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 [FNV] What we still not have in game.

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blahblahblah

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[FNV] What we still not have in game. - Page 2 Empty
PostSubject: Re: [FNV] What we still not have in game.   [FNV] What we still not have in game. - Page 2 EmptyMon May 27, 2019 11:20 pm

Mmm i dont think the world was meant for Vehicles (Umatt's mod is very impressive doe) and not really a Resident Evil mod i was looking for. just a cover based system (that is 3rd person)

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PostSubject: Re: [FNV] What we still not have in game.   [FNV] What we still not have in game. - Page 2 EmptyTue May 28, 2019 12:16 am

d_ahat wrote:
...
Wendy Gilbert.
Interesting part in it is this - she can change clothes, when rest and dismiss.And, interesting system for skills/lvl up. Always wonder, why no1 else use this?
YES! She is the best companion. I always wonder why the author (or anybody) doesn't use the same scripting for other companions.
The best thing would be if someone took all the best parts of all the best companions and made a few AWESOME companions. I tried but my mod-fu is weak.

Another thing I would like to see in FNV is handgun/rifle equip at the same time. So your pistol is on your side and your rifle on your back. The few mods that I have found, that show multiple weapons, never worked for me or didn't allow weapons added by mods. For now, I use armor that has a static pistol in a holster (just for showsies).

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d_ahat

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[FNV] What we still not have in game. - Page 2 Empty
PostSubject: Re: [FNV] What we still not have in game.   [FNV] What we still not have in game. - Page 2 EmptyTue May 28, 2019 6:38 am

True that. While Wendy do have some minor bugs, i think they can be easily fixed.

Since companions, ok i admit -never like Ed-e. Main reason - game is not designed for flying objects. Stuck indoor, stuck in doors etc. There is about 2 good moods to make it walking, but both are bugged. While i do like idea of human Ed-e, since i can change her look to my taste, i think Geth, or other walking robot will be better.


Well, i never use cars actually. Try once, but with spawns at every meter..... There was ....hover board? but u cannot move and shoot.

@blahblahblah I think i saw several 3 person changes, but i do not play RE, so what exactly u looking for?

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PostSubject: Re: [FNV] What we still not have in game.   [FNV] What we still not have in game. - Page 2 EmptyWed May 29, 2019 12:42 pm

@d_ahat Try the V8 Interceptor from Mattell for XRE it's available in the Fallout Public Map, Quest & Vehicle Mods section. And here is a video from Xilandro from one of his B42 plugin.
Spoiler:

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d_ahat

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[FNV] What we still not have in game. - Page 2 Empty
PostSubject: Re: [FNV] What we still not have in game.   [FNV] What we still not have in game. - Page 2 EmptyWed May 29, 2019 3:50 pm

Yea i know this one. What i mean is, that i have enemy all over the place and get in and out all the time is not for me.Even if i get shooting car/motorcycle. Game just not have so many distance to travel peacefully:)))

Just remember why i do not use Wendy anymore - have problems if using Jip mod.

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[FNV] What we still not have in game. - Page 2 Empty
PostSubject: Re: [FNV] What we still not have in game.   [FNV] What we still not have in game. - Page 2 EmptyMon Jun 24, 2019 3:58 am

d_ahat wrote:
True that. While Wendy do have some minor bugs, i think they can be easily fixed.

Since companions, ok i admit -never like Ed-e. Main reason - game is not designed for flying objects. Stuck indoor, stuck in doors etc. There is about 2 good moods to make it walking, but both are bugged. While i do like idea of human Ed-e, since i can change her look to my taste,  i think Geth, or other walking robot  will be better.


Well, i never use cars actually. Try once, but with spawns at every meter.....  There was ....hover board? but u cannot move and shoot.

@blahblahblah I think i saw several 3 person changes, but i do not play RE, so what exactly u looking for?


Cover based system mostly, RE6 style. Can you send me those changes? id like to check them out @d_ahat

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Voyevoda1

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PostSubject: Re: [FNV] What we still not have in game.   [FNV] What we still not have in game. - Page 2 EmptyMon Jun 24, 2019 7:40 am

A cover based system would be interesting to see done well. Even the Fallout 4 system of peaking out when next to cover would suffice as it wasn't a full on cover based system which I imagine would be a nightmare to mod and implement without killing immersion and making combat too easy. Another suggestion for a mod I'd like to see would be the same first person shooter system from Metal Gear Solid 2&3, where when you're aiming a gun in first person, you can lean left and right but press both buttons together and you would kind of go up on your toes to see a little higher.

Just a thought Gone Fishing

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PostSubject: Re: [FNV] What we still not have in game.   [FNV] What we still not have in game. - Page 2 EmptyMon Jun 24, 2019 11:33 am

Since not sure, this is what i found at first look - improved enemy reaction/AI etc. Or this is what they say - do not test it, so no idea.

Spoiler:

But, if u mean shooting from behind a wall or something, nope, did not see anything.Not for player not for NPC. Will be good though.

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PostSubject: Re: [FNV] What we still not have in game.   [FNV] What we still not have in game. - Page 2 EmptySat Jun 29, 2019 8:58 am

Solid Project is gone/dead?!
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Tekmon_Xonic

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PostSubject: Re: [FNV] What we still not have in game.   [FNV] What we still not have in game. - Page 2 EmptySat Jun 29, 2019 9:16 am

@ d_ahat (Original Post)

I honestly agree with bow and arrows desperately needed for Fallout in general. You'd think a weapon so old and primitive would be one of the first weapons to recreate / rebuild. Especially with all of the mutant animals and creatures in existence. It wouldn't be hard to find the materials to forge a bow. Not to mention modern composite bows lying around from before the war. I think similar weapons of that nature would of been a natural step for a post apocalyptic world. Like crossbows, slings, and blow guns.

I do know of a really awesome mod called in development called project B42 that was supposed to have bow and arrows that function in a Far Cry style fashion. Here's a link if you're interested. https://www.youtube.com/watch?v=yqURw2Qm2wo Smile
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PostSubject: Re: [FNV] What we still not have in game.   [FNV] What we still not have in game. - Page 2 EmptySat Jun 29, 2019 12:38 pm

B42, as it was planned and we all wait for, is canceled. Xilandro start to publish standalone mods and claimed, that this will be B42.
As for crossbows - yea really wonder about them.There is only few mods and most are...ugly or not working good.
@Sirdanest AS for Solid Project - yes it was removed by author after .....ok, ok. U can find it only at some Russian sites, where it was translated at posted with permission and did not taken down yet.

BTW i use new weather mod now, but it's only exterior. So i start to look for interior lights and was heavily surprised, that there is ONLY one - ILO. And i really do not like that darkness.
Any1 have any idea about something different?

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PostSubject: Re: [FNV] What we still not have in game.   [FNV] What we still not have in game. - Page 2 EmptySat Jun 29, 2019 12:42 pm

@ d_ahat

Oh I apologize for not knowing that B42 is canceled. Perhaps he'll release the bow and arrow mod some time down the line. Smile

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PostSubject: Re: [FNV] What we still not have in game.   [FNV] What we still not have in game. - Page 2 EmptySat Jun 29, 2019 10:02 pm

Not many people actually know how to make a really good bow. It's so much harder than just a stick with a string. The gun runners got lucky by finding an old gun factory if I recall, that's the only reason that there are so many guns.
Bows would probably be connected only to certain tribes or factions who were lucky enough to have a survivalist who knew how to do it. So many vaults probably had nothing like that.
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PostSubject: Re: [FNV] What we still not have in game.   [FNV] What we still not have in game. - Page 2 EmptyMon Jul 01, 2019 7:55 am

@Tekmon_Xonic Xilandro's B42 stuff is some of the best stuff out there. You linked his youtube but he has posts on here and on Nexus. B42 combined with the Solid Project gives a great experience overall, I cannot play it without it now.

The bow and arrow would be an amazing addition but I think it's an animation issue, along with the fact that it would have to be classed as a throwing weapon to allow you to retrieve bolts. I'm a basic modder at best, so anything animation is way over my head in terms of what it would take to make. No doubt though that it is probably the most coveted mod request other than dual-weilding. Who doesn't want to be a poncho wearing gunslinger with a bow in a post-apocolyptic Las Vegas?

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PostSubject: Re: [FNV] What we still not have in game.   [FNV] What we still not have in game. - Page 2 EmptyMon Jul 01, 2019 9:55 am

@ Sirdanest

While I do understand that a bow and arrow is more complicated than a stick and string. Reinventing them would simply be a natural step for a post apocalypse world. I mean if the world went backwards in the event of a nuclear war. Then old manufacturing methods would either reinvented or brought back from the past. Such as forging, fletching, that sot of thing.

And you're right, tribes would be a good place for that to originate from, but if we look at human history, there are always going to be geniuses and engineers who will be able to come up with something new. No matter what part of the world they're in, the condition of the world, and the time period of the world. Bow strings where created from an appendage called sinew, which was found in various animals. With all of the mutant creatures and abominations roaming the wastes, acquiring the bones and appendages to create a bow and arrow wouldn't be that hard to come across.

As for the Gun Runners, finding the weapons factory was definitely luck. Finding schematics and documentation on how to manufacture guns is even luckier. But the luckiest thing of all, is that they actually had people who where educated enough to read up on that information, let alone having the expertise to understand how it all comes together.

However, as I've stated above with historic geniuses, there is nothing stopping a bright individual from dissembling and reverse engineering firearms and energy weapons from the ground up. Take a look at the pipe weapons and laser muskets from Fallout 4. They are products of the resources available to the world, scrap and junk, and that's all weapon smiths have to work with.

Of course, all of that is technically thrown out the window when merchants can magically restock their items, and certain containers magically respawn lol, but that's video game logic for you. Wink

@ Voyevoda1

Yeah, I agree, it would be pretty cool to go around with a bow and arrow. But one day, OpenMW is going to support games like Fallout New Vegas. So perhaps with that could take the Oblivion code and put in Fallout New Vegas, and allow for some top notch bow and arrow game play. It would be a whole another take on the man with no name role now wouldn't it?

Also, with dual wielding. It could easily go beyond just simple hand guns. Since New Vegas' mechanics allow for stronger and more skilled characters to have easier handling with larger weapons. It wouldn't be that out of a question for a character with the right stats and skills to dual wield weapons such as assault rifles, lever action weapons, and shotguns. It could be taken to the extreme as well. Because if there are characters that can swing around car bumper swords and clubs made out of concrete like toys, then those same characters could dual wield miniguns and other heavy weapons. Heck, look at the shoulder mounted machine guns. That would be the perfect dual wielding weapon for weaker characters. You could be like a revenent from doom! Smile
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PostSubject: Re: [FNV] What we still not have in game.   [FNV] What we still not have in game. - Page 2 EmptyMon Jul 01, 2019 11:41 am

Back in 2016,the bow video made it look like it was near completion, so it's disappointing if the project is gone for good.
https://www.youtube.com/watch?v=yqURw2Qm2wo
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[FNV] What we still not have in game. - Page 2 Empty
PostSubject: Re: [FNV] What we still not have in game.   [FNV] What we still not have in game. - Page 2 EmptyMon Jul 01, 2019 1:26 pm

Sad, but too many things was promised and near completion back then. Most of them was never finished,some released with too many bugs and never fixed. And, due to permissions, will never be fixed. And ...no1 want to make complex, game changing mods now.
BTW, grenade trow from B42 is ..... hmm, well can be used only in first person, only for grenades, not for trowing weapons.

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PostSubject: Re: [FNV] What we still not have in game.   [FNV] What we still not have in game. - Page 2 EmptyMon Jul 01, 2019 5:03 pm

Id honestly like to see a Heavy Weapons remake in a way , its been years and I am sure many people have already gotten use to the Audio bug [ I myself dont know if theres a fix if there is apologies ]
but they always felt iffy in a way the flamer looks alright with EVE but the model is meh and the miniguns lose their charm even with newer textures

in a Way a animation replacer for that set is what i am getting at given it will need to remake all those weapons and lord knows mods who add heavy weapons will be broken in first person , it would add a breath of fresh air into the game , hold the minigun diffrently , flamer , grenade launcher minigun [?]
a pain to make but non the less something that is already in but remade would make it feel brand new

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PostSubject: Re: [FNV] What we still not have in game.   [FNV] What we still not have in game. - Page 2 EmptyWed Jul 03, 2019 6:16 am

I don't know if it is possible but I think the game needs an inventory and crafting overhaul for that added immersion. Inventory mechanics similar to DayZ, Arma III or Escape from Tarkov and crafting mechanics similar to Green Hell or The Forest makes every craftable item essential to your survival but you also have to manage what you carry.

These are just wishful thinking from a random person but I think these ideas would definitely fit a Fallout game.

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PostSubject: Re: [FNV] What we still not have in game.   [FNV] What we still not have in game. - Page 2 EmptyFri Jul 05, 2019 11:04 am

All mods was a wishful thinking at some point. And then - some1 start to think - why not! And start to think how! And, then - here we go:)) Well a little harder than that, but still all was just ideas and wishes at some point.

At that point i always wonder:
Ok, we have tutorials for stability, for FPS enchant etc. Some of things are upgraded in time - like NVSE, JIPNVSE, but other are same. So, why there is not a single file, or even FNV exe/esm replacer, instead of all that??? After all that years - all bugs has to be learned now.

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