As nice as the placement of the new NPCs, building additions and other items were, I honestly can't recommend this mod. There was only one quest (Kenny), but it was broken in several places. As soon as I loaded up the mod, I started to explore the buildings, and I ran into the Kenny "Clone" in the building where he was supposed to be later (this is the same issue that "Sylom" mentioned below). Since I didn't know who he was, I talked to him, and it triggered a successful completion of the quest BEFORE I even received it (bug #1). So I reloaded a previous saved game, and went to the liquor store to start the quest the right way. After talking to Kenny's "father" (in a different location), I came back to the store and "talked" to Kenny. Only to find he wasn't supposed to be at that location (bug #2). I then went to search for clues to "find" him (even though he wasn't missing, as he was standing in the liquor store). After I dealt with his antagonist ("M" as you give in the hint), I went back to the office that he was supposed to be in (where I met him the first time), only he wasn't there (bug #3). I went back to the liquor store and talked to Kenny several times (exiting and re-entering the store several times), but the quest would not finish (bug #4). I couldn't get the quest to finish, and I didn't want an unfinished quest left in my quest log, and since this only HAD the one quest, I just uninstalled the mod, loaded a previous saved game, and continued on like the mod never happened.
I also ran into the weird "Prisoner" bug that "Befo" found, only it was the Ghoul that was kneeling on the ground with his hands tied up (bug #5).
There is some "potential" here, but it needs a lot of work still. Keep at it though.
Nice helps fill this area up well. Ever wondered about doing a mod like this for Freeside? Add a few hobo camps and maybe a merchant stall around the back of the building across the street to Mick & Ralphs? And maybe a NCR Squatter Camp behind the train station and a few scrap metal huts and interiors to some of the buildings?
I really enjoy the new look of the park, but I stumbled into a strange "bug" if I can call it that way.
SPOILER Not sure if it was intended that way, but it's possible to finish Kenny's quest by directly talking to him (or his "Aerosuite clone" )in one of the Aerotech Suite. I don't think this version of him was intended to be here, so I might as well report this issue to you.
Trying it in a few days,when I reinstall the game.Ill let you know when I reach the Park!Ill take my time getting there,though.Looks good so far.Looking foward to what you will do with the updates!
Its something I was told was pretty simple,but having no skills in the GECK and no time to learn them this year makes me unable to do it myself:
Doctor Costs It makes no sense to me as to why are the doctor services so cheap.The Mojave is supposed to be a very dangerous place with scarce resources.But you get shot multiple times,cant walk without a limp and barely lift your own weapons,you go to a doctor and they charge about the same as room in some cesspit?Sure some doctors are very altruistic,like Doc Mitchell and all the Followers.But what about the selifsh ones,like the one doctor that wanders around in Novac,for example?This really ruins immersion for me,and sometimes makes the game too easy.Any thing you could to increase the value of the doctor's services to something that makes more sense?
OK, so I've played around a bit with the new version and I had a couple of comments and bug reports. None of these are meant to disparage your mod in anyway, but to give constructive criticism on how it might be better.
I love the layout of the new vendor stalls, but Jacob's stall interferes a bit with the navmesh path for DJ from the Aerotech Apparel Vendor mod. While the two are still compatible, DJ will get stuck while on Jacob's stall while walking around. I'd suggest moving Jacob's stall next to the other two stalls, and moving all three then back against the concrete half-wall behind them (in front of Kenny's), freeing up more room in the courtyard. (This would require removing the few vehicles I mention below).
I'd suggest disabling a few of the cars/vehicles to free up more space and prevent navmesh pathing issues. The Searchlight fire truck is out of place (since it says Searchlight on the side), and several of the double-stacked cars are blocking the natural navmesh paths for the vanilla NPCs. They do have some idle markers for NPCs to lean against the cars, but more often than not NPCs are just getting stuck walking into them. I'd remove the large box crate next to the vendor stalls as well.
There is a weird prisoner navmesh marker in front of Kenny's liquor store, and Captain Parker walked right up to it, kneeled down and had his hands bound. Seemed really out of place.
Finally, I spoke with Kenny to try the new quest, but all he had was the option to trade, no quest.
Anyways, good work so far, I love the direction this is headed. Keep up the good work!
Thanks for the feed back I'll definitely take it into account for the next update! I recently noticed the prisoner marker which I have taken out. As for the quest I'm not sure what the problem is, I had play testers try it and they found know problem. Does it only give the option to trade? It is one of my biggest concern because there should be the option 'Tell me about yourself' which will trigger the quest. But any way thanks for trying it out
19 comments
I also ran into the weird "Prisoner" bug that "Befo" found, only it was the Ghoul that was kneeling on the ground with his hands tied up (bug #5).
There is some "potential" here, but it needs a lot of work still. Keep at it though.
SPOILER
Not sure if it was intended that way, but it's possible to finish Kenny's quest by directly talking to him (or his "Aerosuite clone" )in one of the Aerotech Suite. I don't think this version of him was intended to be here, so I might as well report this issue to you.
Btw,do you do requests?
Doctor Costs
It makes no sense to me as to why are the doctor services so cheap.The Mojave is supposed to be a very dangerous place with scarce resources.But you get shot multiple times,cant walk without a limp and barely lift your own weapons,you go to a doctor and they charge about the same as room in some cesspit?Sure some doctors are very altruistic,like Doc Mitchell and all the Followers.But what about the selifsh ones,like the one doctor that wanders around in Novac,for example?This really ruins immersion for me,and sometimes makes the game too easy.Any thing you could to increase the value of the doctor's services to something that makes more sense?
I love the layout of the new vendor stalls, but Jacob's stall interferes a bit with the navmesh path for DJ from the Aerotech Apparel Vendor mod. While the two are still compatible, DJ will get stuck while on Jacob's stall while walking around. I'd suggest moving Jacob's stall next to the other two stalls, and moving all three then back against the concrete half-wall behind them (in front of Kenny's), freeing up more room in the courtyard. (This would require removing the few vehicles I mention below).
I'd suggest disabling a few of the cars/vehicles to free up more space and prevent navmesh pathing issues. The Searchlight fire truck is out of place (since it says Searchlight on the side), and several of the double-stacked cars are blocking the natural navmesh paths for the vanilla NPCs. They do have some idle markers for NPCs to lean against the cars, but more often than not NPCs are just getting stuck walking into them. I'd remove the large box crate next to the vendor stalls as well.
There is a weird prisoner navmesh marker in front of Kenny's liquor store, and Captain Parker walked right up to it, kneeled down and had his hands bound. Seemed really out of place.
Finally, I spoke with Kenny to try the new quest, but all he had was the option to trade, no quest.
Anyways, good work so far, I love the direction this is headed. Keep up the good work!
Is this compatible with NPC Project - Aerotech Office Park?