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Ruadhan2300

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Everything posted by Ruadhan2300

  1. Kind of Necro'd I hit pretty much the same concept myself last week and started hacking away at the problem before hitting a stumbling block. I think I've gotten a bit further, I've created a copy of the Feral Ghoul Race, then changed the settings to match the Synth gen 1s apart from the animation-set. I think I have everything right, but it's not rendering in the preview on the NPC, neither ingame (weirdly, you can actually shoot, kill and loot the invisible NPCs, so it seems to be a purely visual problem) The same problem happens if I just duplicate the regular Synth Race and set the NPC to that. No changes, just a copy with a different name. So I think my issue is that I need to rebuild the Race-data in some way. This is what I came to the forums looking for info on before finding your old post! Maybe someone has the answer to this. Custom races can't be an unusual challenge.
  2. The size change is meant to be entirely harmless. no damage at all. What it will do is adjust the amount of health the target has available, so you can kill them more effectively if they're smaller, or giant allies become harder to kill. The plan is to make two modkits, one to make targets shrink, one to make them grow. Possibly some "coil" mods to make the effect last longer, final tier being a permanent change. The idea is basically, shrink them down, then kill them with far less effort than it used to take. Alternately laugh because they can't keep up with you and you can basically ignore their puny little attacks while you focus on something else. I might go as far as to make a version you can use on yourself, imagining it as a consumable item. Which really just conjours images of Alice in Wonderland :P Broadly, the idea is you can shrink a supermutant behemoth down to waist height and then kill him with your sidearm, rather than have a five minute boss-fight with him :P Or shrink a deathclaw down to the size of a puppy and hit it with a supersledge for a one-hit-kill. Ultimately, the shrinkray tech path would culminate in a super-sized version that will let you permanently shrink the moon.
  3. Not Dead I've been working on a Shrink Ray! Currently it sets the scale of the target to a random value between 0.1 and 0.9, wearing off after 30 seconds and reverting them back to normal size. I'm still working out how best to scale their health and weapon-damage down appropriately. as is, making them smaller only helps to slow melee enemies down, apart from that, it just makes them harder to hit.
  4. The movement is actually the TranslateToRef function for the most part. with the direct teleportation, that's all I need. you can't usually aim from one cell to another anyway. With the Deferred version I made it so that if you're not in the correct cell it uses MoveTo instead, which will jump you there, using loading screens as necessary. Originally I was looking to make this a true teleport, using institute Relay effects whenever you moved. but the MoveTo function was too slow for in-combat travel. it usually uses the loading screens instead. But I think Dishonored-style Blink movement is fun too :) interestingly, with the two different systems, they have subtle differences in how they can be used. For example, Direct will take you where you aim, so if you aim at the ceiling of the room, you'll end up on the roof or on the floor above, provided the ceiling is thin enough. While Deferred will drop you to the ground underneath the hit-point, so if you aim at a wall, you don't end up half-way up it and fall. Deferred is therefore slower and safer, while Direct can take you places more easily. These aren't actually properties of the functions I'm using, it's because I spawn a physics-enabled object as a target marker. and on deferred it has time to fall to the ground from wherever it appeared. Fun :P We are however thinking along similar lines. The gun, blast effect at the impact, and the teleport itself are all completely silent as far as the NPCs are concerned. and even shooting someone with the gun will not make them aggressive. So this is entirely suitable for stealth runs.
  5. there's bound to be either a texture file, or a reference in the creation kit for this. I've just spent 15 minutes looking through the CK, so I think it's probably hard-coded, look for the texture effect!
  6. From what I've been learning (very rapidly) over the past few days, there's a heck of a lot of new functionality in Papyrus. way more than was in previous Fallout games. Anything (and I really do mean anything) that could be attempted with previous games, can be done far more easily with Fallout 4. The most relevant change is that the physics engine is more exposed, so scripts can hurl objects around, grab nearby things and move them, all sorts. so with a bit of work, you could potentially make the vertibird fly much more realistically. At the most simple level, there's functions like TranslateToRef which moves object A to the location of Object B. linear interpolation, to use the correct terminology. There's also rotational versions, so you could make a vertibird move to match angles and positions as you chose. Say for example, the angle of the user's aim, and the position about 100ft in front of the aircraft. Not to say it won't be a lot of work, but anything is possible now.
  7. To be entirely honest. I've basically gone down the Top 200 mods or so on the nexus, picked out any that look like something I'd be interested in, and wound up with a good 20 - 30 that particularly work for me. The rest of my eighty(!) plus mods are mostly my own work, or small fixes/tweaks to the game that make some specific aspect better, or add some interesting features. Sometimes, going with the crowd is a good option :)
  8. I did some more work on the Blink Gun. Successfully split it into two modkit variations. Direct and Deferred (to use my Creation Kit terminology) The original video shows Deferred, you place marker locations using the gun, and use Aid type items to step through the target locations. The new mode is Direct mode. Where you aim, you immediately Blink to. sometimes it takes a moment, sometimes it's a little glitchy. but by and large, player-mobility is up by several hundred percent :P Here's some playtesting footage!
  9. Mad Science was my most popular mod for FNV. Obviously I'm going to take advantage of the better tools fallout 4 gives me! I've been working on it off-and on since the creation kit was released and finally got a firm handle on Papyrus yesterday. I've got documents exploring the range of stuff I want to make, the breakdown of tasks. And now the knowledge base. Time to get started in earnest! For your enjoyment, I present test footage of The Blink Gun. Easy, controllable pseudo-teleportation in the palm of your hand
  10. I don't know much about the first one, but the Diamond City Radio Eyebot (on patrol around Diamond City) has a script on it called EyebotRadioScript. Just set the radio frequency value to 98 for diamond city radio, I think the various radio stations have particular frequency numbers associated with them. shouldn't be hard to assign whatever you want.
  11. I don't know if it's even possible. But for a tentative plan in one of my mods, I want to blow up the moon as a scripted event. The idea is that basically you fire off some giant laser or missile, and there's a huge flash in the sky, and when it clears, the moon texture has been replaced by a version that's been blown up (giant fragments and debris) If it's feasible to do it, I'd like to use several successive versions over the course of several in-game nights. culminating in a band of small debris across the entire sky with only a few large fragments still where the original moon was. I know how to find the actual moon texture and swap it out manually, but I need to keep the original until the scripted event. Can't find any useful references in the Creation Kit, I was hoping someone here might be able to come up with a way to do it.
  12. I dunno if I'm the only one who's thinking this. I doubt very much that I am. But I was kinda disappointed by the crafting systems in Fallout 4. The amount of emphasis they placed on it, the lengths they clearly went to to make it amazing, and somehow it's terribly shallow feeling. So I've been thinking about how I'd have done it, what I'd have done to make the system more interesting in itself. First up, my biggest gripe. The ability to use raw materials to make complex things. I can (without any training or perks) take a glass bottle or a jug of water and turn it into a shaped lens for use in a rifle-scope. In reality, that takes an incredible amount of skills and knowledge. glass-forming, shaping it with tools, grinding it to shape, polishing it to transparency... I get that a lot of it is abstraction, but still, not unskilled labour. Second, use of components. When I decide to craft something, it tells me what objects are going to get broken down, but I have no control over which ones beyond cancelling the crafting and placing those items in a container somewhere. Kinda annoying, not such an issue because the game's mechanics are all based on the assumption that the junk itself doesn't matter. But there's a quest quite late on where the Brotherhood of steel send me off to fetch a bunch of giant super-conducting magnets. They're listed as quest items and can't be scrapped, but you can find such magnets elsewhere in the wasteland. I could have been hording junk for weeks of gameplay time previously and simply have them in stock myself and fetched them, rather than run through a dangerous quest. So I'm thinking on this, how would I make it better? First up, a selection menu on what I break down into parts. something kin to Skyrim's potion crafting system where you can select the materials for use in enchanting. That'd solve that issue as far as I'm concerned, and it's something they've already done previously, so presumably not too far out of the realm of possibility. Second, I'd break down the crafting system a LOT, add an extra layer of materials to it. Rather than break a microscope down into glass and steel and screws, I'd have steel, screws and lenses. Player characters with no scrapping/crafting perks should not have the knowhow to do much more than unscrew the parts and hammer things into rough shape. attaching modkits to weapons is fine, but making them is entirely out. First ranks of the crafting perks should involve being able to make simple stuff, a pipe with some lenses in it as an ad-hoc scope, maybe a few lenses on the end of a laser rifle will adjust its range/accuracy a little. nothing too dramatic, but using glass bottles to make precision lenses for laser weapons is right out. you don't have the knowhow and it's well beyond your ability. The addition of the Scrapper perk would open up the range of parts available, the microscope's mechanical mechanisms now become available, hinges and such. You'd be able to break down items which are otherwise sealed, open up the Sensor Module to access the raw parts inside like fuses and circuit boards. The upper levels of the related perks would allow you to work with increasingly raw materials. finally allowing you to use any source of glass to craft lenses, any source of copper allows you to make circuit boards, so on and so forth. To break it down. Rank 0 - no crafting, you can move objects around in your settlements and that's about it. Rank 1 - you can make use of existing parts, modkits and suchlike, bolting them onto weapons and armour as needed. Rank 2 - you can craft your own modkits using components from items, but you can't necessarily access all the materials you need. if you buy them from vendors you can still craft with them though. Rank 3 - You have increased range of parts available to you and have therefore greater options for making modkits. Rank 4 - You can break down any item into component parts and materials and build mods with them. I'd also require use of some crafted components in order to make more advanced objects. EG: with the highest ranks, you can break a beer bottle down into raw glass. you can then with appropriate blacksmith ranking craft that into a lens, which you then use as a sub-component of a scope, or laser rifle mod. Similar to how in Skyrim we can craft iron ore into iron ingots before using it in armour and weapons. essentially make an extra tier of component which allows a greater range of perks and skills involved in the crafting system, adding better depth. Sorry, all of that was a bit muddily written. I hope it made sense. I'd like to hear other people's feeling on it too.
  13. I clearly am terrible at project time-estimates (just ask my boss :P) I am however back to working on this after further hiatus. Odds and ends really. After E3's awesome announcement of Fallout 4, I've decided that November is my deadline. make or break, either I get this done before then or it'll never be done. So, with that said. I made some more progress this evening, putting together the armory officer's character, dialog and vendor stuff. The vault is almost entirely navigable at this point, The vast majority of work left to do is quests and dialog...which aren't really a lot of fun, so slow going. I intend to dedicate at least a couple evenings a week to this for the next few months, that should get me a lot further along! http://static-6.nexusmods.com/15/images/130/1454396-1434587677.png
  14. Glad to help! For this and other similarly simple fixes, PM me and I'll do my best to give helpful advice!
  15. Working on Vault 105 again!
  16. looking it up myself...Acme itself was not actually a single company. On the ORIGIN section of the fictional (roadrunner) company...
  17. My problem was mostly in making multiple components of the model move together, the collision mesh was staying where it was...not sure if it was being baked in or what, but I know an elevator is entirely possible, standing on a door piece when it moved up worked great...
  18. Actually animating using Blender wasn't exceptionally involved. I had a go at it some months ago. I was trying to animate the lift platform in the vault armory. I got it animating without problems, just some issues with binding the collision box to it so I could stand on it. Gave up in the end because of that but the actual visible anim worked spot-on. I don't remember much of the process at this point but there were some good tutorials for it out there
  19. I'm rather enjoying the idea that in this hypothetical wagon-ride where you shoot at real targets rather than the pop-out targets as you go..you could still shoot at the popup targets. and at the end, collect your winnings :P Special achievement for actually winning the ride.
  20. Pleased to report that I'm back on the horse, I've gotten a handle on Occlusion and Portals and work has resumed on the vault in earnest :) I was previously feeling a bit discouraged by the lagginess of the main vault areas due to the lack of optimisation, with the room-bounds and area-portals it should be substantially faster running. I've spent the past two days running through the primary quest line, kneading out some of the issues with a couple quests, adding some missing dialog, stuff like that. I'm about happy with stage 2 of the questline now :) In my mind, it's split into roughly three main stages, Stage 1. Accessing the vault - one simple quest which I might take time later to expand on, this is your character discovering the vault and gaining access. Stage 2. having access to the outer-most levels of the vault, you now need to gain the trust of the inhabitants enough that they'll let you into the vault-proper - several short quests plus some repeatable ones will all contribute to a running total of "points" which eventually cause progression Stage 3. You're in the vault-proper, mini-quests abound, plus a couple more major ones. Complete enough of these and you get rewarded with your own living quarters in the vault. Right now Stage 1 is complete, some polishing occasionally but I'm content. Stage 2 I'm still making sure is completely in good order, the quests are a little...unintuitive sometimes. Some alternate quest endings I still haven't finished yet. Stage 3 I've got large parts of done, but most of the primary questline is still WIP, got a fair few minor quests in though. My plan of attack is that I'll finish Stage 2, clean up stage 3 to a releasable standard at least, then Release my Alpha. No real ETA, but in all honesty, there's not a huge amount needed for either task. It's all about where I choose to draw the line on Stage 3. All being well, most of the work should be complete by the end of the week,
  21. Hi TSC Vault 105 has been pretty much on the backburner for the past year or so with few occasions where I've picked up work on it. I barely play FNV these days... Pretty sure it's close enough to an alpha-release that I could finish it up quickly and put out -something- for all this hard work though :P I'll keep thinking about it today and look into it this evening.
  22. Nobody asks me why I chose to be a premium member. It's partly the better download servers partly the prestige... Mostly, I think it's because the nexus is awesome, and it being funded at least in part by my buying premium is something special to me. I far far prefer a pattern of slow growth and improvement, polishing and cleaning to the usual business model of "ZOMG, we must release something new every month or our shareholders will have fatal heart-attacks!" I think the deliberate decision to avoid shareholders and avoid the focus on money is wonderful, you provide an excellent service, the up-time I've experienced (logging in almost every day, every week, every month for nearly two years) has been excellent. Sure you're down sometimes, but as you noted, Steam has a comparable record. If I thought I had something to contribute beyond buying premium, I'd love to join your team and help out more. but I don't, so I'll keep to my general low-key support and modding fanaticism :P
  23. Pretty much as the description says, I'm looking for a nice retex/re-meshing of a Police Baton. The idea is that this is the "Baton of Office" to the prewar LAPD commander, it's become the badge of office to the chief of security in Vault 105 now. Basically in my head I see it as a pristine-quality police baton with a badge attached to the grip somehow showing the LAPD logo. My meshing and texturing skills aren't quite up to the task, so I'm contracting out :P If anyone wants to do it, You will receive my gratitude, the chance to play the current version of the mod months before anyone else gets to, and obviously, all due credit for your work :) This is entirely optional from my perspective, just a little extra flavour and detail to a very large mod. Not even particularly prominent detail. But the sort of thing which brings out a little something extra over other mods :) Thanks in advance Ruadhan
  24. Interesting technique, I don't use the script extender very much in code myself so that probably wouldn't have occurred to me as a solution. sounds very practical none-the-less. So somewhere outside the playable part of the cell you keep a line or block of all sale-able items with specific unique ref-ids and you generate a list of their base-items for use with the vending machine? nifty.
  25. I created my own vending machines for my FNV mod Vault 105 using the crafting system, based around the vault currency of "Vault Tokens"...could easily swap out for prewar money instead. It was functionally the same as the Sierra Madre vending machines apart from the different model and currency. If this is for F3 though then I don't really know, sounds like it'll be a hell of a lot of work to set up more than a few purchasables. My original prototype for the V105 vending machines involved heavy use of terminals and categories, but it was a total pain to work with. The overall technique was that clicking the button for something in the machine would result in either an error message or money being removed from the player while the object was placed in a container linked to the terminal. trouble being that it was limited to about three or four items on screen at any time out of something like 20 or 30 that I intended to have available. Your system being a message-box system has a good few more available button slots, just less of an interface to work with in setting it up.
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