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BadPenney

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Posts posted by BadPenney

  1. I use Sony SoundForge for recording or editing soundfiles. There are other similar programs that people use that allow you to save at different frequencies, sample rates, mono or stereo and such. Not all settings are compatible with Fallout 3. I showed you settings that do work, though they may not be the only ones that will. If you are using a sound file that is not compatible with Fallout 3's requirements then you will hear no sound.
  2. Putting aside grammar, skill sets, plausability and questions of follow through; what do you foresee as the world of Fallout before the exchange of nuclear weapons and release of FEV into the environment?

     

    The first portion of your mod sounds quite plausible insofar as the GECK has the ability to allow you to create a secret military installation that the player locates while on the FO3 Wasteland map. Interior cells for the base could be created with vanilla assets as well. Going back to pre-war America will take much more than new landscapes and buildings.

     

    At the beginning of Fallout (1), there is a television program devoted to "Our boys in Canada" that shows two American soldiers in power suits executing a Canadian soldier and waving to the camera. Because of that, I picture pre-apocalypse America in the Fallout universe to be under martial law at least as restrictive as America was during WW2. That would mean that anyone in America would need current identification and unauthorized personnel would not be able to move about in body armor carrying weapons without coming into immediate conflict with law enforcement and National Guard elements. There would be no mutated humans or animals. There would be greater availability of food, clothing, shelter and other essentials, but also a fully operational economic system that would prevent a new arrival from the future from obtaining any of those essentials without sufficient pre-war cash. A person who arrives from the future with no birth records would be forced into a life of crime or be quickly imprisoned or killed, I would think.

     

    How would you make a thirteen year pre-war scenario interesting?

  3. The comma is to symbolise a pause in the speech and thus perfectly legit.

    No, it isn't.

     

    Truth. It's a delicate thing.

     

    Generally I wouldn't waste time correcting a poster who would rather defend his position than admit that he made a mistake and ridicule someone for mentioning it. The grammar in a post is a minor thing, so I normally wouldn't bother correcting it either, because I don't care as long as I can understand the intended meaning. But your reaction to the correction could be telling insofar as what someone might expect if they should decide to team with you on a project. Quibbling over minor matters doesn't inspire confidence in a smooth and enjoyable working partnership, because there will be much more complex and frustrating issues involved with developing a mod such as the one that you propose.

  4. ...do you know what the requirement for bitrate and other specifications for mp3 files in order to play them in fallout?

    Requirements are based on what sort of sound work that you are doing, I suppose. I've primarily used .ogg and .wav files for Fallout 3. Don't believe that I have used mp3 since Oblivion except for videos.

     

    This thread might lead you to information you are looking for:

     

    http://thenexusforums.com/index.php?showto...87&hl=sound

  5. When it gives you the option to select a new sound file you have to point to one that is not in the default sound BSA file, because you can not select those. If you have placed another sound file already in the appropriate data/sound subdirectory then you can select it to play. If you do not have a sound file available to select and cancel the operation then you have no new file and you have canceled the existing sound file selection so you have no sound.

     

    Best to exit your mod without saving at that point, imo.

  6. I would like to see a sort of post-Apocalyptic America's Army in this vein. But that took millions of dollars to develop and I don't ever expect to see anything like it.

     

    [ http://www.americasarmy.com/downloads/ ]

     

    That simulation attempts to show realism. Single gunshots are career enders.

     

    I can imagine going through basic training with the BOS before actual missions begin in the same way, and not getting a free pass like the player does in Fallout 3. Then the missions would be much like guerilla warfare with limited resources and backup. Scrounging for weapons and ammunition would be necessary. Armor would play a much smaller role in tactics because it is tremendously less effective than vanilla FO3. If the player acted as a freelance lone wanderer character instead of BOS he would still be operating in the same realistic conditions with even less support and training.

     

    That sort of realism would pique my interest in Fallout, but I don't know if it would be widely accepted or if it is even feasible as a mod of the current game.

  7. i really like this idea Gishank, good name too :)

     

    i do caution you heavily though, this mod definitely sounds like over 2 year of work, unless you have over a 5 man team, and not just 5 noobs, this scope of project would require experts or atleast veterans to pull it off in anything less than such a timeframe, unless you have no jobs and work every day on it.

    This sounds daunting, and it is probably very accurate.

     

    Even then, I think that some of your ideas simply won't work. One can conceive of flying like a bird from a rooftop to set down lightly in the backyard, but find actually doing it somewhat problematic.

     

    A project of that scope should pay, imo.

  8. I would recommend two sets of doors.

     

    Place the first set of doors in their respective doorways, then link them so that they transport to each other. Once they are linked you should see the yellow boxes near each door that shows where the player will transport to when he passes through. The transport boxes and the doors can be moved independently from each other. Call the first door A and the second door B just for the sake of this description.

     

    Leaving the yellow box for B where it is, drop door B below the floor so that it is out of sight and cannot be activated. You will still be able to transport to B's yellow box where it is located above the floor, so this will give you an unlocked door into the new space. Drop the return box from door B to door A below the floor too, just to get it out of the way since it will be useless without being able to activate door B.

     

    Now place two more doors in the same doorways that A and B were placed. Call these doors C and D. Locate C where B was located before being dropped and place D in the same space as A. Link them so that you can teleport between them and lock them so that they require a key. Drop door D below the floor so that it cannot be activated.

     

    Now you will be able to enter the new area by passing through door A but will only be able to leave after you find the key for door C. Although they are not actually linked, they will appear to be linked from the player's point of view..

  9. There may be some advantages to the method that you describe that I cannot see, but I got similar results by setting conditions with script variables resulting from dialogue choices rather than ref variables based on which NPC you have spoken with.
  10. It is natural to scrounge for manufactured materials if they are available. There is no way that I would construct a kiln and fire my own bricks if I wanted to build a house near abandoned damaged buildings that offered a supply of free building materials. I would do exactly like my Grandfather who built a farmhouse with processed building materials from an abandoned lumber mill in real life. It was very stout.

     

    Chances are that 200 years after the war most people wouldn't have a clue about building methods because there is no organized education, and skills have been lost. There would likely still be stockpiles of building materiels like bricks, lumber and bags of concrete to use, but that is still scrounging. It doesn't even seem as if the BOS or Enclave are involved in new construction, and they are the most organized groups in post-Apocalyptia.

     

    Stone houses were common in pre-industrial America, and stone would still be available as a wall building material. Personally, I would not build a house from bricks or cinderblocks because high velocity small arms fire can shatter them easily. If I could scrounge a mixer, bags of pre-mix concrete and rebar from a pre-war construction site then I would use them for new, survival oriented dwellings and town walls.

     

    Any group that counted on homemade muskets against pre-war AK-47s and plasma rifles and post-war deathclaws would be short lived. The sort of community that you describe might exist 200 years after the End, but would be more likely to be found in more remote areas that don't have ready supplies of abandoned buildings and materials. That is the scenario for the tribal settlement where the player starts in Fallout 2. The houses are thatched huts, weapons are spears, knives and clubs, and medicine amounts to little bags of herbs. Might be fun to see something like that in FO3, where even Oasis tribals have automatic rifles.

  11. I'm the wrong person to ask about tutorial methods for learning to mod FO3. Mostly I use the vanilla game as a reference for how things work. Finding reference material like tutorials that will tell you what you want to know is problematic and your ability to search is your best chance for finding something. There really aren't a lot of them yet, and I reckon that most of the best modders are probably making mods right now instead of making tutorials. Sometimes I have found helpful portions of tutorials, but mostly I learned to mod the way I learned to fix my motorcycle, by tearing it apart and putting it together again. When I get stuck I read a manual or ask for advice, but mostly I just like to riddle things out myself if I can. There's the fun in it.

     

    Other than that, the pinned topics at the top of the General Modifications Forum have many links to helpful info.

  12. There is an available mod called FO3Edit that will allow you to detect and resolve conflicts between mods so that you can run multiple mods. I believe that the maximum number of mods allowed by the game to run concurrently is 255, assuming that they do not conflict.
  13. ... and it seems that modding for Fallout 3 has overall stopped. If I left last time for a while and couldn't access the internet, I'll return to find a heap load of mods. Now I check back here very rarely, as it seems there is no activity any more...

     

    ... There are some big mods that are being worked on, but the small and useful mods seem to have disappeared.

    Looking at the Nexus' file database I see that 60 mods have been uploaded in the last 4 days. I don't think that is at all unusual, so my question is... what are you talking about?

     

    Do you want a solution that is looking for a problem?

     

    Maybe I will take this thread and put it with the thread complaining that so many new little redundant mods keep coming out that they push his hot releases off the new uploads list faster than anyone can see them, and then use them both for balanced bookends.

  14. You might investigate creating templates with your NPCs in order to place multiple spawns of programmed NPC groups.

     

    If you look at vanilla generic raiders and supermutants you will see that the majority use templates that include their specs, factions and packages and are placed to respawn with programmed behaviors and levelled armor and weapons. You should be able to mimic that method.

  15. "( )" <-- Are not needed if you only have one condition ;)

    Parentheses are not needed at all, regardless of the number of conditions. They help the user to mentally organize the formula but are unnecessary for the function of the equation.

     

    This script confuses me as written.

    _______________________________

    ScriptName 0NPCBECKY

     

     

    Begin OnHit

    Equipitem 1POWERINVISIBILITY 1

    Equipitem NPC1POWERINVISIBILITY 1

    End

     

    (This will attempt to run OnHit regardless of whether these items are in the subject's inventory. Could benefit from "If X.GetItemCount Y > 0" condition requirement before equipping.)"

     

    Begin OnLoad

    If Player. GetItemCount 00ainaptive

    Additem 1POWERINVISIBILITY 1

    endif

    end

     

    (This commands the NPC(?) to additem OnLoad if 00ainaptive does not exist in the player's inventory (I am assuming that no numeral being expressed for the GetItemCount will be interpreted as zero). Assuming that 0 inventory units for that item is the default condition, then this will add one 1POWERINVISIBILITY unit to the unit's inventory every time it is run until 00ainaptive is present in the player's inventory. Is there a purpose for this?)

     

    Begin OnLoad

    If Player. GetItemCount 00ainaptive < 1

    Additem NPC1POWERINVISIBILITY 1

    endif

    end

     

    (Less than one is equivalent to zero for the purposes of this script, making this OnLoad argument perform exactly the same as the one above, except that units of NPC1POWERINVISIBILITY will be added.)

     

    Begin OnActivate

     

    If getitemcount NPC1POWERINVISIBILITY >0

    If Player getitemcount 0000ABSORB >0

    Player. Additem 1POWERINVISIBILITY 1

    Activate

    endif

    end

     

    (If this script is active on an NPC and the player has the item 0000ABSORB in his inventory then he will add a 1POWERINVISIBILITY unit to his inventory regardless of how many he may already have. Is that necessary? I might recommend changing the first line to "If getitemcount NPC1POWERINVISIBILITY >0 && Player.getitemcount 1POWERINVISIBILITY <= 0" so that the item 1POWERINVISIBILITY is only added to the player's inventory if he does not already have one. I would also recommend placing the Activate command outside of the conditions, so that the scripted unit will activate as normal regardless of the contents of the inventory, otherwise you will get dead clicks on the unit if the required inventory items are not present. Suggestion follows:)

     

    Begin OnActivate
    
    Activate
    
     If getitemcount NPC1POWERINVISIBILITY >0 && Player.getitemcount 1POWERINVISIBILITY <= 0
    	  If Player getitemcount 0000ABSORB >0
    		   Player. Additem 1POWERINVISIBILITY 1
    	  endif
     endif
    end

     

    Begin OnActivate

     

    If Player getitemcount 0000ABSORB >0

    If getitemcount 1POWERINVISIBILITY 1

    Player. Additem 1POWERINVISIBILITY 1

    Activate

    endif

    end

     

    (This bit says that if the player has more than 0 units of 0000ABSORB and the unit being activated has one and only one unit of 1POWERINVISIBILITY, then the player will add one unit of 1POWERINVISIBILITY to his inventory regardless of how many are in his inventory already. Recommend conditionalizing to add to player inventory only on a zero count and moving Activate outside of conditions again.)

     

    I don't understand the comment "the target NPC of the activate must first have the item in question (as its random on a levelled list)" since items seem to be added to the NPC's inventory based on whether the player has 00ainaptive in his inventory. How one acquires 00ainaptive is not described.

  16. How do I create the ai packages and where lol?

    Here is one link that is listed in the pinned subjects area of the General Modifications forum on Nexus:

     

    http://thenexusforums.com/index.php?showtopic=112021

     

    A great many questions about the GECK and its operation have been asked and answered already. No one is likely to spoonfeed answers to very basic and well documented mod creation methods. You must read the supporting documentation I am afraid.

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