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I added Utrawide screen Support section. Please edit if you find any error. English is not my native language. 

No problem. I corrected some of the language.

 

Also edited in a note for you in my last reply, but you sneaked in a reply of your own before I finished, so you might have missed it.

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Not so much currently worried as generally skeptical to the concept. I'm glad to hear there will be patches and I could probably work from within the framework of that mod if I decided to make any large changes to the exteriors of the casinos. I do however feel sad for the modders who now have to force their users to decide between using their mods or that collection, seemingly decided by whether the team behind the collection thinks that said mod is worthy of a patch. Also, won't this include a lot more challenges related to performance for lower end users? If that is the case and I have decided to continue development of a mod I am working on (just an arbitrary example) by using that collection as a master (since I had to edit stuff in for example Freeside) wouldn't that mean that I've been forced to either abandon my users who have a lower-end setup, or abandon my users who want the updated uncut collection?

 

I know I make a lot of mental leaps here, but knowing all the work it takes to make sure the mods in a guide like this works properly with each other when they all work from the same baseline, I can't help but shudder a bit at the thought of having to manage two baselines.

Well its not like the authors have a master key that only they can make patches.  Included with it is a guide on specifically how to make patches for worldspace changes, including a conversion chart for migrating from the original cell to the new cell.  Navmesh changes would have to then refinalized in GECK. 

 

As for performance it is nothing like the hit that the original FSO or SO have.  Part of the issue is that the engine still dedicates quite a bit of resources to disabled objects. With the rushed development time there were an extreme amount of objects that were disabled and/or moved below the ground.  While this saved on rendering, it still had a CPU hit, which usually the bottleneck. I know one particular afternoon Roy had removed ~500 objects in that single session, which was one of many.  The way to remove them completely is to actually move them to the now abandoned worldspace. So while there will be some hit, but it is heavily mitigated.

Edited by Adonis_VII
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Performance is much better now (you can check it out on github). Most pc's that run the game should be able to run it pretty well.

 

Roy's done a ton of stuff to fix it up.

 

There is no real way to restore the original vision for freeside without merging the cells

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Well its not like the authors have a master key that only they can make patches.  Included with it is a guide on specifically how to make patches for worldspace changes, including a conversion chart for migrating from the original cell to the new cell.  Navmesh changes would have to then refinalized in GECK. 

 

As for performance it is nothing like the hit that the original FSO or SO have.  Part of the issue is that the engine still dedicates quite a bit of resources to disabled objects. With the rushed development time there were an extreme amount of objects that were disabled and/or moved below the ground.  While this saved on rendering, it still had a CPU hit, which usually the bottleneck. I know one particular afternoon Roy had removed ~500 objects in that single session, which was one of many.  The way to remove them completely is to actually move them to the now abandoned worldspace. So while there will be some hit, but it is heavily mitigated.

Sounds great then. I'm glad my antipathy was unfounded.

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@TheHermit, you lurker! (assuming you'll see this)

 

Finally saw your video and found it very interesting. I do also like the philosophy of FNVR 3 a lot and it might be worth looking at it again a bit further down the road. Sadly I am a bit swamped at the moment.

 

P.S: Don't worry about my name, to be honest I'm not 100% sure how to pronounce it either.  :turned:

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I just finished Heartache by the number quest. Great end to the quest. Spoiler alert - I probably the only one that haven't finished this quest once before.

 

 

The fight at Silver Rush was tough, but fun. I died half dozen times there. I had only Cass as a follower. I had to have her wait at Atomic wrangler, so she will not die. I was not fully prepared for the fight. I knew it will be a tough fight with all those guards and energy weapons, but didn't prepare enough armor piercing rounds. I had to plant lots of traps in front of the store (I got tons of them from Zion). I used all CHEM that I had. Whisky too of course. I needed to sniper them from near by building after killing the first guard in front of the store. Guards rushed out of the store. Few died. They found me, but were finished off in close range. I was then sneak inside. That brother was tough. Now what to do with all these energy weapons??? I have only 25 points in that skill :)

    

Edited by darkside
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The only part of the game I found hard (medium difficulty - hardcore) was the Courier's Mile in LR which cost me 30% of condition in Anti-Materiel rifle due to firing repeatedly at attacking enemies (overheating). Having 55 total DT though (58 after the end of LR because of certain clothing item) helps a lot :P

Edited by Hackerpcs
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I have this problem with RWLE

https://i.imgur.com/nLsgE49.png

it happens on "inside-outside" areas like McCarran, Westside, inside Crimson Caravan in the day only. With Nevada Skies it's good

https://i.imgur.com/UXfd4ah.png

I had this problem a few times inside Crimson Caravan. I have been to Crimson Caravan numerous times. When I waited a few in-game hours, the problem disappeared. 

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