From my experience loading this mod with Megaton Lighting Overhaul will cause an eventual crash if you have heavy texture mods installed with it due to limitations. However, this mod works just fine with texture mods alone. I will do my best to see what I can do to add lighting improvements to Megaton and possible other places without making the game crash.
While I like what this mod tries to do so far, I have some notes.
- Why don't they use existing voice lines, even if generic? - Can they not be made to just say a voice line, like other generic NPC's, instead of the zoom in happening as if they have something to tell? - Some of the gear they wear stands out way too much for an NPC that has nothing to say.
Why did you decided to add power armors for some of the wastelander NPCs? Isn't Power Armor supposed to be rare and needs training to use it?
Will you add Helmet Overlay support for the new 'Worn Power Armor'? I'd like consistency in my game, and if you won't do it, can you at least upload another version that doesn't add new armors?
How did you fix the unvoiced dialogues?
Sorry for asking a lot of questions, and thanks in advance!
1. The power armors for the wastelander NPCs are pretty much junk power armor. They are half the stats of the regular power armor. These kind of power armors are supposed to come abounded or dangerous places that others figured were not worth it. There power armors could also come from long deceased owners. I figured the training could come from them being some sort of deserter or someone who was kicked out of some military like organization. 2. I will look into making an patch and see what I can do at some time. 3. Instead of multiple dialogues I decided to keep the two default (DC) voice types. When testing they seemed to give me the best results when set with Wastelander faction types.
Does the player needs power armor training to use the new 'Worn Power Armor'?
Also, when being talked to, does the NPCs added by this mod shows dialogue box just like named NPCs or do they only gives generic replies like generic NPCs in vanilla?
Imo, giving it to 20% of the wasters is too much. Giving it a minuscule chance like 1% would be fair I suppose, it would convey rarity of the armour but craftiness of the waster who manage to cobble one back together. Since, if I understand correctly, the NPCs spawn and respawn constantly, you are bound to find a few of them anyways.
I added Helmet Overlay support and tested it with one of the power armors. The player needs power armor training to use them. I reduced the spawn rate of the power armors to around 8%. In a short test, from what I have seen so far is that one or two NPCs spawn with them in cities. Also, this mod does not show dialogue boxes. It just has NPCs give generic replies.
Does the Helmet Overlay support covers ALL the armors added by this mod?
This mod no longer contain any unvoiced dialogues right?
Also, hanging raiders inside Megaton? That seems very brutal knowing childrens would see it everyday, with the Rivet City at least they are outside the ships so it makes sense for both a warning to raiders and to prevent children seeing it everyday.
1. Yes, it supports all the added armors. 2. From my tests, I have yet to find anything. I went to multiple places. The dialogue that I have seen so far are pretty much a lot of hi, bye, and good to see you with NPCs staring at each other. Probably the only weird thing that I have noticed is NPCs saying hi to dogs.
Thanks for adding Helmet Overlay support and thanks for answering my questions man, I still think hanging corpse inside Megaton would be brutal for the childrens living in Megaton lol
I don't think this mod was converted correctly.. It looks very different from the one i did convert. There's NULL references, naming records missing, it doesn't look like cells were 'TTWified' by forwarding the TTW edits.. Did you even recompile the script...?
I just want to give suggestion for this mod, why not add 'Megaton City Guard' to Megaton just like Rivet city that have Rivet City Guard? I find it weird how the only ones whose job is protecting Megaton is only Lucas Simms, Stockholm, and Deputy Weld, and how does only these 3 can protect the whole city.
I think there should be some Megaton Settlers that volunteer as city guard to patrol the city or something, maybe also adds a few dog guards too to accompany the new city guards.
The intention originally was great, a more 'croweded' city, but then there's the scope-creep i talked about. World edits, power armor, and before you know it there's a whole different mod than originally intended.
Do you intend to have a separate version with only the extra NPC's (along with fixes and minor thematic tweaks to their clothes etc) or is there only going to be the one version?
This is likely to be the only version, but I am not adding any world edits or additional stuff. If I want to add anything else it will be released as a separate mod(s). However, if anyone wants to use my fixes to release a version closer to the original feel free to do so.
Not from what I noticed so far. I will look into it if I run into it. This mod is currently based on the redux version from The Wasteland Patch Collection.
So just to confirm, there won't be any unvoiced dialogue in this mod right? Unvoiced dialogues just bothers me a lot, I even refrain from using great mods if it has unvoiced dialogues in it.
This shouldn't be an issue anymore. Unvoiced dialogue kind of bothers me to, but if were you I would wait till next update just to be safe. By then I would have tested a bit more.
32 comments
- Why don't they use existing voice lines, even if generic?
- Can they not be made to just say a voice line, like other generic NPC's, instead of the zoom in happening as if they have something to tell?
- Some of the gear they wear stands out way too much for an NPC that has nothing to say.
Sorry for asking a lot of questions, and thanks in advance!
1. The power armors for the wastelander NPCs are pretty much junk power armor. They are half the stats of the regular power armor. These kind of power armors are supposed to come abounded or dangerous places that others figured were not worth it. There power armors could also come from long deceased owners. I figured the training could come from them being some sort of deserter or someone who was kicked out of some military like organization.
2. I will look into making an patch and see what I can do at some time.
3. Instead of multiple dialogues I decided to keep the two default (DC) voice types. When testing they seemed to give me the best results when set with Wastelander faction types.
Also, when being talked to, does the NPCs added by this mod shows dialogue box just like named NPCs or do they only gives generic replies like generic NPCs in vanilla?
Giving it a minuscule chance like 1% would be fair I suppose, it would convey rarity of the armour but craftiness of the waster who manage to cobble one back together. Since, if I understand correctly, the NPCs spawn and respawn constantly, you are bound to find a few of them anyways.
Also, hanging raiders inside Megaton? That seems very brutal knowing childrens would see it everyday, with the Rivet City at least they are outside the ships so it makes sense for both a warning to raiders and to prevent children seeing it everyday.
2. From my tests, I have yet to find anything. I went to multiple places. The dialogue that I have seen so far are pretty much a lot of hi, bye, and good to see you with NPCs staring at each other. Probably the only weird thing that I have noticed is NPCs saying hi to dogs.
Did you even recompile the script...?
I think there should be some Megaton Settlers that volunteer as city guard to patrol the city or something, maybe also adds a few dog guards too to accompany the new city guards.
Do you intend to have a separate version with only the extra NPC's (along with fixes and minor thematic tweaks to their clothes etc) or is there only going to be the one version?
Cheers