SMELL - a makes "sense" topic

Post » Wed Dec 02, 2015 1:49 pm

Wondering if we have any clue if we will "smell" to anyone (or anything) after 200 years? Will showering lower our detection to enemies (or raise depending on the enemy) or will we ourselves have a sense of scents? Will we walk into an area and say something like "Whew smells wrong in here, I better be careful". I'd personally love this sort of dramatization with this part of our senses especially with our voiced protagonist! :eek:

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Mason Nevitt
 
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Post » Wed Dec 02, 2015 11:32 am

Naa...thanks though.

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Julia Schwalbe
 
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Post » Wed Dec 02, 2015 1:15 pm

C'mon Gecc! You've gotta admit seeing our character put on deodorant every morning would give you warm fuzzy feelings each time...right...or is it just me? :blush:

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Mari martnez Martinez
 
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Post » Wed Dec 02, 2015 6:10 am

There are more the 7 billion people on this planet, so I'm sure it's not just you. It's not for me but I like your gumption.

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Dagan Wilkin
 
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Post » Wed Dec 02, 2015 12:58 pm

Its just you, dude, its just you...

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Tha King o Geekz
 
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Post » Wed Dec 02, 2015 3:44 pm

O.o o.o o.o o.O

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Barbequtie
 
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Post » Wed Dec 02, 2015 3:57 am

I actually think that would have the opposite effect. Think of how many raiders and people in general that don't have access to showers. I mean looking at a lot of faces and stuff in 3/NV they appear very dirty. Cleaned with soap or any aromatic fragrance, would tip people off

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Romy Welsch
 
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Post » Wed Dec 02, 2015 11:19 am

:rofl:

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Louise Dennis
 
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Post » Wed Dec 02, 2015 7:39 am

Or be a +1 to Charisma when you sway others with your silver tongued speech!

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Craig Martin
 
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Post » Wed Dec 02, 2015 10:38 am

There's only one type of AXE in the wasteland and it's not a deodorant.

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kasia
 
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Post » Wed Dec 02, 2015 11:37 am

I think it's funny how no one ever comments on how ghouls smell. Like, you never hear someone say, "smells like ghoul in here".

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Kayla Oatney
 
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Post » Wed Dec 02, 2015 4:43 am

So we use deodorant as what? some sort of booster like Hydra? When you put on deodorant you get a +1 PER, +1 CHAR, -1 LCK....... why -1 to luck....... because when you smell lucky, you are lucky.

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Carys
 
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Post » Wed Dec 02, 2015 4:10 am

That's what I'm talking about, how AWESOME would it be to have your nose be a warning system by your voiced protag! Just sayin! :tops:

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Donald Richards
 
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Post » Wed Dec 02, 2015 2:19 pm

Well, sure, like if you enter a building filled with ghouls, you should be able to tell the second you open the door and the smell hits you like the funk of forty-thousand years.

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^~LIL B0NE5~^
 
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Post » Wed Dec 02, 2015 7:57 am

The old games, where you could smell - and TASTE - the world around you!

http://www.playthepast.org/wp-content/uploads/2013/07/space-quest-9.jpg

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Nomee
 
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Post » Wed Dec 02, 2015 8:34 am

:rofl: AWESOME! Thanks Turtle you made my day! :clap:

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Ownie Zuliana
 
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Post » Wed Dec 02, 2015 2:02 am

RELIGHT knows what's going on! Exactly remember playing King's Quest with all those abilities! Would be nice to have a nose to play with! :thumbsup:

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keri seymour
 
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Post » Wed Dec 02, 2015 10:42 am

Actually... I would love if part of designing a room included a smell "notification". The same way the designer creates a color pallet, arranges the lights and shadows, positions the props, picks the sounds, a simple couple of words to describe the smell would be great.

There have been mods that do this by searching the cell and finding an object on a list (such as a dead body or a large body of water), find its range from the player, then using simple logic and then notifying the player "there is a strong smell of death near by" or "the smell of mold is strong here".

So it is not like it cannot be done. And in fact if it would be far better and easier to do if it was part of the room itself.

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Brad Johnson
 
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Post » Wed Dec 02, 2015 5:13 am

Oh, man, you know what would really stink?

Wet molerat.

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joeK
 
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Post » Wed Dec 02, 2015 5:48 am

AWESOME hope for the game if not a REALLY EPIC mod! Thanks spooky for your contribution to this aromatic thread! :tops:

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Amanda Furtado
 
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Post » Wed Dec 02, 2015 1:22 pm

:rofl: or worse yet, sewage ghoul pits, eeeeeeewwwwwww!!!!!

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Alyna
 
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Post » Wed Dec 02, 2015 4:52 pm

The trick with scent is implementing it meaningfully in a way that sight and sound don't already account for. Plus, since we can smell stuff all the time, but can't smell the game world, how would the UI look? Would it be perpetually scrolling list if things we could smell?

As for our own scent, how would you know your odor affected the outcome of your sneak vs your sneak skill? I'm happy with having "smell like surroundings" just abstracted into the mechanics that already control sneak success
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Vincent Joe
 
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Post » Wed Dec 02, 2015 12:06 pm

Not sure how that would work- a5 least for raiders. If they sting, they can't smell your stink. Now, yao guais? Could be interesting in hardcoe.

As am aside, its kinda funny there is a nose in the perception perk icon, since it's never used.
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Destinyscharm
 
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Post » Wed Dec 02, 2015 10:19 am

Agreed. Sprinkled but not over-saturated!

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Lisha Boo
 
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Post » Wed Dec 02, 2015 4:28 am

It would be nice if one of the perks of having Dogmeat with you was the ability to "train" (him/her?) to give different signals based on previously encountered enemies by scent.

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Annika Marziniak
 
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