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This character would almost certainly be placed exactly where Pacer is in the final game.
Only the topic names are present, no actual dialogue lines exist for either the player or the bodyguard character. The dialogue for this is still present in topics starting with VFSKingBodyguard (e.g. The King originally had a bodyguard who would screen entrance to him, and stop the player from going in to the stage area at certain times.
Speaking of which, Jessup is supposed to pistol whip the player, but in actuality he sort of punches them instead, he doesn't hold the gun even though he is supposed to. There are also lots of AI Packages created for this scene that were eventually abandoned in favour of directly calling some of the actions from the quest script (e.g. However, this command is not implemented in the final game! Calling this command at any time instantly crashes the game. It also uses a command that controls how long the spatter effect stays on screen to ensure it remains until wiped off by the script. The digging/burying scene relies on using the blood spatter effect to slowly cover up the screen. This is of course not present in the game, and would likely either simply be the game's logo (and of course the inevitable "war never changes part"), or possibly be the early teaser video shown of Victor digging up the player, as it would fit in perfectly with the next part of the sequence.
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Take this totally with a grain of salt (if you weren't taking the information contained within that way already!) as I've seen no corroborating evidence of this, although it would make sense.įinally, at the point in the intro where the player is shot and collapses into the grave, there is code to run an FMV file called FNVLogo2.bik. I was actually told a rumour once that this was so the game could have the extended intro if the player had bought the collectors edition (that contains the comic book filling in the backstory of Jessup et al). There is an idle animation for this (NVVictorpickup), but it has no actual animation file so does nothing. There is also an extended version of the final scene with Victor digging up the player where he actually reaches out to help the player out of the grave (in the shorter version the player stands up of their own accord and promptly collapses again).
Fallout 4 kneeling going ivisible how to#
One is twice as long, with extra lines featuring the three characters bickering about how to get home again.
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This doesn't seem to work right either (if you enter these commands by hand in the console they DO fix this bug, they just don't seem to work right called in a script) and usually still results in the player still being classified as a child despite having an adult body, breaking the Vigor tester sequence.Įven stranger, there is full dialogue for TWO different versions of this sequence. There is a later workaround to this where the player's age is reduced and then immediately increased with agerace -1 and then agerace 1.
This then breaks the later character generation sequence as it triggers an engine bug where the player is classified as a child. For example, One iteration uses the setscale command to make the player half the size to give the impression of kneeling (the player is actually standing bolt upright the whole time). The code that runs the intro sequence is a battleground of commented out contradictory lines where different iterations have introduced and then removed new effects and ideas. This sequence also features Victor actually digging the player out of the grave, something that is only spoken of but never actually shown in the final game. The dialogue follows the same basic arc, but the actual words spoken are completely different (in particular Benny's "bad luck" line is much less pithy and polished than the one used in the FMV). In the original in-engine intro the scene starts immediately with the player hooded and standing in the grave.
This is what is used in the final game - the in engine intro stuff is all there and actually runs when you start a new game, but is immediately bypassed. When the latter happened they actually just used the temporary press demo code with an extra line to play the new FMV. At some point in development two things happened firstly a press demo was created that commented out the intro and skipped straight to the character creation part of the game, and secondly the in-engine intro was completely scrapped and replaced with an FMV instead. This would show the entire scene with Benny and the Great Khans Jessup and McMurphy that takes up the second half of the finished game's FMV sequence. Originally the game was to have an in-engine introductory sequence.