Fallout New Vegas
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4 comments

  1. StormDrummer
    StormDrummer
    • supporter
    • 12 kudos
    Could not get the mod to work. No missing-tex markers, but no town either. An undiscovered map marker that stayed undiscovered even when I passed right over it and reached the end of the map.

    And I don't understand the instruction about renaming the Dry Canyon .bsa to match  this mod (which could have something to do with it.) I've never heard of that procedure before. This mod already has a .bsa. If I rename the other, what happens then? Does it overwrite this one? Or do I install that one first and overwrite it with this one? And what happens to the original mod when its .bsa gets renamed? Lots of unanswered questions here...

    EDIT: Welp, the next time, it worked, and I didn't rename anything or do anything new. Go figure. Kind of a playable alpha, I guess...
  2. xzanderain
    xzanderain
    • member
    • 2 kudos
    Just a couple suggestions. First, it seems that the map is very flat. So plan out where all your buildings and roads will go first. Then build up the land to have hills and valleys. I would suggest that you also put a cliff face around the exterior edges of where you wish to block the player from going. Then put in invisible barriers to block them from climbing out of the area. Also if you want to make an interesting entry or exit to a location to another location. This idea is for immersion. say that you have a road. that you can enter and exit the map on. You put the same cars facing one way. Then beyond the point where the player enters but is still on the same map. Put a few more. Those few more should be facing the inverse direction when you are in the next location. While the prior vehicles should be beyond its border where you enter and exit from. Though the player can not actually click on these said cars. Nor could he even ever approach them. They will be there giving the impression that the player traveled through them. Also if you need to put in telephone polls and the like or any other static effects. This idea also applies to them as well.

    You can apply the same concept to interiors as well. If you set an interior up as an exterior. You can then have a set up where the player walks through a hall way and gets ambushed from outside the building. While the outside of the building would be view-able from inside. the player would not be able to get out from those said locations. Via invisible barriers that block the player but let the spawns attack from outside. Then when you leave the building, the objects you seen out side from inside would also have to be placed down in the same locations. To give the player the illusion that he was in the same cell the entire time.
    Well, hope you like my ideas and I hope they help you.
  3. ElfyPers0n
    ElfyPers0n
    • supporter
    • 10 kudos
    I haven't actually installed the mod, so i can't tell, but it looks like you're using a re-textured beam mesh or something similar for the facade. Since your texture is square, it stretches and looks out of place. I'd recommend, for future reference, that you use square planes instead. Find one of the floor meshes with the right collision noises and re-texture that instead. If there's one with the craftsman home floor texture, that should work as its UV would fit the whole texture, whereas others would only have a quarter of it. Mess around with stuff. The texture is good; you could get amazing results with it if you fiddle with things.
  4. Richwizard
    Richwizard
    • premium
    • 102 kudos
    Here's a resource you might want to use called "Old Western Buildings."

    http://www.nexusmods.com/newvegas/mods/62698/?