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BadPenney

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Posts posted by BadPenney

  1. I think that loading and attempting to use many, possibly competing, mod managers might be less effective than picking one and learning to use it well. Fallout Mod Manager still seems to get the most positive feedback.

     

     

    ______________________________________________________________________

     

    "A wink is as good as a blink to a blind bat." Mr. Neutron

  2. I think that the ambient light level would be the same either inside or outside of your structures.

     

    An NPC running many AI packages requires more processing than a quiet NPC. A vendor that stands in one spot smoking and scratching 24/7 and only responds when you greet him won't take nearly as much time to process as a group of townies in a 3 way conversation would. The more complex and interwoven your NPC AI schedules are then the more trouble that you can expect.

     

    The Pitt often seemed to have more than 20 NPCs active at times, especially in the ending rampages, and there are complex, multi-level structures in the town. I think that your concept should be workable, especially considering that you are not placed in the Wasteland worldspace. Still, your mod's performance will also be impacted for users not only by the capability of their equipment but also by the other mods that they have loaded and enabled. It's impossible to predict the result of different combinations of mods. Searching for ways to optimize your mod gives you some measure of control over performance.

     

    Quest scripts that constantly monitor the player's position seem to require more processing than object scripts that trigger NPC behavior. A trigger can be used repeatedly while still be pretty dormant when the player is not involved directly with it.

  3. Fallout 3, you are great. Really great. When we first met I couldn't get enough of you.

     

    I respect you too much to lie. I've been seeing other games.

     

    Modding kept us fresh for so long, but I started playing the field. "Just a little break." I said. "Getting some mod ideas." I lied.

     

    It started with a little innocent visit to an old favorite game. It was nice to have time together with a game that didn't require work... you know, the way that you and I used to play together.

     

    Then I saw HER on the display shelf. She looked fresh and exciting, promising extended gameplay and superior graphics.

     

    I guess what I am trying to say is that I want my DVD slot back. I need to have my own case.

     

    I hope that we can still be good friends.

  4. There are modders who think "Wouldn't it be great if...", then say "I will make this and it will work this way".

     

    There are mod users who think "Wouldn't it be great if...", then say "Somebody (maybe a group) should make something like this and it should work something like that."

     

    The modder's ideas are more likely to end up as postings for downloads. It's the initiative and personal involvement that make them real.

     

    At a quick glance, it appears that the OP does not wish to solicit help in creating a mod but rather wishes to generate interest in creating a mod or mods that would make it simpler for he and other mod users to select quality mods, install them and use them. There are mods that work along those lines of reasoning and mod authors who invest their time in making mods more easily accessible for users. There may even be similar projects already in the works. Posting this under "Mod Requests" might be appropriate.

  5. Tutorials are helpful. At some point you must experiment. If you are working on a large mod that you are cautious about experimenting with, then create small x mods that let you manipulate the NPC edit sliders, inventory and characteristics. If you don't like the results of your experiments then you can delete the x mod file without affecting your main mod.

     

    Inventory on NPC is easy to change. There is an inventory tab in each NPC edit window. Click and drag items from the Object lists into the Inventory to add to the NPC, drag items out of the Inventory to delete them from the NPC. If you change NPC clothing then it may not appear to change in the GECK until the file has been saved and the GECK restarted. NPCs will not operate weapons in their inventory that do not have ammunition. I have used levelled list weapons for NPCs [ weapon "withAmmo"] so that they stay armed as intended.

  6. If you made a duplicate gear and placed it inside an auto transmission and went for a drive you might hear a terrible grinding screech, or you might be lucky and nothing would happen. If you continued to add duplicated transmission gears then maybe nothing would happen so often that the car would stop working altogether.
  7. Wrestling with AI packages for NPCs is fun and frustrating. I believe that the game engine is not kind to long range packages, especially when they require that the NPC move between interior and exterior cells. The NPC becomes confused, will not move or engages in repetitive motion. The Wasteland is especially hostile, not only in its own default random encounter ways but also in its mod heavy environment. Sometimes you can jog the packages back on task by saving, shutting down FO3 and reloading, but it doesn't feel like smooth modding to have to recommend that to a player.

     

    I believe through no testing but some observation that NPCs tend to maintain their packages better when they do not change cells. I am wondering if an NPC patrol might be more dependable and stable if it is set up as a sort of relay race with multiple NPCs that appear identical but do not cross cell barriers. Timers, triggers and player GetInCell conditions might give the illusion that several NPCs are actually one NPC. That series of NPCs enabled and disabled in different cells appearing to complete a series of tasks might actually be more reliable than trusting one NPC to actually carry them out.

     

    I can't say that it is a solution, but I am frustrated by the same AI behavior and it is a potential workaround that I am experimenting with.

  8. ...So to have Annandale, VA shortened to Andale is not a far-fetched linguistic adaptation...

    No, except when I first read the name on the PipBoy I processed it as a Spanish name meaning "fast". So when I pronounced the place in my own mind it sounded more like "on de LAY" and not "Anne Dale". That linguistic adaptation is more far fetched to current residents, I would guess. I was a poorly armed noobie dog tailing an Outcast patrol. All I had to do was stay out of their line of fire and be more stealthy than them to get some well guarded scout and scavenge missions under my belt. The Outcasts tolerated me but didn't stick around for stragglers, so I didn't stop to talk to the Andale residents when I first mapped the place. I thought of it as On de LAY for the longest time.

     

    I've always thought that the Commonwealth would make a great basis for a mod, but I wouldn't even attempt to make a worldspace based on MIT. It would be interesting to see what a local modder from the area might come up with though.

     

    It is interesting to see how much attention to detail was achieved in making Fallout 3, a point more easily recognized by someone who lives in the area today.

  9. actually, if you duplicate the NPC, items etc. are copied as well...

    Duplicating an NPC would work as you desxribe. I meant something different by cloning.

     

    Let's say that I want to clone an NPC actor who is a caucasian female. I open her edit window. Her ID is BADAngel001 and her name is Angel Pye. I create a new caucasian female character. I make her ID BADAngel002 and her name is Angel Pye, as well. Now I have two separate NPC windows open. I open the FaceAdvanced tab for both edit windows. I copy the features from BADAngel001 and paste them onto BADAngel002. Now they have the same features and complexion. Open Head Parts and make the hairstyle, eye color and any addtional Head Add Ons identical. Open the Face tabs and copy over the hair color. Equip the inventory of the two NPCs the same or dress and equip them differently.

     

    Now you have a cloned character that looks identical and sounds identical with the same voicetype, but has no remnants of scripts, packages or quests attached.

     

    Sometimes I find it is simpler to clone an identical fresh character than it is to duplicate an old character and cull away all of the existing references. Missing an attachment and not deleting it can cause lots of headaches.

  10. I didn't write this script. Its origin is unclear to me.

     

    scn AutoClosingDoorSCRIPT
    
    float doorTimer 
    short closeDoor 
    
    Begin GameMode 
    if closeDoor 
    	if doorTimer > 0 
    		set doorTimer to doorTimer - getSecondsPassed 
    	elseif GetOpenState; if the door is still open 
    		SetOpenState 0; close the door 
    		set closeDoor to 0 
    	endif 
    endif 
    End 
    Begin OnActivate 
    if GetOpenState == 3; if the door is closed 
    	set doorTimer to 5 
    	set closeDoor to 1
    endif 
    Activate 
    End

  11. Maybe you could try:

     

    if player.getitemcount bloodpack >= 25

     

    I think that the dialogue condition for that would be ( TARGET ) getitemcount bloodpack >= 25

    Target and Subject designations in dialogue can be confusing.

     

     

    If George is waiting for George's item count to exceed 25 then it may never happen, but if George is waiting for the player to get more than 25 before accepting delivery then maybe he will pay out and:

     

    player.additem caps001 500

    endif

     

    You could also use the bloodpack inventory count of the player to set a quest variable in your quest script, and use that variable to toggle whether a line of dialogue is available.

     

    scn BloodTraderSCRIPT
    
    short packed
    
    Begin GameMode
    
     if player.GetItemCount Bloodpack >= 25
    	  set packed to 1
     elseif player.GetItemCount Bloodpack < 25 && packed == 1
    	  set packed to 0
     endif
    End

     

    Then you could set the dialogue accepting the bloodpacks to display only if the BloodTrader questvariable equals 1.

  12. Another little town between the two big cities is Jessup. Jessup would be just a wee bit north & east of the Republic of Dave.

    Jessup would actually be a very good spot for making a mod, since it is a little bitty place which serves mainly as a huge warehousing district for DC & Baltimore. The 18 wheelers all usually drop their loads at Jessup for later pickups by smaller trucks into the cities, and all these rows & rows of huge warehouses and truckstops and such would make a fine mod setting.

    That would be a good spot to attach a new Worldspace then. The Republic of Dave is close to the Northeast limit of the Wasteland Map. The Commonwealth is supposed to be in the Northeast. Could it be in Jessup or Baltimore, or is it supposed to be farther away?

  13. Im making a mini quest and one of the NPCs im using has loads of dialogue already in it, how can i remove it all and add my own?

     

     

    Thanks!

    Physically clone the NPC and reproduce its clothing and gear out. Give it the same voicetype as the original NPC. Give it all of the new lines since it has no pre-existing dialogue. Script your quest to make sure that the clone NPCs are not both enabled at the same time if they are in the same cell.

  14. Fallout 2 had locations that were named after real cities in California, Nevada and Oregon: Klamath Falls, Reno, Redding, among others.

     

    Does Fallout 3’s Wasteland map show many real similarities to the DC and Maryland area?

     

    I’m not familiar with that area by personal experience, and I’m curious. Megaton is obviously fictional, but what about Springvale? Arefu and Grey Ditch sound totally made up. The Monuments and Memorials are real. How much does the rest of the Wasteland map reflect reality? Which, if any, of the places have real counterparts? Andale? Canterbury Commons? Old Olney?

  15. Make one completely bug free new version of the mod.

    Warn no one.

    Play dramatic music.

    Delete the old versions. Upload all new files. Update download display page and file readme to explain what just happened.

    Show amazing special effects.

    Cue credits.

    Field complaints.

  16. That mod may have been mastered even if its extension still reads as an .esp. If GECK is loading it as a default master the way that it does with fallout3.esm then it would likely influence the operation of your mod. You must be certain what source files are being used for your mod and limit them only to the ones that you intend to use.
  17. I do agree, the lack of small to no breasts is really distressing...

    If you believe it to be so, then I suppose that it is.

     

    My own view is that it is refreshing to see more than the default Beth bodies available to try on. I recognize that the body replacers that can be freely downloaded on Nexus reflect the taste, interest and initiative of the creating artist. Although some modellers might listen to suggestions, I get the impression that the mods are not generally the result of mod requests for breast cup sizes. I could be wrong here, but it seems natural to assume that it would take a 3d modeller who feels personally distressed about not seeing flat chested nude women to invest the time in modelling such a body type for Fallout 3 female characters.

     

    So while telling you to learn to model a female body mesh that matches your personal aesthetic taste might seem abrupt, it may end up being the quickest way to see your request made real.

     

    Unless you are willing to pay.

     

    Then you might see a great deal more interest returned about your taste in women.

  18. I want to put a strip club in my game (let the flames roll in..) and I dont want woman outside the club other than maybe a few random woman, to be wandering around totally nude.. And for armors if you mod the armor of the enclave does it effect them all at once? thanks dudes

     

    Body mods are ubiquitous and effect all female NPCs. Body mods change the base mesh (nude or otherwise) and the associated texture.

    Heheh he said... ubiquitous.

     

    If you want to use a custom body mesh but you only want certain NPCs to have the custom body, then (with permission of the custom body mesh artist if it is not your own) you can save all of the data for the custom body into new subdirectories for NPC humans. Then create a custom race in the GECK that refers to those custom meshes, textures, and animations. Make only your custom NPCs that race, so that all of the vanilla races still use the normal directories pathways. That way you could make your mod compatible with any body mod for players and NPCs, because you leave them all default. Body mods won't overwrite your custom NPC's nude body type either because the custom body mod will not have your custom race listed.

  19. I think it would be cool if there were a bunch of old buses used to make a wall around the junk yard with a catwalk and railing on top and crows nests on the corners and gate. I think that would really give you the fort look you are going for...

    But make unique buses that don't explode. :ermm:

  20. Ah, but more specifically - is it possible to re-use voice files without having to include those files with the mod? I've noticed this in other mods and suspected what you said based on that - but I thought it was like a big no no to distribute. The path can't be hacked some how to point to the vanilla location so that the voice files don't have to be included (since they are exactly the same)?

     

    This is probably the most confusing thing about the GECK to me, why the path would auto-generate instead of letting the person browse like everything else :blink:. I don't get it.

    If it was a no no to upload files pulled from FO3's .bsa data files then I don't know how modding the game would be possible to the extent that it is. Meshes and textures are edited from the originals and added to mods, why not sounds?

     

    If there is a way to create new lines of dialogue that are pathed to existing sound files then I am unaware of it, and would like to know the method too.

  21. well, they're all too hard...for me :( :dry:

    If you want to get your feet wet with modding, then maybe follow a basic tutorial that helps you construct a cave that you can add some beasties to and maybe some loot. Then add a cave entrance somewhere in the Wasteland and link it to your cave's interior cells. Just use vanilla pieces. That will give you some experience with manipulating things with the GECK and give you something to show for your efforts. If you have fun doing that then as you gain skill with the tools you can always add complexity later.

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