[RELz] Bobblehunt

Post » Sat Feb 19, 2011 2:27 am

Started work on this after I noticed that the Bobbleheads and all related stuff was still in the NV.esm, and after being somewhat disappointed with only 7 Snowglobes to collect.

Download: http://www.newvegasnexus.com/downloads/file.php?id=35110, http://planetfallout.gamespy.com/mods/497/NV-Bobblehunt-A-Bobblehead-Scavenger-Hunt

Name: Bobblehunt - A Bobblehead Scavenger Hunt
Version: 1.32
Date: 2/2/2011
Category: Items, (Unmarked) Quest
Author(s): Galahaut and LePropugnator
Source: http://www.newvegasnexus.com/downloads/file.php?id=35110
Thread: http://www.gamesas.com/index.php?/topic/1127991-relz-bobblehunt/
Site: http://posts.keybards.com

Description
===========
Adds all 20 Bobbleheads from Fallout 3 to New Vegas, plus a new Survival Bobblehead from Brumbek. They are all hidden in "logical" locations related to the attribute or skill they increase. The SPECIAL Bobbleheads do not grant +1 attribute anymore; each provides a perk with some minor bonuses. The bonuses are helpful but should not be overly unbalancing. Finding all seven will consolidate everything into one perk and grant one additional bonus.

The Skill Bobbleheads all grant +4 to their skill, except Big Guns and Small Guns which each give +2 Guns. Finding all fourteen skill Bobbleheads will grant 1 additional point to all skills. Finding all twenty-one Bobbleheads will give a one-time bonus of 2000 caps.

Three Bobblehead Display Stands have been added. One is in the Goodsprings Schoolhouse, another in the Novac Motel Room, and a 3rd the Lucky 38 Suite. Activating any stand for the first time will add a note to your Pip-Boy with the hints/riddles for the Bobblehead locations. If you would like a stand in an additional location, please leave a comment or send a message. Additional locations may be supported if enough people ask for them to be supported.

Bobbleheads cannot be removed from Bobblehead stands once they are placed, at the moment, but placing a Bobblehead on one stand will place the same Bobblehead on all stands. If you have already placed Bobbleheads on a stand in a version before 1.15, activating that stand will place them on the other stands.

In version 1.20 and beyond, Bobblehead placement is now randomly varied. There are currently 10 potential locations for each Bobblehead. In all but one case 5 of the 10 Bobbleheads are in the same general area while the other five are in five different locations.

Details
========
SPECIAL Bobblehead Perks are listed below.

Strength = +3 Melee/Unarmed Damage, +5 Carry Weight
Perception = +5% Accuracy, -5% Gun Spread
Endurance = +5 Health, +1 DT
Charisma = 5% Store Discount
Intelligence = +3 Science, +2 Repair, +1 Medicine, +1% Experience Gain
Agility = +5% Melee/Unarmed Attack Speed, +5% Run Speed, +5 AP
Luck = +1% Crit Chance, -1% Enemy Crit Chance

All 7 Bonus = +1% Damage Resistance, +3% Fire/Radiation/Poison Resistance

Finding all 21 Bobbleheads will earn you 2000 caps.

Location
==========
The Bobbleheads are somewhat hidden, enough so that you may miss them with a quick glance, but not so hidden that you will need to search for extended periods of time in the general area. Some Bobbleheads are in exterior locations, some in interior locations, but all are in or near marked locations.

A spoilers file, originally written by LePropugnator, (you'll know it when you see it) has been included within the archive that first provides riddles, then the general locations where each Bobblehead can be found. The riddles now only lead to a 50% chance of finding a Bobblehead. Activating any stand for the first time will add a note to your Pip-Boy with the same hints/riddles for the 50%-chance Bobblehead locations.

In version 1.20 and beyond, Bobblehead placement is now randomly varied. There are currently 10 potential locations for each Bobblehead. In all but one case 5 of the 10 Bobbleheads are in the same general area while the other five are in five different locations. If you are updating from an earlier version and have already found a Bobblehead, or been in its cell, or placed it on a stand, no additional Bobblehead will be appear.

Install
=======
1. Copy files to \Steam\SteamApps\Common\Fallout New Vegas\Data\.
2. Activate the .ESP through the launcher or any mod manager that is released.

Alternatively, use FOMM's Package Manager or Wrye Flash's BAIN (Bash Installer).

Update
========
If you are updating to version 1.25 from version 1.20 and using an existing save (with 1.20 active), the Bobbleheads will still only be located in one of the 5 locations from version 1.20. Bobbleheads will only have a chance of spawning in the 5 new locations if you start a new game or if 1.25 if the first version of the mod you are using.

Uninstall
=========
1. Deactivate .ESP through the launcher or any mod manager.
2. Delete the .ESP.
3. Delete /Meshes/Clutter/Bobblehead/bobbleheadsurv.nif

Alternatively, use FOMM's Package Manager or Wrye Flash's BAIN (Bash Installer).

Future Plans
=======
Bobbleheads cannot be removed from Bobblehead stands once they are placed at the moment but placing a Bobblehead on one stand will place the same Bobblehead on all stands.

Additional Bobblehead placement variety may be added in later versions.

The perks currently reuse vanilla icons. Custom icons may be made at some point.

Some additional variant ESPs for weaker/stronger/different bonuses may be released at a later time.

Compatibility
===============
Bobblehunt should be compatible with any mod that makes use of and/or changes the original Bobbleheads. All Bobbleheads and related scripts were duplicated and edited, leaving the originals unchanged. The Bobbleheads from this mod use the naming format "Bobblehead (Stat)" instead of "Bobblehead - Stat".

BH01Quest (an unused leftover quest from the FO3 Bobbleheads) has been edited.

No edits were made to any vanilla cells except the addition of the Bobbleheads (210 of them now) and Bobblehead stands (3), and in one case, the addition of a weak vanilla weapon for Bobblehead placement purposes.

Marksman has released a Bobblehunt-compatible version of his http://www.newvegasnexus.com/downloads/file.php?id=35861. If you plan on using both mods download the optional compatibility version of his mod.

Fee510 has released a Bobblehunt-compatible version of his http://www.newvegasnexus.com/downloads/file.php?id=36372. If you would like to display your Bobbleheads in the tent download the optional compatibility .ESP and read the install instructions.

Known Issues or Bugs
====================
If you are upgrading to 1.10 or higher from an earlier version, Bobbleheads that you have already found and picked up will not be recognized by the display stands. This can be fixed by dropping the Bobbleheads then picking them back up.

If you are upgrading to 1.15 or higher from an earlier version, Bobbleheads that have already been placed on stands can be placed on all other stands by activating the stand they are placed on.

If you are updating to version 1.25 from version 1.20 and using an existing save (with 1.20 active), the Bobbleheads will still only be located in one of the 5 locations from version 1.20. Bobbleheads will only have a chance of spawning in the 5 new locations if you start a new game or if 1.25 if the first version of the mod you are using.

There are now 210 potential Bobblehead locations and not all of them have been tested in-game. If any of the Bobbleheads cannot be picked up (or cannot be picked up easily) please report the issue in the mod comments or by email.

History
=======
1.0 - 10/23/10 - Initial Release: 20 Bobbleheads, no stands, no custom perk icons.
1.01 - 10/25/10 - Hotfix: Endurance Bobblehead moved so it can actually be picked up.
1.10 - 10/25/10 - Bobblehead Stands added to 3 locations. Bobbleheads can now be dropped (or even sold), but their value has been reduced to 50-100 caps. Note with location riddles added.
1.11 - 10/26/10 - Hotfix: Lucky 38 Bobblehead stand grounded (oops!), holotapes with the riddles note added near each stand until script is fixed.
1.15 - 11/3/10 - Placing Bobbleheads on one stand will now place them on all stands. Note script should be fixed now.
1.20 - 11/8/10 - Bobbleheads may now spawn in one of 5 locations. Perception bonus changed.
1.25 - 11/15/10 - Bobbleheads may now spawn in one of 10 locations. Survival Bobblehead from Brumbek added and relevant scripts updated to reflect its addition.
1.26 - 11/28/10 - Fixes for cursed 1.25. Survival Bobblehead included and Big Guns script fixed.
1.27 - 11/30/10 - 1 Explosives Bobblehead moved for accessibility, 1 Charisma Bobblehead moved from Ultra-Luxe Bathhouse since some users have issues with that cell.
1.28 - 1/9/11 - Error in Charisma perk fixed.
1.30 - 1/28/11 - Major error with Survival Bobblehead, which prevented it from ever appearing, fixed. May also have been the cause of the sporadic reports of duplicate Bobblehead. Big thanks to tacitus59 for the report that lead to the error's discovery.
1.31 - 1/30/11 - 1 Endurance Bobblehead moved for accessibility.
1.32 - 2/2/11 - Survival Bobblehead fixed. Again. For real this time, I hope.

Contributions
===========
---Galahaut---
*Organization
*Readme Creation
*Placement of original Strength, Perception, Endurance, Charisma, Luck, Barter, and Explosives Bobbleheads.
*Perk creation, scripting.
*Everything else added beyond the initial version.

---LePropugnator---
*Placement of all other original Bobbleheads.
*Original spoilers file and riddles.

---Collaborative---
*General and specific locations for all Bobbleheads.
*Perk and other bonuses.

Contact
=======
Comments? Concerns? Questions? Queries? Quandaries?

gamesas Forums: Galahaut
FNVNexus: Galahaut

Email: danielxcel@gmail.com /// lepropugnator@gmail.com

Xfire: Galahaut /// LePropugnator
Steam: Galahaut /// Morinel
AIM: danielxcel

Website: http://posts.keybards.com

Credits
=======
Bethesda - Publishing FNV, original Bobblehead Display stand scripts.
Obsidian - Creating FNV and releasing the GECK without a delay, and leaving the Bobbleheads in.

ElminsterAU - FNVEdit
Lhammonds - Readme Generator used for this readme.
Cipscis - Script Validator

Snabbik/WuphonsReach - Helping with the Bobblehead placement variation and commenting the Randomized Snow Globes script very well.
Brumbek - Creating a more Vegas-appropriate Bobblehead texture and allowing me (and others) to use it. Look for the retexture as a separate file where you downloaded this mod. Also created a Survival Bobblehead mesh which is now packaged with the mod.

GreenPL/kastansa - Creating video series showing original Bobblehead locations.

Jabuka - Reporting Endurance Bobblehead problem.
iTimmah - Reporting malfunctioning note addition script.
anberu - Reporting malfunctioning note addition script and floating Lucky 38 stand.
busoni - Reporting difficulty picking up a Perception Bobblehead.
GreenPL/kastansa, Pinheadius, and Fee510 - Reporting missing Survival bobblehead (all around the same time) in 1.25.
Fee510 - Reporting additional error in 1.25 (Big Guns bobblehead having Survival script).
Martentos and divinecomedian - Reporting inaccessible Explosives Bobblehead.
vivisectmu - Pointing out/reminding me about the issues with the Ultra-Luxe Bathhouse.
enderandrew - Reporting Charisma perk error.
tacitus59 - Reporting issue with Survival bobblehead that lead to my discovery of the non-functioning RandomizationS quest, reported inaccessible Endurance Bobblehead.
timscape - Being unable to find the Survival bobblehead, because it didn't exist, but not giving up trying to find it.

Fran Lebowitz - Quote used for Survival bobblehead.

Tools Used
==========
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp
Script Validator - http://www.cipscis.com/fallout/utilities/validator.aspx
G.E.C.K. - http://fallout.gamesas.com/eng/downloads/geck.html
FNVEdit - http://www.newvegasnexus.com/downloads/file.php?id=34703

Licensing/Legal
===============
Anyone wishing to alter (and release) this mod as a new, standalone mod must first contact Galahaut for permission, which will likely be granted. If I do not respond within 4 weeks you may release your alterations as long as proper credit is given to both authors and this readme is included in your release unaltered.

This mod may NOT be included in any mod compilations/packs without permission, even in the case of no response.

Overhauls CAN integrate this mod as long as credit is given. No permission is necessary in this case, but notice would be nice.

Any sort of compatibility patch or any other type of mod that alters this mod but still requires this mod be downloaded and installed to function can be released without permission, but notice would be appreciated.

This mod may be translated to other languages without permission provided no changes aside from the translation are made, a link back to the original version is provided, and this readme is included, unaltered and in English, in addition to the translated version. These requirements can be waived with permission.

Please do not rehost this mod anywhere without permission.

In the case that this mod is ever completely unavailable to download (hosting sites go down, it is removed, the download is broken, etc.), please do not re-upload it to any permanent sites without first contacting the authors. If neither respond within 4 weeks, anyone has permission to re-upload this mod as long as the original archive and this readme are kept intact and together.

The information in this section of the readme overrides or clarifies the NewVegasNexus permission info presets where applicable.

Download: http://www.newvegasnexus.com/downloads/file.php?id=35110, http://planetfallout.gamespy.com/mods/497/NV-Bobblehunt-A-Bobblehead-Scavenger-Hunt
User avatar
dean Cutler
 
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Post » Fri Feb 18, 2011 9:24 pm

Enjoy the spoilers file. I sure did.
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Lakyn Ellery
 
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Post » Sat Feb 19, 2011 5:43 am

any way the placement could me more varied? i think there was this mod for FO3 that made where the bobbleheads could be in one of several logical locations. so that players dont make a beeline for the locations once the locations have been discovered.
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lucile davignon
 
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Post » Fri Feb 18, 2011 11:49 pm

any way the placement could me more varied? i think there was this mod for FO3 that made where the bobbleheads could be in one of several logical locations. so that players dont make a beeline for the locations once the locations have been discovered.


In a later update, possibly. In most cases we had some alternate location ideas for each Bobblehead, and I think even my limited scripting knowledge is enough to write a script which "randomly" places each Bobblehead in one of several locations. I remember the mod you're talking about and it was definitely a nice addition, so I'll look into doing something similar. Thanks for the suggestion.

(Edit: Added a poll)
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sw1ss
 
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Post » Sat Feb 19, 2011 10:25 am

Next version should be out in a few days with Bobblehead display stands added to some locations, plus a few other changes. So far I'm placing a stand in...
  • Goodsprings Schoolhouse (by request)
  • Novac Motel Room
  • The house you earn during the main quest.

If anyone has another other spots you would like a stand added in the next version, post here (the sooner the better for getting it included) and I'll see what I can do.
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Nathan Maughan
 
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Post » Sat Feb 19, 2011 9:55 am

Minor update to 1.01 to fix the Endurance Bobblehead being unable to be activated due to its location.

Edit: And now 1.10 released which adds the Bobblehead stands and a few other changes.
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Miragel Ginza
 
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Post » Sat Feb 19, 2011 12:23 pm

Really nice mod. thanx. :disguise:

But I think "Which of the below features would be most important to you?" should be a check box instead of radio buttons, so that we could select more than one option.

There is no need to boil your brains to find different places all around the reachable world.

For each bubble-head you can just pick up a few largish areas/buildings, and in those areas/buildings select several hiding points in each place, and put that bubble-head in one of those places randomly.

So for a particular bubble-head, the players know that they can find that bubble-head in two or three areas/buildings, and go to those places and look around to see if they find that, so if in each place there are about ten probable placing points, then all of those places would not be found in several different game-plays.

And there is no guarantee that the bubble-head is actually in that place and maybe it is in the next place related to that bubble-head, so there is always an uncertainty factor at play.

I think that it would be a good compromise between the beelining toward the exact positions of the bubble-heads and not knowing at all where to look for, after the first failure to find the needed one, you know the where about of them and you search around those places for them.

That's it.

And thanks for the great mod.
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Sxc-Mary
 
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Post » Sat Feb 19, 2011 6:53 am

I recently updated your mod from 1.00 version to 1.11 and I tried to follow your instructions to fix the Bobbleheads not being recognized by the stand. Unfortunately I cannot pick the bobbleheads any more once I drop them. They just get stuck in mid-air. Any idea what's going on here?

[edit] Apparently if you drop them somewhere and after activate the Bobblehead stand, the dropped Bobbleheads appear on the stand. Not sure whether the bonuses work however.
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m Gardner
 
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Post » Sat Feb 19, 2011 7:27 am

In a later update, possibly. In most cases we had some alternate location ideas for each Bobblehead, and I think even my limited scripting knowledge is enough to write a script which "randomly" places each Bobblehead in one of several locations. I remember the mod you're talking about and it was definitely a nice addition, so I'll look into doing something similar. Thanks for the suggestion.

(Edit: Added a poll)


It's not too difficult, just tedious to randomize placement. I'm working on a snowglobe mod that will move them around so you won't know exactly where to find them ahead of time. If you want something already published, look at http://www.fallout3nexus.com/downloads/file.php?id=6395. Not written by me, but I've torn it apart figuring out how it was done. The basic concept is:

1) Place multiple instances of the bobbleheads in the game world, giving them unique FormIDs like "BobbleheadSTR01" through "BobbleheadSTR05" (in the case where you've placed 5). Make them *disabled* to start. Most of the time, I would suggest starting with placing (4) of each Bobblehead. Numbered "someprefix01" to "someprefix04". You can always expand the number of copies later, you just have to update your master quest script to account for the additionals of each bobblehead type.

2) Create a quest that runs at start-up (so check off "game load" and set a priority to something like 35).

3) Create an optional message to inform the player that bobbleheads have been shuffled around.

4) In your quest script, create a GameMode block, the standard DoOnce variable and If/EndIf structure. Inside that control block is where the magic happens. For each bobblehead type, get a random number (GetRandomPct) which gives you a value of 0..99. Then create an If/ElseIf/EndIf structure and pick which of the N strength copies will appear. Enable that single bobblehead object using the FormID (i.e. BobbleheadSTR01.Enable). At the end of the "If (DoOnce == 0" block, set DoOnce to 1 so that you never do this again.

There's two ways to use GetRandomPct. It always returns 0..99. In FO:3, FOSE added a more nuanced random function, but you can make do without relying on FOSE or the equivalent in FO:NV.

a) Divide the 0..99 range up and assign ranges to your bobbleheads. So if you have (4) bobbleheads, you would do:

set RandomChance to GetRandomPercent
If (RandomChance < 25)
BobbleheadSTR01.Enable
ElseIf (RandomChance < 50)
BobbleheadSTR02.Enable
ElseIf (RandomChance < 75)
BobbleheadSTR03.Enable
Else
BobbleheadSTR04.Enable
End If

B) Use modulo arithmetic

set RandomChance to (GetRandomPercent % 4)
If (RandomChance < 1)
BobbleheadSTR01.Enable
ElseIf (RandomChance < 2)
BobbleheadSTR02.Enable
ElseIf (RandomChance < 3)
BobbleheadSTR03.Enable
Else
BobbleheadSTR04.Enable
End If

No guarantees that the above code will compile. And either method works fine and neither method really makes the code any simpler. I would use the first version, as that is proven to work in BigMill's random bobblehead mod.

(All this is exactly how I'm going to do my Randomized Snowglobes mod tonight.)
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Myles
 
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Post » Sat Feb 19, 2011 3:11 am

Really nice mod. thanx. :disguise:

But I think "Which of the below features would be most important to you?" should be a check box instead of radio buttons, so that we could select more than one option.

There is no need to boil your brains to find different places all around the reachable world.

For each bubble-head you can just pick up a few largish areas/buildings, and in those areas/buildings select several hiding points in each place, and put that bubble-head in one of those places randomly.

So for a particular bubble-head, the players know that they can find that bubble-head in two or three areas/buildings, and go to those places and look around to see if they find that, so if in each place there are about ten probable placing points, then all of those places would not be found in several different game-plays.

And there is no guarantee that the bubble-head is actually in that place and maybe it is in the next place related to that bubble-head, so there is always an uncertainty factor at play.

I think that it would be a good compromise between the beelining toward the exact positions of the bubble-heads and not knowing at all where to look for, after the first failure to find the needed one, you know the where about of them and you search around those places for them.

That's it.

And thanks for the great mod.


Ah, that's a good idea, at least for the Bobbleheads which are in large areas. Thanks. :thumbsup:

I'll change the poll, too.

I recently updated your mod from 1.00 version to 1.11 and I tried to follow your instructions to fix the Bobbleheads not being recognized by the stand. Unfortunately I cannot pick the bobbleheads any more once I drop them. They just get stuck in mid-air. Any idea what's going on here?

[edit] Apparently if you drop them somewhere and after activate the Bobblehead stand, the dropped Bobbleheads appear on the stand. Not sure whether the bonuses work however.


Hmm...the floating is normal for now, but you can't just pick them up again? I just dropped all 20 Bobbleheads in a room and was able to pick them all back up again.

I have no idea why the method in your edit works, but the bonuses would have been applied to your character when you picked up the Bobbleheads originally, so you're safe there, at least.

It's not too difficult, just tedious to randomize placement. I'm working on a snowglobe mod that will move them around so you won't know exactly where to find them ahead of time. If you want something already published, look at http://www.fallout3nexus.com/downloads/file.php?id=6395. Not written by me, but I've torn it apart figuring out how it was done. The basic concept is:

*snip*

No guarantees that the above code will compile. And either method works fine and neither method really makes the code any simpler. I would use the first version, as that is proven to work in BigMill's random bobblehead mod.

(All this is exactly how I'm going to do my Randomized Snowglobes mod tonight.)


Awesome, thanks! I had the general idea down (in my head) but having a more exact idea is a lot better. :foodndrink:
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Harinder Ghag
 
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Post » Sat Feb 19, 2011 8:07 am

Here's a slightly blurry quick video tutorial on how to create that quest and script object.

http://www.youtube.com/watch?v=GAY__iWcKfM

(I'll have to do future recordings at exactly 1280x720... this was a 1680x1024 video that YouTube scaled down. It's still legible at 720p though. I'm amused at the URL, really...)
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Jinx Sykes
 
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Post » Sat Feb 19, 2011 11:20 am

Also, my randomized snowglobes mod is out if you need specific code to look at:
http://www.newvegasnexus.com/downloads/file.php?id=35512

All my stuff gets prefixed with "wrRSG" in that mod, so it should be easy to find.
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Paula Rose
 
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Post » Sat Feb 19, 2011 10:13 am

Here's a slightly blurry quick video tutorial on how to create that quest and script object.

http://www.youtube.com/watch?v=GAY__iWcKfM

(I'll have to do future recordings at exactly 1280x720... this was a 1680x1024 video that YouTube scaled down. It's still legible at 720p though. I'm amused at the URL, really...)



Also, my randomized snowglobes mod is out if you need specific code to look at:
http://www.newvegasnexus.com/downloads/file.php?id=35512

All my stuff gets prefixed with "wrRSG" in that mod, so it should be easy to find.


Thanks. I just finished some other stuff I wanted to do before starting on the varied placement, so I'll probably be starting on that later today or tomorrow.

As for the "other stuff" I'll just copy from a comment I made on the NVNexus page.

Just to give an update, I've finished updating the Bobblehead stand scripts so that placing a Bobblehead on one stand will place that Bobblehead on all other stands too. This will be the only option in the next version for displaying Bobbleheads on multiple stands. Bobbleheads that are already displayed will be placed on the other stands when you activate the stand they are placed on.

I think I may just release that change plus the fix for the riddle note (once I make sure it works...) on their own in a day or two, then begin working on the varied placement which will take a bit longer.


Edit: 1.15 released.
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Dj Matty P
 
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Post » Sat Feb 19, 2011 10:30 am

Good luck hiding them... that's the real fun of a randomizer mod. "Where can I put this so that it's somewhat easy to find, but not glaringly obvious, yet slightly devious, but not overly frustrating...". Then you get done and you'll want to start adding more locations...

(I'm probably going to work on a new randomizing mod that tackles more then just the snow globes soon. Things like moving "Mr Cuddles" around or some of the unique or hand-placed weapons. Quest items too if it makes any sense at all to move them around.)
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Stephanie I
 
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Post » Sat Feb 19, 2011 9:34 am

One of my favorite mods. Very nice, Thank you!
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victoria johnstone
 
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Post » Fri Feb 18, 2011 8:31 pm

Looks pretty good. I'd take away the exp gain from Intelligence though. The game levels too fast as it is for many people. You could maybe replace it with +1 skill point at level up.
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Nikki Hype
 
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Post » Sat Feb 19, 2011 2:02 am

Looks pretty good. I'd take away the exp gain from Intelligence though. The game levels too fast as it is for many people. You could maybe replace it with +1 skill point at level up.


I'm up for replacing it, but an additional skill point is half a perk. 1% experience is 1/10 of a perk.
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JaNnatul Naimah
 
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Post » Fri Feb 18, 2011 10:32 pm

Fantastic mod - can't wait to use it!

I was totally missing having more collectibles in FNV.
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Jason Rice
 
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Post » Sat Feb 19, 2011 12:06 am

Fantastic mod - can't wait to use it!

I was totally missing having more collectibles in FNV.


Well there are the Snowglobes but yeah, they don't pack quite the same oomph. Will definitely be using this for my second play through.
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James Shaw
 
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Post » Sat Feb 19, 2011 12:25 pm

I'm gonna give this a go through my next playthrough(I'm a terrible packrat though), so I wouldn't mind seeing more carry on the str. one :)
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Rebecca Dosch
 
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Post » Fri Feb 18, 2011 11:35 pm

Fantastic mod - can't wait to use it!

I was totally missing having more collectibles in FNV.



Well there are the Snowglobes but yeah, they don't pack quite the same oomph. Will definitely be using this for my second play through.


Yeah, I was a bit disappointed that there were only seven snowglobes, and that almost all of them were barely hidden at all.
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Janeth Valenzuela Castelo
 
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Post » Sat Feb 19, 2011 12:39 am

Yeah, I was a bit disappointed that there were only seven snowglobes, and that almost all of them were barely hidden at all.


And caps are such a non reward.
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Jade Barnes-Mackey
 
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Joined: Thu Jul 13, 2006 7:29 am

Post » Fri Feb 18, 2011 8:21 pm

Just for fun I reskinned the Bobbleheads.

http://i275.photobucket.com/albums/jj317/Brumbek/vegas-bobblehead-leisure.jpg

Yeah, I know that style is more 1960/1970...

I am planning on redoing the actual models to make it a 1950's cowboy style with cowboy boots, vegas sunglasses, and cowboy hat.

If anyone has any other ideas for more lore-friendly Vegas bobbleheads, let me know. I can release the current skin if people want it as an option, since the current Vault 101 texture is totally out of place.
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Matthew Aaron Evans
 
Posts: 3361
Joined: Wed Jul 25, 2007 2:59 am

Post » Sat Feb 19, 2011 9:04 am

What does increased gun range mean? Do the bullets actually have maximum ranges? o_O
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Marine x
 
Posts: 3327
Joined: Thu Mar 29, 2007 4:54 am

Post » Sat Feb 19, 2011 2:52 am

Just for fun I reskinned the Bobbleheads.

http://i275.photobucket.com/albums/jj317/Brumbek/vegas-bobblehead-leisure.jpg

Yeah, I know that style is more 1960/1970...

I am planning on redoing the actual models to make it a 1950's cowboy style with cowboy boots, vegas sunglasses, and cowboy hat.

If anyone has any other ideas for more lore-friendly Vegas bobbleheads, let me know. I can release the current skin if people want it as an option, since the current Vault 101 texture is totally out of place.


That actually looks pretty good...and the model changes sound even better. :thumbsup:


What does increased gun range mean? Do the bullets actually have maximum ranges? o_O


Well, apparently...http://geck.gamesas.com/index.php/Entry_Point. Oops. :bolt:

I'll change it to something else in the next version (should be ready by Monday or maybe even Sunday night). If anyone has any suggestions...
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Cool Man Sam
 
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Joined: Thu May 10, 2007 1:19 pm

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