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cambragol

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  1. I experimented extensively with navmeshes, and in particular with elevated 'island' navmeshes. The engine simply cannot handle them. If you have isolated, elevated, island like navmeshes, you will have to connect them into one navmesh. There is no other way around it.
  2. Are you still working on Vault 24? If so I may be poised to help. Of course when Skyrim comes out that may change. :hurr:
  3. Are you still working on Vault 24? If so I may be poised to help. Of course when Skyrim comes out that may change. :hurr:
  4. This heartens me more than the announcement of the client itself. Especially coming from the site owner himself. How about clear 'Copyleft' type permissions for the mods themselves? Or am I missing it...
  5. The 'Hotfiles' will never look perfect as a rotating header, because it is automatically cropping images, with no concern for the content or the final look. Either the 'hotfile' images ratio should be changed, or Modders should be able to upload a specific image, with dimensions that match the hotfiles, and would be used in the case that the file became a 'hotfile'. Also...'Forgotten or Random' files list/band/strip?
  6. The latest front page design looks much better. A lot more focus on the files, which are the bread and butter, or meat and potatoes of the site, which ever you prefer. I would still hope for a 'band' showing random files, to promote lost or forgotten files. There are so many good, forgotten files that just never get the spotlight they deserve.
  7. No worries. It's just good to know up front how much one can really put in. I'm still interested in that New York mod, but for the very same reasons can't commit to it until I've finished Vault 24.
  8. Well, I imagine that a decent amount of time to complete a quest type mod, and not just a dungeon crawl, would be 6 months to a year. Anything less than that and we'd likely only have time for a dungeon slog of some type. You up for that kind of commitment?
  9. My plans would depend on who I could get to work with me, what their own commitment could be, and what they actually would like to do. I would rather have a collaboration with maybe 1 or 2 other modders, than dictate a plan or play a leader role. I have ideas of course, but I am open to others ideas as well. I think you would be a fine candidate for a collaboration (not that we haven't collaborated already!), but aren't you kind of committed to your New York mod?
  10. I seem to recall having a similar problem once. I had to attach a script to the door which set the interior to a 'public' space for a certain period. It was the only way I could get the NPCs to stop running up and rattling on about trespassing.
  11. I only really tweaked the elevator car. The shaft was awesome and just needed a little juice in the form of pipes and wires. I shrank everything slightly so there would be a thickness to the walls, as the player can pass through them at various points. Of course that also necessitated making a bunch of new vault pieces that would mesh with the elevator door interface. I spent a lot of time there to make it look and work right. Hard to see the detail in one go, but an extended playthrough of Vault 24 might reveal it to the alert player. I really want to get the ventilation shaft and utility tunnels in. Actually they are in, though in only a very limited capacity. There is also a huge Ventilation level, which all the ventilation tunnels will lead to, in a similar fashion to the Elevators level. However, I am leaning to including all this in a Mod version of Vault 24, and not the resource. Adding them to the resource will be a huge huuuuuuge amount of work, and besides, a mod version has to have some secrets/special stuff doesn't it? Basically, to reduce the scope of the ventilation work I aim to have it part of the story, and thus only those parts that pertain to the story need to be created. Still, for completeness it would be nice to have the ventilation/utility passage system fully realised for the vault...
  12. Once upon a time there was the Fallout: Yurop mod, which planned to add tonnes of Euro-centered content for the Fallout 2 engine. It died, but a diligent search could probably recover a lot of the work/ideas they came up with. Not official 'canon' but ideas nonetheless.
  13. I would go with the 'Den' solution, as it presents more gameplay possibilities. I.e. the player could seek out the den to put an end to the night time marauding.
  14. What kind of setting do you have in mind for the simulation 'facility'. I.e. where is it? What is it? How does it work? etc. My first thought was the simulation pods found in vault 112? I never played 'Anchorage' but I believe it has or is a simulation as well. If you went with a vault facility, I'd be overjoyed if you used any of the vault related resources I have created. Overjoyed enough that I would likely be willing to create custom models as per your needs. No pressure though. Ha.
  15. For those interested, Vault 24 is at version 0.9 now. This version includes a fully working elevator, that supports companions and actually moves (as opposed to the pseudo movement of the vanilla elevators) Here is a link to the elevator in action
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