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BadPenney

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Posts posted by BadPenney

  1. Thanks for the replies.

     

    I went ahead with the generate terrain meshes command under the World LOD menu. It took about 8 hours to finish, but it got rid of the blobs covering my new road.

     

    I hopped around a bit to different locations in the Wasteland and don't see any negative effects. I'm hoping that regenerating LOD for all of the Wasteland for my mod will not cause any compatibility problems. Does anyone know if this is an issue?

  2. I've lowered the terrain in a spot of the Wasteland world space to the point where a blurry lump with no collision data sticks out of the ground. I'm assuming that this is part of the LOD mesh for the area.

     

    Does anyone know how to edit this mesh so that it is out of sight?

  3. If I remember correctly, there were mods in Oblivion that had readable books. Perhaps you could adapt some of the stories from those mods to fit the Fallout theme for your own books.
  4. not a fan of the obama poster... that would be like putting a george bush poster or a clinton poster... immersion breaking.

     

    stick w/ original fallout stuffs! no need for modern-day references!

     

     

    Great work on the voice carry-overs. Really neat :) looks good

     

    How about we change it to a picture of the 2277-era president, John Henry Eden? President of America, president... of your heart.

     

    http://www.ventanamonthly.com/media/14/p.jpg

     

    http://www.fallout3nexus.com/imageshare/images/1103832-1243395268.jpg

     

    A tribute to Mr. Malcolm McDowell (a.k.a. President John Henry Eden) from his scuffling days, at the Khan raider clubhouse.

  5. i can proudly tell you ppl i graduateD!!! :biggrin: :whistling:

    Half your luck, mate. :thumbsup:

     

    about the story if you have some idea just let me know :thumbsup:

    Since the Commonwealth is supposed to be so tech advanced ( the crew that can make android replicants like Harkness ) from now on if I add new tech into a mod I'm going to call it a Commonwealth item.

    That might mollify the people who complain about items that are unique and not 200+ years old.

  6. Another reason that BoS and Outcast NPCs are relatively easy to defeat ( as well as the majority of other opponents ) is that their level is capped. On a quick scan, I find that the highest level for generic BoS and Outcast is 11, some as low as 4. If you want more challenge from your opponents, maybe take off that cap and give them a PC Level Mult of 1. If you are level 20, so are they.
  7. texture wise would people prefer a clean untouched version or a rusted version or would it be better to do a clean and rusted variations ?

    If this is supposed to be a new WW2 style bunker then I suppose that it can appear clean. If it is supposed to be a real WW2 era bunker then yes, definitely rusty, paint flaked and dirty.

  8. http://www.fallout3nexus.com/imageshare/images/1103832-1243193441.jpg

     

    One of three parts of the ARPAT Battle Armor set quest reward. Provides sunglare reduction with slightly bluish,darkened view. Works on equip, but only in 1st person viewing mode during daylight hours in exterior cells, imagespace modifier is otherwise disabled and only provides a normal view.

     

    Provides +2 AR and +1 Perception.

  9. http://www.fallout3nexus.com/imageshare/images/1103832-1243059656.jpg

     

    Latest addition to my project are these Night Vision goggles. I stumbled across the mesh while looting the BSA and decided to incorporate them. Can't remember seeing them in vanilla Fallout, though they are supposed to be slaver equipment. Retextured them to appear more military issue.

     

    These goggles activate on equip and have a green tint to simulate similar modern day NV light enhancement goggles. They adjust brightness and contrast to adapt to different imagespaces and are disabled in exterior cells in daylight hours and within interior cells that need no additional illumination ( IMO ).

     

    The ARPAT armor was going to be a quest reward for the final of the 3 main quests, but since I now have the stealth power armor for that, these will be rewarded on completing the first quest.

     

    I'm finding that creating NPC to NPC dialogue is more complex than I imagined, but I am still making good progress with that.

     

    Working to cull out anything that is unnessary or repetitive to keep file size down. Am learning much during the process that causes me to return to earlier portions and streamline them.

     

    Having more fun with the GECK than I did with the game.

  10. I'm wondering - where do you put a script like this? I have only found the On Critical script for weapons, do you know of any other place?

     

    If you edit a weapon from the object window, you will see the place to add scripts in the upper left hand corner of that items edit window. i.e.

     

    ______ID WeapChineseAssaultRifle

     

    ___Name Chinese Assault Rifle

     

     

     

    ___Script ________________

     

    There is also an object effect box just below the script box where you could select a custom object effect that you could create as Skree000 has suggested.

  11. I saw this while trawling the GECK wiki, might be helpful to you:

     

    Pusheffect

    Script Type: Effect

     

    spell effect script for a weapon that knocks people far away and creates a trail of smoke or fire along the way.

    NOTE - Only works correctly when the player has the weapon equipped.

     

    scn CALFPeffectSCR

     

    short ActorValue1

    short ActorValue2

    short ActorValue3

    short DamageValue

     

    Begin ScriptEffectStart

     

    ; places initial explosion when hit, just in case there's no specified explosion effect in the weapons projectile

    ; also useful if you'd want a melee weapon or fist to cause explosions on hit

    placeatme {ExplosionType}

     

    Player.PushActorAway Target 104

     

    ; this is the part of the script in which you can specify a certain damage formula

    ; the formula can be added to the base damage amount set in the weapons tab

    ; -or you can set the damage in the tab to zero and fully rely on the formula to calculate damage

    ; it can be the target NPC/creature's actor value or the player's

    ; it's also fine not to make a certain damage formula

    set ActorValue1 to Player.GetAv {ActorValue1}

    set ActorValue2 to Player.GetAv {ActorValue2}

    set ActorValue3 to Player.GetAv {ActorValue3}

     

    set Damage to -1 * ( {formula incorporating actor values} )

    ModAv Health DamageValue

     

    ; make the effect play a certain sound-you could also use the sound of the explosion and not specify a specific sound

    Playsound3D Play a certain sound

    End

     

     

    Begin ScriptEffectUpdate

    ; this is the part where you place a smoke effect on every axis the NPC/Creature is located

    ; it makes as if the smoke is always coming out of the target while the effect is taking place

    placeatme {smokeeffect}

     

    ; alternatively add a smoke actor effect on the character

    CastImmediateOnSelf {smoke actor effect}

    End

     

     

    begin ScriptEffectFinish

    ;if you used the above alternative, this segment removes the smoke effect from the character

    RemoveSpell {smoke actor effect}

    end

  12. Maybe something like this?

     

    Begin OnHit

    player.pushActorAway Target 5

    End

     

    Haven't tried it in this context, but in something similar. So it might work with some tweaking. Not sure.

     

    Of course you know that targets don't go flying when hit by bullets like they do in the movies. That would defy Newton's Laws: "For every action there's an equal and opposite reaction" etc.

     

    In general, the force of impact pushing away the target should be no more than the recoil of the weapon into it's operator. Targets tend to drop like a sack rather than fly away. Even explosive rounds penetrate and explode to shred tissue rather than push the target away from the direction of the weapon.

     

    But flying bodies are much more impressive!

  13. I've gotten "that far" because is my job lol. I'm what you call in english "a graphic artist".

    That's my first calling too. I got into tech because it pays better, and because I got tired of making junk mail that people look at for 3 seconds before throwing away.

     

    I love the retexturing stuff, but if a splash and daub codger like me can learn the scripting then I'm sure that you can. And it is satisfying in its own way.

     

    But of sumoftwosins will help you, then give it away. He must be nicer than me.

  14. By coding do you mean scripting?

     

    Yes, scripting and dialogue are laborious. I am wading through the process for my own mod right now. I spent most of yesterday creating dialogue for 2 NPCs that triggers when the player enters the same cell at a certain time of day. Entering the cell at different times get different dialogue, just for the sake of variety.

     

    AI packages, scripting and dialogue can be quite frustrating and I am learning much through trial and error. For instance, it seems to me that AI packages work more smoothly if stacked onto the NPC in order of execution rather than haphazardly.

     

    I like your idea about providing materials for the bunker's upgrades. You might check out the script for making ultrajet from sugar bombs that Murphy the ghoul uses in the Northwest Seneca Metro for ideas.

     

    I maybe more selfish than other modders, so I'm going to throw this back in your lap and challenge you to learn the skills necessary to pull this off; for two reasons. The first is because, like most active modders, I have a project of my own design to complete. The second reason is that you are a rework addict and will likely not be satisfied with the first, second or third efforts of someone who doesn't exactly share your vision of your own mod.

     

    You've gotten this far, you should be able to go all the way.

  15. Wait so are you saying, that I could do the lip syncing with something else, and then just import the animation?

    The .lip file is the animation, sort of.

     

    If you look in FO3 voice directories you will see paired files like:

     

    00ShadyNPC_00JayMama05_00039B25_1.lip

    00ShadyNPC_00JayMama05_00039B25_1

     

    The file that shows no extension (at least in my directories) is an .ogg file that contains the audio. The .lip file tells the facial mesh how to move to appear is if speaking the sounds in the audio.

     

    You can copy and place the pairs from FO3's sound.bsa, copy other ppl's files into your mod, or record your own if you can make the audio and lip.

  16. Oblivion? I'm talking about Fallout 3.

    The GECK doesn't support lipsync of voices and from what I have heard there is no current plan to give the GECK lipsync ablilty.

     

    Cipscis is right about the Oblivion Construction Set. They were the precursor to the GECK which carries over much of the same functionality. The CS gives a work around for GECK's failing.

     

    I take the soundfiles I want to synch, convert them to wav files and use the CS to create .lip files. Then convert the .wav to an .ogg that Fallout uses, copy the .ogg and .lip to the appropriate Fallout 3 folder and use the GECK to link them to dialogue which works in F03.

     

    I keep 2-3 folders, the GECK, the CS, and SoundForge open to do it. It is a convoluted and inconvenient process but it works.

  17. My approach, being ignorant of much of what you are discussing, is pragmatic. Keep It Simple is the approach that was drilled into me. Since you say that you are completely new to GECK I will mention a simpler method to get 4 doors in the room that has only 2 as a default.

     

    That room, like most of the architecture in Fallout, is made up of prefabricated meshes. There is a unit of floor, wall and ceiling called 'EcvWarRoom03' which makes up a quadrant of the total room and already has openings for doors. I would copy that unit and paste it in place of the units that have no doors. You can paste exactly by copying the absolute x,y,and z coordinates and rotation of the doorless sections. Then I would lower the doorless units out of play and disable them (do not delete them) and have my 4 doored room that way.

     

    You may wish to do it with modelling software for your own purposes, though. I just thought I would mention this in case your unfamiliarity with the GECK did not make this approach evident.

  18. Indeed. I have thought of that. Will add it later when basic city is up and running.

     

    My inspirations are Blade Runner, Soldier and Johnny Mnemonic so rain must be added.

    You didn't mention Neuromancer, the father of cyberpunk. Have you read it? William Gibson coined the terms cyberpunk, cyberspace, microsoft, black ice, and others. He also placed his character at a low rent "coffin hotel" in New Tokyo. The rooms are so small that you have only room to sleep and can't stand up. Now they actually exist.

     

    I thought it was a pivotal book.

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