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drakeelvin

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Posts posted by drakeelvin

  1. Surprisingly, I can't really find any companion tutorials online, especially for NV.

     

    What can I do? Do you know of any tutorials?

     

    There are no comprehensive tutorials.

     

    The aforementioned Nosco Companion System has the best startup tutorial there is, even though you may not want to use it you should read it and try it, you'll learn the basics.

     

    If you want to see how a stand alone companion is done you have all the ingame companions. If you want an overview of the important things that need to be updated to make your own stand-alone companion based on the vanilla companion engine take a look at Amigo Cafe, it's based on the vanilla coding they did for Cass. You can download the developer diary to get started.

     

    There is no all encompassing tutorial. I did Amigo Cafe by studying Nosco and using it a lot, then studying Cass and the other vanilla companions, and when I got stuck I posted specific questions. Took a long time to figure it out, I was new to modding. Looking back it all seems so easy now, but back then I had no tutorial so I used what had been written and had to fill in the blanks by researching and asking questions.

     

    Amigo Cafe is as close as I've seen to a stand-alone companion that works like the vanilla ones, though it does have many custom features I added to make the companion smarter and more configurable. I've tried to limit it to what is fundamental/core to a companion without adding additional baggage. So if you want to study the fundamentals as I say, you can look at it and at the developer diary to give you an overview of what's in the plugin.

     

    One day the developer diary may evolve into a comprehensive tutorial but for now, time permitting, I've limited it to just the most important areas of discussion its not really a tutorial, you need modding experience.

     

    EDIT: LOL @ Llama didn't realize you linked me there, my bad!

  2. Totally depends on situation.

     

    For me, lasers for general use they consumes less ammo and fire much faster so they are useful for clearing easy targts.

     

    For high DT targets, plasma is a no brainer unless you are sneaking and ignoring DT. Also, even though it has no scope, the Plasma Rifle is pretty deadly on a sneak shot against anything, but the laser rifle can be scoped and on a sneak shot is still deadly.

     

    Gauss is good for a one shot kill on pretty near anything but otherwise pretty not that useful in a close fight given its low rate of fire and reload after every shot. Use it for the sneak shot then switch out.

     

    For general purpose work against tougher targets, the Plasma Caster works quite well. Good damage and rate of fire. Deadly weapon. Still, the Gauss is always incredible if you can sneak in and get a scope shot -- usually you only need one shot.

  3. Yes you can put a trigger in the cell so when the player enters it triggers a script something like the following:

     

    short bStartedQuest
    
    Begin OnTriggerEnter
    
       if bStartedQuest == 0
           SetStage MyQuest <StartingStage>
           SetObjectiveDisplayed MyQuest <StartingObjective>
           Set bStartedQuest to 1
       endif
    
    End
    
    

     

    Well something like that, I never played around much with triggers but from what I've seen this is the basic idea I've seen ingame scripts use.

  4. The hardest way I've managed to play this game is solo, a Melee Weapons specialist, and I only reverted to Ranged as a last resort if you can't get to the enemy, maybe they are on top of a tower or cliff shooting at you, or maybe they keep retreating and you can't keep up, etc.

     

    I put most of my skill into melee and sneak, I also put a lot into medicine and survial to increase the benefits of healing, and I put a lot into guns for those enemies that could not be reached for various reasons, quite often they ran away when I was beating them up so the guns were for finishing if I could not chase them down.

     

    Didn't put much skill into other things, it was all combat, a very anti-social character.

     

    I didn't even take ED-E so Deathlaws detected me before I detected them.

     

    Hard game, I ended up being addicted to pretty much every combat enhancing drug there is.

     

    If you want to make it even harder, take Small Frame as your beginning perk lol.

     

    Since I was solo all the way I did go with Charisma of 1 and started with quite high Strength, Endurance and Agility, as well as a touch of luck. I sacrificed a point of Perception and Intelligence as well to boost STR, END, AGI as high as possible.

  5. As for me, sometimes I create character's whole biography and then take the most interesting parts, so you can give a player a certain ammount of information which makes character look like actual human being instead being a pack of textures upon mesh, but also you can provide more non-essential data through dialogues.

     

    Exactly, put in enough so the player will fill in the blanks with their own imagination! Who knows, maybe they'll imagine your story, or something different, but it will be memorable!

  6. The unexpected is always nice, throw in a little Spanish Inquisition! On a find item quest the map marker reference leads to the area, but when you enter that room you can have some surprises like The Spanish Inquisitors show up the instant you pickup said item -- makes for a nice surprise. Okay, maybe not the inquisition but maybe something above a gang of Fiends and below a pack of Deathclaws.

     

    Having a little story with NPCs adds a lot of flavor. It doesn't need to be a major thing, just drop some hints as to some background on the NPCs it can be memorable. It's like salt.

     

    One thing that's worked well for ages is the "hard-to-kill guy", the guy you want to face down but he always slips away time after time, leaving his minions to face you. But in the end you corner him (or her, they're even worse!) and have an epic battle.

     

    What this game (vanilla) does not have is an epic physical puzzle. Like some kind of terrain thing where you have to solve a puzzle by navigating an area in a certain way. I think they tried to do this in Dead Money -- never played it but that was my impression reading the reviews.

     

    Rescue the Damsel. A rescue where the enemy actually attacks the rescuee (damsel) rather than you, so you are in a race against time.

     

    Damned if you do or dont. So you have some choices but any choice has some benefit to someone but really sucks for someone else.

  7. If you based this on a vanilla companion there are usually two "I think we should travel together" topics: one is for the first time you meet the companion and the other is for when you re-hire after having fired them.

     

    It sounds like you are missing a conditional on one of these that would eliminate it from showing up with the other one, so that only one of the two would show up depending on the situation (i.e. either you are first meeting him, or you previously fired him, it has to be one or the other but not both)

     

    As LlamaRCA suggested, the way the vanilla game handles this is they have "fired" flags that indicate the companion was previously fired. So you could use a fired flag and if the companion was fired, you would not display the first topic, "I think we should travel together," that would normally appear the first time you meet your companion. That's one way you could ensure it doesn't show up twice.

     

    Also, to clarify things for yourself, you could change the words of the second topic to, "I think we should travel together again," to make it distinctive from the first topic. That might make the logic a bit easier to follow in your head. And of course it would only appear in dialogue if the companion had been previously fired.

  8. I just released a major update / rewrite of this mod today, but it is in the companion section. It's a companion and modders resource but I only had one choice of category.

     

    Drakes Amigo Cafe New Vegas

     

    If possible I'd like to enter it in the competition after I finish the developer diary that explains details on how to use it if you are a modder.

  9. yes but sadly not very mod is a FOMOD, and even then it would be tedious and time consuming to make all of my mods FOMODS- I'm digging my own grave here aren't I?

     

    Yeah I missed all the posting today was busy testing.

     

    But to reiterate, I think you are overthinking the issue here because as was said by several respondants, all you need is a ZIP file and just load it into FOMM package manager and BOOM its done!!!

     

    You don't need to do anything different as a modder. Just make ZIPs. (Or 7Z's or whatever)

     

    FOMM automatically builds all the wrappers around the ZIP file, and manages all the extra files like meshes/textures for you, even if your install is just a simple ZIP. It is completely hassle free and reliable.

     

    There are only a handful of mods that require a custom script for the install, if they have special features to choose from. Probably 99.9% of mods today just require a simple unzip install, and FOMM package manager handles those like cake.

  10. The quest you need to look at is VNPCFollowers, and the topic you need to look at is FollowersHired.

     

    If you examine the various Infos you will see the common elements for all companions.

  11. I have not played much with menus but I know of a mod that uses a simple one related to antivenom, I used this mod a lot in the past before I discovered how to write auto-heal scripts, and its by a master modder so maybe worth looking at how he did his menu with antivenom.

     

    Companion Cure by RickerHK

     

    One thing about RHK, if you ever try Wendy Gilbert, you'll see he knows how to write awesome menu driven interfaces, he's the guru guy. I'd say look at Wendy but thats a huge mod; however, if you're up for it check her out too :)

  12. === THIS IS A REQUEST FOR BETA TESTORS TO TRY THE COMPANION TEMPLATE I'LL BE BASING ONE OF THE B.B.D. COMPANIONS ON ===

     

    Drakes Amigo Cafe New Vegas

     

    BE SURE to go to the OPTIONAL file section and get the 1.4.3.0 BETA version, that's the latest one with about a dozen changes since 1.4.2.2.

     

    Here is the change log summary of items that I'd like tested. I've tested everything as much as I can and I'm happy with it but I'm only one person and there are a lot of different scenarios that affect these features. Also, if anyone has feedback for ways to improve things before I do the final release, I'll consider improvements but probably not major new features, at least not in this version :)

     

    The full README with the companion description is in the 7Z file but here is the Change Log.

     

    === AMIGO CAFE CHANGE LOG (Version 1.4.2.2 to 1.4.3.0 BETA) ===

     

    Adhere to prohibited item rules, as follows:

     

    [+] Fort Main Gate

    [+] Gomorrah

    [+] Silver Rush

    [+] Tops

    [+] Ultra Luxe

     

    Adhere to restricted area rules, as follows:

     

    [+] Boyd's Interrogation Room

    [+] Fort Arena

    [+] Fort Summit (Caesar's Tent)

    [+] Lucky 38 (Penthouse, Lounge, Basement, Control Room)

     

    Miscellaneous

     

    [+] To save Antivenom don't use it unless injured (< 67% health)

    [+] Fired/Waiting, only change wheel behaviour when necessary

    [+] Advanced Tactics, add Cheat Mode (ignore follow restrictions and item bans)

    [+] Advanced Tactics, add Warping On/Off option

     

     

    === BETA TEST FOCUS ===

     

    Test item and follow bans with cheating on/off, with companion gear used and stowed.

    Test the bans when the door guards are killed, etc.

    Do as much general testing with Amigo in tow during combat, try different options and configurations.

    Any small thing you find that may not be 100% will help make it better.

    Any suggestions you have for ways to improve it will be appreciated.

    I won't add major features this round, but certainly small improvements may get added before final release.

     

    Thanks much, all.

  13. While working on my current mod project, Beyond Boulder Dome, someone brought up the issue of combat and the ways it might be lacking in Vegas. So for BBD, I want to improve upon the combat experience of the vanilla game.

     

    That's where you come in. What is your opinion of the combat in New Vegas or Fallout 3? In what ways is it lacking? How could it be improved? Are there any combat elements you'd like to see? Do you have any cool ideas related to this topic?

     

    Any and all opinions are welcomed!

     

    Thanks!

     

    Rob

     

    A few things come to mind immediately:

     

    A 360 degree threat indicator to tell you what quadrant you are getting shot at from, as well as always showing caution/danger even when you are standing up. The audio in the game is useless as far as telling what direction something is coming from and one can only hear a 1,000 lb. Deathclaw charging up behind you at full speed, snorting away, when it gets within 20 feet of you. So if it were possible to improve the audio detection of threats and combine that with visual feedback on direction that would be great. Motion detectors were around in Fallout 1, they ought to have been automated over the past century.

     

    Add to that a poison indicator so I know if that's poison or bullets thats killing me, and how strong the poison is. You'd feel poison, you'd know. In this game you have no idea why your health bar moves half the time.

     

     

    Enemy Balance:

     

    This is a big one.

     

    New Vegas is a game that early on is an absolute cake walk once you know what you are doing. A varmint rifle with a scope can take out nearly everything you meet in one shot, most of the raiders are extremely weak despite living in souch a tough environment. There are a few exceptions like the raider leaders. But it would be nice if there was some more balanced resiliance and toughness to the enemy. The only serious threat through the midgame are Giant Radscorpions and Nightstalkers, and I find Giant Radscoropions to be a well balanced "tough" challenge for the mid game, since they often run in packs.

     

    But seriously, the only tough fights even against Fiends (the toughest of tough raiders) are when I have to walk through a door and get ambushed at point blank range, then they can hurt me.

     

    However, later in the game you go from cruising to bruising (being bruised) by ridiculously overpowered enemies. The combat challenges go from easy/mediocre to off the charts when you run into Deathclaws or get pounced on by a swarm of Cazadors. You can go down in seconds often without time to get more than a couple of shots off unless you are using ED-E to spot threats and are being extremely cautious, or else know where the threats are from a previous save. I found this aspect of the game to be pure frustration and it long ago killed the immersion.

     

    In one game I created the best armored and resiliant tank character I could, level 30 in full power armor with all the perks and implants for damage resistance, 50DT or so. A Deathclaw would still down me in two swipes, and the alpha male always killed me outright with one blow or left me at 10% health with half my limbs broken. It's just stupid.

     

    Not even the best robots or turrets could even scratch me to much effect with that armor and perk loadout. The balance is so stupid I've longed stopped playing the game for combat, I just play for story and exploration. I don't even enjoy trying to fight a single deathclaw, becaues even though the modern power armor should help a lot more than it does, but it just doesn't help at all.

     

    The problem with Deathclaws as I see it is their speed, damage output and critical chances are way off the charts so even having 50 DT and a powerful rifle is meaningless -- you might sneakshot the first one, then get a few shots off at the second one, and then get overrun. The Deathclaw Alpha (and he's not even the toughest one) still kills me easy in one or two blows when I have 50DT and 300+ health. I would say leave Deathclaws as defensively tough as they are but scale back their damage and criticals to something more in line with the best armors in the game. If Deathclaw attacks were 3x more powerful than the most powerful melee weapon in this game, they'd still probably be half as powerful as what they are currently, and maybe it would make Deathclaw hunting a more reasonable challenge.

     

    Perhaps the other problem with Deathclaws is that the vanilla game limits you to two companions but when I've had 3 or 4 companions with mediocre armor but good guns, Deathclaws are way less of a problem.

     

    So I would say on the lower end, increase enemy toughness more linearly as you go up levels, and at the higher levels, reduce the speed and toughness of Deathclaws to something reasonable, and certainly reduce their damage output and crit chances significantly. I don't care how tough the average Deathclaw is, it should not be hitting me regularly for 200+ damage every time it hits me, and often more than 250, when I'm fully tanked out in T-51B with all the toughness perks and implants there are, especially when the most powerful gun in the game only hits for 120 and maybe 200+ on the rare crit. In that gear I have, I can laugh at nearly everything else I meet, then along comes this one type of creature that makes it all pointless.

     

    Just my two bits.

  14. I have been having problems with starting Render Unto Caeser after the quest Ring-A-Ding. After I flush Benny out I walk through the exit of the Tops and no one meets me to give me said mark. I killed Vulpa back in Nipton so I am expecting a chap named Alerio. In any event here is my setup.

     

    1. I have been tasked to kill House by the NCR

    2. I need the Mark to go to the Fort

    3. Once there I will talk to Caeser and he will give me the Chip

    4. I then go into the bunker and do what Caeser say's and destroy the Securitrons

    5. I go back and then free Benny and kill Caeser.

    6. March back to Vegas and kill Mr. House.

     

    That way I screw Caeser's Legion and make sure that the Securitron army is never unleashed upon the world and Benny gets off scot free. I should hate the guy but I dont, he owns up to his actions and is no craven. But I can't do that without receiving Caeser's Mark so I am wondering how I go about fixing that. Does Alerio come after a few days if he does not come immediately? Is there a way I can summon him or start the quest with console commands? Mr. House assures me that I will eventualy be invited into the Fort but I haven't tried waiting for days. I have NVR, which redesigns Vegas so it is possible that this might have interefered with Alerio's arrival.

     

    Thanks for any feedback on this issue and sorry if this post is in the wrong forum.

     

    Hmmm....

     

    You've been task to kill House by the NCR. You're quite far along the NCR path. If you finished the quest, "Beyond the Beef," you might not be able to complete, "Render Unto Caesar."

     

    Also, it sounds like you've already dealth with The Khans and the Omertas. Both those factions are linked to the Legion so you may have made the Legion angry.

     

    If so the quest may already show up in your pipboy greyed out because you failed it. There are a lot of variables and interactiosn in these quests with the different factions and the situation has changed since House talked to you so what he said then will not necessarily apply now.

     

    There is a stage where even if you were to restart these quests with the console the Legion will still be hostile and Caesar won't even talk to you.

     

    The quest ID for Render Unto Caesar is 00129d14 so you could try the console: StartQuest 00129d14 and see if that works.

  15. I personally like the instructions in the Beware of Girl description that explains how to get rid of Archive Invalidation permanently using the Fallout 3 download and editing your INI files. Once you go through that the problem is gone forever. You don't even need to download BoG, just the Fallout 3 mod and then follow the instructions in the BoG description.
  16. It could be done as a mod on a case by case basis, a modder just needs to add quest objectives and remove them when done, make sure the quest has an actual title, and make sure it has completed stages.

     

    In some cases the modder would need to actually add a quest object since some unmarked quests are handled purely by scripts.

     

    In any case, this definitely could be done by a modder, but on a case by case basis. As viennacalling suggested, there is no general solution for all unmarked quests.

     

    Looking through the code I half got the feeling some of those were done in scripts before the devs really understood how to use the quest engine ... though that's just my gut reaction I could be wrong, but they were working on a deadline. If you know how to use the quest engine I don't know why you'd want to use script since the quest engine works better in every way and allows for a script too. That's why my gut said to me they probably just needed to get this requirement done by a certain date but were still in the learning stage themselves.

  17. IIRC for this mod you need to have Fallout 3 in addition to New Vegas, and I think its just a matter of copying your Fallout3.esm over to your New Vegas data directory, then put his list of load order mods as high as possible after FalloutNV.esm.

     

    Maybe someone can correct me if I'm wrong, but that's how I interpret the Lings New Vegas installation instructions

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