Fallout New Vegas

2214 comments

  1. arcoolka
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    Bethesda actually implemented RTS in FO4 by default

    1. zoneofdarkness
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      How's it feel to have influenced Bethesda itself?
    2. KeltecRFB
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      A real honor!

      We all know who made the original RTS ... ;-)

      And I am glad they are monitoring the modding community.
    3. arcoolka
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      I know exactly who, KeltecRFB. I also know who "borrowed" my concept and scripts without permission /and I don´t speak about Bethesda now ;-) /. But, live and let live.
    4. KeltecRFB
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      That sucks, too bad it wasn't a better honor then. I am sure they have some legal claim to it since a lawyer is a co-founder of Zenimaxx. You never can trust a lawyer.However, I know that the RTS feature in FO4 is your concept and the Wasteland Defense concept goes to Elderwind.
    5. arcoolka
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      I am proud if Beth was inspired with this mod. I have no claims this way and I am fully satisfied with this.I only doubt that WD has any original concept, different than RTS for F3 version had before this guy "borrowed" it. Peace.
    6. KeltecRFB
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      Understood, never played the F03 version of RTS so I didn't have the comparison.

      Looking forward to your Fallout 1 Story mod.
    7. arcoolka
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      Whatever man. You know why you wrote you know who made the original RTS. If you didnt play my mod, so dont spam here that you know more than you can and stop trying to sound secretly, please.
    8. KeltecRFB
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      Ok since you are now taking this the wrong way, which you are, then I will stop commenting.
    9. arcoolka
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      zoneofdarkness: I feel really satisfied that my concept shows up as a perspective one to be implemented into official Fallout game. And really doesn´t matter if Beth was inspired by my mod, or if i will be credited or not. At the beginning it was only me and my feeling, I just saw a potential possibility of this game, which I love. The way, I thought, it can be easily /how I was terribly wrong / expanded. My way was not easy. I started from scratch, because I had no knowledge about modding, scripting at the beginning. I had just idea and I was total Greenhorn. Thnx to Beth, I had powerful tool in Geck, thnx to modding community I had great source of informations which pushed me from Greenhorn stage farther quickly. I made this mod for fans and fans were the reason I spent with modding so long time. My Thnx goes to all fans! Now it seems that Idea persists and this credit goes to all of us!
    10. DillPicklesAreBad
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      You do realize that this is a basic concept that Beth probably thought up themselves?
    11. arcoolka
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      DillPicklesAreBad: Yes, as I wrote, "I feel really satisfied that my concept shows up as a perspective one to be implemented into official Fallout game. And really doesn´t matter if Beth was inspired by my mod." And I am pretty sure I bring this concept in my RTS for F3 at 2009 as the first and this version of my mod had review in PC Gamer at the same year



    12. KeltecRFB
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      @DillPicklesAreBad - There are quite a few mod community inspired mods in Fallout 4 and Fallout 3/NV versions of RTS are one of them.
    13. LethalThreat
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      The exact moment I saw this I immediately though of RTS and Feng Shui (from Fallout 3.) Two of my all time favorites. I guess one thing, you won't have to worry about starting from scratch and making a new RTS for Fallout 4 lol . Beth might put the modders out of business with all this new stuff they're adding!
    14. kat1004
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      @LethalThreat We'll just adapt and add new materials, weapon parts, etc to the game, dude. We ain't goin' anywhere
    15. dauransx
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      @dillpickels No, im 100% sure the FO4 base building was more then inspired by arcoolkas RTS mods.
      They even said that alot of the ideas they got for FO/NV was from FO3 mods. Looking at the FO4 Vid it felt like it was Arcoolka was the one who was project manager on that part.
    16. Sgallaty
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      Well, however this all shakes out it appears that two of my favorite mods of all time - powered powered armor and RTS are both integral.

      here's the thing though - they'll start with something and we can run with it. Imagine how cool the engine will be now.

      arcoolka - no more navmesh. if the engine can handle dynamic pathing, then we can build anything without any NPC pathing issues.

    17. Soraking007
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      this was probably already in the works as it is i very much doubt any feature added into fallout 4 that was added by a mod in fo3 or nv inspired bethesda to do the same this game has been in development since fallout 3 was released so... yeah its a nice thought that modders have influenced awesome stuff implemented into a newer fallout but its unlikely granted i could be wrong since bethesda does take notes from the community on what mods and stuff are being used how often. so in a way this mod helped them put in their own settlement builder. as did project nevada for the one button grenae throw. im sorry if this sounds mean im not trying to be mean at all.
    18. WitheredWolf
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      lol just came here to post this.

      Of course we all know base building isn't exactly a unique idea but I believe a lot of what's in Fallout 4 has indeed been inspired by the most popular mods and that's not really a problem. It'll be a problem if Bethesda didn't look at what was popular in the modding community and produced a vanilla game that felt lacking compared to a modded New Vegas.

      Anyway great mod arcoolka, it'll be interesting to see what you'll do in Fallout 4 if you plan on modding it.
    19. jestir
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      in a facebook group i belong to some one made post saying that it was not needed and i told them how it was a popular mod for fo3 and foNV
      and pointed them to your mod the post has got very quit since my post so if any one that have not heard of this mod now has
    20. masternetra
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      @arcoolka, Congratz. Btw could you add the ability to rehire/regain settlers who died in combat? While there is another mod that does this for the mod, but it also revamps food and drink and such which I do not want.
    21. Xaendro
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      seems totally taken from this mod, considering the way it was implemented.

      I would only be happy, it would just be a great thing imo for them to consider user-made content during development
    22. TrojanPiece
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      This is not cool, are you going to throw s*** at WD for "borrowing" concept of your mod "without permission" now? It only seems like you are a bit salty because his mod has more subscriptions than yours, but whatever.
    23. WrenlyWaggish
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      Obsidian does well with RP games and that's why NV's mechanic is so good compared to FO4 which actually has a pretty bad RP mechanic. I wish Obsidian would make another FO.
    24. Sytakan
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      I still think the dev owes KeltacRFB an appology for treating the guy like he was mocking the dev when he CLEARLY was not.


      I hate that crap.
    25. bcirno
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      there still no GECK for FO4?
      I am wonder how they solved navmesh problem inside selfmade buildings or placed structures.
      or it's just works?
      in FNV, FO, Skyrim and older - NPC can stuck on placed object with collision. Much worse - it's can cause lag and crash (at least when i make some experiments on Skyrim). about 50 npc in good navmeshed area - no lags and crashes. Just few wrong navmesh polygons on popular for NPC route with object on way and there problems starts.

      Not sure about FNV, but in Skyrim only possibility to emulate "dynamic" navmesh - is to disable/enable it in some special way. But it's required changes in cell. Which is obsolete idea of settlement in any random place. My guess - in FO4 they did something like this, i don't see any other reason to have special places to build settlement instead completely random one.
    26. Pharris20746
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      how do i get the wastelanders to go to there job when they show up?
    27. bosspal
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      I wish Bethesda could launch a game with all the desired mods included so we can have fun playing them i bet if that games(oblivion,skyrim,fo3,fonv,fo4) come with moded files the gamers will play thay games again. A loy of games played those games without modinh them and they dont know the real fun in these games
    28. RustyRotary1
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      bro i know this is an old comment but are you my brother ? thats the exact same pfp my brother uses lmao
  2. HDRyanModZ
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    For anyone that's too lazy and just wants to make a settlement, here is a list of useful form ids!

    https://justpaste.it/1po9i
  3. thesecretowner
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    I just found this mod in march 2020 it's absolutely amazing the mod makers should continue on this mod
  4. LFOxidizer
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    I really like this mod, as I've been longing to make settlements of my own lately. While it does have quirks, after you get past them it can get pretty addictive.

    Unfortunately, there's a caveat here. For... roleplay purposes, I'd like for my city to be in a place located distant from NCR trade routes(not that I don't like the NCR, mind you; like I said, it's for roleplay purposes), which makes me want to settle in Zion Canyon or even in the Divide. Unfortunately, the brahmin needed to construct settlements does not follow the player into either locations, and summoning him/her with console commands seems to be useless(I tried using player.placeatme and the brahmin's code that is displayed once you slect it with the console active, but it just gives an error).

    Is there a way to force the brahmin to follow me into/spawn in Zion Canyon or the Divide(prefferably Zion, as it's far tamer), even if it means editing the mod or making it not follow me back into the Mojave? I don't want to create settlements in the Wasteland anyway, since most areas are either taken already or not really fit for building on in my opinion.

    ====

    *EDIT*: Ok, I found a way to get the brahmin to follow me into Zion(for anyone wondering, just fast-travel to another location and she'll appear besides you). Unfortunately, I ran into another problem.

    Your mod does not recognize Zion Canyon's trees as... well, trees. So it claims I'm building in a woodless area even though Zion is very rich in trees(and, therefore, in wood).
    1. megaspare
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      Yes is there a way to make a settlement in Zion, like a mod or something, or spawn trees using GECK? I don't really want to add more settlements in mojave anymore and want a new area to make a new settlement.
  5. ghastlybaptism
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    How does this compare to Wasteland Defense? Can you use both?
  6. TOK951
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    Uhm... can someone please tell me the ID of Bess' bell? I want to summon her to Los Angeles of 2260's :D
    1. FreeEconomicZoneofNewVegas
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      Yeah, I really hope the mod developer responds.
  7. TOK951
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    Can someone please send me an ID of Bess bell?
    1. FreeEconomicZoneofNewVegas
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      I'd also like this.
  8. Brymann1970
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    Does anyone have any experience using this mod with TTW 3.2? I've heard a lot of FNV mods have a good chance of being compatible straight out of the box and I'd like to use it. I'll probably just try it out and hope for the best. I've been using this mod for years and have always enjoyed it. I think its about time I endorse it.
    1. merryfellow
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      Hey! Just set up TTW 3.2 a week ago. Did you end up getting settlements to work? Any conflicts you noticed so far?
    2. KeltecRFB
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      When I did my first TTW testing a while back, you can use RTS but it was very buggy and probably still is because of the continuous updates by modders like NVSE (I used FNV RTS but not the FO3 RTS that is why I told arcoolka he was taking my comments the wrong way up above). I also used the attempted updates but the modders gave up before they were finished which leaves RTS still buggy. It looks like Fo3 RTS for TTW was recently converted so I may finally use RTS FO3 depending on mod load out and the FNV 150ish mod limitation.
  9. 2115Rhino
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    Where is the mine at searchlite airport? im looking and cant find it.
    1. Mathadar
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      Near the tower, if memory serves.
  10. ueusdlast
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    welp, i think I screwed up
    here's the story
    I got vilified by the legion and they killed one of my workers, this worker's workspace started smoking, but at the time I didn't know I just needed to sneak+activate to remove the body and the smoke, after disabling the body and the building via console commands, the smoke remained there, is there a way to disable the smoke? I tried tcl to see if there was a generator hidden behind it or something, but to no avail, if you can help with adding a mod or anything, thanks! (I'm adding a mod called nipton fires extinguished, maybe the mod also extinguishes the smoke I will let you guys know
  11. spacemarine42
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    In response to post #53072888.


    Spoiler:  
    Show

    I second this. I'm stuck on -1 and can't build anymore. I have 2 houses and 1 farm. I can't seem to find the cheat code to add Happiness. Anyone here still around?
     


     
    the command should be:  
     
    set aaahappiness to xxx
     
    where xxx is whichever quantity you want your happiness level to be!