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 [FNV] What we still not have in game.

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Sirdanest

Sirdanest

Posts : 721
Join date : 2017-11-23
Location : Hiding from wolves, unable to specify

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Faction: Dependent
Level: Basement

[FNV] What we still not have in game. - Page 3 Empty
PostSubject: Re: [FNV] What we still not have in game.   [FNV] What we still not have in game. - Page 3 EmptyFri Jul 05, 2019 5:18 pm

They're made by different authors, updated at different times. It'd be chaotic with a single download owned and updated by so many people
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d_ahat

d_ahat

Posts : 249
Join date : 2018-07-09
Age : 44

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[FNV] What we still not have in game. - Page 3 Empty
PostSubject: Re: [FNV] What we still not have in game.   [FNV] What we still not have in game. - Page 3 EmptyFri Jul 05, 2019 7:11 pm

No need to be. I mean exactly that - a single file or mod or whatever u call it. By now all bugs has to be known already. For ..8+ years? there is still unknown bugs?!?! Hard to believe.
More than that - if there is such mod/file, ppl making new mods will has to make them compatible only with it. No need to make patch or anything else. Not like now - compatible with this, patch for that etc.
Not to mention, that lot of old mods just cannot work with new bug fix mods.
Making bug fix ...mod?, does not need other bugfix authors permission i think.

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WeissYohji

WeissYohji

Posts : 35
Join date : 2019-03-03
Age : 33
Location : Delaware, U.S.A.

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PostSubject: Re: [FNV] What we still not have in game.   [FNV] What we still not have in game. - Page 3 EmptySun Jul 21, 2019 7:04 am

Dual-wielding like John Woo would just make it harder to aim AND reload. No real shooter would do that shit.

I'd rather have suppressed weapons sound like jackhammers than make that "thwup" sound you hear in every game and movie ever. Real suppressors (NOT silencers) don't sound like that. I grew up around guns thanks to my dad, who once worked as a park ranger (he was authorized to carry a piece on duty AND make arrests). He taught me to shoot when I was a young egg. I thought of it as an educational experience and a way to bond with him. From that point on, the notion of suppressed guns making that "thwup" noise always irked me. It's not just video games that do this; it's EVERYTHING.
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Commander Wolffe

Commander Wolffe

Posts : 2270
Join date : 2015-09-23
Age : 27
Location : Antwerp

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Name: William Lionheart
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Level: 56

[FNV] What we still not have in game. - Page 3 Empty
PostSubject: Re: [FNV] What we still not have in game.   [FNV] What we still not have in game. - Page 3 EmptySun Jul 21, 2019 10:31 am

@MrTrigun

https://www.nexusmods.com/newvegas/mods/47953

While the mod itself is not entirely perfect, it's a mod I've been using awhile that really enhanced my experience in nv.

Those billboards have been life savers, great for scouting ahead and sniping.


As for things missing in game has mostly been said, still don't get why they didn't make it possible in F4 to dual wield.
New world spaces, quest mods, monster mods (F4) and decent companion mods.
I'm sick of seeing the shit loads of surplus companion mods that just are visually interesting, or have an interesting background. Yet the companions aren't voiced and just lack personality.

Willow is the first companion mod I used and companion I was willing to put up with and it set my standards pretty high.

F4 definitly needs a mod like Project Nevada, I'm spoiled with these mods but it's what I like.
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MrTrigun

MrTrigun

Posts : 187
Join date : 2014-03-01
Age : 34
Location : Czech Republic

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[FNV] What we still not have in game. - Page 3 Empty
PostSubject: Re: [FNV] What we still not have in game.   [FNV] What we still not have in game. - Page 3 EmptySun Jul 21, 2019 11:30 am

@Commander Wolffe wrote:
@MrTrigun

https://www.nexusmods.com/newvegas/mods/47953

While the mod itself is not entirely perfect, it's a mod I've been using awhile that really enhanced my experience in nv.

Those billboards have been life savers, great for scouting ahead and sniping.


As for things missing in game has mostly been said, still don't get why they didn't make it possible in F4 to dual wield.
New world spaces, quest mods, monster mods (F4) and decent companion mods.
I'm sick of seeing the shit loads of surplus companion mods that just are visually interesting, or have an interesting background. Yet the companions aren't voiced and just lack personality.

Willow is the first companion mod I used and companion I was willing to put up with and it set my standards pretty high.

F4 definitly needs a mod like Project Nevada, I'm spoiled with these mods but it's what I like.

Oh, nice...thanks a bunch. Good

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d_ahat

d_ahat

Posts : 249
Join date : 2018-07-09
Age : 44

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[FNV] What we still not have in game. - Page 3 Empty
PostSubject: Re: [FNV] What we still not have in game.   [FNV] What we still not have in game. - Page 3 EmptyMon Jul 22, 2019 6:48 pm

Well, we have a nice - working i think, mod for game end. With logical changes in world after Dam battle. Depends of side u choose. And yet, no Courier end. I do not know, really, may repeat myself, where is logic to trow all after so hard work to win that battle? Even at FTactics, there is some logic for your fate after end, but where is the logic in FNV??
Like this:
Choose Legion - ok u become Centurion, for example, and go pacify Mojave.
Choose NCR - join NCR and go chase Legion.
Choose House - become....his protege?
Independence - ?? no idea:)) Dictator is different:))

O, and Solid Project has ladder climb, but did not use - so no idea how exactly works. While it's fun to climb on walls:)

Companions....ehh. All 3 are interesting - Willow, Delilah and Vanessa. And Wendy has best interface i ever see, complex yes, but just cover everything u can want from a companion. Sad, she is not compatible with JIPCC. Others - visual/voice, some jokes, but that's all. And i really want working walking Ed-E. No matter robot, monster or human.

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