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avianrave

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  1. Have you tried going into the heightmap editor and smoothing the terrain?
  2. I'm still on the FNV train. I just have a large scale project that needs a few touch ups before I feel comfortable showing it off/ looking to put together a team to finish it off. Some mods just require a lot of time. Look at how many people are behind the bigger mods, and also see how long they took to develop.
  3. How many chunks are in the mesh? I usually have good luck around the 60 range, and have trouble in landscapes larger than that. That is some rule that I decided on last year, but that was working on a landscape in a weird shape. I think it might have to do with how the LOD mesh is generated in specific sizes. If you have a cross section that is more then 16 cells wide or high, then GECK will need to generate a 32x32 cell. Each increase in cell size requires an exponentially more processing. Here is what EMH (creator of Alton IL - Huge World and Quest Mod) told me about a year ago.
  4. What I would like to see is making the horse a creature that has its own AI and such. To make it move forward, make it go to a xmarker that is dynamically placed in front of it. That way, the horse will follow the navmesh, and will act more like a real creature instead of a biological motorcycle. I'm not sure if it would stop them from jumping over cliffs, but if it did, it would add a lot of immersion.
  5. Why not put it all in a small armory near the docs house? That way you don't have to worry about emptying your inventory afterwards? Call its Doc Mitchell's secret stash. I'm not sure how batch files work, but it shouldn't be hard to redirect the add item command to a specific locker. I'm not sure if there is a good non respawnable locker with a RefID in the area though, so you might have to make an esp then.
  6. I've got a nice amount of the TGAs reconverted. I had to scale a lot of them down though, as apparently there is a max size for the LOD texture palate. You could send me a link via pm link if you want me to take a shot at it.
  7. Be cool to have a merchant follow you in the outside areas only. Also be cool to be able to tell them to wait in a certain area or set up a tent. As the player's shop, I think its merchant container should only have caps. Maybe also make it so he/she could repair items too. So that way with excess loot, you could either store it in the Brahmin, or sell it to the merchant (who will presumably resell it once its container re spawns). Perhaps also a side quest to increase the amount of caps the merchant spawns with. If no one does in for a while, I might make a basic one.
  8. A few things to note: The default camera angle needs to be moved. For example, when you fast travel, the camera ends up right behind you. The zoom level also needs to be adjusted to allow it to zoom much farther out. The aggression of enemies and creatures needs to be adjusted(or else you will never see deer and everything attacks out of sight). Also change the crosshairs to be movable or hide it. Also, archery and spell casting would need new ways to target things. Here's some screens at the angle and zoom level that I'm talking about. http://i.imgur.com/LMcvI.jpg http://i.imgur.com/OGBDD.jpg
  9. It would be pretty cool if someone could change the perspective of the character to a top down perspective. It would make the game play more like a hack and slash, and might even make the game run better on lower end computers. So instead of looking behind your character, like this, http://xbox360media.gamespy.com/xbox360/image/article/116/1163725/the-elder-scrolls-v-skyrim-20110422081903810-000.jpg you would look at your character at this angle. http://www.idiablo3news.com/wp-content/uploads/2012/02/Diablo-31.jpg
  10. The beauty of them is that once they are in place, you can ungroup them. It allows you to make more complicated objects and place them with the intent of splitting them later. One thing that this is useful for is if you were to make an indoor garden. You could put the planter and the plants in the same static collection and make a few template planters. If all the objects share the same textures, then it may be even better to keep them in a static collection (if you use the static collection more then once).
  11. Another thing you might want to add is static collections. You can group entire rooms into a static collection, which you can change in game. This makes much easier if you want multiple versions of the same room.
  12. I'll drop my $.02, Static object LOD genrerated with the G.E.C.K. can be quite limited. When generating static object LOD, you are limited to a texture palate limit of 1024x0124. This means that you are limited to a limited amount of area on which your LOD can use textures from. If you use a lot of LOD object, you either have to make sure they use the same textures, or you will have to downscale the texture, to make the textures fit.
  13. I'm not the best with scripting. I would separate the Total tip and Current tip into two different variables. Then for the NPC packages, have them refer to the total tip value as a condition for that package. Then whenever the player tips, the current tip is added to the total tip. I can't think of any way to add variables in GECK, and if that is the case, then you could then make it easier and only have the NCP's conditions only refer to the current tip and only play the animation for a specified time.
  14. Just gonna put my 2 cents. Have you tried settings some of the timers to 0? Delays might be causing some of your issues. Is it sequenced to occur in a linear fashion? Maybe sequence some events in a non-linear fashion, like having the raiders spawn and move independently from the elephant. Say instead of having the raiders spawn and then attack, have them spawned already and attack when the elephant moves to its correct location. I would also try and keep the cut-scenes as short as possible with as little as possible in them to get the point across. Any chance you could make a recording of that test cut-scene, as I don't know what you mean by it being too "synthetic." Lastly, if it is too "synthetic" you could just roll with it as a stylistic choice: ie make it seem out of place on purpose to draw the players attention to something. One thing I can think of is like dot HACK, they make infected worlds look unnatural even within a game. So you could explain later on that those raiders are an evil robot race or something ridiculous. Normal http://www.the-nextlevel.com/reviews/ps2/dot_hack_mutation/dot_hack_mutation_6.jpg Infected http://ps2media.ign.com/ps2/image/dothack3_outbreak_052903_016_640w.jpg
  15. To replace objects, select one and press Ctrl+F. This will bring you up to the find and replace screen. Either select all of the times and replace them with their armed variants, or select one and replace all within that cell. I just learned about that about a month ago and it's a big time saver.
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