[REL] Goodsprings Filler

Post » Sat Jan 08, 2011 1:00 pm

This is the release thread for my mod Goodsprings Filler found on New Vegas Nexus http://www.newvegasnexus.com/downloads/file.php?id=35121.

The readme can do the talking as to what it is:

Description
-----------

Goodsprings Filler is a mod that expands the town of Goodsprings and extends playing time through the addition of extra quests. It opens up previously boarded up houses, and fills them with NPCs who have their own quest attached to them. It also adds an additional underground cave structure to the town. All quests are fully voiced acted and lip synched to ensure that the mod fits in seamlessly into the world. The next time you start a new game, why not spend a bit more time in Goodsprings.

---This mod is based around characters who choose to become popular with the Goodsprings faction. As such the NPCs added by the mod may not speak to you unless your faction reputation with them is high enough. Siding with the Goodsprings townsfolk against the Powder Gangers will help ensure that you will have the necessary faction reputation to begin the quests. Some NPCs may not give you their quest until you have helped another NPC first.

---This mod is an ongoing release, meaning that it will be updated as a I manage to complete quests based upon my real life employment and social requirements. Plus I would like to get beyond Primm in my actual game eventually as well.

---The current release contains 5 additional houses, 10 additional NPCs, 4 additional quests, and 1 additional cave dungeon.

---The current quests are given by Michael Peterson, Monty Peterson, Alex Downer and Brian Taylor.

---Please give feedback on the state of this mod, whether praise, criticism, or comments. I'd like to know whether the quest design, writing, voice acting, and balance of risk vs reward is good or bad. Also please report any bug reports or suggestions on how the mod might appear more professional/slicker/seamless.

Installation
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Place the Goodsprings Filler.esp and Sound folder into the New Vegas data folder. The base install of this folder is Program Files/steam/steamapps/common/fallout new veags/data. Select yes if prompted to overwrite the sound folder.

Open the data files entry on the New Vegas loader and place a check in the box next to Goodsprings Filler.esp.

To uninstall delete the Goodsprings Filler.esp, go into the sound folder, then the voice folder, and delete the folder called Goodsprings Filler.esp.

Compatibility
-------------

Anything that alters the boarded up buildings around Goodsprings will probably be incompatibile.

You can still use mods that add player houses to Goodsprings even if the mods conflict. Ask the mod creator to tell you (or find out for yourself) the formID of the cell of the house. Then use the console to type coc formID to enter the house.

Change log and bug fixing
-------------------------

There was an issue with version 1.1 and 1.2 where fast travelling and then attempting to save or enter a cell would crash the game. This has been fixed in version 1.3 and above.


Credits
-------

Lingwei - quest design, building design, voice acting.
People in the comments thread - Bug reports, suggestions, encouragement.


Would appreciate any support/comments/criticism you would like to share in this thread. I'm trying to mod relatively simple quests for Fallout New Vegas (as opposed to my attempt at a complex 400 line of dialogue quest in Fallout 3 that took me months to finish a single one of them). The quests are mostly suitable for new characters who aren't quite ready to venture fully away from Goodsprings yet. Characters above level 5 may find the quests too easy.

I'll try and be updating this mod quite regularly until I have all the houses unboarded and NPCs living in them, all with their own quest. I imagine it will max out at about 7 or 8 - there are 4 quests currently.
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Steve Fallon
 
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Post » Sat Jan 08, 2011 12:55 pm

excellent! i love fully voice acted mods. ill test and get back with comment.
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Kim Kay
 
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Post » Sat Jan 08, 2011 7:04 pm

The game only just came out and there's already a voiced quest mod, nice. :D
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FITTAS
 
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Post » Sat Jan 08, 2011 10:34 pm

nice.
thank you downloading .
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Ashley Clifft
 
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Post » Sat Jan 08, 2011 10:55 pm

Voiced quests? Awesome! :D
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A Dardzz
 
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Post » Sat Jan 08, 2011 11:15 am

Played, enjoyed.

1) farmer quest, nice and easy and made me laugh.

2) cola quest also goo.

suggestions.

Spoiler
1) on cola quest managed to up the reward to 100 caps.
did not have the barter ability to suggest to sell to another buyer person.
but was also not able to have a dialogue option to sell the goods for 100 caps.

2) perhaps an option to ask the characters to assist in the defence of the town quest.
a refusal to assist is the only option really to prevent it getting to complicated scripting wise
but would further integrate the characters into the town.

3) the character who has the holodisc seems underused at the moment and an obivious starting point for further quests
perhaps even a potential buyer for the cherry cola?

4) after you get the farmers items he says come back in a monty. but when you speak to his brother he says that the crops are ready.
perhaps a delay on this dialogue?

5) in bar, NPC can get stuck during wander package behind bar with trudy. perhap s get him to sit on a stool for a while?

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kirsty williams
 
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Post » Sat Jan 08, 2011 8:23 pm

Very nice, but it wont let me turn in the cola quest if i turn in the farmer quest first.
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Katey Meyer
 
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Post » Sun Jan 09, 2011 12:49 am

excellent! i love fully voice acted mods. ill test and get back with comment.

The game only just came out and there's already a voiced quest mod, nice.

nice.
thank you downloading .

Voiced quests? Awesome!


Thanks and glad you like it. I've updated it since its first release and it now contains 2 quests...plus I've had to fix a major bug that occured in the 1.1 update so its currently at version 1.2.

1) on cola quest managed to up the reward to 100 caps.
did not have the barter ability to suggest to sell to another buyer person.
but was also not able to have a dialogue option to sell the goods for 100 caps.


I've had to make a conscious decision to limit the complexity of the quests for this mod, since my previous attempt at a Fallout quest mod led to a massively complex quest that took months to work my head around all the different dialogue (400 lines) and scripting and associated actions. So I'm going to have to limit the player's options - ironic given my previous adherence to choice.

2) perhaps an option to ask the characters to assist in the defence of the town quest.
a refusal to assist is the only option really to prevent it getting to complicated scripting wise
but would further integrate the characters into the town.


Possbily something to consider later one once the new quests have all been added, I'm hesitant to try and change any of the original quests, but adding in a refusal dialogue option might be possible - but again it would have to be later.

3) the character who has the holodisc seems underused at the moment and an obivious starting point for further quests
perhaps even a potential buyer for the cherry cola?


He's the subject of the third quest, currently being created.

4) after you get the farmers items he says come back in a monty. but when you speak to his brother he says that the crops are ready.
perhaps a delay on this dialogue?

Very nice, but it wont let me turn in the cola quest if i turn in the farmer quest first.


I'm fairly certain this has been fixed.

5) in bar, NPC can get stuck during wander package behind bar with trudy. perhap s get him to sit on a stool for a while?


I've noticed this as well. Not much I can do unfortunately since he just has a basic sandbox package to move around the prospector for the hours that he is there. He'll free himself once you go away and wait for a bit, once he is outside he is fine.

Thanks very much for the feedback Wizard of thay, I'll consider some of those suggestions particularly the one about the town defence.
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Nathan Hunter
 
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Post » Sat Jan 08, 2011 11:59 pm

no worries, just hope you are having fun.
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emily grieve
 
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Post » Sun Jan 09, 2011 1:44 am

Just somethin you might want to take care of, or not for the sake of realism.
I had one or muliple of your added characters dying during the gunfight several times. Might want to increase their health a bit or have them flee during that quest.
No idea how Obsidian handled this since I've never seen any important (anyone beside "Goodspring settler") die during the quest.

Other than that, great mod! Excellent voice acting and very nice to see smaller quests to help you out in the start. :D
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Brentleah Jeffs
 
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Post » Sat Jan 08, 2011 12:52 pm

Um, why are there like 5 of the same npc model in the bar all together?
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carrie roche
 
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Post » Sun Jan 09, 2011 2:32 am

Nevermind my last post, that is a different mod.

I just completed both quests. Great job. The voice acting is pretty good, the quests are simple, yet fun and it really is nice to stay in Goodsprings for a bit longer before heading off. I really hope you make some more quests, and even some for other settlements such as Novac or Freeside as well.
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Nathan Maughan
 
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Post » Sat Jan 08, 2011 4:12 pm

Nevermind my last post, that is a different mod.

I just completed both quests. Great job. The voice acting is pretty good, the quests are simple, yet fun and it really is nice to stay in Goodsprings for a bit longer before heading off. I really hope you make some more quests, and even some for other settlements such as Novac or Freeside as well.


Random idea.

hmm perhaps give the NPCs a wander package in their house when the Vanailla quest hits a certainqueststage?

that would put them out of the way of the invading NPC's

either that or have them in a friendly faction with the invading NPC's.
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xx_Jess_xx
 
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Post » Sat Jan 08, 2011 11:01 pm

Random idea.

hmm perhaps give the NPCs a wander package in their house when the Vanailla quest hits a certainqueststage?

that would put them out of the way of the invading NPC's

either that or have them in a friendly faction with the invading NPC's.


wouldn't that cause the goodsprings townsfolk to attack them, then?
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Juan Suarez
 
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Post » Sat Jan 08, 2011 1:09 pm

So far I've boosted their levels and health...I'll to wait until I begin a new game and play through those quests to see whether it will be more worthwhile to give them a package that makes them hide during the quest.

Glad you like the mod so far.
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Marie Maillos
 
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Post » Sun Jan 09, 2011 3:43 am

an unsubtle bump.

cool looking forward to the next stage of development.
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SEXY QUEEN
 
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Post » Sat Jan 08, 2011 4:14 pm

I've actually just released the next version, you must be psychic Wizard of Thay :blink:

The newest version is a big update on previous version. It almost completely opens up the town with only one building remaining unoccupied (which I plan on turning into player housing eventually).

There is a new quest added, which is significantly more detailed and with choices and speech checks that matter compared to the previous quests (plus a bit more backstory to the quest and therefore a reason to care). It's got about double the total amount of dialogue lines compared to the previous quests and was a lot more complicated to arrange all the quest stages and scripting etc which is why it took significantly longer to produce.

Hope you download and enjoy it.
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Evaa
 
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Post » Sat Jan 08, 2011 7:50 pm

woo hoo

heads straight to the nexus.
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Anna Kyselova
 
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