Fallout New Vegas Cut Materials

Crni Vuk said:
Is there actually something Beths version of gamebyro engine can do?

Huge vistas, world interactivity (with the notable exception of ladders), exploration-based gameplay, etc.

In other words, Bethesda's games are pretty much at their best when you're trekking through a vast world and then diving into dungeons. I dunno if the problems with combat are necessarily something that can be attributed to the engine and not to Bethesda's and Obsidian's kinda wonky combat design.
 
Freeside looks and feels so much better without barriers and with more people, even though the framerate on my old rig plummets when some firefight starts. Still worth it.

I wonder what will Bethesda do when the next gen of consoles arrive, I doubt Gamebryo will look remotely decent.
 
Well, they use the Creation Engine now, which is "all-new" though it seems to me it used a lot of Gamebro modification architecture, and already more or less confirmed it'll be used for Fallout 4 too.

The funniest thing about Creation is that it is a DX9 engine, with no DX10 or DX11 options. I don't think they'll fly in the next generation of consoles.
 
Brother None said:
The funniest thing about Creation is that it is a DX9 engine, with no DX10 or DX11 options. I don't think they'll fly in the next generation of consoles.

Their job ad for next-gen programmer implied that they're tinkering with it to make more next-gen-ish, DX11 included.

I'd honestly expect Fallout 4 to be the launch title of the next-generation of consoles, or at least an early title, kinda like Oblivion. I'd like to think that they'll keep applying the lessons they've learned from Fallout 3 and Skyrim, and possibly put more effort into the writing and the character system, but those hopes might be vain.
 
Stanislao Moulinsky said:
Freeside looks and feels so much better without barriers and with more people, even though the framerate on my old rig plummets when some firefight starts. Still worth it.

I wonder what will Bethesda do when the next gen of consoles arrive, I doubt Gamebryo will look remotely decent.
Its actually not about the engine. Its the people working on it and what they do with it. Enough people, money and time can even change an seemingly "old" engine in ways where it is pretty modern.

They are doing pretty much that with the Unreal technology where it contains code from Unreal99 even. Good for the modders so they don't have to learn always the whole engine with new games as the basics stay the same. It just becomes more powerful and efficient using new and better hardware.

Why Bethesda cant do the same? Well ... no clue. Probably not a top priority for them. They are not selling their engine anyway, they sell only games while Epic, Crytech etc. make as well a lot of money with selling their engine.
 
Crni Vuk said:
They are doing pretty much that with the Unreal technology where it contains code from Unreal99 even. Good for the modders so they don't have to learn always the whole engine with new games as the basics stay the same. It just becomes more powerful and efficient using new and better hardware.

Pretty much every new version of an engine is essentially an iteration on the earlier one. Rewriting things from scratch is simply not convenient, though it sounds good as a marketing bulletpoint.

In the case of the engine Bethesda has been using for.. 10 years now? There are some obvious problems in the way it's structured that they might not be interested in changing because of how expensive it would be to retrain all of their developers to work on different technology. That said, they did fix an amount of fairly old bugs with Skyrim's creation engine, so I guess not all hope is lost yet.
 
The Unreal engine has it's own scripting language that hasn't changed much over the years, but the underlying tech is not the same stuff from 1999.

Bethesda's Creation engine is just Gamebryo rebranded because the company that made it went under, and Bethesda paid for the source code.
 
Beelzebud said:
The Unreal engine has it's own scripting language that hasn't changed much over the years, but the underlying tech is not the same stuff from 1999.

Of course it isn't, they kept iterating on it for 13 years.
 
Brother None said:
Well, they use the Creation Engine now, which is "all-new" though it seems to me it used a lot of Gamebro modification architecture, and already more or less confirmed it'll be used for Fallout 4 too.

The funniest thing about Creation is that it is a DX9 engine, with no DX10 or DX11 options. I don't think they'll fly in the next generation of consoles.

Well, I still call that Gamebryo because it's obviously based on that with a lot of its limits and problems still in place. I doubt that the Creation engine has solved the problem with the max number of NPCs in one place, yes?
 
There is no max number of NPCs per place, just the usual performance drop. Skyrim runs like ass on my machine, whenever the game tries to pull of some sort of epic battle.
 
WorstUsernameEver said:
Crni Vuk said:
Is there actually something Beths version of gamebyro engine can do?

Huge vistas, world interactivity (with the notable exception of ladders), exploration-based gameplay, etc.

In other words, Bethesda's games are pretty much at their best when you're trekking through a vast world and then diving into dungeons. I dunno if the problems with combat are necessarily something that can be attributed to the engine and not to Bethesda's and Obsidian's kinda wonky combat design.

I disagree with the dungeon part, but I agree that bethesda games are at their best when just wandering around outside. The loadscreens kill the game for me.
 
Such an amazing amount of cut content. If only Obsidian had some extra time to realise their grand vision for New Vegas - but haven't we heard that before. I'd love it if Moburma was able to work directly with JE Sawyer for a true 'Director's Cut' of NV.

The mention of the original goals of those 'Prospector' NPCs is amazing:

...they were intended to be found all over the Wasteland doing all kinds of autonomous stuff. Essentially the intention was for them to behave like other player characters would in an MMORPG, wandering the landscape, getting into fights with enemies, and raiding dungeons for loot. They actually do carry out most of this behaviour, but they're also fairly rare in the actual game, and mostly just wander around a few uninteresting locations. Their code was started by Jorge "Oscuro" Saldano and continues on from some of his sterling work on OOO for Oblivion.

So frustrating seeing hints in the vanilla game, like the footlocker by the Great Khan's fighting ring, being left unused.

Betsy the Brahmin as a companion would've been great - your very own pack brahmin that's actually a Brahmin.

And finally - finally - an answer!...

The "Doggie Treat" item...is a completely useless item. However, there is also a script called SleepytimeDogTreatBaseEffectScript that was presumably created for this item, but is unused. It casts a fatigue effect on any creatures who eat it, knocking them out. It was therefore intended at one stage for the player to be able to give/leave this for dogs to make them unconscious and sneak past. It's not even clear if it's possible for dogs to eat food in the final game.

Edit: And P.S.:
Veronica has a fully voiced cut dialogue to do with the player chasing after a pair of ghouls called Abraham and Monte... Or does she? It seems this was actually an incredibly clever ruse to stop people nosing around in the game files from working out the plot to Dead Money! It seems what really happened was that all the dialogue for Veronica's reaction to the player meeting Elijah was recorded during her initial game dialogue sessions, but was then camouflaged by a cock and bull story to do with these two ghouls. Once Dead Money is installed its ESM overrides the player's dialogue in these topics to be about finding Elijah etc - these are the lines that are used once Dead Money is completed. This is especially likely as Elijah is both alluded to and mentioned by name before Dead Money - it's unlikely the extremely similar ghoul characters were retconned into Elijah, as he already existed at this point in development.

Ingenious!
 
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