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BadPenney

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Posts posted by BadPenney

  1. No personal offense intended, but this sounds like a bureaucrat's wet dream and a creative artist's nightmare.

     

    By setting standards for the sake of compatibility, aren't you implying that tha best possible work has already been done? If 6 months from now someone produces an interesting and innovative mod would it be dismissed if it does not meet certification standards? Who would have the time and experience to form a certification panel of new mods? Would mods that couldn't meet standards be rejected? Don't we already have a court of public opinion? Hasn't L_Hammonds already created a readme templete that is widely used by modders who upload to Nexus?

     

    I have spent years striving to meet ISO in industry. It is a pain in the backside that should only be endured if you are getting paid, IMO.

     

    I think that more and better guides and tutorials would create more compatible mods. People that have the knowledge to create them only do it because they are interested in making them, not because they are obligated or compensated. The information available is in wiki form at this point, and that means that much of the information out there is incomplete or apochryphal. Information that I have gotten, and advice that I have given, has sometimes later proven to be ineffective or even completely wrong.

     

    FO3 modding is still rather new, as well. Even experienced modders and programmers must learn the idiosyncratic methods needed for it. Setting standards at this point seems like putting the cart before the horse.

  2. Cause the geck has this WONDERFUL habit of automatically saving things I screw up and not allowing me to undo it.

    That is why you should get into the habit of backing up your .esp file, especially before making a major change. That way if you do a bad thing, you can easily undo it. I believe that the GECK does make occasional auto backups, but I like to control the timing of the saves myself, too.

     

    It is much easier to delete back up files that are no longer needed than it is to recreate something that you have crushed.

  3. I can understand the desire to keep your mod concepts to yourself, for a number of reasons. But since the OP is so specific about who need not apply to work with him, then he should be more forthcoming with his own skills and experience. That could be done without revealing anything about the current project. Without any kind of self disclosure, then you just come off as another of the "I have no experience but I have these great ideas" type of poster. If on the other hand you can say something like "I am a professional program developer and I have worked on x number of Oblivion mods that you can check out here on TESNexus..." then maybe you are more than a pied piper to nowhere.

     

    But this post from you:

    Posted on: May 12 2009, 01:19 PM

    look, i'm sorry, but i'm new to this modding stuff and i can't seem to find this hidden folder anywhere, is it anywhere specific?? lol

    makes me think that you should not be so picky about who you work with and what your amazin' project that puts DLCs to shame might be.

  4. Quest Triggers, walk by one and all of a sudden you hear "Help us, please ..." Clicking on them could launch a convo menu.

    That is the only purpose that I have seen for them so far. Occasionally turning power on to a remote power station or radio tower will start up a short range radio broadcast that you can triangulate to find a loot source that has one of these radios with a supposedly open mike or automatic broadcast. There is normally a skill book included. There is one linked to the intercom at tenpenney tower also.

  5. I could tell you about this massive mod that has an army of one working on it, but then I would have to kill you. :ninja:

     

    yeh it mine haha...

     

    anyway itll kick your lil mod's @ss penny :P

    Kick away Jack. If you pass my bar you get kudos not kicks.

     

    Despite myself, I find that I am drawn to this thread, but only by the sheer audacity of a rookie poster with absolutely no cred demanding that everyone prove their worthiness in private application to work on his Great Mushroom project. (You know what a mushroom project is don't you? Keep you in the dark and feed you a bunch of s***.)

     

    Normally I only accept this kind of pretense from someone who will pay me for my time, and I know that isn't happening here.

     

    So there is one thing that you should be willing to say on this public thread, Master. And that is what are YOU bringing to the table? It seems that you are asking for volunteers to do every aspect of this Massive Mod.

  6. nvm that somehow I missed the walkthrough link, but umm where exactly is the Khan clubhouse?

    It's just down the road from Shady Sands at the Montgomery County Reservoir. Look for a door with a huge KHANS graffiti next to it. The door is locked and the intercom only plays static until the right quest stage puts a raider on the other end of the line.

  7. After some feedback from people on the comments thread for RTSS, I have to say that I believe that the only way to get Return to Shady Sands to work for you properly at the present moment is to put it in the load order directly after FALLOUT.ESM.

     

    Early on when I was having difficulty making scripts work, I ran across a post about using the hexidecimal reference number of objects in scripts instead of reference names. I tried it. It seemed to work well, so I used that method. Instead of writing LarsGilgenREF.evp, I would write "01010CCF".evp.

     

    This ends up being a bad idea when stacking mods because the first 2 digits refers to the load order. If RTSS is #7 in line, then Lars' reference number would become "07010CCF" and all of my scripts are now diddling with whatever mod is in slot one.

     

    So my next step is to undo my Great Notion and replace the hex references with reference names. This might take a little while. In the meantime, try placing it in first in the load order if you want to play it, or wait until version 1.2 comes out with revised scripts.

     

    Mea culpa, mea culpa, mea maxima culpa. :wallbash:

     

     

    This is how it should look.

  8. Can you strip away skeletons from .nif body files?

    I'm thinking you could make new .nif body files and take away all animations related to them.

    Perhaps a longshot, though.

    There are static bodies in FO3, but I don't think that you could get them to equip different sets of clothing. Maybe you could set them to be unconscious so that they don't move. Not sure if you could still interact with them after that though. Might be able to toggle their conscious state to ON when you want to re-equip them, and then OFF again when they are set.

     

    I'm not really into that Alien Nation baldie look. Would prefer more life-like mannequins. Maybe custom bodies.

  9. Well I didn't use any mods at all, only the official DLCs, and got the problems I got so I don't think it has anything to do with load orders, especially since none of the DLCs seem to add anything in this area. Also forgive my ignorance but from what I recalled of using Oblivion's Mod Manager, isn't it the lower on the list the esp is then it overwrites the mods above? Of course if this is flagged as an esm it should be loaded before esps because that might cause problems. But again I had no other mods so that wasn't the issue for me at least.

     

    The main problems seem to be from AI packages not working properlly, missing loot, and spawns outside the city limits. You mentioned something about moving the city marker outside the fence before, could this be the reason for the outside spawns?

     

    As leeonheart said, all this needs is a little polish to certain areas. Hope you can fix these issues soon :thumbsup:

    I saw your earlier post and that you had applied the 1.7 patch. Checking with the thread about that patch on the Bethesda Forums made me decide to stick with 1.6. The new 1.7 patch sounds like a real can of worms from what I read. I don't know if that has anything to do with problems that you are experiencing.

     

    I don't think that moving the teleport marker outside the city would cause spawns outside, since no NPCs are linked to it. I have seem that sort of thing though, and have scripted most NPCs that travel outdoors to teleport back to certain places with the own if they get to far away. It doesn't seem to affect NPCs that always stay indoors.

     

    The supermutant scout in the cave of death should have a holotape recording that advances the questline. He should also have a set of night vision goggles plus weapon and ammo. In my game he always does. Unsure about the descrepancies at this point.

  10. I'm sure there are many more bugs that others are experiencing too but this is my bug list for now, using the most basic Fallout plug-ins.[This already great town mod(actually the best one so far) will be even better if it's a little more polish. Keep up the great work Badpenney. I hope to see more of this type of outstanding mod in the future. :thumbsup:

    Thanks for that. I may end up needing experienced help at this point if there are bugs people are finding that I can't squash. I did not want to be one of those guys who shows up on the forums with big plans asking for people to make it happen for me, but nothing concrete to start off with. Now RTSS is at a point where I would feel more comfortable asking for help.

     

    I am uploading a modified version 1.1 as I type here which will hopefully cure some of these issues. I do not see Summer standing outside her bus all day, but I modified the script on her bus door in case it was part of the problem. I also made an adjustment to prevent players from entering her bus without an invitation. I realized that script was a litte sloppy.

     

    The two tone bug was introduced into the game after the official 1.6 patch and is not peculiar to RTSS. I have made the .esp into a mastefile to clear this bug from RTSS and on my computers it works. I do not know why yours still has the two tone.

     

    I had enabled the door into the radscorpion den at the same time as Razslo's body. Now the door will not enable until you get the satchel charge from Killian. That won't happen until after you find Razslo.

     

    Master Huo refusing to train after conditions have been met doesn't happen for me and never has. I cannot address a bug that I cannot reproduce.

     

    The key has been removed from Stewarty, so you can no longer pick it from his pocket. You may still have to bribe him twice, because he is a jerk.

     

    I don't see Summer shirking her job, though I had seen her do that at one time and thought it was resolved. A script on her door may have prevented her from entering, so I changed it. Hopefully that will allow her free access. Why she would never show up to the bar at all I cannot say. She is punctual on my computer. I even started a new character and travelled to Shady Sands to watch the characters and noticed that she was prompt.

     

    Normally the caravan will leave a location within 2 hours of arrival. I did see the situation that you describe one time outside though. I waited repeatedly for one hour each time until they were gone, then reloaded the last autosave.

     

    Can you tell me which NPCs spawned outside and did they stand still or move about? I used to see this problem occasionally and placed scripts on several that would rubberband them back home if they get too far afield. I have no idea what causes this, but I do remember finding Shrapnel wandering around the Wasteland far from Rivet City back when I had no mods at all. I think it may be inherent to the game so I just try to compensate for it.

     

    I'm not seeing idle NPCs with my copy either. For me the Huos keep a regular routine in the garden and at home.

     

    I'm not seeing framerate drops, but I have plenty of video RAM so that might be cushioning the blow a bit. I have some continously running scripts that might contribute to this and quite a number of non-vanilla textures that take up a lot of memory. I thought that my sound files would be the largest memory block, but found out that textures were larger in the end.

     

    I wonder if the savegames that you used were completely clean or whether they might have any residuals left over from mods that you had running but turned off before starting RTSS?

     

    BTW, I had to delete the old RTSS file page in order to re-enable comments on it, as per Buddah's instructions. Uploading version 1.1 seemed like a good time for that. I've also created an HTML walkthrough that is included with the big zipfile. If possible, I would like to upload the walkthrough and the revised .esp as separate additional files. They are the only files that are different from the initial upload and would be much quicker to download them apart from the same nif, lip, ogg, and dds files.

  11. My data usage has not refreshed yet, but I will spend a few bad pennies to advance a notion that just occurred to me. One that I wish I had thought of before beginning this mod.

     

    Whenever you create something and place it in the FO3 world, the GECK assigns it an 8 digit hexidecimal code. Early on I found that referring to this code in scripts was much more reliable than using a reference name that I created, which ultimately would refer to the same hex number anyway. As you create more units, the reference number is advanced to signify a unique reference.

     

    It occurs to me now that the GECK is set up to begin that sequence at a set number above the ones already assigned to units created by Bethesda. But since the GECK has no way to crosstalk with users creating mods independently from each other then EVERYONE STARTS WITH THE SAME HEX REFERENCE NUMBERS. That means that people who are running existing mods created before RTSS that are higher in priority in their load order will have conflicts while playing it. If FOOk or MMM tells a certain hex reference to be disabled and it happens to be the same one that Summer shares then she will never tend bar.

     

    There may have been a tutorial or thread that I missed that would have made this more clear to me, and in hindsight it is appallingly obvious, but it simply did not occur to me when I began working on this mod. If I were to start again knowing this I suppose that the first thing that I would do would be to create a dummy cell and generate a few hundred thousand items in it just so that I could jack up the reference numbers, then delete the cell and everything in it. That way reference numbers in my mod would not be getting calls from multiple mods that were running at the same time as mine. At this point though, I would have to regenerate everything that I have made in the last several months to achieve that.

     

    So unless someone can tell me that I am wrong about this idea, or recommend a simpler way to resolve it than reassembling my mod, I can only suggest to people who experience bad glitches that they either disable other mods while playing RTSS or place it higher in priority than other mods. The latter would likely mess up the other mods.

     

    Sorry for my shortsightedness in this matter.

  12. is there any way to remove the invisibility of the stealth field but keep the effects it gives? such as being able to practically walk into someone without them noticing you

    Yes. That ability is caused by the stealthboy increasing your sneak to 100. The Stealh Field is a visual effect only, and should be removable without causing any increased detection by NPCs. The stealth boy also has a stop combat feature. You should be able to modify the Stealth Boy effect the way that you propose just be removing the Stealth Field from its list of effects.

  13. Thanks! yeah never had a problem with Raszlo although his note can sometimes be partway under a random bush but thats just Fallout spawning the bush on it I think. Yep 2 game days after quest 2 I got the message for quest 3 and the caravan was by the gate waiting! Still no sign of Summer unfortunately.

     

    If you do edit the Mod, I'd just take the book out. It can be confusing, especially after playing Puce Moose's mods and getting all paranoid about finding clues lol.

    That's odd, I never had a problem with Summer never showing up at the bar at all. She is non essential to the quests, other than her own mini-quest, though.

     

    Might require a restart of the mod to get her moving.

  14. I moved all of the random creature spawns outside of the city limits, but I think if you get too close to the area of Shady Sands before enabling the mod, then they have already spawned inside the walls.

     

    The third main quest and the caravan are triggered to start 2 game days after you complete Deathclaw for Cody. When I am in a hurry, I just go to the Morbid Clinic and sleep for 2 days. I want people to wander away or something rather than get all the quests on an assembly line.

     

    Did you ever find Razslo? I put some hints (i.e. vultures flying in the sky).

     

    I had planned to have Beck go out to use the outhouse evry morning, and work the garden. He kept getting stuck for some reason, so I aborted that plan. He was supposed to read the book while taking care of unfinished business.

     

    I have tried to make RTSS as stable as I can, but sometimes bizarre stuff happens. I am sure some of it is my scripting, but some has got to be caused by FO3 too. If you are running other mods as well, then I am not sure what might happen.

     

    In some cases when nothing has seemed to work right, I have just restarted the whole mod. It seems that if things start going bad, they just multiply.

     

    I may have recently caused a problem by moving the fast travel map marker out of the town center. I'll have to check that out. If so, I will upload a revised .esp. All the rest of the files should be okay.

  15. Hey the forums are back! Yayy! Thanks Admin!

     

    I'm glad to have gotten RTSS uploaded finally and see that some of you are enjoying it.

     

    The only requirements for running it are the ones mentioned on the mod page: Fallout 3 and ArchiveInvalidation Invalidated! FOMM will make it easier to install and much easier to uninstall, but is not required. No DLCs are needed and FOSE is not required.

     

    I have received only one pm so far wherein a player did not get the front gate greeting from Lars at the beginning of the mod. That has been a reliable dialogue trigger for me, so I hope that it is not a common problem. I would like to get bug reports to see if the same one is recorded by multiple people. Those are the ones that I am most likely to be able to address.

     

    I did not disable the Recommendations or Comments for the mod, I think that was a side effect of the Nexus server problems. Until there is a need to update the .esp, I will probably leave it as it is.

     

    Thanks to you all again for your advice and encouragement. Now maybe I will have time to play some mods made by other folks for a change.

     

    Cheers.

  16. Finished a play test on the new LT with transferred files and it looks good. There were still some small bugginess, but no more than I see on unmodded Fallout 3, and so nothing that persisted past a reload. There was one CTD and a couple of incidents where a town guard was carrying his weapon in a weird way.

     

    Kept in mind the thought about NPCs going idle as the player gains distance from them, then becoming active again as he gets closer. I had placed a fast travel map marker right in the center of town, and I wondered if the sudden appearance of a player character in the midst of idle NPCs might actually cause some of the failures that I was witnessing. So I did not fast travel to the town map marker during any of this last play test, and the NPCs seemed much more fluid in their routines, no stalled NPCs. The few times where an NPC was not where I expected him to be at a certain time were very minor and recoverable, such that it might not even be noticeable to a player who was not already aware of their package schedules.

     

    I could not figure out a way to have a map marker have visible date and not have fast travel enabled, so I just moved the map marker out the front gate and down the road a bit. If it gives the NPCs time to get up to speed and keeps the routines running more smoothly then I think it's not too much of an inconvenience. Maybe it is my imagination, but I 'd be rather overly cautious. I'm keeping the other scripted failsafes in place as well.

     

    So this Saturday, August 1 is looking like a good target for release.

  17. It remains to be seen whether Shady Sands is bugless yet, but I am guardedly optimiistic. I've got my files transferred over to the new comp and things look smooth. I probably moved a few more than I need, so I'm going to try to cull them down to a minimum before compressing them. Really enjoying the NVidia GTX 260m graphics. Looks much crisper than my old 9800.

     

    I transferred a clean savegame from right outside of town, which had an unintended consequence. While standing there without my .esp enabled, a yao guai spawned inside the future city limits. After enabling the mod he killed one of the residents before I could get to him. Had to shut down the mod again and hunt him down before enabling it again. I recommend enabling the mod from a good distance away.

     

    Playing through on the new laptop should give me a good idea whether it is ready for upload. I'm still planning on early August; Saturday if I run into no more problems.

  18. After i finish my geck mod, i save it and it saves somewhere but wherever i check the data files in FO's main page it is never there and i can't seem to get it to save there to turn the mod on.

     

    Does anyone know the problem?

    If so, please comment :thanks:

    Oops, not paying attention... sorry.

     

    It is not listed in ..\Fallout3\Data with the .bsa files?

  19. PS. If you go get 1.7 remember that FOSE has no yet been updated for compatibility with it. I assume you have the last version which was a compatible beta for 1.6 and it wouldn't work with 1.7

    I haven't downloaded FOSE yet, and have not made its use a requirement for RTSS. Ideally, I wanted RTSS to be usable without needing any other programs than Fallout 3, although ArchiveInvalidationInvalidated! is needed, like most mods.

  20. So, why exactly has no one uploaded a file for the Fallout DLC? It should be simple (but illegal), but I was just wondering if someone had ever TRIED to upload DLC for free download here?

    Because most intelligent people would rather see strangers (to whom they don't owe a bloody thing) pay for their games like good boys and girls, than to risk causing problems for the people who operate this site (to whom they should owe at least a sense of gratitude).

     

    There is enough free stuff here already, don't you think?

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