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BadPenney

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Posts posted by BadPenney

  1. Ragdoll physics will stop you from hanging NPCs on the wall. You can position them on the floor by using havoc and pulling them around with the z key held down.

     

    There are several static bodies listed as "raidercorpsedressing" that can be positioned around for grislyness, along with dripping blood fx and body parts.

  2. Simple question. How do you configure a map marker so it becomes accessible on the world map only AFTER you discover it?

    I believe that is already the default setting for map markers. You need to check the "visible" and "can travel to" boxes under Marker Data in order to have a map marker that can be seen and fast travelled to without having discovered it.

     

    You can set the range that a marker can be discovered by setting the radius under the Extra tab.

  3. One more question...

     

    I just read that there's no chance to mod the shape of the avi? Just the face / hair?

    But the one on my first pic has been modded, right? That's not the default shape o_O

    I am only familiar with avi meaning Audio Video Interleave, which doesn't apply to that still picture. So if you mean that you want to change the shape of the mesh (which is a .nif file) then it is possible to change the shape with a modelling program. If you are asking about changing the shape of a character's body, then of course it is possible, as the number of body replacer mods available for download proves.

  4. Wouldn't it be possible to make a mod that replace the gas in the Bio gas canister grenade to a harmfull, green/yellow cloud of high radiated gas?

    It might be possible, though I don't really understand the fixation on radioactive gas. Radiation does not kill quickly enough to make a good tactical weapon. Even nuclear bombs rely on heat and blast for effectiveness, not radiation.

     

    On the other hand, chemical nerve agents can kill in seconds.

  5. Though I am a also a big fan of Hidden Valley Ranch as well, Ranch dressing is the kind of all salad dressing

    If I fail at the mod, maybe I can succeed with a new type of salad dressing.

     

    I have no idea how to rig for FO3 either, but you are farther along on the learning curve than I am, Tony.

     

    Great video. Now I know why Keanu Reeves has always creeped me out. He's a droid.

     

    A third option to those mentioned in the video is what has me interested. That is to exploit the revulsion factor of the uncanny valley. I think their wrongness is why I find the feral ghouls to be the creepiest enemies in FO3.

  6. And luckily it's not called "Hidden Valley Ranch". I would have laughed a bit too hard.

    The "Uncanny Valley" is a term that was coined to describe people's reaction to humanoid robots. If a robot is obviously a machine then people tend to respond favorably toward it, like a pet. If a robot is nearly indistinguishable from humans then it gets favorable responses, even amazement at its likeness. But if a robot appears almost human but but not quite, then it evokes a response ranging from an eerie distaste to extreme revulsion. I hope to play on that feeling of revulsion.

  7. Some dialogue, some text. Both NPC's I have so far using custom dialogue use their own voicetype.

    I will assume that you have folders in your /data/sound directory that are named exactly like the unique voicetypes with files inside named the same as the GECK filename assignments.

     

    Are you creating a mod that is intended to use assets from the DLCs? When I mod I remove any DLC or other user mod from my Fallout 3 directory that I am not incorporating into my mod, so that I minimize complications while testing it. I reload them later to resolve possible conflicts.

     

    If you have done everything right and it still crashes then there is always the chance that your .esp file is truly corrupted. I keep weeks worth of back up .esp files when working on a mod, and there have been times when I have had to dump an uncooperative mod file and restart with an earlier version.

     

    Your apparent confusion over the Topic Text and Prompt lines make me think that it may just take more practice and familiarity with the process though. Chasing down problems of the sort that you describe are very frustrating, and I have cursed my own blindness to the obvious when finding a simple solution after days of struggle.

  8. Oh and BTW, I know how to create visual effects for movies, and part of that is 3D modelling, so if its the same I could try (keyword: try!) to create some models. I use a program called Blender for 3D moddelling.

    Blender is the tool that I am working with. I'm not going to pay for 3DS Max unless it pays me back.

  9. The only thing that should be in the Topic Text box in the GREETING box should be... GREETING. It is not spoken by the player and should not appear as a dialogue option.

     

    Most topics in the vanilla game have nothing in the Prompt box and GREETING should not need one since clicking on the NPC is the prompt to begin the greeting dialogue. I've created many quests with dialogue that have nothing in the Prompt box at all. You are probably creating a loop back to the GREETING by adding something to the Prompt box.

     

    All that you should need to advance past the NPC greeting is at least one topic in the Choices box on the right of the quest window or have "Goodbye" checked. The Choices should be all of the dialogue options that are available from the GREETING. Even without a followup topic choice or a goodbye your game should not crash.

     

    Are you using audible dialogue or only text? Are you using unique voicetypes for your NPCs or default voicetypes?

  10. Check out Cipscis' tutorial here.

     

    And then look at the PINNED THREADS at the top of this page where I spent 60 seconds finding it for you. There are answers to questions like this up there that people created to help modders yet you apparently haven't looked at them.

  11. Hey, I'm not a modder, but I'm a good writer so I can write some text if you want. I can also create custom music. Let mw know of either are needed, or something else entirely.

    I enjoy the writing myself, but I had not considered custom music. Will have to give that some thought.

     

    It's the modelling that I want most. I don't want to just retexture existing human meshes to look metallic and call it good.

     

    I've always intended to learn 3D modelling for gaming, since I used to model with AutoCAD for other applications. This may be the time.

  12. You want to add a custom GREETING to an NPC but do not intend for it to be repeated by all NPCs?

     

    When you created the GREETING topic, did you click "Add Topic" and select the existing GREETING topic from the list to add your custom lines to or did you create a new topic and title it "GREETING"? If you have created a new GREETING topic then it will not act like a greeting. You need to add your new line to the existing GREETING topic.

     

    There should be no GREETING dialogue option, since clicking on an NPC should trigger their GREETING. Dialogue options from the Choices list should not return to GREETING unless you have added it there.

     

    Have you specified which NPC is supposed to speak the line under Conditions? (as in GetIsID NPC: "MyNPC" == 1) Conditions will prevent every NPC from saying your line and limit to only one NPC or one faction or one Voicetype, etc.

  13. http://www.yankodesign.com/images/design_news/2009/04/02/sex_sells_10.jpg

     

    I am working on a story for a new mod, and could use the help of a 3D modeler to make it closer to the images that I am imagining. I would like to have a body that looks like a metal skeleton that could be used as a body for custom races. I picture something that is simple, not much more than a stick figure made of aluminum cylinders and ball joints, but compatible with the vanilla animations.

     

    The plan is to make a mod that exists within a separate worldspace connected to the DC Wasteland by way of an underground entrance from vanilla Fallout 3 that coincidentally sits behind the Shady Sands Country Store in another mod. The entrance is only a manhole cover and the interior cell is a cramped and debris filled drainage access chamber with a ham radio, low rent safe and assorted loot inside. The radio is linked to a short range broadcast at a nearby tower.

     

    An inert robot has been added to the pile of debris inside the chamber. The ham radio remains linked to the vanilla radio tower quest, but also triggers an entrance into the Uncanny Valley. The robot (Mr. Handy type) becomes powered up and aware when the radio set is activated. The robot talks to the player subserviently. The robot may like the player and permit access to an unseen passage by clearing away debris inside the chamber.

     

    The mod may require the user to have DLC assets available. The underground transport could be much like the working metro in Broken Steel.

     

    Passage will be made to a tranquil area that appears to have once been a resort that is inhabited by a handful of people and worker robots. They are accommodating and agreeable, even friendly people. Some can even be very friendly.

     

    As time goes on the player explores and interacts with the residents of the sheltered valley. There are no feral spawns. A small lake is radiation free. The trees are green. The player can get medical attention, food and supplies, shelter, sleep, companionship... but cannot find an exit.

     

    The player is given clues that they are in an environment in which some of the people may be real people but some of them may be robots. Some of the humans may not realize that there are human appearing robots among them, because they are very convincing fakes.

     

    The robots are meat puppets; designed to be servants and pleasure toys for the wealthy before the war. The ranch was once a destination for "health tourism" where complicated and often optional medical procedures like plastic surgery could be undergone while in luxury surroundings. When the human directors of this exclusive ranch resort all died under the fallout, the machinery of the operation remained in working order. It is now directed by a central Artificial Intelligence that is self-aware, dedicated to self preservation and programmed to remain hidden. The meat puppets are motor driven, ceramic and alloy skeletons with semi-autonomous personalities but remotely directed and coordinated by "Mother" AI. They are manufactured underground and then tanked, allowing an organic mass of muscles, organs, skin and hair to be grown from human DNA to cover the polysilicon frame. The result is an artificial person that is accepted as real by all of the five human senses. Even the voice is made with lungs and vocal cords. Human tissue must be selectively farmed for the purpose of creating and maintaining the puppets' meat when the opportunity arises. An opportunity like the player's visit.

     

    The quest will require that the player first discover the deception of the meat puppets. It will be a great advantage to keep Mother AI from knowing the player suspects her existence. Odds for survival drop if she coordinates against the player. Her pre-war programming placed top priority on maintaining the illusion that all of the puppets are human just like the guests, and guests are to be treated well and protected from harm. Mother's self defense algorithms will override the hospitality functions, so triggering them will make the player and any other human NPC instant targets for all ranch defenses.

     

    I would like to have meshes for meat puppet frames adapted to the FO3 skeleton. I would like to place a vanilla human head on top of a puppet frame. I would like to have a meat puppet body that appears completely human and one that is nearly identical but shows a portion of the artificial frame revealed after battle damage.

     

    If someone would be willing to help the project with one or two custom bodies then please PM me or post to this topic.

     

    My last mod took me several months, and this would likely take as long or longer to complete. I like to use voiced dialogue and a few other time consuming ingredients and this is still very much in the concept stage.

  14. It is simpler to create a new textureset for the book. Nifscope is not needed for retexturing in Fallout 3. It is different than Oblivion that way

     

    Edit the Big Book of Science, change its ID and save it as a new object, then reference the new book object to the new textureset.

     

    This will save you the necessity of including another copy of the existing book NIF in the data folder of your game. All you need is the new texture.

  15. That is easily possible because it isn't really floating. It is a static object that is positioned to give the appearance of floating on the water. Boats can "float" just as easily lying sideways on the ground or high above it.

     

    http://www.fallout3nexus.com/downloads/images/10562-4-1262020887.jpg

  16. They don't equip because the supermutant is a creature, and creatures cant equip armors.

    True enough. If you look at supermutant meshes you see entirely separate body meshes representing different armor sets. There is no base spinebreaker supermutant body with tradeable equipment as there is with humanoid races.

     

    There is a separate playable ghoul race, btw, that is different from creature feral ghouls.

  17. If you mean that you are making a home with the GECK and placing NPCs in it who snatch up anything that they can when you visit the place in game...

     

    If you don't want the items free for the taking by the player or the NPCs then try making them all owned by a faction that neither of them belongs to. Create a new "HandsOff" faction and make it the owner. It doesn't even need any members. I had to do that with food to keep NPCs from taking it.

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