Post » Fri Feb 18, 2011 6:58 pm

So I came across some bad UL items while playing.

I also noticed some UL Nuka Cola outside in one of the Downtown DC areas with Unfound Grub, I'm not sure where. L'Enfant maybe. It was on a counter in one of those diner buildings.
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Sierra Ritsuka
 
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Post » Sat Feb 19, 2011 3:40 am

I also noticed some UL Nuka Cola outside in one of the Downtown DC areas with Unfound Grub, I'm not sure where.


Unfound Grub had some issues with a number of objects, that's when SteveDog first recognized the problem I believe. You really should update it, all those objects have no doubt been fixed since then. The gas-tank and handbrake are something new to this version though, and it looks like a couple of them slipped through.
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LittleMiss
 
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Post » Sat Feb 19, 2011 10:14 am

Unfound Grub had some issues with a number of objects, that's when SteveDog first recognized the problem I believe. You really should update it, all those objects have no doubt been fixed since then. The gas-tank and handbrake are something new to this version though, and it looks like a couple of them slipped through.

Unfound Grub was never updated. I tried Unfound Loot but found it a bit too complicated. I only wanted foods removed, really. And having to disable all the other features through the options menu is a bit annoying.

But I guess it's one or the other. Maybe I'll give Unfound Loot another try.
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Michelle Serenity Boss
 
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Post » Sat Feb 19, 2011 5:50 am

Unfound Grub was never updated.


That's because it's been integrated into Unfound Loot. Everything is being handled in one mod now. Yes it can take awhile to set up, but with so many different kinds of items in the game, having only one mod to cover everything just makes sense. Otherwise there'd also have to be Unfound Guns, and Unfound Ammo etc., with the end result that your load order gets cluttered with a dozen different Unfound mods.
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Quick draw II
 
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