Thursday, November 19, 2009

Progress, Part V

Well, most of the upgrades are done.

I've got good news, and bad news.

Let's get the bad out of the way first. I've been testing with some *ahem* "custom" companions, and not the stock ones from the RR master, or even my companions pack.

Consequently, I missed and completely forgot about a small error left over, that occasionally causes a stock companion to default to sandbox, the first time you change cells after hiring them. This problem forcefully reasserted itself while I was collecting up Jill and the gang to do my gauntlet test.

The up side is that it's a small problem, and I know exactly what's causing it, since I dealt with it once before to get my companions pack working right. It'll delay the release of v5, but not for very long.

Now, the good news.

With the companion system "fixed" I decided to stop dicking around, and give it the 'ol trial by fire.

Left three of my special companions behind (keeping two) and went and collected up Jill, Joan, Sandra, Michael, and Rick. Wanted to be SURE the stock companions were working and all.

Went into and explored every square inch of Vault 106 with SEVEN RR Companions in tow.

SEVEN.

Number of stoppages?

ZERO!

Fuck me but I'm good, some days.




Ran into numerous other problems, not directly related to the companion system. Those being:

Running seven followers is a not insubstantial strain on the CPU, especially when my squad met four or five enemies, and a fight broke out. That much AI usage is going to take a toll on anything, though, regardless of the follower system used.

CPU issues aside, seven followers is just plain too many. Our group didn't fit into many rooms; when moving, our traveling overwatch line stretched a good twenty meters, even with only 150 distance between each companion. Left at 300, I shudder to think how far away the last one would've been. Congestion hung us up at doorways and choke points, especially after a fight - when everyone wasn't in line anymore. Entering small cells was interesting - the congestion was so bad at one point that it took me almost a solid minute to shove my way out from against the door, and get the group moving again. I can see why Tarrant wrote in a "Make a hole!" command for his system. I may have to borrow that one...

So, even though the system will now take it, I really have to continue my recommendation that you keep it to two to three companions, for practicality's sake.

The new hatches all work correctly.

The Vault 1 Access Tunnel lighting has been dimmed, at the Springvale door. The lighting there is now just about in line with the rest of the tunnels.

That little twerp Ellie swiped an H&K auto-shotgun I had been storing in the Guard House. Kids today! In my day, we had single-shot .22's, and were happy to get them!

Oh, and because someone will ask: the outfits Sandra and Jill are wearing in that screenshot are a replacer for the Merc Charmer outfit, and can be found here:

http://www.fallout3nexus.com/downloads/file.php?id=8163

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