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avianrave

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Everything posted by avianrave

  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.
  16. Going off Jeux: Think of every single thing you *change* could potentially cause bugs in the game. Editing landscape or moving seemingly harmless static objects is included. The best way then is to only *ADD* new records, and not change existing ones if necessary. For example: say If you want a flat area. First, make a platform and set it low to the ground. I build my plotforms out of retaining wall peices (more specifically, rwcorneroutsidestone01a_nv and rwstraightstone01_nv). Then fill in the middle with sidewalk pieces. Then, an optional step would be to select all the pieces in the platform and create a static collection out of them (by press Shift+G while all the pieces are selected). Creating a static collection will allow you to easily duplicate and/or move the platform. Placing the platform just above the ground will hide anything underneath without editing the records in your addon, which will make it much more stable and compatible with other mods. If you already have edited records, I could type out how you can revert them to their original status.
  17. FNVEdit can do this pretty easily. If you wish to duplicate a worldspace into a different esp, you just need to copy the worldspace as an override into FNVEdit. One issue is that it also copies the FORM ID, which can cause some errors if you are copying into a large mod. Another way would be to put the separate worldspace to be moved in its own file, and merge it with FNVPlugin. That seemed to fix my issue with FORM ID duplicates.
  18. Just a quick question. Would it be better to move the player hideout to the wasteland rather then having a fast travel in its own worldspace? I was thinking that putting my player hideout in the wasteland worldspace (seamlessly) wouldn't be too difficult. There would be no loading screens after the fast travel, which would place you close to the entrance of the building that has the interior in the wasteland worldspace. It would only delay releasing my mod's penthouse, so it wouldn't be such a big deal in the short term as I could put a quick placeholder and continue on developing it as normal. Also, another question. Is there too many deathclaws in murky rock canyon? Please let me know, because I got slaughtered. http://www.newvegasnexus.com/downloads/file.php?id=42968
  19. Try this out. It has a good majority of the meshes that are used, and will give you an idea of what meshes have lod meshes. Another way is to browse the meshes.bsa and type "lod" in the filter and extract. http://www.newvegasnexus.com/downloads/file.php?id=36693 Try to stick to all lodmeshes. There are time however that you might want to add an object without lod in with the landscape. The generation does work if you only use a few of the "fake lod" objects in the generation, but also gets buggy rather quickly if you use too many. If you need to extract your own textures, try to scale them down to 64x64 or 128x128. You can also decrease the scale of the larger rocks that have lod to the smaller size of the underwater rocks.
  20. LOD object generation is a simple but buggy process once you familiarize yourself with it. Once you have the necessary meshes/textures, then it takes a fraction of the time to generate when compared to a landscape. Do not rename desiredStatic.nif to desiredStatic_lod.nif unless there is no lod variant. Using this will use a larger and more complicated mesh then what is needed. This might cause errors if enough non-lod objects are used in lod generation. Only the larger rocks are included in the lod generation by default, the one without lod simply have no lod included. Using objects that have no in-game lod in lod generation usually causes most of my problems. Yup. If you are missing a texture, you will get an error message telling you what texture you need to replace. I use paint.net and just do save as .TGA Wrong, one folder up. For Example my fallout directory is C:\Program Files (x86)\Steam\steamapps\common\fallout new vegas and my Textures TGA folder is located in C:\Program Files (x86)\Steam\steamapps\common\Source\Textures TGA It will be generated when you generate the landscape textures if you did not create one already. That'll do. If you change the size of the worldspace from the last time you ran the landscape generation, then you will need to run the landscape mesh generation again before you generate objects again. Don't ask me why, its some error I've run into. Correct. You must also remember to move the texture from the DiffuseGenerated folder to the Diffuse folder for the landscape texture to work correctly. If you want to send me your addon, I could run the LOD generation process. If you have everything but the static objects, then it would only take me a few seconds since I have a large amount of meshes/textures already for the generation process.
  21. Maybe in a few years... its just too much work for an amateur mod team to have such a massive mod released in a reasonable time. The game has also only been out for a year too.
  22. "medium-large project(s)" take a lot of time and effort. I'm still working on Hazycreek City, it's just that there is a lot of time required to make such a large scale mod.
  23. I made a new area (I wanted to make it more of a marina and also get rid of all of the rocks). Hers some screens from testing it. Edited the front page with the new pictures. I just need to move the doors over and run an navmesh gen. Hopefully it will be up later this week/month. I would say most of the buildings that have accessible doors have interiors in them at the moment, I just need to move the doors from the old worldspace. Some aren't navmeshed either. Most of the clutter (docks, outdoor tables) also can be moved too, so it isn't at all lost work. If someone wants to work on my esp for a while ( I have a few tests coming up), then send me a msg. It has both the old and new areas, so you could work on population or interiors or navmesh auto generation or whatever the hell you want to do.
  24. Don't scrap it! At least release it as a resource for others to use. Also I think fewer lounges (not sure if it would make sense in jacobtown, mojave outpost. Btw I was thinking about adding such a club to one of my mods. Would you be interested?
  25. I'm running into some issues that I just can't seem to figure out. I'm trying to build the LOD, and I just can't figure out what to do with these errors. http://i.imgur.com/AlkAG.jpg I can't seem to find the warnings file that it tells me to check... http://i.imgur.com/YBiDi.jpg Resizing the normal texture to the diffuse size doesn't work. Resizing all of them doesn't work either. I think it has something to do with directing me to a DDS file or something.
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