Far Cry New Dawn

Started by LowPolyOWG, February 15, 2019, 01:43:02 PM

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Dweller_Benthos

haha, no, it was the four legged kind, they are mostly annoying but still need to be taken care of. I'm almost ready to start the last part of the game, I've found good old Joe Seed in his hermit recluse shack up in the mountains, and got him to agree to help with the Highwaymen, and upgraded home base to the third tier which starts the final segment of the game. I don't have to go do that of course, but I have pretty much everything else done, though I could do some expeditions which are missions you fly to, like the aircraft carrier seen in the promo videos, and I could always scavenge and abandon outposts and then retake them, which I might, but the end of the game is getting close.
"You've read it, you can't un-read it."
D_B

LowPolyOWG

The modding crew at Nexus developed an editor for this one too :anigrin: Disabled the barriers so I could explore the radiation areas.

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Flying eastwards, I stumbled upon the starting area. It was "protected by an invisible barrier, so I had to fly there with a helicopter.

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Jacob's bunker

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No, I wouldn't call the area a way to Holland Valley, considering its location in-game

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Inside the "teleporter" that goes to Prosperity.

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Henbane River sign

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Crashed train seen from the air. When walking nearby, there are gunshots playing in the background and other ambience.
"AAA games is a job, except you're the one paying for it" -Jim Sterling

"Graphics don't matter, it's all about visibility"

Art Blade


Dweller_Benthos

Pretty cool. People complained a lot that New Dawn was just the same map rehashed, but I found it interesting to explore the places I knew from the main game after the bombs had dropped. I just wish that more of the map was available in game.
"You've read it, you can't un-read it."
D_B

PZ

That's really cool. I love being able to explore parts of the maps not normally available.  :thumbsup:

LowPolyOWG

Some spoilers from the government airplane expedition

Spoiler
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Definitely Fallout-like I guess.

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The modding tool added options for more NPC weapons. Here, Gina is shredding a Highwayman with a MG42 :anigrin: Normally, she use a "rusty" M60, but the modded file let her spawn with a M60, M249 or MG42 at random.

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Her husband Hurk spawns with random rocket launchers instead

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Putting an invisible rocket into his RPG-7

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Nana got herself a .50 cal sniper  :evil2:

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Giving a Highwayman a death hug :)

"AAA games is a job, except you're the one paying for it" -Jim Sterling

"Graphics don't matter, it's all about visibility"

Art Blade

I can see how the game is a lot more fun with mods like those. :gnehe:

PZ

Absolutely! Modding is my favorite way of gaming

Dweller_Benthos

It was a fun game to begin with, I thought, adding some crazy stuff like this after you're done with the story is usually a blast.
"You've read it, you can't un-read it."
D_B

LowPolyOWG

Can be fun during a normal playthrough too.  :)
"AAA games is a job, except you're the one paying for it" -Jim Sterling

"Graphics don't matter, it's all about visibility"

Art Blade


LowPolyOWG

After I used the latest version of the mod tools, NPCs no longer spawned with random primary weapons :banghead: They can spawn with pistols, but nothing else... It worked earlier, might be a save bug or something
"AAA games is a job, except you're the one paying for it" -Jim Sterling

"Graphics don't matter, it's all about visibility"

Art Blade

that's crazy but it could be fun, too :gnehe:

LowPolyOWG

Fixed it, had to deselect one of them ::) Anyway, pistol only NPCs would be a far cry from your usual experience :anigrin:
"AAA games is a job, except you're the one paying for it" -Jim Sterling

"Graphics don't matter, it's all about visibility"

Art Blade

oh yes. :anigrin: And great, you fixed it :)

Hmm.. what if they spawned without ANY weapons.. could be funny, too :gnehe:

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