[Relz] The Collector

Post » Sat May 28, 2011 8:14 pm

Hey guys. I just finished a short quest mod, I hope you all enjoy it. Please let me know what you think or if you have any issues with it!

http://newvegasnexus.com/downloads/file.php?id=39807

(Copied from the Nexus page)

How to start it.

Talk to Mr. Franco to begin the quest. He hangs out in the main floor of the Tops Casino. Enter the casino, and go to the right in the lowered area.

The Story

You are the collector. Mr. Franco loans people money, and they don't always pay him back. That's when he calls in people like you. You must help Mr. Franco gather a few debts from around town, no matter how you have to go about doing it.

Features

- Adds one new quest to the Mojave.
- Adds 6 new unique npc's.
- It's fully voiced, and lip file'd!
- Takes about 10-30 minutes to beat.
- There are technically 108 ways to 'complete' the mod.
- Yes, that means you have a few different ways to handle each target.
- And of course, you get a unique gun on completion.

Requirements

Just Fallout: New Vegas.

Incompatabilies

None known yet. There should never be any, all the mod does is adds NPC's and like one or two world objects.

Credits

Everything but voice acting - Gunmaster95

Voices:
Mr. Franco - Mick Mize (aka DoomMunky)
Thomas Hayward - ErBoi
Matt Heathrow - Patrick Seymour
Chips - Thomas Heuer, Jr.
Danny Kael - JN
Don - Patrick Nelson

Notes

Like I said, this is my second quest ever. I used what I learned from the other one to try and make this one perfect. I hope that when you play it, you feel it is of equal (or greater) quality to the original quests in the game.


Gunmaster95
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Ezekiel Macallister
 
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Post » Sat May 28, 2011 1:55 pm

Congrats on the release! I'll definitely be trying this out soon. Any recommended level that I should be at?
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D LOpez
 
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Post » Sun May 29, 2011 1:39 am

Congrats on the release! I'll definitely be trying this out soon. Any recommended level that I should be at?

Not really. Its a rather basic quest, so any level should be fine. The only thing that might be tough at a low level (below 5ish) is the last guy.
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Damian Parsons
 
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Post » Sat May 28, 2011 7:32 pm

Alright cool, I'll let you know what I think after I play through it. :)
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Daddy Cool!
 
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Post » Sat May 28, 2011 12:00 pm

Will play it through once I finish up...something big.
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Emily Jones
 
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Post » Sun May 29, 2011 2:24 am

Let me know what you guys think of it. :)
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Karine laverre
 
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Post » Sat May 28, 2011 5:35 pm

Downloading now. Hope I can run through it without any mod trouble.
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Syaza Ramali
 
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Post » Sun May 29, 2011 2:12 am

Downloading now. Hope I can run through it without any mod trouble.

Just make sure you get the latest version. I have released two patches now to deal with some stupid faction issues with the last target you deal with. :shrug:
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Emily Jeffs
 
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Post » Sat May 28, 2011 6:08 pm

I played your Mod last night and gave it my endorsemant. As I said there, you obviously put in a lot of work and it showed.

May I ask a favor? In future, please do not base your plots in a strip casino. I can not tell you how aggravating it is to keep having to rearrange my weapons every time they get confiscated (not to mention the increased likelihood of a glitch.)

Each time I leave the casino I have to refill my quick-slots, then draw each weapon and cycle through ammo to get the right ammo for each. It's a real drag. Put him in the Atomic Wrangler or the School of Impersonation. Heck, no casino would allow a loan-shark to ply his trade on their floor anyway.

The LVB station or Mick & Ralphs are more likely spots. You could open up one of the abandoned buildings in Freeside. While this would be a lot of extra work it would give you a place to base other mods. There's also the walk-up next to the Wrangler.

I have some other suggestions on the play-through but I want to go through it again a couple of times to be sure I didn't miss anything. I will say i was a little disconcerted by the final collection.
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ONLY ME!!!!
 
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Post » Sun May 29, 2011 1:30 am

I played your Mod last night and gave it my endorsemant. As I said there, you obviously put in a lot of work and it showed.

May I ask a favor? In future, please do not base your plots in a strip casino. I can not tell you how aggravating it is to keep having to rearrange my weapons every time they get confiscated (not to mention the increased likelihood of a glitch.)

Each time I leave the casino I have to refill my quick-slots, then draw each weapon and cycle through ammo to get the right ammo for each. It's a real drag. Put him in the Atomic Wrangler or the School of Impersonation. Heck, no casino would allow a loan-shark to ply his trade on their floor anyway.

The LVB station or Mick & Ralphs are more likely spots. You could open up one of the abandoned buildings in Freeside. While this would be a lot of extra work it would give you a place to base other mods. There's also the walk-up next to the Wrangler.

I have some other suggestions on the play-through but I want to go through it again a couple of times to be sure I didn't miss anything. I will say i was a little disconcerted by the final collection.

I considered a few of these things but for various reason chose the location I did. I'm glad you liked it overall though. :)
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Vickytoria Vasquez
 
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Post » Sat May 28, 2011 8:30 pm

I have just finished this mod, and was very impressed. The voice acting was much better than I had seen in other voiced mods, especially for Mr. Franco and the entire thing felt very polished. My only complaints were the location of the quests being inconvenient and that there was no real overarching plot to it.
Spoiler
I also experienced a bug in the last mission where Don's gang suddenly turned on him before I could even get a word in.


I hope you make a lengthier quest in a future mod that I can enjoy even more :D
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sally coker
 
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Post » Sat May 28, 2011 11:37 am

I have just finished this mod, and was very impressed. The voice acting was much better than I had seen in other voiced mods, especially for Mr. Franco and the entire thing felt very polished. My only complaints were the location of the quests being inconvenient and that there was no real overarching plot to it.
Spoiler
I also experienced a bug in the last mission where Don's gang suddenly turned on him before I could even get a word in.


I hope you make a lengthier quest in a future mod that I can enjoy even more :D


On that bug, did you update to the latest version? This issue was fixed in 1.02, but not the first 2. I'm glad you liked it overall. The mod did have no overarching plot, and it was short. I plan on having about 99% of my future mods add 1+ hours of gameplay and be much more story related. This was just a quicky to practice dialog and make a 100% complete mod. Did you try my mod for Fo3 as well? (if you own it) It adds 3-6 hours of gameplay and has a huge centric story. I have also begun work on another quest mod that I hope will add 1-3 hours of gameplay, and it should be done in like 5-9 months.
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djimi
 
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Post » Sun May 29, 2011 2:50 am

I considered a few of these things but for various reason chose the location I did. I'm glad you liked it overall though. :)

Yes I did like it—mainly because of the production values. It was apparent that you took great effort even for a simple mod. You are certainly entitled to your choices and reasons. I realize those are based upon artistic as well as functional constraints. However, if users don't tell you what they want, it makes it more difficult when you are balancing your decisions next time. For example, while continually entering and leaving a strip casino might be a minor annoyance in a short mod, it might be a deal breaker in a long one. :sadvaultboy:

Did you try my mod for Fo3 as well? (if you own it) It adds 3-6 hours of gameplay and has a huge centric story.
Which one was that?

I have also begun work on another quest mod that I hope will add 1-3 hours of gameplay, and it should be done in like 5-9 months.
Looking forward to it!

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CORY
 
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Post » Sat May 28, 2011 11:25 pm

Yes I did like it—mainly because of the production values. It was apparent that you took great effort even for a simple mod. You are certainly entitled to your choices and reasons. I realize those are based upon artistic as well as functional constraints. However, if users don't tell you what they want, it makes it more difficult when you are balancing your decisions next time. For example, while continually entering and leaving a strip casino might be a minor annoyance in a short mod, it might be a deal breaker in a long one.

Which one was that?


True. I do like that you gave feedback. About 97%-99% of the people who have downloaded my mods dont say anything whatsoever. So those who do provide a great area for me to learn off and improve future mods on. So feel free to tell me anything you dont like about it, as long as you have a reason behind it. Believe it or not I had one guy give feedback on my other mod (see link below) and he said it just svcked. Those were his words. "It just svcks... because!" So I kinda laughed him off, since he provided no criticism and had no reasons, simply 'it was bad'.

My mod for Fallout 3 is called Project Genesis. I spent 11 months, and over an estimated 500 hours making it. MUCH longer than The Collector. (at about 3 weeks/20-30hours) I think you will like it. Check it out here: http://fallout3nexus.com/downloads/file.php?id=15513

This is much more like what my future mods will be like. Except, it is my first, so its not fully voiced, and has a few areas of the story that came out less than desirably. But I learned off all of it, and have yet to repeat one of my mistakes. :)
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Carolyne Bolt
 
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Post » Sat May 28, 2011 10:06 pm

True. I do like that you gave feedback. About 97%-99% of the people who have downloaded my mods don't say anything whatsoever.
My feelings are that I get this added content for free with little effort on my part. The least I can do is give my endorsemant where warranted and constructive criticism when necessary.

My mod for Fallout 3 is called Project Genesis. I spent 11 months, and over an estimated 500 hours making it. MUCH longer than The Collector. (at about 3 weeks/20-30hours) I think you will like it. Check it out here: http://fallout3nexus.com/downloads/file.php?id=15513
I don't remember playing that (I am succumbing to Olde Tymer's Disease at my advanced age,) but I will file it away if and when I go back to FO3

This is much more like what my future mods will be like. Except, it is my first, so its not fully voiced, and has a few areas of the story that came out less than desirably. But I learned off all of it, and have yet to repeat one of my mistakes. :)
I have some experience editing for dialog—particularly for producers whose primary language is not English. I am also getting back into VO (although I am not a 'character' actor.)

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Alexandra walker
 
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Post » Sat May 28, 2011 10:08 pm

I'm not done yet, but I am enjoying it. I love the voice acting, I felt that it was a higher caliber than what I have come to expect from mods. I hope to see larger quest mods from you.
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Travis
 
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Post » Sat May 28, 2011 11:33 am

I'm glad you like the voice acting. It's exactly what I was going for when making the mod. :)
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Auguste Bartholdi
 
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Post » Sat May 28, 2011 12:18 pm

I finally got around to fixing a few minor bugs and releasing a small patch for the mod. Version 1.03. Enjoy.

Version 1.03

- Fixed some dialog issues with Chips. You can no longer ask him to pay his debt over and over, allowing you to get unlimited caps from him, even after completing the quest.
- Also fixed his dialog so after you agree to help him, you cannot ask him if you can help him again, eliminating this pointless dialog loop.
- The quest now rewards you with some XP after completing it!

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KIng James
 
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Post » Sun May 29, 2011 12:57 am

As with my other mod I plan on doing one final patch for this to fix the few remaining bugs that have been reporting. Hopefully bumping this can give me a small boost in activity around the mod and possibly uncover any more remaining bugs. So please, report any bugs you find in the coming weeks! They will be fixed to the best of my ability in the patch.

Thank you everyone for your feedback on this mod!

Gunmaster95
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Sara Johanna Scenariste
 
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Post » Sat May 28, 2011 12:26 pm

Well, no additional bugs were reported, so I went ahead and fixed the few minor issues. With the Version 1.04 patch, the mod should now be 100% bug free and functional! Yay!

Version 1.04

- Fixed some typo's.
- Did some MAJOR balancing of the quest rewards throughout the quest.


Gunmaster95
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Jinx Sykes
 
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