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BadPenney

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Posts posted by BadPenney

  1. Here is a fairly comprehensive group of mods listed by category: Mez's Gameplay and Immersion Mod List albeit on a different forum. Not sure if it has been kept up-to-date after the original posting.

     

    Then there is Nexus' Top 100 list: Top 100 most endorsed files

    Nexus also has more specific lists, like adult, non-adult, most popular last 2 weeks, etc.

     

    I like to use FO3Edit for conflict resolution. Fallout Mod Manager is very useful too, which is why it is usually at the top of those Top lists.

     

    I believe that a version of BOSS for FO3 is available: BOSS for FO3 - Better Oblivion Sorting Software for Fallout3. I haven't used it myself so I know nothing about it.

  2. If you cloned the cell and gave it a new name then it shouldn't interfere with the original cell. You copied the door markers but check closely and you should see that the markers in your cloned cell should have no destinations unless you give them one.

     

    One problem that I noticed when copying cells involves the PipBoy map. If you look at the map ingame while you are in your copied cell and have an active quest showing a path drawn from your current location to a quest destination there is an odd effect. No matter where your cell is supposed to be in the Wasteland, it will draw a path from there to Megaton where the original bathroom is located and from there to the destination. To get rid of this problem, instead of copying the cell itself, I created a blank new cell then zoomed way out on the cell that I wanted to copy, drew a box around everything and copied and pasted everything into my new cell. Everything moves together if you do it right and it will be mapped properly in the PipBoy.

  3. Ok. I watched the hazard course video. That's not much like what I had been thinking about for my own mod, but I would like to have seen a similar course as a requirement to get power armor training certification in FO3. As it is, you talk to Gunny then fade to black, then fade back to the future and you are an expert in power augmented combat.
  4. Well I guess that posting on a forum and "breaking" the old tradition was just asking for flaming....well I belive its time to sing off of this thread!

    "Breaking" the old tradition is one way to put it, I just saw your first post as part of the old tradition of "I can't make this mod but someone else should change theirs to match my taste." That is a little presumptuous. On the other hand, posting "This mod could use improvements in my opinion. I'm making a mod that is similar but changes things to match my taste." tends to get a better reception.

     

    Break the old tradition the old fashioned way... do it yourself.

  5. Maybe do it in a Virtual Reality type scenario if your going to make new lands (like Tranquility Lane or Operation Anchorage). So when you enter the VR, all weapons/armor/other stuff would be taken away. You're stuck in VR until it's done, then you get all of your stuff / other mods back.

    I like that idea. If I remember right the player's stats were even reset during Tranquility Lane. I like the idea of a survival training sort of VR mod that returns the player to his original condition when the mod is completed. It would leave no souvenirs, no weapons or armor and any perks or advances gained during the mod go away when it is over.

     

    So far no one has been harsh. I will have to give some ideas more consideration.

     

    Another mod concept I've had would try to operate regardless of how many other user mods were also enabled. I'm not convinced that I'm smart enough to make a universally compatible mod, but it would be more of an encounter mod. I picture a character from my first mod named Summer in a standalone mod independent of Return to Shady Sands. She could be encountered and interacted with at various locations around the DC Wasteland. It would have to be a mainly script driven mod, with only a few unique meshes and textures and little or no world building. Summer would be revealed as an android replicant, a sort of seductive female Harkness who stays on the move so that locals don't have time to notice that she never ages and Commonwealth Bladerunners can't find her (or jilted lovers either).

  6. I have only one mod for Fallout 3 that is available for download. Some people like it and others don’t. It was fun to make and it took a good several months. I learned new things while making it, and made mistakes too. Fixing those mistakes after uploading the original version was not so much fun. Mods should function as close to technical perfection as possible in my view, so complaints from users regarding technical mistakes that I made were discouraging. They were also welcome because they gave me feedback that I used to fix things up. It was my goal to make a mod that worked with the vanilla game and DLCs and wouldn’t cause conflicts for other user mods.

     

    Some of the harshest criticism that I received which was not so welcome regarded compatibility with other user mods. It seems that modding a part of the Wasteland is dicey, I wouldn’t attempt it again. There are too many chances for conflicts there with other mods. I don’t want to make a mod that causes problems for other modders but at the same time I don’t want other modders to make my mod unworkable. That is the dilemma that has prevented me from seriously working on another mod for upload, even though some people have asked me for more mods.

     

    I just saw the movie “The Road” finally. I thought it was very well done and believable. The absolute absence of any military or civil presence didn’t bother me during the movie because I was immersed. I can’t imagine telling the producer and director that they should add a column of soldiers or some albino radscorpions or power armored goons wielding laser weapons to improve the movie. Yet that is the sort of thing that you might be told if you release a story driven mod. People have their favorite user mods that they expect to be able to use concurrently with any mod that you make available. They can be quite vehement about their viewpoints… but frankly I don’t care.

     

    In fact, I would like to make a mod in its own world space that deliberately is incompatible with the most popular mods. I want to be able to control my own image spaces and atmosphere. I want the character to die from a single gunshot. I want crippled limbs to never work again. You only get a weapon that the mod provides and only a clip or two of ammunition that you must save for the direst moment. I don't want you to have a whole platoon of bully boys to do your bidding. You must adapt to overcome, not overcome with previously obtained superior firepower. I want the player to be able to starve or die of thirst or food poisoning or bleed to death. So if you are bold and stupid you simply cannot complete the mod and have to start over. If I could I would cause all of your save games after starting the mod to be deleted if you die. If I could I would prevent your FOOK and FWE and FOIP and Fellout from working while playing the mod, because demanding that I accommodate them inhibits my artistic freedom. I’m not saying those are bad mods, I’m just saying that it is not unreasonable that I should be able to give a party that they are not invited to or ask you to leave your custom suit at the door if you want to attend. But I am not so impervious to criticism that I want to endure continuous browbeating for providing free content for download that isn’t compatible with all of the mods that people like. I do not have time to play them let alone accommodate them and provide updates to continue accommodating them. And most importantly, if I program a story then I would like it to be my own without a thousand co-writers. But if the inevitable result of attempting such a mod is lots of negative feedback then I would rather skip the effort and do something else with the time that I have left on the road.

     

    So I am curious if I can work in such a way and still be tolerated.

  7. Is there any way to group those objects and temporarily make them invisible or hide them in some way?

     

    You can place the items in the home as initially disabled objects just as the player homes are done in vanilla FO3. If you look at the interior cells for player homes in the GECK you will see ALL of the objects from the various themes are already there as well as the default objects that are not part of the themes. You can't see them or interact with them in the game until you buy the theme from a vendor. When you buy a theme it triggers a script that enables certain objects in the home. You go back to the home, see them and use them. If you buy another theme, then the first theme's items are disabled again and the new theme items are enabled.

     

    It is all done with smoke and mirrors.

  8. It was my impression that realism mods were created by people who dislike items like Rad-X, Radaway and Stimpaks (freaking or otherwise) because they are basically magic potions and so therefore (∴) annoyingly unrealistic and immersion breaking.
  9. Probably not in the way that you are thinking. Not like a showroom at IKEA.

     

    To view a theme I just go in game, save before buying a theme, activate the theme in my place and reload to the point before buying if I don't like the way it looks.

  10. #3: Mines are under-powered in vanilla

    I have to agree with that. Stepping on a fragmentation mine while wearing nothing but a sharp looking set of leathers would mean game over in real life. But then so would a close range shot to the head with a 10mm pistol.

  11. Actually it does not override putting stuff in her inventory because she doesn't need it in her inventory. The script just places items in your inventory without taking them from anywhere. It is all just code. You can't think of NPCs as real people giving you something that they have, even if an animation runs that makes it look like she is giving you something. She probably has it in her inventory so that the player can get the weapon even if he tells her to get lost. You could pick pocket it from her or kill her and take it from her body that way. The script removes those items from her inventory when you get them so that you can't get another pistol and ammo from her after accepting them. It preserves the illusion that she has actually given you something. Game mechanics is all about creating illusions, which when done well is what some people might call immersion.
  12. Boiling kills germs, that's true. There is also currently a battery powered swizel stick that uses UV light to kill germs in water. It is marketed to backpackers. Unfortunately, like boiling, it does not remove radiation or chemical toxins and neither would the condensation method.

     

    BTW, the crippled head effect could be attributed to a concussion, which vary in severity but can hurt a lot without killing you. I got a moderate one once and though I didn't really think about it at the time the tearing eyes and severe headache must have limited my perception quite a lot. I was only thinking about my aching head. I used aspirin and bed rest to deal with it, but no leg brace.

  13. The player gets the gun in a result script of Stage 8 of the CG04 quest:

     

    ; Amata gives the player the pistol
    CG04AmataREF.removeitem weap10mmPistol 1
    CG04AmataREF.removeitem ammo10mm 10 ; remove it all
    player.additem weap10mmPistol 1
    player.additem ammo10mm 36

     

    You would need the player.additem lines changed to deliver your custom weapon and ammo to the player. Changing Amata's inventory and removeitem is optional, but would keep things consistent.

  14. One of the mod authors may have inadvertently messed up the metal doors. Checking the mods in your load order with FO3Edit for conflicts should find the culprit quickly. There is a downloadable FO3Edit manual to help guide you through the process if you are unfamiliar with it.
  15. None of the realism mods are really like reality. They are just a different flavor of unreality. Real reality would not be fun. There would be no edible food in cans. No ammunition that would be useful for more than a paperweight. There would be no fantastical monsters or ghouls caused by radioactive mutation. Nuclear radiation only does that in old sci fi movies. In reality it just kills. Which is why shortly after leaving the vault you would become nauseous, your hair would start falling out, your skin begin to slough off and you would endure a miserable death within short order. We are talking about highly lethal radioactive fallout with a half-life of thousands of years. Reality bites.

     

    Your ideas are no more real than the ideas in FWE, but posting them is tremendously less difficult than the amount of work that went into that mod. So as Quetzlsacatanango suggested, make your mod as you see fit and show them all.

     

    When playing Fallout 3 I consciously decide to suspend disbelief. It is much more fun. Personally, when modding I settle for plausiblity within the FO3 universe, try for a little challenge and a few laughs if possible and leave reality to fend for itself.

  16. Try attaching an object script to it that will allow it to be opened and closed. If all that you want is for it to be manually opened and closed by the player then:

     

    scn TenpennyGateCloneScript
    
    Begin OnActivate
    
    activate
    
    End

     

    should work.

     

    If you want it to close automatically again after a time then the script will need to be a bit more complicated. Just make sure that you save your gate as a new, unique renamed item so that you don't overwrite and mess up the original gate.

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