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Ruadhan2300

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Everything posted by Ruadhan2300

  1. lol, DuSable, you almost made me giggle and freak my girlfriend out.... I'm sure there must be some way to make placeable traps like this, I can't think how though.
  2. This sounds awesome to me ^_^ You've inspired me on the wrist-blade front, though I don't know if anything will come of that inspiration... as for the armor...were you thinking of something at all like this? http://newvegas.nexusmods.com/imageshare/images/1454396-1307172637.jpg
  3. lol, vault 3.14 clearly one assumes this refers to room 14 in Vault 3.... at any rate, this sounds like quite a cool armor mod idea, I'd have a go, but my scratch-modelling skills suck utter balls.
  4. Hey all, Just a general bump to say this mod is still going and going strong :) Skyrim turned out to be a bit of a disappointment for me on the modding front, something about the creation kit just feels Ruadhan-Unfriendly and the process of getting stuff in and out of blender without it screaming bloody murder is just awful for me...still waiting on the updates to the nifscripts and suchlike to do it properly. At any rate, since I'm not modding for skyrim at all outside of the odd CK mod, I'm able to focus a lot more on Vault 105 I've posted a fair few screenies on the nexus lately, figured most of you will already be aware of them, but here they are anyway ^_^ http://newvegas.nexusmods.com/imageshare/images/1454396-1332692023.jpg Vault 105 Computer-room I've added some extra stuff to this already, mostly to cover up the annoying gap between the pillars and the floor. http://newvegas.nexusmods.com/imageshare/images/1454396-1332852719.jpg Sarah, Waitress at the Concourse Restaurant So far, her dialog is fairly limited, but she'll play a role in at least one of the quests. http://newvegas.nexusmods.com/imageshare/images/1454396-1332854222.jpg Layout of the Entrance cell as seen in the Geck. Current WIP is the quests and dialog for characters in the Entrance Cell, though I've got quite a bit done for other characters in the vault's main level. Things to do before the Entrance cell is done: *Complete the dialog for the quest "Chowder Gangers", *Fix some of the repeating quests for Martin to bring him scrap metal and such, Scrap metal is basically done (some odd issue with the "give all scrap metal" function) but I want to add in the option for various other types of junk and scrap. *Add bartering and dialog to Christopher (owner/operator of Falling Rocks, the apparel store), currently he doesn't do anything but stand there and ask "what do you need?" when spoken to :P, Also gotta figure out why race stuff doesn't work for anything other than the caucasian ones. Christopher should be african american but shows up as caucasian ingame regardless of settings. The same problem happens with the Hispanic Overseer. Anyone who knows why this happens should comment or PM me ASAP ^_^ I will be very grateful. *Fix some of the levelled lists for the vendors so that they make sense, the weapon shop should not be selling 10 incinerators at once..... *Add dialog for Graham and Sarah, both for the Chowder Ganger quest and their own quest, as well as the vending and general dialog. What can you do to help? * Well, obviously money is nice :P you can donate on my paypal and it'll give me excessive incentive to get this thing done and released since I'll owe you guys a working mod >.> Not gonna ask or demand, just sayin' button's on my profile... * If someone can tell me why Races in FNV are screwy and can explain how to fix it...that'd be awesome * I could use a custom retex of a police baton. It'll be a unique weapon called "Peacekeeper" owned by the chief of security in the vault. I'm thinking in terms of it being in pristinely good condition, with silver bits and a badge of office on it somewhere. Maybe on the pommel. Custom re-meshing of the police baton would be welcome too, but not necessary. This is entirely optional to the mod, but if someone feels like tackling it and it's up to my standards (not hard to do) then you'll get a big thank-you on the mod's credits. * if someone can point me at a tutorial for voicing mods, I'd be grateful as I'd like to try my hand at it, I probably won't be voicing Vault 105 since it's so large and has so many characters, but if things really take off, who knows...either way, knowing how to do it and being able to practice on lesser projects will be useful. * I need a tutorial in creating new outdoor worldspaces from scratch, specifically dealing with terrain editing and texturing, but some stuff on navmeshing outdoor cells would be useful as well. Apart from those issues, I'm well set and breezing along through the dialog/quest-creation process
  5. I've actually messed around with Radiaton -> stats conversions quite a lot for my Vault 105 mod. Made an implant which lets you convert Rads to Health, draining the rads as long as your health is less than 100% while converting it at a more or less 1:1 ratio. makes you nigh invulnerable in high-rad areas, but if you run out of stuff to hurt you, you'll probably die quickly of rad poisoning. Means that irradiated food and water are actually more useful than normal since you get the added bonus of the radiation/healing. So yah, codewise, it's not too hard, just a pain to tune to something balanced and useful :P took me most of a couple hours to fully implement, my Char uses it all the time now. it's fantastic for use on Lonesome Road. Nuclear blasts? they're healing fields XD Anyway, since obviously my telling you about it doesn't help at all, if you want to see my code, PM me and I'll happily share as long as you credit me for a reference Ruadhan
  6. Hm, cool idea, (Major Dr Who fan here) I actually made (most of) a sonic screwdriver for my Mad Science mod, never fully implemented because I was having trouble triggering an Unlock function on locked doors and containers, which was what I wanted it to do. http://newvegas.nexusmods.com/imageshare/images/1454396-1318981254.jpg Basically I was trying to make a "Staff of Unlock" in the vein of such things from Oblivion or skyrim, except that Fallout doesn't have Spell type effects which will affect game-entities. annoying really. If anyone can give me a method for detecting and unlocking doors using scripts or effects..I can finish the "Sub-Sonic Screwdriver" and implement it :P apart from that, I can't think of many useful abilities for it...major boosts to lockpick and science skills were about all I could think of. Edit: as for sounds, you can probably trigger them with the OnEquip or OnFire blocks in the scripts, plus a random number generator and a list of possible sounds, doesn't have to be done with NVSE or the standard sound systems.
  7. http://i.crackedcdn.com/phpimages/photoshop/4/6/3/463_slide.jpg?v=2 Yeah..As in the description, Someone should turn this into a billboard. Maybe add a few bullet-holes too, like some ghoul (non feral) got pissed off by it and took a few potshots.
  8. I sense a pattern here, people don't generally seem to like power armor much. I wonder what it would take to interest people in wearing it more...I suppose giving more benefit to wearing it, making it look cooler, stuff like that.
  9. My characters in any game where I'm free to express myself tend to have some odd traits... in FNV, I tend to focus on energy weapons, I enjoy the badassery power-trip of walking (usually cause I'm overencumbered) into an enemy encampment and slaughtering the lot of them. My characters are almost always female, and apparently have a pressing need to hide their faces. this applies in skyrim as well, since my character there permanently wears Dragon-priest masks. Justified in FNV since I like to imagine her face was badly mauled by being shot in the head. she wears a gold colored ballistic mask http://newvegas.nexusmods.com/imageshare/images/1454396-1300843479.jpg the extreme badassery of my FNV char is offset slightly by the tendency to always help children, starting with that kid in F3 who lost his daddy ("I lost my daddy too, I'll help you find yours!") and saving the kids in the Cottonwood slave-pen. Character also collects teddybears. I leave them on the bed in my mini-vault...occasionally Willow and I dive in for some Lezzie-teddy-nookie. fun times :P Interestingly, my character in Saints Row The Third has a psychotic hatred of Mascots. if I see them, I MUST hunt them and kill them. whether I'm trying to avoid alerting the police or not, if I see a mascot, it must die. Also, I gave benny his fight to the death in the arena, yep, that's right. he's such a failure he couldn't kill me after three seperate attempts.... 1. shot in the head, survived, came after him 2. ambushed by a hit-squad while benny ran away, mauled them all in under 30 seconds using only a throwing knife and their own weapons. 3. fought him to the death in an arena (which btw usually restricts access to males) and killed him with nothing but a machete. Gawd he sucked at killing people. Also, my character never wears power armor, I dislike the bulkiness,
  10. hehe, modified skeleton? seriously? I didn't know you could even do that.... as far as the android head is going...I've got a mesh together, but the settings in nifskope are giving me trouble. I'm trying to make the skin parts compatible with the alterable skin-tones in the normal ones, as well as keeping the materials of the facial parts. I'm using a protectron pod without the door or any of its visual effects (or animation hooks or collision blocks or suchlike) as a face-backing piece. fills in all the gaps and blends with the flesh. then I'd fill it with smaller components. its been made a lot shallower, gives the impression that behind it is a computer core or somesuch and that we're just looking at the part that protects the android from the elements... I'll go grab a pic if I can and show it off a bit :) Edit: http://newvegasnexus.com/imageshare/images/1454396-1327580687.jpg
  11. just a general head's up (no pun intended)....been working on an Android Head mesh (with exposed components behind the face) in the style of westworld. happy to donate it to this project :)
  12. ok, now the thing to do is go through that list, and remove from it any entries which don't affect weapons (or where you know all the weapons they add) that will leave you with probably under a dozen which add large numbers of weapons to the game. you can then go through each one unticking the tickbox for it and loading up the savegame right before picking up the gun, when it disappears, the last one you unticked was the one which added it.. simple :) I don't recognise all those mods myself, so I can't really give any specific suggestions, but that technique has never failed me. having gone through it myself... [X] Caliber.esm [X] Mo'.esm [X] NVR-Strip.esm [X] AWorldOfPain(Preview).esm [X] Project13 - Populated Wasteland.esm [X] Project Nevada - Equipment.esm [X] CFWNV.esm [X] Badlands.esm [X] nVamp - Very Voracious Vermin.esm [X] 00 red cross.esp [X] Area 51 - Project Roswell.esp [X] UHNV.esp [X] NVR-NPCs.esp [X] NVR-Version_10.esp [X] NVFR-Version_2.esp [X] HarderThan.esp [X] Return of the Enclave - Play as the Enclave.esp [X] I Got Spurs.esp [X] Return of the Enclave - Main File.esp [X] Paradise Lost.esp probably one of these is the one you're looking for.
  13. adding a modlist would probably help. pictures too...unless its just a standard LMG in model...
  14. you need to nail down which part of the script isn't working.. vital skill here is Debugging, You know that a certain part of the script -is- working because your prospector is doing that part, so keep testing, isolate different parts of the script until you find the part that isn't cooperating. if I were you, I'd make sure your AI packages work properly, that'd be a good place to start, then see if you can trigger them seperately....then check your timers are working by using something else that's obvious as a trigger. my experience has been that AI packages often don't start instantly and obviously, they sometimes take a few moments before the actor starts doing anything new. I test my timers by adding money to my player character, that's generally a decent cue. plus if you want to check each hour or so, you can add the same amount of money as the hour itself, it's like having a clock. I'd also check that it's not failing to be triggered due to fast-travel or Wait functions...use a smaller scale timer system for testing, once that's working, scale up. that way you don't spend half an hour waiting for something to happen when it's broken and won't.
  15. yeah, Vienna has it right I think, By default, scripts are Object scripts there are three kinds of script... Object, Quest and Effect you'll want Quest. otherwise it won't show up in the quest scripts lists There's a dropdown in the Script Editor for Script Type, you can pretty much change them arbitrarily, but if its an effect, you'll need to code a bit differently to account for that...using ScriptEffectUpdate and suchlike as blocks instead of GameMode. Hope this clears things up for you :)
  16. Okay, simple problem...I want to move a specific reference object from wherever it is in the game, to me. ideally I'm using MoveTo. but I don't really mind how. scn ChronoTeleporter int bisCPressed short sButton2 short mModeOn begin GameMode if bisCPressed != IsKeyPressed 46 set bisCPressed to IsKeyPressed 46 endif if ( IsKeyPressed 46 == 1 && player.getequipped ArmorChronoLegion == 1) showMessage ChronoShiftMenu set mModeOn to 1 endif set sButton2 to GetButtonPressed if sButton2 == -1 ;Return endif if sButton2 == 0 ;Close menu endif ;################################## if sButton2 == 1 ;set destination ChronomarkerA.MoveTo Player showMessage ChronoShiftNewDestAlert endif if sButton2 == 2 ;Move player to Marker A Player.MoveTo ChronomarkerA endif ;################################## ;endif ;endif End The bit near the bottom which I've wrapped in Hash symbols is the part where I'm having difficulties...the bit where I move the player to the marker works just fine. the part where I move the marker to me however...that's a problem. it doesn't work, and I have no idea why. I'm thinking it might be because the entity I'm moving is a Static entity...I'd rather not move physics based entities, but I can change if I have to. ideally I'd like these markers to be invisible and intangible, existing only to be a reference location. Alternately, if someone could provide me with a better way of doing this, I'd be obliged :P
  17. As the title says. The nexus chat isn't working for me, it's coming up with a "Driver Error"...screeny below.. http://newvegasnexus.com/imageshare/images/1454396-1323217644.jpg Kinda annoying since I have no life and want to talk to the forumites who hang out there :P hopefully someone who can do something about it will either tell me it's broken and not to worry...or fix my personal problem with it. Thanks :) Ruadhan Edt: let me correct that, sometimes it lets me in, usually it gives me the message shown above...
  18. *[/lurk]* Watching with interest :) this looks like a fantastically large and rich project. if you need anything, let me know and I'll do my best to help :) I kinda like the flashbacks idea, but as I recall, the courier had all the bullet bits removed by doc mitchell... my advice, test it out, see how much work it takes to produce one of these visions, then decide whether you care to make half a dozen others :P *[Lurk]*
  19. Good to know, but won't be an issue for me..I don't wake up until midday at least XD Good luck with getting things set up without a hitch, I know how finnicky some of this stuff can be.
  20. Since I haven't been updating much lately, I thought I should bring anyone paying attention to this forum up to speed Vault 105 is still going strong as my primary project. My current best case estimates are that I'll have the vault itself done in under a month, and if I push, the entire project could be wrapped up by new-years. I'm not holding my breath on that one, but who knows right? Progress is breezing along on quite a few aspects, mostly dialog and features. To help me explain what I'm up to...Pics! http://newvegasnexus.com/imageshare/images/1454396-1317271899.jpg The Vault's main Lab areas. This is where fun science happens, and where they build robots. The robots are a side-project, mostly being built for sale since they're relatively rare in the wasteland. The actual scientific endeavor is fairly wide-ranging, I haven't settled on what they actually focus on in this lab though. Visible in the lower part, two FEV chambers can be found (I think they're more Science Pods than specifically FEV chambers since Vault 22 had them for growing plants, albiet using modified FEV as part of it...eh, whatever, Standard Science Pods. works for me. http://newvegasnexus.com/imageshare/images/1454396-1318354425.jpg The Main Clinic, forget that little one upstairs, this is where the real doctorin' happens. Here you can meet Doctor Mitchell (a distant relative of The Doc Mitchell of Goodsprings, I like to imagine that she's a distant cousin, possibly several times removed, and you'll be able to talk to her about it) You can also meet a early model Mr Orderly, who can perform facial reconstruction surgery as well as provide various Implants for a price. http://newvegasnexus.com/imageshare/images/1454396-1318366959.jpg The Upper Gallery, looking across to the Cafe, and down on the Main Concourse The Concourse houses the clinic and classroom, as well as a general store and a lounge area. The kid with the Red hat visible down on the lower level is looking to open a lemonade stand (a special request from my younger sister) and needs to get permission from the overseer before he can do it The overseer is a bit draconian about paperwork like that, but maybe a third party negotiator can bridge the gap between the older man and the kid? I love how contrived some of the quests and missions you get in Fallout can be...I kinda want to mock that with this little quest. Its little, and you don't get a whole lot out of it, but its cutesy and I think players will like doing it :) http://newvegasnexus.com/imageshare/images/1454396-1320496099.jpg The view from the Upper Gallery (lower level) looking down the Main Concourse. The kid sneaking up on a mini sentry bot is Bradley, the child of one of the security guards, the kid loves all things robot and pre-war military, he couldn't get a army hat, but his great grandfather's police hat is good enough for him. The robot itself is a RC toy he owns, it roams around the concourse freely, and he follows it, brandishing a Detonator as a remote control. looks pretty convincing to me :) I wanted to depict children at play in the vault, after all, its a home and a place where people are growing up, there would be kids running around and having fun...so the challenge for me is in making sure the kids are playing. not just wandering around. http://newvegasnexus.com/imageshare/images/1454396-1320496923.jpg Seen here is the view from the Living quarters Common room (home to a pool table and a wet bar) out across the gallery over the vault's library. so far nothing in the library but a lot of shelves and a reading nook, but I'll be adding books and a librarian before long. The actual living quarters are on the upper level of the gallery, each side hosts male or female residents. access is along a corridor behind the far wall visible here (which also has the bathrooms and is bisected by a lockable door), Across the bridge visible, or by meeting in the common room. http://newvegasnexus.com/imageshare/images/1454396-1320336394.jpg A personal favourite concept of mine, I've actually done these guys a couple times before. back when I played Fallout 3, I made a mod for Survival Armor, look it up if you like, I did release it. The essential concept is a armoured radiation and hazmat suit. bit tougher than the flimsy Tear-on-a-sharp-rock rad-suits that were all around the game. this marries the vault security officer's vest with the enclave science suit, making a very cool outfit In my fallout 3 mod, a few of these guys were outside the vault scouting under the overseer's orders, one of them is dispatched to attack and kill you (since you might lead others back to the vault) Same concept here, if you piss off Vault 105, you can expect teams of these guys to come after you, maybe four or five of them, armed with laser rifles, laser pistols, plasma grenades and more. In the pic, there's only two of them, lounging in the Excursion room, a combination briefing and locker-room used since we hardly want our brave officers to track radioactive dust and mud through the vault and risk the health of the rest of the vault...
  21. I found mine in C:\Users\My Documents\My Games\FalloutNV I'm running Windows 7. also, you need to set bUseMultibounds to 0. not to 1
  22. simple, your projectile node isn't actually called ProjectileNode....most likely you made the gun using several other guns, and the projectile node is being referred to as a duplicate, so the name has a ".00" on the end...ProjectileNode.00 you can fix this in Nifskope by opening up the weapon, finding the projectile node, and renaming it. just cut off the extra crap at the end and it'll work fine. while you're about it, if you see anything else (like shellcasing nodes or somesuch) that have the same .00 on the end, clean those up too and they'll animate. Hope this helps :)
  23. search your computer..its a file, not part of the geck. hence the .ini file extension. its the initialisation file for the geck, tells it what settings to use (more advanced stuff than the Options window)
  24. by suck, I mean REALLY suck. they roll around trying to find an optimal firing/cover position in an open field...while being shot at by half a dozen targets (who aren't remotely in cover and are within firing range) I'm trying to wrap my brain around the Combat Styles in the hopes that it'll make the Sentry bots a bit more combat effective...when they finally start shooting, they pwn their victims just fine, but I spawned several Sentries and most of the milled around doing nothing while a couple shot missiles... (I'm using a custom variant sentry that uses a Grenade Machinegun as a primary weapon)...sometimes if the conditions are right, the sentry pauses and opens fire with a hail of grenades, usually wiping out its opposition, but three out of five sentries died to plinking because they weren't shooting back....I've checked the engagement range stuff on the guns they use, its fine, they should be able to shoot back. anyone familiar with setting up AI behaviour like this I'd really appreciate some advice.... part of the problem seems to be related to their inability to sidestep, means they have to decide to stop attacking, turn, move off to one side, turn back, evaluate target....and repeat, because the same thing that said "sidestep" is still going. it'd be fine if the AI didn't tell them to sidestep so much. or if they could fire while doing it.
  25. Sunnie's response is the answer you seek. I used to have this problem too. solved by going into a file called GECKCustom.ini (run a search for it, and if you have Fallout 3 as well, check the file-path to make sure you'vegot the NV one) find the variable called bUseMultiBounds=1. and change it to a 0 on the end. simple. This should fix your problem, it worked for me.
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