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Jeux

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Everything posted by Jeux

  1. This is quality work. I commend you, sir!!! Do keep up the good work, yeah? :thumbsup:
  2. The nexus community has disappointed me one too many times.
  3. Depending on how many times the forms in the GECK were used, I would just replace them with the vanilla files when your mod is complete. That's just all part of the house-keeping and fine-tuning phase before you release your super amazing mod that will blow everyone AWAY. ...sorry. I had a good day. :happy: As Q said, it keeps download size down. And, in theory, I would imagine it would be less taxing on the game engine if there are less forms it has to call. (That may be wrong, for it may not matter in this context whether it is calling a bunch of vanilla sounds or custom...)
  4. In regards to the LOD generation time variations, and as Casey mentioned before, this has to be THE most informative post on the forums I've come across in regards to the matter: http://forums.nexusmods.com/index.php?/topic/782478-generating-lod-one-cell-at-a-time/ More hills and ridges means less gen time? The flatter the terrain, the longer the cell takes to generate lod? Who would have thought... You may want to add that last post in the thread to your tutorial for everyone to reference. It is very informative, as information on LOD is too few and far between. (and it is a pain to experiment with). The bit about flat plains and smooth slopes taking longer to generate is a bit discouraging, for I've been planning on getting ready to design a worldspace with this type of layout in mind: http://1.bp.blogspot.com/-aPSbf338akM/TzgjU0jui5I/AAAAAAAACZQ/FhfzBB7Fh-M/s1600/Gran+Pulse+2.png Given that my island worldspace still isn't done generating LOD, and only 1/6 of it is the flat surface of the shoreline, I'm not too happy about that. Casey, I too exported in GeoTiff and was able to skip a few of the tutorial steps. It was in 16 bit format and came out fine in the end. Very nice find, thank you. But I would not use the "screen" layering type when you could simply use of the filters to control the levels (Curve, Levels, etc). This is what I have been doing alongside Tricky's method to fine tune my elevation in the heightmap. Funny thing is, the terrain in Fallout (Gamebryo) is so...meh...that it really doesn't matter how well you "fine tune" the heightmap levels. I've experimented with terrain in Unity and UDK, and I have to say that both had more impressive rendering features (obviously) and greater terrain detail. When it comes to Fallout...it's either lumpy, spiky, or flat. There's no abstract complexity you can implement here and there. So as much as I would want to create a vast tundra environment with snow-capped mountains, I would not be able to achieve that level of detail without using LOD models. I am sorry if I am not explaining myself properly.
  5. Uh, I'm going to have to agree with Mardoxx here. While this isn't English class...a properly structured post would be nice. Like an introduction so we know what is being discussed here :happy:
  6. ^ I wish my first post was that intricate! I will investigate your findings when I get the chance :happy:
  7. Sup man. 1) Start producing material for the mod on your own. A fairly large bit, too. You cannot expect others to give you the light of day without putting your money where your mouth is (in this case, some worldspace work already done or something). Unless you have made a successful mod in the past, or you are great "friends" with whoever you plan to work on the mod with, people make the mistake of focusing on building the "team" first rather than producing material for the project itself. Just a heads up.
  8. The only solution to the majority of the problems stated already would be a new worldspace. That way we can build a DLC-sized control environment, and we build it in a way that is most convenient for this worldspace. I am capable of doing so, pretty well. But as I said before, I won't start anything unless I see a foundation for this collection of "ideas", as well as other able modders who are willing to make it happen. Devin, very good ideas.
  9. ....How about this. You create an in-depth design document (such as google docs) containing all the ideas that we have presented so far, well organized and informative. You then include a section for random ideas/game mechanics that could make the mod that much more interesting. Should this idea attract any other "capable" modders, I'd be more than willing to work on this project as long as it does not become too "large". Depth, I am not concerned about, as it can be a gradual effort and scripting/AI packages will not be too troublesome. But the ideas need to be laid out, and I will not do it alone. I have a project of my own that I need to attend to. I also know a handful of voice actors who could get the NPCs voiced, creating a heap of interesting quests that are special from the common convoy missions. Just a thought.
  10. I agree. Few people actually walk around the worldspaces in the fallout/elder scrolls games for prolonged periods of time. Interesting encounters take place when you choose not to fast travel all the time. It proves for a more immersing experience, though it can be tedious and boring at times. But then again, what does that say about the player? Do we wish to be demigods in comparison with the rest of the characters in the game where we can jump from one side of the worldspace to the other with a click of the pipboy button? Or solve quests faster than it takes a mercenary npc to complete his travel AI package from Novac to Freeside? Mods like Increased Wasteland Spawns and whatever else that increases the "activity" in the wasteland is always nice. But what about the player experience, for himself or herself? I realized that traveling with some kind of "company" trying to reach "some destination" always brings out the best adventure experiences in any forms of media. Think about it. Heck, that's why people love traveling with companions as they complete quests. And that experience is enhanced when you either have something dear to lose or the odds are against your traveling company. This is why I had thought an in-depth caravan mod would have been great for Fallout: New Vegas. Through random scripted sequences/encounters, one could make the player respect the harsh wasteland when they actually have to take a step back, stop playing demigod a la "the player", and focus on protecting someone else (the merchant, or if you ARE the merchant, then your merchandise). Unfortunately, I came up with this idea when I had first started modding. Of course, I have the skills to make it happen now (and then some), but I'm pretty caught up with another modding project at the moment. I would still like to see something come out of this idea, though, if the community responds well enough to it.
  11. I made a thread about this very concept a year ago Here. Take a look.
  12. There's nothing worse than having your scripts not work, and you can't find the bug!
  13. As I thought. Those were all points that went through my mind before posting this. I just wanted someone's input from the community, if not a moderator. I will try to get in touch with the authors/artists, though I really don't think it would be problematic in the end. But you can't ever be too safe...
  14. Say I wanted to include licensed sound files I have bought online (they have copyrights on them and state I cannot share them in a way that would be easily accessible in my works). If I pack ALL files in a bsa before release, am I violating copyright laws? The sounds are compressed with the rest of the game files, and the player would technically have to go out of his/her way to extract the files. I just wanted to make this clear, for I do not wish to get banned over material I bought and thought I could include! Thank you.
  15. 1) ....looks like you're going to have to replace those objects/meshes with identical custom ones that have havok disabled, if it is that important important to you. Even the vanilla game suffers from that problem (pick up a gun near a corpse, the skeleton object goes flying across the room, for example). 2) Double check yourself. Then, check both the worldspace water (though it shouldn't affect placeable water) and the cell of the worldspace the placeable water resides. Right click on the cell (wilderness 0,4 for example) and click edit. I think there are some options pertaining to water in there...though I am not sure. 3) If there are truly no resources with wine bottles on new vegas/fallout nexus, you're out of luck. Better ask someone who can model something simple like that for you (join the club).
  16. Yes, that was the most difficult part for me as well (as you can see from my earlier posts). It is really just a matter of trial and error. Honestly, you really just have to go by instinct. A higher or lower shade of grey makes all the difference. If your heightmap is coming out fine...and it's just spiky/distorted, then it's just your grayscale settings. Keep the values VERY close, and play with the numbers. Export and experiment again and again and AGAIN until you get it right. Because of this process (and many hours of landscaping by hand afterwards), I was able to create terrain like this: http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/2012-07-04_00005.jpg http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/2012-07-07_00004.jpg http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/2012-08-02_00008.jpg So just keep at it, alright? I gave up on this method for like...4 months before coming back to it again and mastering it. Thanks again Tricky!
  17. Hey guys, I'm a college student taking my 3000 level English course. The theme of the course is focused on conflict zones around the world, so every student had to choose one specific event of conflict. (Wars, raids, rebellions, massacres, etc) I first chose the issue with Somalia with the Somali pirates. I then switched to researching the 2012 Tuareg Rebellion concerning Mali, the Tuareg, and the MNLA. After a few of the preparation essays we have to type halfway through the course, I talked to my professor and told her about how there is a lack of sources and information on my topic (nevermind the fact that it was a tad bit boring), and the fact that I was swamped with other things in my life. She stopped me and asked what was taking up all my time. I told her being a full time student while working two jobs, juggling a social life, AND modding a large scale fallout new vegas mod was doing just that. She asked me about modding, and game development in general. It turns out her house mate is a graduate student writing her thesis on game development and player interactions. She then propose that I drop the Tuareg Rebellion topic and instead center my research around the following: 1) How we can escape into the virtual world to simulate conflict scenarios that resemble conflicts in our world. How we can escape into another persona to experience things differently and act in a way we would not usually act...take risks we wouldn't usually take (a hunter in a jungle, a lone soldier in a dominated battlefield, an investigator questioning civilians) 2) (minor) A brief discussion on the difficulties in the development process of video games, especially indie game development and "large-scale modding" 3) (minor) A brief description of the conflict situation I have in the narrative on my mod (tying in wit the second point) So, what I need from you guys...suggestions for some AAA titles that have come out that represent some good conflict situations between groups of people without the story being too..."complex", or "video game-ish" Good Examples: -Homefront -Metal Gear Solid: Peace Walker (cold war) or 3 -Far Cry 3 (survival) -The Last of Us (apocalypse) -S.T.A.L.K.E.R. (kinda, a bit complex, lacking an obvious conflict) -Deus Ex: Human Revolution (augments or no augments) -Grand Theft Auto -Assassin's Creed (maybe? with the right explanation?) Good Examples that would just confuse my audience: -Fallout -Final Fantasy (in SOME cases...) -Mass Effect -Shadow of the Colossus (No major, obvious conflict) -LIMBO -Silent Hill Bad Examples: katamari damacy -Resident Evil -Elder Scrolls -Minecraft -Tetris ...uh, yeah. I'm really not coming up with good examples here (at work). As long as you get the general idea, and the point of this project, I would appreciate suggestions for reference material I could use in my presentation and overall final research paper. Thanks.
  18. Things have been so busy as of late. Gotta keep going...
  19. Multiplier (not attack multiplier) affects the animations for the weapon altogether...so that's an option. But if you want JUST the reload to be faster, and it's only important for the PC, I'd do this: Create a new perk similar to Rapid Reload. Then give the weapon an object script that adds that perk OnEquip and removes it OnUnequip (blocktypes). Idk, that's my 5 second response, I'm at work right now :laugh:
  20. Nobody sent you to do anything by force. I hope you know that you have made a fool of yourself, at least in my eyes. Regardless of if you care or not, you should not have lost your cool like that. Cyberlazy has taken the time to code this installer from SCRATCH with NO help, and he is generously sharing his code with others for feedback. Using a new tool such as this should generally indicate, via common sense, the possibility of "hiccups" or even corruption. Chill. Either help the developer at your own discretion, or leave him to his work. Keep it up, Cyber //
  21. My votes go towards Modfather (haha) and Modfusion. FNVMerge. Heh.
  22. IF that is your first attempt, I commend you sir! Very good attempt, you're covering a wide variety of interesting gameplay elements/changes. I wouldn't worry about if "it has been done before". Focus on making it round some central theme....like texture replacer, creature overhaul, etc and cover as many areas as you like. If you're mod is quality work, and it has a lot of cool features, people wouldn't even care, regardless. How long have you been modding, man?
  23. For simplicity, I give your CUSTOM armor a new, simple, standalone script. Just give script an "OnEquip" blocktype, no specific parameters, and make it show a message (ShowMessage). You CAN use the vanilla setup, I just don't know what you are trying to do with the armor.
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