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A: Yes, a lot of them do, just not the boss or named characters. Most enemies in
'The Underground' complex are set to not respawn so once purged you can re-use
the tunnels to travel relatively safely.
Q: Does Frankie's inventory respawn?
A: Yes, it does but half of his initial inventory is containted within the store on
shelves and such (including a lot of ammo) and these items can only be purchased
once. This applies to all the vendors in the Underground too, Salamone in The
Underground Armouy for example has aprrox 75% of his stock in the Armory itself
and it will not respawn.
Q: Where is the History of The Underground?
A: On the player terminal in the abandoned Goodsprings basement home.
Q: How many areas will you be making in total?
A: I don't know right now, somewhere around the 100 mark. I can�t say
right now when they will be finished because I have taken on board a number of
other things to add to the mod and cannot gauge how long the new changes will
take yet.
Q: What will the expanded version be?
A: The expanded version idea is being put on hold until the offical DLCs are
complete (or at least most of them) to avoid conflicts. Eventually it will add many
more locations but will also use new meshes and textures unlike the current version.
Q: What will the new music sound like?
A: An acquired taste to say the least. Roach (the hypothetical Ghoul composer)
gathers sounds from around himself and uses the advanced computer technology
around him to create loops, effects and generally morph sounds to fit the style he
wants. He was a music producer before the war and is generally fed up with the
state of the New Vegas radio stations. The styles he creates will range (in real world
genre terms) from ambient electronica to breakbeat to speedcore techno with a
leaning towards the harder styles.
These styles may sound unusual for a Fallout setting but Roach has been alive about
240 years so you would expect some progression/experimentation in sound.
In all fairness I expect most people will tune out and that's fair enough.
Q: Why a Cigarette Factory in Goodsprings?
A: Two reasons, firstly Vegas is a huge place and Goodsprings is within walking
distance. I don�t think you would see many cigarette factories on the strip
itself so a small local town seems ideal. It is close to a road and after 200+ years of
environmental hazards I think it is fair to say that the small path that would have
led to it has been covered up with sand and such. Add to this that I will be
extending the factory in the expanded version of AWOP to reach previously
inaccessible areas of the map (the front of the building is yet to be seen).
Secondly I wanted somewhere to level up a bit from shooting at stuff before heading
off into the really tough areas. Goodsprings is now surrounded by new locations of
this nature.
I am thinking about moving it down the road a little due to several aesthetic
complaints about the exterior so let me know if you have an opinion one way or
another.
Q: Why are there so many skill books?
A: The extra skill books up for grabs were intentional in order to initaite a quicker
start to the game. I don't like feeling like I have to go through the same motions
every time I play the game so a lot of extra stuff is there (skill books especially) so
you can get out of Goodsprings earlier. I think there are now three of each book
scattered through the AWOP locations. A slightly higher reward than the FO3
Bobbleheads but for the most part, much better defended.
Also skill books were incredebly rare in New Vegas where they could account for
neraly half of your gained stats in FO3.
Q: Why not give the 'M' weapons unique names?
A: Personally I prefer the simple 'M' for two reasons:
1: The weapons are easy to find in the inventory which I find very important when
carrying 20+ guns.
2: There are a lot of them about (more than one of each) so to give them personal
names would not really make sense in that they are modified versions of existing
weaponry as opposed to uniques.
Q: Why M Weapons at all? Are they there coz the enemies are so tough?
A: No, they are not there because the enemies are tougher in AWOP (this never
even occured to me during thier creation). Many vanilla Unique weapons are
superior to M Weapons but if I had spread those about as interesting rewards many
people would have rightfully complained. So to rectify this I created a new tier of
weaponry. Firstly beause the challenge AWOP offers requires interesting rewards but
also because I felt that many vanilla weapons were underpowered and did not want
to alter any vanilla stats (to avoid conflicts). On top of this I feel it is more
immersive for many reasons but mainly after 200 years all the weapons would not
still be identical and NPCs cannot make used of modded weapons so fights can
become unbalanced in favor of the player.
If you still do not like them as they are they can be removed using one of the Low
Loot patches from the patches site or replaced and reskinned by a very cool new
firearm set courtesy of Book of Earache and the BOE Patch from the AWOP/BOE
Patch site.
setstage XX03986b 10
XX = AWOP's mod index number, you can find this by checking in FOMM or by
activating the console and clicking on something from the mod (e.g Frankie). Then
just take the first two numbers that appear after his/its name.
10 = Just an example in this case. See below for other options:
setstage
setstage
setstage
setstage
setstage
XX03986b
XX03986b
XX03986b
XX03986b
XX03986b
10
20
30
40
50
:
:
:
:
: