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BadPenney

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Posts posted by BadPenney

  1. http://www.zoomentertainment.com.au/images/entertainers/cm-cowboy-lasso.gif

     

    I find it confusing when Fallout lore is portrayed as a future world that is locked in a 1950’s cultural atmosphere. There were plenty of references to 1950’s American Red hysteria and science fiction in the original Fallout alright, but also references to other times. Many of the NPCs in the first game looked like 1980’s punks, heavy metal freaks with dayglo Mohawks, GI Joes with combat accessories and Robotech warriors in power armor. References to Mad Max and William Gibson’s Neuromancer cyber cowboys are obvious too. So I’m wondering how far in the direction of cyber-punk can I take a mod and still be considered canon?

     

    My mental picture of cyberspace when reading Neuromancer was like a cityscapelike of black-as-night sky, glowing roads of data, neon skyscrapers representing servers wrapped in translucent anti-hacker black ice like ablative armor that could actively pursue a hacker that tried to penetrate it and literally fry his brains if he wasn’t skilled and well equipped. I think it would be interesting to attempt to create a worldspace similar to that image in which to have a showdown with a self aware AI. Abundant glow maps and Bladerunner dark alleys would be fun if I could pull it off. Could this still be considered lore-friendly though? It seems pretty borderline to me, maybe even over the borderline. What could I do to make something like this fit in with the Fallout universe better?

  2. Heh...what if you applied destruction data to weapons held by enemies?

    That would be appropriate for flamethrowers especially. Many operators have gone up like candles after hits on their tanks.

     

    If you speculate that plasma weapons have plasma containment chambers that could rupture on receiving damage, then watching Enclave troops burst into green flame from a sniper shot on their fancy weapons could be entertaining.

  3. It should work with a simple object script placed on the switch like:

     

    scn 2doorSwitch
    
    Begin OnActivate
    
    Activate
    Door1.Activate
    Door2.Activate
    
    End

     

    Door1 and Door2 would need to be renamed to the reference ID of each door. That should allow the switch to toggle the doors open and closed. If you only want it to work once then add a DoOnce function.

     

    Or yeah, Q's idea.

     

    Hmm... when did codebox text get so dark?

  4. FO3Edit should be able to show you what is messing with dialogue. It is quicker than disabling mods one at a time, especially if you are running many mods. It will compare all the mods that you select against Fallout3.esm and, at the very least, allow you to quickly see which mods do NOT alter dialogue so that you can eliminate them from the list of suspects.
  5. LOD textures would be useless if they only load at close range, since they are LOng Distance views. Wondering if you are mixing the term up with the textures that appear at close range. Regardless, check out the Advanced tab in the Options menu of the Fallout 3 startup screen. It includes view distance settings, among other things.
  6. i edit the poster texture urbanposter02.dds and attached it to the poster nif 02 but when i bring it in the geck it still shows up as the sugar bombs poster. question : what can i do to get my small pic into a poster nif so it can be viewed in game without replacing a texture or a nif pleas help i need to get a logo in a poster.

    Create a new textureset that refers to your custom texture. Since poster textures usually combine 4 posters in one image, make sure that your new texture is in the same portion of the image as the old sugar bombs texture. Edit the original poster in the GECK and reference it to your new textureset. Save it as a new, unique item so that you do not overwrite the original item.

     

    I believe there are tutorials for this sort of thing in the pinned threads at the top of the forum.

  7. Actually, taking drugs that speed up your bloodstream--such as adrenaline--make you much less resistant to most forms of damage. Similarly, alcohol thins your bloodstream, making you easier to kill with knifes.

    Interesting theories. From my own personal experience I have found that adrenaline allows you to shrug off a surprising amount of physical damage. At least you may not notice that you are hurt until later. That is part of the evolutionary benefit of the fight or flight syndrome, along with faster clotting.

     

    As for alchohol making you easier to kill with knives, I suppose that is true unless you are the Drunken Master, but it would have more to do with your lessened mental and physical coordination than because thin blood makes you bleed out faster. An arterial bleed is pretty fast without blood thinners, and by the time that your blood has been thinned enough to run faster, you would likely be too drunk to fight very well, if not passed out already. Thin blood doesn't really factor in much. It has a lot more to do with where someone is cut than how thick there blood is. And again, being a little drunk can make someone ignore pain and be more aggressive, making them a tougher opponent.

     

    Not that I expect anyone to believe anything said on internet forums, but I have many years of hand to hand combat training (including knives) and a few fights to use for reference. Opponents who are intoxicated with methamphetamine or cocaine (which speed up heart rate) can actually be extremely hard to take down; just ask a police officer who has had to do so.

  8. I am currently constructing a base on the worldspace at a given section of the worldspace not far from Rivetcity which have the coordinates "14,-21" so if I made this project publice I would add the following to my description tap:

     

    "Worldspace Structure Location: [14,-21]"

     

    Easy peasy :happy:

    There are multiple worldspaces, so would this be "Worldspace Structure Location: Wasteland [14,-21]"?

     

    Is this coordinate information easily recognizable and useful to mod users who are not familiar with the GECK, perhaps have not even downloaded it?

  9. Yes, religion is one of those controversial subjects like sex and politics that draws negativity like nothing else. Since people can give your mod a thumbs down if it doesn't fit their personal beliefs, you can expect some of that. At least people have to actually download the file to do it. That should cut down on some of the axe grinding.

     

    Personally I like to see controversial approaches to games, since most game developers have to avoid controversy in order to get onto store shelves. It feels more like something that has really earned the Mature rating when there is something really of substance to be concerned with, since the mere sight of a female nipple is all it takes to get the big M+. But you have to have a thick skin if you are going to go there with your mods.

     

    I don't think that any group has a monopoly on innocence, that people toggle between oppressed and oppressor with ease, and I feel no guilt for actions done by people long ago or far away who happen to resemble me, or by the actions of other people now for that matter.

     

    So people can strut and fret their pretense at moral outrage if they want. At least you aren't proposing just more guns, armors, babes and monsters like 90% of the mods.

  10. Im starting this topic because im new to modding Fallout 3 and need advice and help...

    Whenever I see the phrases "new to modding" and "massive ( and i mean MASSIVE)" I remember I man I saw choking on a hunk of steak. A massive hunk of steak. My advice is the same: take smaller bites, chew completely, take of few breaths before having another go. Small projects with limited goals that can possibly be linked together will cure your boredom without teaching you to hate modding. It isn't as easy as one might think.

  11. I like your approach then. I have often thought that the original Brotherhood of Steel had much more of a Knights Templar feel than the technology grubbers of Fallout 3 and had considered modding a branch of the Brotherhood of Steel that was more of a combination of religion, science and politics. It takes more than the promise of salvaging old technology to stir men to risk their lives on a daily basis. I may still play with that idea, but it won't be the main focus of my mod.

     

    If you intend to create a military arm like the Knights Templar or Knights Hospitalier then I recommend full power armor. Why give them a handicap? The Crusaders were usually well equipped weren't they?

     

    While creating a type of Diablo boss character to fight could be a nice touch, I think that the real threat in the Wasteland is that the apocalypse is not really over and humanity's survival is far from assured. The Supermutants themselves could be viewed as the army of the devil, since they are extremely powerful yet sexually sterile and their goal is to make everyone like themselves. If they win then humanity ends and finally the Supermutants will die off since they are unable to reproduce. I've always seen the battle between the BoS and the Enclave as a secular struggle for political control, but the BoS versus the Supermutants is a battle of good versus evil.

     

    Besides fighting the good fight, there should be an attempt to spread civilization. The only school I've seen is in the Republic of Dave, and it teaches nonsense. There should be a school for children.

     

    Btw, there are some objects that I made for my mod Return to Shady Sands that you could use if you like. In a house of one of the families in town is a crucifix with an image of Jesus that I borrowed from Michelangelo and an image of da Vinci's Last Supper retexed onto an Enclave poster. I also found objects in the game that I used, including a painting of Dante's Inferno that I found in the Underworld. You might actually find as I did that your Photoshop skills will be very useful if you get the .dds plugin that allows your images to be painted onto meshes.

  12. I was wondering if anyone knew of a mod that would make the player look wet when it rains or when you go in the water.

    I don't know of any such mod, and I would be surprised if one existed. It would require swapping textures, maybe also meshes, on the fly. It would require scripting that not only recognizes when you should be wet, but also recognizes what armor you are wearing and then provide darker textures and increased reflectivity for it. Same story for your character's body, face and hair. It would seem that sodden-look hairstyles would be needed to really make your character look like he just came up from underwater.

     

    It would be a nice touch though for immersion (no pun intended). It might be something we see in future games.

  13. Hi I LOVE FO3 and I would LOVE to learn to mod but... I'm kind of pressed for time right now and in a few months I will be even MORE busy so I'm not sure if I should even start.

    If you can accept that you might learn some interesting things to do in the time that you have available without stressing about producing something great for upload then go for it. If learning about modding is going to create more stress and a feeling of failure if you run out of time before making a mod then forget about it. Lesson one is that it should be fun, since that is the only real payoff that you will get. Learning to mod takes time, effort and talent. Learning to mod well takes even more. Creating a mod for upload takes determination and it takes dedication to support your mod and correct the glitches that people will tell you about after you upload it.

  14. A dead wastelander lying near a campfire in a secluded area, with a massive amount of Jet, Psycho and Buffout around him. A note on his person would detail why he came here; after Raiders attacked his sister, he decided to take all the drugs they had saved up (since they were both junkies) and flee. He then injected himself with way too many drugs to fight off the raiders, killing them all before succumbing to the overdose. Might add some mutilated remains to emphasise this.

    Actually I found a dead wastelander much like this in rhe vanilla game while modding. He is on top of a small hill near Oasis. His note starts with "F*** it" and describes how he has given up on life, went out into the wasteland and took 20 hits of psycho so the wasteland would eat him up. You are welcome to anything left on his body, which is surrounded by dead molerats. Probably OD'd eating him.

     

    Sounds like a fun mod though. The wasteland is a hostile place to mod I have found, especially if you plan to upload. Lots of mods could overwrite your changes because the Wasteland is heavily modded, especially near populated areas. That wasn't something I really considered much at first, so just a heads up for you to consider.

  15. OK I have a question regarding GECK I was working on a mod and somehow I deleted a Library Object from the library Specifically Jail Cell Mid001 and need that part it was there I went into game to test my mod out and it wasn't there. At first I thought maybe I accidently deleted it BUT when I went back in and tried to add it again all I see is a little box that Says this object has been deleted. So should I panic and worry about scrapping my whole mod to get it back or is there a fail safe I can use. Do I have to reinstall geck?

    And will this effect my main ESM for fallout if it wasn't the active file. Ive spent alot of time on this mod and I just hope that not all is lost,

    Don't panic. It is okay. There are ways to undelete things. You haven't really lost anything, you have just told the game to ignore stuff. I recommend that you download FO3Edit if you haven't already done so, along with Miax's Guide for FO3Edit. It will allow you how to find out what you deleted and undelete those changes to your mod. Read the instructions, be thorough and careful and you will be alright.

     

    There are many other useful applications for FO3Edit that you should become familiar with too, once your current situation is resolved.

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