Fallout 3 Compendium - Release 12 - Beta v0.6.0.2

daimonmau said:
Yeah, that together with the "every shot OUTISIDE of vats cost AP" that broke the compendium. and ,since it's been a long time with no updates and the author rarely respond the questions here, I am worried that this mod will not go foward.

Similar problems you had with the molotovs just cropped up for me Just as I was enjoying setting raiders on fire :x
. so far the other weapons seem fine. :x

I will try giving it a Generic pipboy Icon, it may help

Update. The only thing I found fishy other than pipboy icon is the 1st person model has capital letters in the name.
 
Modeling for the Chinese Shotgun is done, unfortunately it crashes when you fire it :x . I'm trying to figure out why.

 
hou hou hou, slow dow, the turn based system of ould fallouts was really cool, but it looses to the real action.
the action+vats system is cool now. making fallout 3 turn based is a bad move, except if it comeback as one option, like the fallout tactics (that was much more fun with the turn based turned off all the time)

the other thing is that, without the isometric view it became really boring not be able to see what is goig on around the player. the solutions to this maybe are one of this 3:
1 - the first person camera go to the one in his turn (the pc and the npcs/monsters/robots)
2 - even with time stopped the player has full control with his camera around him
3 - put the camera always the same as the old fallouts and make the programations to make everithing above the player (that would obstruct vision) invisible.
 
daimonmau said:
hou hou hou, slow dow, the turn based system of ould fallouts was really cool, but it looses to the real action.
the action+vats system is cool now. making fallout 3 turn based is a bad move, except if it comeback as one option, like the fallout tactics (that was much more fun with the turn based turned off all the time)

the other thing is that, without the isometric view it became really boring not be able to see what is goig on around the player. the solutions to this maybe are one of this 3:
1 - the first person camera go to the one in his turn (the pc and the npcs/monsters/robots)
2 - even with time stopped the player has full control with his camera around him
3 - put the camera always the same as the old fallouts and make the programations to make everithing above the player (that would obstruct vision) invisible.

Well obviously that's every Fallout 3 modder's dream goal I suppose, but it's not as easy as saying you want to do it.

Yeah, this Wizardry 8 style turn based system is really slow and you spend most of the time staring at a rock while a scorpion you can't see is moving around somewhere, but it's a pretty amazing first step
 
yeah, as I said this would be really cool but with the option to turn on and off (like tactics). then it would be a improvement on fallout 3, since you could play turn based for some time and think "now i want some real action" and change to real time, later come back, etc.

but i am still kind of doubting of the compendium future, since this dubby guy don't like to aswer here.
 
Just as an update, I've been too busy with work and the real-world to do anything constructive with this project for the past week and a half, and things may stay that way for a little while. On the upside, the formulas for flamethrowers are done.
 
Dubby said:
Just as an update, I've been too busy with work and the real-world to do anything constructive with this project for the past week and a half, and things may stay that way for a little while. On the upside, the formulas for flamethrowers are done.

Hooray! :clap:

I also have a request that may be easy to implement. I would like to see a secondary weapon quick switch like in the original fallouts where you press the big red button and you switch to your secondary weapon. Or a numberd slot system where you can drop quick use weapons and items into the number keys 1-0.
 
chipk said:
I also have a request that may be easy to implement. I would like to see a secondary weapon quick switch like in the original fallouts where you press the big red button and you switch to your secondary weapon. Or a numberd slot system where you can drop quick use weapons and items into the number keys 1-0.

Ummm.....

I don't know how to tell you this, exactly....
 
There's already a set of hotkeys (1-9) that you can use for that. If i remember correctly, you need to hold down the key while selecting it in the pipboy.
 
I too played for some hours until I read this somewhere (as with the flashlight)

and dubby, ok, you are really busy and stuff, but can you give some aswer to the questions i did on the past page? or you really don't want to give any info right now because you don't have decide what is the future plan yet? (and if you don't aswer this now it's ok, i wont be mad since you said you are full of work and stuff, hahaha)

off topic: just to coment something off topic since it just happen: there was 3 enclave guys in front of me, i shoot the guy in the midle in vats and miss. then the "m. stranger" appear and kill the 3 guys??? I never have saw before he, after kill the enemy, turn around and fire against other enemies that are near.
this have happened with someone else here?
 
daimonmau said:
hahaha, with that last coment of me I was expecting that maybe you would appear.

now, please, respond to some of this doubts:

1 - what you think of the GTS mod? it will be on the compendium or will be a recomended/required download? or you will have your own version of aleatory combats/car/conectivity with other worlds, etc.?

2 - when the new version comes out, what will be the modifications about vats and ap? certainly without the ap cost to every shot and the unique shot, but will have some other modifications? new areas to hit (eyes, groin)?

3 - can you tell something about the next update? besides the formulas and updated classic weapons, what will be new on it?

1) Cars are no good right now. The reason is because of the shape of the terrain. The "DC" wasteland is a modified topographic map of the actual DC area. The problem is the topographic data was compressed by a factor of roughly 60. This causes the terrain in game to have lots of bumps and ridges that are too sharp for vehicles to be sensible. Yet.

2) I am aiming to keep VATS from being a "godmode" tool, which is what it is in the unaltered game.

3) Not much else. These formulas are extremely complex, and thermodynamics is proving an even greater challenge than impact ballistics.
 
Dubby said:
1) Cars are no good right now. The reason is because of the shape of the terrain. The "DC" wasteland is a modified topographic map of the actual DC area. The problem is the topographic data was compressed by a factor of roughly 60. This causes the terrain in game to have lots of bumps and ridges that are too sharp for vehicles to be sensible. Yet.

What about building big wheeled vehicles similar to Mad Max, would that work? What about flying vehicles? Maybe an Auto-Gyro or something like that.
 
Given the technology, the only way anyone would have a flying -anything- would be by taking apart the Mr Handy robots (Mr Gutsy included) and combining the thruster parts with a pre-war bike.

Frankly though, I doubt there is any character in the game that has the technical know-how required to do that though.
 
just wondering all the time - how the hell do the damn flying robots not burn a hole into the floor and your feet?

bethesda were really "smart", again :D
 
wouldn't the harder part about any vehicle be fueling it rather than making it.
the people to build it probably are out there, but the fuel isn't, and most of the fuel cells around appear to be in use in one way or another

horses on the other hand... theres gotta be something around the waste by now that could replace horses, those 2 headed cows and rad scorpions can't be the only thing to of survived ^^
 
daimonmau said:
yeah, as I said this would be really cool but with the option to turn on and off (like tactics). then it would be a improvement on fallout 3, since you could play turn based for some time and think "now i want some real action" and change to real time, later come back, etc.

but i am still kind of doubting of the compendium future, since this dubby guy don't like to aswer here.

But that mod has an activator item.
 
i know, but the activator dosen't work the way i said. the creator made heavy modifications that persist wven with the activator on "off", h emade the activator so that the player could cancel and escape from combat, but not to be fighting without the turn based.

and dubby, by the way you aswered you dosen't know the gts mod? the car and the motorbike dosen't "run" around, they work the same way in fallout 2. you start the engine, chose the destination and "teleports" to there, with a chance of random encounters.

and the vats is not a real god mode, but come kind of close. but is a cool system, with just some small modification it becomes cool (like what i am doing, using a mod that make the char more vulnerable to damage during vats). and please, don't ever think about putting turn based except if you could make as a option, like i said.

hum... maybe what the compendium most need right now is the start of a history mod, with the comeback of the jokes and cool characters/personagens/npcs.
 
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