Thursday, November 4, 2010

Companions

I've been thinking about redoing some things with regards to the companions. Nothing exotic like turning them into supermutants or the like; just tweaking them to fit into the New Vegas area, as they were originally created for the hazards of the D.C. Wasteland and may seem out of place somewhat in the new game. I'm going to start with their equipment; Nos has been talking about some things he has done with the CM Partners he's made for Oblivion as well as some of his personal use FO3 mods and I'm going to try them out for the initial group of "Official" RR Companios Vault companions. I won't go into detail about it as yet, but this will likely happen after I've released the next beta with a working Vault.

Monday, November 1, 2010

It's Alive (hahaha)

I've released Beta 1 of the RR Companions Vault: New Vegas Edition, so feel free to see if you can break it. I have not activated Vault 121 yet, so it will mainly be a test of the placed companions and any companions that NeilUK02 releases in the next few days. I'm still tweaking Naomi as well, but no further screenshots of her are available at this time.

Sunday, October 31, 2010

Meet Naomi

All right; I'm getting close to having her right, so it's time to introduce you fine folks to Naomi.



That's her to the left of the screen, in what should be a familiar outfit for those of you that have seen Armitage 3; unfortunately I can't go any bigger with the default eyes, so she's not as close as I'd like her to be. I also have to tweak her hair color and other stuff; I also may end up creating a custom race for her so she can have the same body no matter what body replacers end users have installed.

Yeah, I know it should be red, but the outfit I found is like old the old Ford ads said; "you can get in any color you want, as long as it's black". Going to see if I can find Naomi a gun close to the one she uses as well.



Saturday, October 30, 2010

New Companion for NV Companion Vault

I'm currently working on a totally new character for the mod that will be a separate download; she will be found either in Goodsprings or at the Ranger Station to the south of Primm. I will post more information and screenshots of her when I've got her tweaked to my liking. *grumbles about how freaking hard it is to get a decent face in NV_GECK*

Thursday, October 28, 2010

Fallout 3 mods in New Vegas

I know from personal experience with modding games in general how frustrating it can be to have to play a sequel with the default rules (and without yor favorite mods); it is especially true when a game and its sequel are based on the same engine like Fallout 3 and Fallout: New Vegas are. This does not mean, however, that anyone but the mod's original creator, or authorized alternate developer, has the right to post a conversion of that mod anywhere on the Internet. With the ready availabilty of the GECK (or any other officially-endorsed modding tool for any game), it is possible for the player of the PC version to update the mod for his or her own use, and having done so there is a strong temptation to post it somewhere for other players to enjoy. I would suggest that anyone the feels thurge to do that to stop and put yourself in the place of the modder; how would you feel if you had spent months of your free time working on something and were planning to convert it yourself when you got the time and you found that someone had done it without asking you if it would be okay for them to do it? In many cases already seen on New Vegas Nexus, it is not appreciated, no matter what justification you may try to come up with. I would also suggest at least asking if they plan to do a conversion and if not, if you could do it; the answer you get could surprise you.

Tuesday, October 26, 2010

Hello New Vegas

Well, I've started this blog to detail the trials and tribulations of traveling in, and modding for, Obsidian Entertainment's newest game, Fallout: New Vegas. At some point I will post a list of mods I personally use with links to them on New Vegas Nexus, but for now I'll tell you about my first mod project for it.

I'm working with ttomwv, the modder that built the RR Companions Vault mod for Fallout 3, to bring that mod into New Vegas; we already are able to create new companions that use the system and I'm building a new Vault to replace the original mods Vault 1, as it could not be used in New Vegas. Vault 121 will be a five cell vault, similar to some of the ones in New Vegas instead of a single cell as was the case in Fallout 3. This will ease the stess on users PCs since the game won't be trying to preload eveything at once.

Like Vault 1, there will be numerous access points throughout the Mojave Wasteland that will enable you to quickly reach it without having to fast-travel back the main entrance, tenetively planned for between Goodsprings and Primm. Also, numerous companions from Vault 1 will be showing up in various places; Rick and Sandra will be in Goodsprings to assist you if you so desire, and others will be in other locations, including Vault 121. There will be either some of the old Vault 1 staff or some new faces performing the same duties as there were in Vault 1.

NosRhyfewr has added functionality to RR Companion Vault, and I believe most of this is in place in the development prototypes that ttomwv and I are using, but I would need to confirm that with him to be sure; he has stated that much of the new companion functionality added in New Vegas works fine with New Vegas Companion Vault companions by default and he may integrate more of that into future versions.