#371
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Cheers, Nat. I did a compelte reinstall but pissed off I deleted my saves without thinking so I've had to start again.
It's not so bad. Already amassing a bit of a little arsenal at the moment. I encounter Hawk and he refused to work for me because one of my squad members was German so I kinda just shot him... On the upside his R700SV is now mine. Still a bit early to comment on the mod as a whole but I'm really enjoying it so far. I've noted down a couple of inconsistensies with the weapon stats but R@S said earlier there is a bloke working on a complete overhaul of the weapon statistics so I'll hold off until then. I started my Steyr model the other night, got distracted with some big Bad Company 2 sessions with some mates though and haven't touched it since. And I don't want to set anything in concrete though but R@S, say if I wanted to remake all the default weapons and update their textures, would you be willing to implement them into the game? |
#372
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Sure, but there are a few things to keep in mind. The texture files needs to be the right size, preferably under 1 mb. The game engine has problems with texture files larger than that, and even if you have a high end computer it still gets "laggy" if they are too big. If you have time, and knowledge, feel free to start working I can show you how to export the models using MilkShape 3D, you can then easily import the models into 3DSM to apply the new textures.
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#373
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Alright.
R@S would it be possible if you could supply me with a couple of exported default weapon models so I could have a look? Preferably in .3ds please. |
#374
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Will do, PM me your mail address and I'll send you a few.
Been playing around with the slave merc script this evening and have had a lot of fun. The slave price will be determined by a few attributes, such as health, dexterety, shooting and so forth. This means that if the player trains the slave he'll get a better price when he sells. I've also added a "buy only" function for the Cali-Cantinos trader who buys slaves at a higher price. The player can become rich escorting slaves there, but every time the player sells a slave he'll get a 2 point penalty to professionalism. This means any abuse and the normal mercs wont join the player I think I just need one more play-through before the next release, this means I might release the next version this Friday instead of the next. But ths depends on how well my testing goes, so no promise. |
#375
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Nice job on the mod, R@S. I just have one request that would improve it a million fold. Get rid of the aggravating random quests that are part of the original game and replace it with your own scripted random missions. Nothing more frustrating than traveling to a town on behest of a bartender's tip and finding out the target npc refuses to allow you to do their job. Perhaps the mayors would give out courier quests similar to what we have now, but there is a near 100% chance you get ambushed along the way, unless you actually opt to use the stealth / speed slider. The police chiefs could give you a mission that involves rescuing tourists from some kidnappers that set up camp a few kilometers outside the town. Weapons dealers could give you a mission to recover a shipment that was intercepted by bandits and reward you upon its return with either cash or a semi-rare weapon. I am sure there are a hundred other possibilities. I just never want to see a quest giving npc refuse my services again.
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#376
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On the other hand, when these circumstances do occur, let's hope that it's never due to a bug. No, those definitely have to be remedied. I think that what would make refusals more interesting is if the refuser counters with dialogue that offers different options, or twists on what was believed was going to occur when the mission was first taken. Some of the best dramas I've ever seen have centered on such scenarios. Pick almost any Spaghetti Western film and they almost all orbit around such conceits. It made Clint Eastwood and the late great Sergio Leone multimillionaires, so, if it's good enough for them, then why not everybody else too? Any opinions on the CBJ MS which I mentioned above? It really is a remarkable system. Flexible and about as efficient a system as I've ever read about. And that's from system performance to field stripping. |
#377
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Joe, I agree with you that the random quests are buggy, and especially the one with the package of drugs(RQ 10). There are some events in the script for that one that are tied to another random mission, the seventh, and I suspect that's a mistake from the devs. This means that these lookup events keep occurring until the player does the seventh random quest. I never do the random missions when playing, the game becomes more unstable if you do. I've found some errors in the code that could explain this issue and will fix it instead of removing it.
There are several other ways to implement the smaller missions you suggested, but for the time being I some other things that needs doing. But I'll put it on the to do pile Kyle, even though it's a Swedish weapon I'm not sure it's the right fit. The weird caliber means it would take 2 or 3 of the limited number of clip and ammo slots left. It's too much for another SMG, the game has plenty of those as is. |
#378
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Concerning the random quests, the mod already has something to remedy the situation.
The solution is to reset the quests on offer through the barkeepers shop menu. Then give him his tip, and if the there's no mission in town repeat the procedure. I've taken all cities with random quests to +100 relation without any negative side effects on the game. The only thing I noticed is that on a few repeated fed-ex quests the journal entries don't work right and stay on in the journal, but the quests still work. Progress is quite quick because all the traders are eager to hand out the 'hoodlums' mission once (and mayors the 'fugitive gang'), which give a good boost to standings and enable most other quests for the town in question. A possible solution to do this more comfortably could be to edit the quest files so that with low standings these missions would be given higher preference. Or maybe the barkeep (for an extra tip) could always generate a quest for his own town... Certainly better than trying to give a high-level quest and getting the 'you don't look the part' reply |
#379
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OK Joe Kerr, I made a new entry in the BlueSunMod.ini where you can turn on and off the reputation setting, if turned on it will bypass the reputation check. I'll leave it as in vanilla so you'll have to change it in the ini file to use this new function/cheat I hope this was what you wanted.
I also fixed the random quest 10 issue, hopefully it will fix the stability issue if doing too many random quests. I would have to go through all the code looking for other issues to be sure, but I don't have time for it right now. |
#380
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