New Fallout Critters

dude_obj said:
Well FO2 was already severely tainted with stuff like the bridgekeeper's robe armor, HKG11, and many other things.

What I was really trying to do is gain replayability by removing these kinds of thought trains:

The combination of random loot, random store inventories, random weilded weapons on critters, new and tougher critters, and lots of weaponry makes it fun to play the game again. Also, my thinking was: if qwerty wants a goo gun, and if corpse wants a G3, let them play, that's what modding is about. I'm sure some people will enjoy the new stuff in the game.

We also knew that no matter what we do people will complain, so that's why I said up front, we don't care.

True true, but the fact that Fo2 messed it up doesn't mean that you guys have to. Still I'm just saying, as I'm sure there are people that would want some of the newer guns in certain mods.

All I'm saying is that if you're going to make a Fallouty mod, then think a little about Fallout 1 and go from there.

Also having too many weapons will only make it confusing, there's a reason why you mostly have 5-9 weapons is shooters. Sure you can have 2-3 weapons of the same sort, but I would prefer not to have 10 weapons of the same sort, same damage etc.. or minimal damage difference etc.

If I was to make a mod, I would limit the amount of guns, limit resources (as I feel this fits more with the fallout setting), make guns more expensive, ammo even more expensive etc.

Remember that in the case of a nuclear war, and lots of time go by not alot of people would have the know-how to maintain a gun, or even fix it. Less alone make ammo.

Resources in a post apocalyptic game should be limited, as it is more of a survivor game then a shoot-em all game.

I would also like to see hunger/water as a limiting factor, but now I'm getting more and more into what Fallout 3 should be....
 
No you can't have too many VARIETIES.

also don't forget about Crossbows, probably more common in PA than most other projectile throwers. Bows however would probably need all new animations... so skip that.
 
I think dude_obj was going to include the spear gun from tactics, this uses the new arrow projectile we made. It will use the rifle animations until I get around to finishing the cross bow animations :)
 
Yeah spear guns were in long ago, and you'll likely see them in the fisherman random encounters. Crossbow is one weapon I really wish we had. Wishing I had the know how to make new anims for this (pulling the back the bow etc). Check out this crossbow model that corpse found:

crossbow.jpg
 
Odin said:
All I'm saying is that if you're going to make a Fallouty mod, then think a little about Fallout 1 and go from there.

I totally agree that FO1 was the vision and model for fallout. The reason FO2 was popular was primarily the size of the world, allowing more game play and more player character development. This FO2XP thing is just some extras for FO2. I'm planning to work on a mini mod with new storyline after this, and it will be very fallouty. More so than FO2. This FO2 mod is just for kicks.
 
WoW!You fucking Noob.Its spelled in such a neat way when you use it in that context and everything. Im so impressed!Where did you learn that internet lingo;Ebonics school,The International college of dumbasses,or are you just naturally gifted in the art of being a dick?Maybe if I try hard enough I can advance past the low peon level of NOOB.



Edit: I am really glad I learned how to write better. I'm still working on the being an asshole part.
 
Yea, I think we should ban dude_obj for double posting all the time ;) But we need to wait until after he's released his new mod :D
 
One was an answer to qwerty and the other was an answer to odin. Must I put those in one post? Quote, type response, go back in brower, Quote again, and make one post? What do those extra steps buy us?
 
Oh, I'm sorry. I thought I was being called a noob again. I apologize. That guy doubleposting screwed me up. Although I do think it's stupid to call people Noobs.....SORRY ASHMO...



Edit: Years later I have been known to call some dudes noob, which is pretty funny when you think about it. The cycle is complete.
 
Any more random encounters?
can't have too many of those either...except when you run out of stimpacks... :wink:

and what about small special locations, have other modders offered new ones to use with FO2XP...?

Also possibly having a 'skip' option for the trial quest. It does get boring/repetitive. I don't care about the extra XP at that point, so it would be no major loss IMHO.
 
Mangler said:
Any more random encounters?

Yes there will be more random encounters, but they may not make it into the first beta release. Existing encounters already have new critters, new weapons, new items, and some new teaming: many groups have dogs or trained wolves on their team. We have tried adding 3 new encounters but they're not working properly yet.

Mangler said:
and what about small special locations, have other modders offered new ones to use with FO2XP...?

Wild_qwerty started work on a combined special area mod and already passed it to me, its in the plans for inclusion, but its not known yet how much work this will be (there are many conficts to iron out). Likely to be included eventually, definitely not in the beta.

Mangler said:
Also possibly having a 'skip' option for the trial quest. It does get boring/repetitive. I don't care about the extra XP at that point, so it would be no major loss IMHO.

In the current version you can get corpse's cheatboy from klint, use it to destroy a blocking object, and walk right out of arroyo. But this is just for testing, it will be removed from klint for release. I'll think about this one, the temple/arroyo is a rather poor kickoff for the game. I tend to think that a skip option goes against the idea of RPG, would rather see an alternative, perhaps enhancements to the area, or at least a believable exit that becomes part of the story.
 
We still need a target grid for the spider model, it needs to look like dude_obj's avatar but a spider
 
Has there been any progress on this mod?

Sorry for grave digging, but the dead have so many neat things... :twisted:
 
Not sure, I havent seen talked to dude or corpse in a while, but last I heard this mod was nearly done and they were just testing various parts.
 
Make more real-sized ants and other animals like radscorpions.
Or bramin with human heads- mutant boss.
 
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