I proposed that but he didn't answer so I guess it's not happening. Don't worry, that's coming with the NPC dialogs. I'll double check if too many containers in the Vault simulation are empty. The NCR Rangers have nothing on themselves as they were looted by the Legion. Yes, not every dialog has proper responses based on gender, race, etc. It will be done. Tibbets is shaped like an open type panopticon prison with ODYSSEUS in the middle. I think there are currently over 50 unique NPCs in there which you can talk to. And only 50% of Tibbets is currently accessible. The number of prison cells follows the design doc. BTW, the pen and paper Van Buren game had even more cell blocks than that There's an auto-open door mod which you can drop in your data/scripts folder and it would open unlocked doors automatically. I've attached it for you. I don't want to spoil anything but there's more to it than it seems. Be patient, my young padawan.
Question. Can't interact with npcs in most of the few locations I've found so far, except Tibbett and Fort Abandon. Meaning Circle Junction, Mesa Verde, and Grand Canyon(?). The latter being described as "grand canyon chinatown" on worldmap, and "Tibbett error" in savegame screen. The stairs in church with the Followers robes laying around won't work and the map is completely devoid of any npcs. Originally tried with the GOG version, then did delete/reinstall w/ both the main FO2 and the mod, based on the 1998 iso. Carried over the old savegame folder, but eventually said fuck it, and started the game over. Both versions (mod not vanilla) gave an hardware vertex processing error and had the fallout32.exe hang on startup. Eventually got them working in 640x480 by tweaking the cfgs. GOG one had problems with map scrolling and parts of map getting blacked out. Obviously I'm doing something wrong here, but can't figure out what exactly.
I think those locations aren't finished yet, you can find more content in the BoS south west of tibbets. To enter the bunker wear a suit of Power Armour or destroy the turret in the cave.
The way I see this whole drama with the video is how the mod was presented. If the released version was only the prison but as polished as possible to show what's the potential and direction of the mod it would have met much better reception. In this case the mod is just all over the place, inconsistent artistic styles, non existing quests that have dialogs, the dialogs themselves need lot of work to make them consistent and make them shorter. Not sure what the overall planning is but I suspect you don't want to end up like the Frontier that had too many "inspirations" from other games and the main story and worldbuilding was so bad that almost all praise was given to side quests and cars. Also to keep in mind that given the scale of this mod it will be compared to the likes of Sonora, Nevada, Olympus etc. each one having pretty distinct visual, audio and worldbuilding style and they set a pretty high standard of quality, especially Sonora.
Hey guys, every time I click on the link to download the latest release it always shows these error messages!!! I really want to play this game so if anyone has a solution it would be very appreciated! Google Drive: Mega:
If you’re gonna compare it to other total conversions please wait until we release the final version. The art is inconsistent in some places due to placeholder art from other mods being used. Speaking of the dialogs, yes some of them refer to quests which don’t appear in Pip-Boy but it won’t stay that way forever. When we turn our focus to quests again those will be polished. I wholly disagree with your request to have “consistent and shorter dialogs”. You probably wonder why… The thing is I’ve been playing adventure games and RPGs for 30 years and I am sick to death of all the NPCs sounding like clones because you can see some editor in charge didn’t put any thought behind it. Fallout is set on alternative Earth and just like in real life, some people talk a lot, some people talk little, some are great speakers, others barely manage to make sense. The way dialogs are done is a conscious design decision to break the boring mould of RPGs. Since you’ve noticed it and pointed it out, I am happy to see that we succeeded in that. Lots of writers worked on this game and I gave them as much freedom as they wanted in order to get NPCs to be as different as they could be. Just like in our everyday lives, we communicate with all sort of people and react differently to each. That’s what I want the player to experience when interacting with the alternative Earth’s people and mutants.
Yeah as much as I like modern RPG's it seems like every dialog tree is designed by the same person to answer basically the same questions in the same timeframe. Good for you trying to halt that problem.
Why not FOnline Engine? Sorry, I'm not gonna go through 30 pages to look for a post clarifying it. Can we link to the reason from the main post? It's just FOnline's engine is far more superior to whatever Ft2 uses. Maybe except the cinematics and animated heads, but really, I definitely don't mind sacrificing cinematics and heads for faaaaaar superior interface, zooming abilities, real-time combat options, toggling roofs/walls, hotkeying various actions, including aim... Map making, dialogue writing and it doesn't even cover half of the goodies we have in fonline. I have experience making content and writing server-side scripts for Fonline and from there, it looks like making an incredible single-player experience would be pretty easy. While there is a chance that there are even better tools for ft2 engine, but I so very doubt it... Taking Reloaded's s3 leaked engine for the base could be very good. I don't think Kilgore would mind it.
We gave FOnline a chance. It was too broken and unusable in the long term. It was being refactored all the time with things breaking for good and many dev hours spent on regressions. The current version of the engine as described by its author is: “Engine currently in completely unusable state due to heavy refactoring.” https://fonline.ru/ Van Buren is about content, not the engine. The fact it has been implemented in 5 different engines so far proves Fallout fans don’t really care which engine they get to play it in. Maybe they did in the past but it’s a different story today. I’ve seen positive reactions to each iteration, so it’s impossible to point a finger at one engine and say: yes, this is the one true Fallout engine. A perfect opportunity to post this meme: Our effort requires a stable engine proven in the past otherwise it’s like building a house with a weak foundation.
For what? —The logo above? That's all there is of it, just the image; the mod folded years ago AFAIK. They asked me for a logo, and that's what I gave them.
ah, I see, you just didn't look well enough at the fonline engine. Well, that's a pity cuz it's incredible.
That's one of the things I didn't like while playing FOnline 2. Every combat scenario was Real-Time unless you got a good roll on the world map getting a random encounter. Where a message pops up asking if you want either -Turn-Based -Real-Time -Random That's the only time you can have Turn-Based combat. That's it!
RT is far superior to TB. It's not obvious, but you can see it when you do all in RT. It's just faster. Like, many times faster. Even though, if you're feeling too noobish, you can always do ~combatmode tb and everything will be tb for you. but again, why would you care if you can't find it out on your own? There, take a look at bloodcat. He's showing there how to do a very simple dungeon, but nevertheless, it showcases what fonline is capable of: Doing all this in tb would likely take like at least three times more time. It does, but in the case of a single player, you can implicitly run it on the localhost. The player won't even notice that a local server is running.