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Mktavish

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Everything posted by Mktavish

  1. Yep, just started modding again. I could use some help though. Even if you don't have direct modding skills you could help me with ideas, as a sounding board and with playtesting, if your available. Wow lots of pages for this thread ... pardon me if I can't find the time to read them in order to absorb it all. But a quick question first ... in order to play this mod , the player would of had to of played the vanilla to the end ? Which leaves me at a disadvantage , having never played NV much past the beginning. I pretty much only got this game for modding , although I imagine one day I'll give it a run through. So anyways I couldn't be much help in story/dialogue decisions that make sense based on extending the vanilla story. But wondering if adding in game play features that would help extend play value would be something your interested in. Because 2 mod idea's I have been working on I think may help that and fit in nicely ? The present one I am working on utilizes umatts drivable creature cars , to drive around in convoys and set up market place structures , but he also has military vehicles in it , which could then set up military bases with the same concept. So then that kind of plays into my previous Idea I was trying to do ( but was in Fo3) Which applied to your mod idea , would be like a game within a game. An RTS resource gathering ,base building,unit production,arena boundary ... skirmishes that happen here and there along your story line. If that makes any sense hopefully ???
  2. Don't forget about the 7 year itch thing ... Also looks like 7000 post count may be a factor here too ?
  3. I can't say for sure, because I haven't personally experimented with it, but I was told by an experienced modder (I'm a little foggy on her user name, since it's been quite a while since I've been in the scene) that it's unreliable, and I don't think it's just matching age, race, class etc, as I believe she would be unlikely to make that/those omission(s). I found this talking about it ... "MatchFaceGeometry does not copy faces. It instead sets FaceGen values to averages between the source and target. Even passing a value of 100 (%) to the function will not directly copy those values" So that explains why it doesn't work 100% during run time. But seems you could pass the function multiple times to keep getting closer ? Albeit it makes me wonder if you could set an npc during run time as a faceGenPreset ... then go into the plastic surgery menu and select it from there ? But of course you still need to match the 4 other values of Race ,Sex ,Age & Class. Which I think a lot of people may overlook the class thinking it wouldn't affect it. And possibly class is not a data point available for the PC ? But you can see a marked difference between a Vault Dweller class and a Raider class for example. Not that any of this really matters though , since the comp AI doesn't care about exact matches. I just like figuring out what makes the engine tick :geek:
  4. Are you sure steam saves are not still on your comp ? Search for " .fos " hidden folders also. Then you could just copy / transfer it some how / paste back in the desk top same spot. A curious question , are you playing with it beyond the default Fov = 75 ? What about the uGridsToLoad = 5 default ?
  5. I think you could probably just use the grenade projectile from the grenade launcher with some modifications. swap in a mesh in nifskope, remove the damage from the explosion in geck etc. This is for swapping it with the projectile so you have a usable med kit? Ya the projectile med kit blows up , and a med kit container with a lvled list appears at its location where the explosion timer expired is what I'm hoping to achieve . The med kits will be ammo the medbot shoots at player enemies . 1 every 5 sec about ? Low damage on impact , but a knock down. And the med kits will bounce off flying every which way ... having to be found. Going to put a script on it for disable / delete ... that works from a timer I guess would be best ? Also the wiki says this about using the placed impact object. "Placed Impact Objects will spawn 2 of the selected item if the explosion does not have a mesh. If you want an explosion with no visuals, use meshes\effects\fxnullexplosionart.nif to avoid this issue." Do I need to swap the mesh in nifskope ? Can't I just swap the art file on the projectile ?
  6. Ah ya ... I guess I don't really need the rock-it launcher weapon , since I could make any weapon fire a projectile with the med box art .nif ? Then it's just a matter of adjusting the physics and finding a good sound for it. Although I still want it to act like an explosive with a timer ... to then use the "Placed Impact Object" for swapping in the container. At least I hope it will work that way ?
  7. I think the future for passwords is going to be in training mice to do a dance on a your keyboard. Then the only problems will be when people ask you what your doing with a hamster in your pocket :mellow:
  8. First just decide would it be interesting enough for you to create , and if people find it interesting to play would be a secondary consideration. After that I would suggest to start with a smaller space and number of npc's ... working on making them interact in your space with your perceived AI rules for them to follow. After getting that working pretty good ... move on to new area's and more npc's.
  9. Just for starters ... you can't make a timer work in a 1 frame block. You need to use "ScriptEffectUpdate" for continuous reading. And it looks like you want to have a "No Magnitude" for paralysis ... since it is basically just on/off ? Why scorpions are poisoning themselves ? According to this script ... It is using a variable "MySelf" to make sure it is only the player. But notice , this effect is just a visual , and does no actual damage. So you may want to split up particular pieces into multiple base effects , and try to keep it simple with what flags they use. Because I think to many flags can confuse it depending on what your doing ? IDK really , but dealing with effects can get confusing pretty fast imo ... hence I tend to try to keep it simple.
  10. So that is cell ( -14 , -7 ) in WastelandNV world space. Using this base object "SewerEntranceDoorSTATIC" which is the grate ... but this is the door frame piece base object ... "SewerEntrance01" The concrete cube with a rusty culvert pipe sticking out , that you place the grate inside. And this grate being a Static object , does not have activation capability. So you would need to replace it with this base object "SewerEntranceDoor01" Then you would have a working Activator ( door ) to link to any other door. Albeit this particular door is not of the animation type , to move out of the way like a lot of other doors do. The big gear vault door for example ... but still any door can be linked to another for teleportation (which always has a loading screen) And this particular door would need to be a teleport since it won't move out of the way , if that makes sense ? So when you mean multiple cells , you just mean this door would go into the same tunnel system each time. And from there , you have a choice of doors ? Or for example ... the first time you come in , it is a cell version that has the direction towards Prim blocked with rubble. Then after doing some Quest tasks ... you have a second version of this cell with the rubble cleared ? So then every time you use the sewer entrance it will load to the second version instead of the first ? If that's the case ... the simplest way to do that is have 2 different references of "SewerEntranceDoor01" stacked on each other. But the second one flagged "Initially Disabled" And in a Quest Stage , or Dialogue response put ... MySewerDoor01Ref.Disable MySewerDoor02Ref.Enable But of course there is a bunch of set up stuff I am glossing over ... just a mention to help you get the idea. Hope that helps
  11. Finally some one posted without a big oversized exclamation of Winning
  12. The thing to keep in mind ... when making a door a portal ... it becomes that ... so you can technically link it to any number of arrival points via a script. Linking 2 doors together via the built in stuff ... is just that ... they still function as a teleport. You have to make your stuff all in exterior cell to get it to have no loading screen. Definitely doable , even with interior kit pieces. And with doors/teleport ... you could have 1 in the same cell that it transports to just 2 ft away. But going through that teleport , you would see a loading screen.
  13. Oh geeze that's a lot of various subjects. Which is best focused on individually ... and better done when you have the GECK at your fingertips . Cuz also I am betting you will answer most of your questions having it in front of you. But lets go with your last question there. Making a lamp work with player activation. It's all in the script usually using "Begin OnActivate" Which turns on the light object or off ... based on what could be classified as a "dip switch" In the script it declares , then saves a variable value slot so to speak. In this case we would use an int or short variable. Which they are the same thing for my understanding. So a script would look like this for example ... ~~~~~~~~~~~~~~~ SCN MyLightScript ; this is the Script ID which must always be at top Int iSwitch ; this is the variable to say ON/OFF 0= off 1= on Begin OnActivate PlayerRef ; start of the block , also specifies player only If iSwitch == 0 MyLightSource.Enable ; turn on the light Set iSwitch to 1 ; sets it to do something diff next time elseif iSwitch == 1 MyLightSource.Disable ; turn off the light Set iSwitch to 0 ; sets it back to original position endif ; only need one endif cuz I used elseif End ; Stops it reading code ~~~~~~~~~~~~~~~~~ This particular code block will only read once per activation , instead of every frame like "GameMode" Which means as many times as your frame rate happens per second. Hence OnActivate code blocks in scripts are more efficient to run , if you can get it done with them. But ultimately you need to run a fair amount of stuff in continuous read blocks to get it to work properly. Just need to keep the processor cycles in mind ... more on that later.
  14. So I guess you are standing on the man hole in game looking down to then determine how much of the screen it takes. Then going to the spot you want to put it , and determining from the edges of the screen ? Kudo's to inventiveness :thumbsup: ... your going to do just fine once you get the Geck running . You'll be surprised what usefulness you can dig out of it . On the difference from horizonal / vertical versions you notice in game. They are all based on the same model / .nif file. Albeit there may be quite a few base-id versions in the object tree , for others reasons we'll talk about later. But the in game rendered versions ... are all Ref-ID's. So when I mention "MegatonSewerExit01" it is a base-id object that you would drag/drop in the render window to create a "Reference Identification" object with 3D data in the world about how it was placed. So when you drop something in ... it has it's default orientation ... then you manipulate it around how you want it ... in 360 degrees on 3 axis points. Then there is the Scale field also ... you can go to 2 decimal places above below. Also only 10.0 times larger , or .01 smaller. Which is plenty of scale variation for most any object imo. Then , you can take a grouping of all static objects , and turn them into a SCOL object. So they can all be manipulated together. But that is for objects only found under "Static" in the object tree. How ever fear not if you find an activator object you want to add to a SCOL . You can turn it into a static object if they didn't have one in the tree already :) Alrighties then , I'm gona cut off there with the Geck chat till later or more questions.
  15. ...ahhh I see ya ninja'd the question about resize ... and yes looks fine after that. By the way how are you determining it's size without the geck ?
  16. So if you are going to be reworking the camp site there ... you probably will want to adjust the navmesh after you get it the way you want. And of course you will need to run finalize for the door to link up. Atleast for NPC's to use it anyways , but will still work fine for the player without doing anything to the navmesh. Well cheers to getting excited about modding , and hoping you get your comp running soon :yes: Careful though ... modding the game has a way of taking over your playing time ... pretty soon the only time you spend in game ends up being to test the modding you just did :laugh:
  17. Okies sorry I got distracted on testing this. But turns out the Detonates flag is a radio button. They just didn't add in the coding for it to work smoothly in the geck like other radio buttons. Plus it has a quirk where it won't clear the Alt trigger flag. So if you only select it while the alt trigger was selected. Then click ok to close / then open. The Alt trigger will stay selected. So you have to clear it first by selecting the Trigger on impact ... then you can select the Detonates flag , which will then clear the Trigger on impact after click OK close . So that leads to the ultimate question of having dual activation ... which is No you can't. But looks like any projectile that you add an explosion to it. Can have any of the 3 choices. Therefore nothing special on the .nif file for the detonator to work. And dual activation is probably easiestly achieved through 2 different projectiles , placed together. Which you could make one invisible so you don't see them both ??? Or maybe script in a proximity check some kinda convoluted way ? ^shrug^
  18. Ahh so you have found this place in game , but cannot find it in the GECK ? And based on the locations you mention ... it still wasn't easy since the prospector camp does not have a named cell either , only a map marker. So I had to navigate in the general direction from one of the cells named Cottonwood. Then I found it in Cell 15,-27 ... which you can now just bring up the WastelandNV world space in the cell view window, and type in those coordinates / hit the go button to bring up that cell in the render window. In wasteland cells ... it will always orient to North at top. Which you can reset by clicking an object and pressing T if you get yourself turned around. Also when looking at multiple cells (which the render window will display up to a 5x5) it helps to turn on the cell borders , by hitting the B key when the render window is active. But now also for future reference in finding cells that are unamed in the wastelandNV. You can bring up the console while in game , and click on an object , like the campfire there. It will then list its form-ID. So then in geck you go to drop down header menu "Edit / Find Text" Type the form ID in there , click the button. Then look at the object tab ... and it will tell you what cell coordinate it is in. I did a quick drop in of a door with bunker in the name. Which is a regular sized door , and also needs a frame. And looks to me like the large boulder is to small to make it look good. Albeit you can scale any object on its reference window / 3D data tab. And on the scale field , adjust it there ... for example .5 would be 1/2 the size. Also you could just build a frame out of pieces for a custom fit. Like the camp logs for example (the thing you called a 4x4 in that area) Scale them individually to fit around it. But anyways , I think a sewer entrance would be quick and simple ... "MegatonSewerExit01" turned horizontally sticking out of the boulder side behind the bush you mentioned. Or facing up with only a small portion sticking out of the ground. Because in my opinion , you want to avoid having to rework the navmesh. Unless you want to take that on ? Anyways ... hope that helps.
  19. .../snip Sorry for that un helpful reply ... I guess I'm just feeling disgruntled about coming to the conclusion for my own future mod projects. That I need to move on to just basing them on FNV ? But to throw out a possibility of whats happening ... I'm guessing the body was manipulated in geck for how it lays. Instead of just giving them 0 health and letting the corpse fall where it may once it gets loaded in game. And possibly you have a body replacer mod that doesn't jive well with how the body was placed , so it ends up falling through the world , or just won't render ??? That's the best I can think of ... so to test ... turn off the body replacer. And if it works ... you could then delete and re-drop the npc in the render window , leave them standing and have them fall down when they get loaded in game. But maybe there is a way to clear the data of how they got positioned / making them stand back up. Which would be better because you wouldn't be creating a new Ref-ID ... I just don't know how that could/would be done. Hope that helps.
  20. What ? never seen or heard of that ... how many files are you loading in geck at once ? But if FNV-edit is working for ya ... definitely go with that. Because the route you get to some place is less important to just getting there :cool:
  21. Every horrible thing done has been for peace or the frustration of not having it. Or for wanting something that someone else has...... That would be wanting a "Piece of the Pie" :laugh:
  22. Nah I think templeofninpo is right ... that we seek a peaceful direction so to speak based on our subjective views. Which I think you could just call the action of that "Entropy" . Because everything everywhere is in the action of doing it. And us humans with our illusion of freewill , are not outside it. If we need explanations for chaos and conflict ... I think they can be found by stepping back to observe a larger picture ... therein I postulate we would see the actions of entropy at work no matter what the case may be.
  23. I'm not familiar with that game , But EQ2 has the regular armor slot page (which uses the stats) Then a slot page for a piece of armor to override the visual only. So guessing that's what your looking for ? Which like devin mentions would be a lot of work to account for every possibility. And in reality you would probably only use a few combinations. Ergo ... much easier and quicker for you to just take the visual armors you want , and adjust their stats. @ devin On MatchFaceGeometry ... I think its problem is you need to match the age,race,class,sex ... then the face geometry should match ??? And of course there is the hair also for exact matching.
  24. Well you have 7 months left for it to be a 7 year itch thing :laugh: This thread inspired me to make a "Junk E bot " At first I wanted it to spit out med boxes with the ole Rock-it launcher from Fo3 ... but found out that is not present in FNV , not even it's projectiles. So looking into having it drop them like bottle cap mines. And what is inside will be a bit of a pot luck. Its other function for combat , was going to make it use the mezmetron projectile ... stunning enemies or temporarily adding them to its faction as a friend. Which I would make that a pot luck reaction or some kind of challenge based on the target ? And then for healing followers , your Idea of a proximity heal sounds good , but could add a heal my target command also. So going that route , no need to script all possible followers in I figure.
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