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joshua121

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Everything posted by joshua121

  1. Hi everyone, I'm working on a huge mod right now, that adds something similar to the Dark Brotherhood quests into FNV. It's coming along nicely but I need some perk ideas for the mod. I need to come up with a leveled perk, that you get when you join the guild, a perk that would advance in level every time you gain rank and advance in the guild I have the first Rank of the perk for when you are an initiate, it adds 10% to movement speed while sneaking. Rank 2 adds +5% to damage against humans and non-feral ghouls, Rank 3 adds +5% to attack speed with all weapons... These are very simple and they work, but I'd like some cooler ideas. The only real guide line is that it should be something that would fit an assassin. You guys are always throwing out cool ideas, so I'm hoping you can help me out here. Thanks.
  2. Thanks Ricerhk, I really appreciate the quick reply. I had just figured it out by looking the bhdisk stuff in the geck. Just in case anyone else has problems with this. I accomplished a tunnel collapse where the player can set a timed bomb to do this. I used two scripts on two items. And a few other items to make this work. First there is an activator, in my case I used a door. It has this script on it. scn SewerEntranceDoor01Script Short ButtonVar Short AwaitingInput Begin OnActivate ShowMessage SewerEntranceDoor01Message set awaitingInput to 1 End begin gamemode if awaitingInput == 1 set buttonVar to getbuttonpressed if buttonVar > -1 set awaitingInput to 0 if buttonVar == 0 ExplosivesRef.enable showmessage BlastRadiusMessage elseif buttonVar == 1 ; do nothing endif endif endif endif end This script shows a message when the player tries to use the door, the message is basically "this is the door you should blow up". The message has two button options. The first option is 0, which is "blow up the door", and it will call the "If ButtonVar == 0" stuff. The other button option is "Do Nothing" and it will do nothing. When ButtonVar == 0 it enables the explosives ref, and shows us a message that we should get the hell away from the bomb, because we only have 10 seconds. The enabling of the explosives ref, is what triggers our next script, which is placed inside a trigger box, that covers the area the player is standing in. It has this script SCN AbandonedTunnelsExplosivesRefScript float timer float timer2 short timed short doonce begin ontrigger if doonce == 0 set timer to 0 set timer2 to 0 set doonce to 1 endif end Begin Gamemode if AbandonedTunnelsExplosivesRef.getdisabled == 0 set timer to timer + getsecondspassed if ( timer > 10 ) AbandonedTunnelsExplosivesRef.PlaceAtMe BMDishExplosion ; this is the explosion I was looking for AbandonedTunnelsRubbleRef.enable ; This enables the Rubble that was set to initially disabled set timer2 to timer2 + getsecondspassed if ( timer2 > 2 ) AbandonedTunnelsExplosivesRef.disable ; this ends the explosion by disabling the reference it was placed at . set timer to -1 set timer2 to -1 set QuestVariables.DoorsBlocked to 1 ; this advances a quest variable endif endif endif end I hope someone finds this helpful, and thanks again Ricerhk Joshua121
  3. This topic has been solved. I'm pouring through the GECK trying to find something similar with no luck. The wiki has no info about the PlayExposion function, and I'm a little stuck. What I want to do is collapse an entrance to block it off. But I can't figure out how to just play an explosion. Here is the script so far.... scn JL121DSBHSewerEntranceDoor01Script float timer Short ButtonVar Short AwaitingInput short timed short done short Counting Begin OnActivate ShowMessage JL121DSBHSewerEntranceDoor01Message set awaitingInput to 1 End begin gamemode if awaitingInput == 1 set buttonVar to getbuttonpressed if buttonVar > -1 set awaitingInput to 0 if buttonVar == 0 set counting to 1 set timer to timer + getsecondspassed showmessage JL121DSBHSewerDoorBlastRadiusMessage JL121DSBHAbandonedTunnelsExplosivesRef.enable elseif buttonVar == 1 ; do nothing if Counting == 1 && ( Timer < 0 ) set timer to timer + getsecondspassed if ( timer > 1 ) && timed == 0 showmessage JL121DSBHSewerDoorBlastRadiusMessage set timed to 1 set timer to - 1 if ( timer > 3 ) && timed == 1 ;PLAY EXPLOSION HERE set timed to 2 endif endif endif endif endif endif endif end
  4. If the problem is that the script isn't telling the game which NPC is supposed to start the conversation. Give the NPC a reference name and then use that reference name to tell the script who should start the conversation. So for instance... NPCStripperREF.StartConversation Player, FFDanceEnd
  5. Astymma has the old man. (Thanks Asymma) and the other voice slots I mentioned have been filled as well. If any of you modders out there are interested in collaboration PM me. I find that the more work I put into this mod the more work there is to be done. I have about 4 completed quest contracts so far, 4 new interior cells, a Player Home, 32 NPC's and more than half of them with dialogue. Everything so far is navmeshed, etc, etc... There is A LOT more to do, so I would love to get a small team together. As I had mentioned before, if someone is good with ai packages, I could REALLY use some help with that.. I also want to set up some of the NPC's to be followers. http://dragontreestudio.com/dsbhScreenShot.png
  6. Hi everyone, I'm working on an assassin guild mod, dubbed the Deathsong Brotherhood, and I need some voice actors. * I need someone to do a target who is an old man. (About 6 lines of dialogue) * I need someone to do a target who is an crazy old woman. (About 18 lines of dialogue) * I need someone to do an Assassin NPC questgiver who is a woman.. Very New York accent would be great... but I'll take what I can get. (Estimated 30 - 40 lines of dialogue) * I need someone to do a target who is Regulator ( About 4 - 6 lines of dialogue) I will need others as well, as the quest line progresses. If you're interested lemme know. _______________________________________________________________________________________________________________________________ I could also use someone who is good with AI Packages. There are currently about 10 NPC's in the Assassins Hideout who could use some really nice AI Patrols and such, it would save a lot of time for the mod. _______________________________________________________________________________________________________________________________
  7. I know it's been a while since you posted this, but I thought I would put in my two cents anyway.... you could try something dirty like this... Scn YourScript Short DoOnce Begin Gamemode if DoOnce == 0 && player.getlevel >= 15 set DoOnce to 1 endif if Doonce == 1 && player.getincell (editorid) MYNPCref.Startconversation Player Killtopic set DoOnce to 2 endif end a good test to see if your script is firing ... I make a message sometimes that says "this works" and then use the showmessage command. Sometimes it's not the script that isn't working I've found.
  8. Nicely done! Really really nice. That totally works,, unless anyone else is interested in doing this, you and I should move the workings of this to a private thread and start hammering out details so we can make this happen. I especially love this (Pervasive Reutilization of Environmental Debris for Assimilation into Technology and Other Resources) thats truly fantastic. If you can hammer out the story line, notes, terminal dialouge, and such I can build most of this, though we may need to reach out to someone who is a better scripter than i am for some of it. Thankfully if they are in power armor or masked armor, we won't have to worry about lip-sync for dialouge, or voice actors I think as it would make more sense to use a computerish voice for any dialougue with the system or it's generated soldiers.
  9. Actually this could awesome, at the end of the quest maybe you could have the option to fix the computer system and have a dialougued super cpu like the one house is in, and use it to generate a follower/companion that doesn't go against the two follower limit. Then you could have a generated follower plus two of your own, and we could have them work on a timer so that they disentegrate/dissapear after a few days in game.
  10. I think first off I need a good story script semi fleshed out but open ended enough to account for things that might not be possible with the geck, so that we have a good foundation. I'm a bit of a writer, but more of a concept writer than a story writer. If you check out my beta mod I put out, you'll see what I mean.... there is a good base for a story/ back story told through terminals and notes. But it is not fleshed out at all, and need some serious tweaking and pulling together. It's a concept for a story but without any real detail. I've been working on textures for it to make some retex items for the enemies/npcs here's one. http://www.dragontreestudio.com/images/NVB2Mask.jpg http://www.newvegasnexus.com/downloads/file.php?id=39294 This poseidon thing could be an awesome mod but it needs a real story and some refinement, it could even be a great beginning to this maze / nano mod were talking about or foundation instead of beginning I should say.
  11. I do remember that, maybe we could follow it loosely and create a disease/perk that you need to get the cure for.
  12. I used to do this for oblivion, but the old method does not seem to work for new vegas, I keep getting a ""infinite recursive link construct detected 13 -> 7"" ""infinite recursive link construct detected 13 -> 8"" ""infinite recursive link construct detected 13 -> 7"" ""infinite recursive link construct detected 13 -> 8"" I am going into the children category and adding a child and then pasting a new branch into it. That used to work, but no more apparently. Any pointers or tutorials would be greatly appreciated
  13. Thats f***ing brilliant dude, I love it. You could even take it a step further because it says " to create individual nanometer-scale computers called claytronic atoms, or catoms, which can interact with each other to form tangible 3-D objects that a user can interact with". Because I don't know how we would manage to create a swarm without someone who can create it form scratch we could have the project so advanced that the the computer would be mimicking bio-organisms and you could have enemies that automatically disintegrate when you kill them, or even the same enemy over and over. The project could have been to create soldiers or defense systems as well. I think it would work much better in a vault, military or facility setting than in a mansion though.
  14. Not a problem man. This is the most epic thing I've seen, If I can help you bring it to fruition in any way I will be more than happy too. laterz
  15. I'm spammin the hell outta your post but I just thought about this, what if you try it this way? scn movetheplayerScript begin OnActivate if IsActionRef player == 1 activate player.moveto YourMarker endif end Or you could try it in a terminal that controls the script and have the player.moveto yourmarker as the script result, I find that terminals make performing scripts really easy. I'm done now.... I promise. Good luck Man, I would really love to see this mod in action.
  16. there is a lot of interesting stuff in the movement scripts for the pitt if you just do a search/ filter for DLC01Tunnel You'll find all the scripts that control how they move you from one world space to another. That's about the best I can do for you.... hope it helps out.
  17. Can you not copy what they originally did for their transitions between like, The Pitt and the Capital wasteland, and just modify the scripts a little to match your purpose?
  18. This may be a silly question, but seeing as I don't understand how you managed to port fo3 into new vegas I'm going to ask it anyway. Why can you not simply do a normal doorway, with a standard teleport box? Now on to some hopefully useful info for you, see if this works. you'll just have to replace "YourMarker" with your own marker's unique ref id and rename the script. Hope it helps. ______________________________________________________ scn movetheplayerScript begin OnActivate if IsActionRef player == 1 player.moveto YourMarker endif end ______________________________________________________ Best, Joshua
  19. I was just thinking of the same thing last week. I wanted to make a huge mansion that keeps changing as you go through it, set up with triggers that will change the layout, but I need a good story for it. Also Na-meshing would probably be a nightmare. I don't know how to nav-mesh anyway, so we would need someone who could figure out the intricacies of that. I'm all for it though, I would design the level and all the changing floor plan as you went through it. But we would need a good story concept first and a place to put it. Joshua
  20. How ya been man? Haven't talked to you in a while.
  21. I had a little extra time.... so I did the mono's as well. I just updated the other file I uploaded. Enjoy.
  22. I posted this yesterday in the wrong section I think, I must have not been paying attention or some such. Anyway I'm making this post again, only in the proper section now. Here is the story, I really want to make this Vault 121 Mod, and I do not have the time or skills, to do it all by myself. I'll throw out the idea and hopefully I can recruit a few people to join in on the mod. It's a simple idea but I think it would be pretty fun. So I'm thinking I would like to place it southwest of Tenpenny tower. There are two buildings there, one is Lucky's and the other is an empty shell. I have already placed a door on the empty building and have an interior that leads to the vault access. I have also started on the vault it's self. The idea is that the fanatical religious overseer of vault 121, has gone completely bat-$h1t insane. Most of the residents are dead, and as you walk through the blood splattered corridors of the vault you will see most of the residents killed in their beds or at their desks, or wherever else they happened to be when they were gunned down. I have already made a classroom that is filled with dead children and a dead teacher. The chalk board in the room has some crazy "obey the will of the overseer" lessons on it, to drive home the point that this overseer maybe took himself a bit too seriously. The overseer has locked himself away, with his group of fanatical goons who call themselves "The Congregation" in their own section of the vault. There will have to be lots of weird religious poo written on the walls here. There are a few residents left alive who "slightly" disagree with the overseers views on cleansing the non-believers, and have barricaded themselves in a separate section of the vault, and they could probably use your help. I'm thinking that the Overseer will be speaking with you over the vault loud speakers, as you explore and inspect his vault, and he will at some point when you turn down the wrong corridor, probably toward his section of the vault, activate the defense systems, and you'll be overrun by defense robots. Once that is taken care both the overseer, and the survivors, will be thoroughly impressed with your killing prowess. And at that point I would like to give the player the choice of either helping the Overseer seek out and destroy the people who are hiding from him. Or help the people seek out and kill the Insane Overseer. The reward of course would be that if you help the overseer, you would be considered his right hand man, and would get your own room here in vault 121, and if you help the people you would then be the new Overseer, and the overseers office would become your home. There are lots and lots of storyline options, and cool perk options that could come into play with this little story line. Maybe if you kill the Overseer, you somehow miss a few of "The Congregation", who move out into the wastes, and start giving the Raiders a run for their money, or if you help the Overseer, you could be the man in charge of "The Congregation, and have a few insanely fanatical followers. I am definitely open to suggestions. I have already made re-textures of the vault suits for a black vault 121 suit, armored and non-armored. Which the Congregation would wear. I have also made the standard and armored blue vault 121 suits for normal folk who are not on the Overseer's side. All the doors have been made already with the 121 symbol instead of 101, and I'm making good progress overall on the level design. However, this will be a huge project, and I don't have the scripting chops to pull it off myself. I can definitely do a lot of the re texturing. I can do some of the voice acting. I can write a lot of the dialogue, and do some of the level design. Though I would probably need someone to double check my level work, as I am much more familiar with modding Oblivion than fallout 3. I need some serious modders to help out with this. I'm no slouch, but this is way too much mod for me to do alone, and like I said, the scripting alone will be pretty tough I think, as I am not a scripter. I can modify script, but only for simple stuff so far. Anyway, thanks to anyone who wants to help out. If you're interested, there is a list of things that need to be done. Joshua http://www.joshua121.com/vault121-01.bmp http://www.joshua121.com/vault121-02.bmp http://www.joshua121.com/vault121-03.bmp http://www.joshua121.com/vault121-04.bmp If you want to see some of my other mods I've done they are here on the nexus for oblivion, just search for joshua121, and you'll find them.
  23. So here is the story, I really want to make this Vault 121 Mod, and I do not have the time or skills, to do it all by myself. I'll throw out the idea and hopefully I can recruit a few people to join in on the mod. It's a simple idea but I think it would be pretty fun. So I'm thinking I would like to place it southwest of Tenpenny tower. There are two buildings there, one is Lucky's and the other is an empty shell. I have already placed a door on the empty building and have an interior that leads to the vault access. I have also started on the vault it's self. The idea is that the fanatical religious overseer of vault 121, has gone completely bat-$h1t insane. Most of the residents are dead, and as you walk through the blood splattered corridors of the vault you will see most of the residents killed in their beds or at their desks, or wherever else they happened to be when they were gunned down. I have already made a classroom that is filled with dead children and a dead teacher. The chalk board in the room has some crazy "obey the will of the overseer" lessons on it, to drive home the point that this overseer maybe took himself a bit too seriously. The overseer has locked himself away, with his group of fanatical goons who call themselves "The Congregation" in their own section of the vault. There will have to be lots of weird religious poo written on the walls here. There are a few residents left alive who "slightly" disagree with the overseers views on cleansing the non-believers, and have barricaded themselves in a separate section of the vault, and they could probably use your help. I'm thinking that the Overseer will be speaking with you over the vault loud speakers, as you explore and inspect his vault, and he will at some point when you turn down the wrong corridor, probably toward his section of the vault, activate the defense systems, and you'll be overrun by defense robots. Once that is taken care both the overseer, and the survivors, will be thoroughly impressed with your killing prowess. And at that point I would like to give the player the choice of either helping the Overseer seek out and destroy the people who are hiding from him. Or help the people seek out and kill the Insane Overseer. The reward of course would be that if you help the overseer, you would be considered his right hand man, and would get your own room here in vault 121, and if you help the people you would then be the new Overseer, and the overseers office would become your home. There are lots and lots of storyline options, and cool perk options that could come into play with this little story line. Maybe if you kill the Overseer, you somehow miss a few of "The Congregation", who move out into the wastes, and start giving the Raiders a run for their money, or if you help the Overseer, you could be the man in charge of "The Congregation, and have a few insanely fanatical followers. I am definitely open to suggestions. I have already made re-textures of the vault suits for a black vault 121 suit, armored and non-armored. Which the Congregation would wear. I have also made the standard and armored blue vault 121 suits for normal folk who are not on the Overseer's side. All the doors have been made already with the 121 symbol instead of 101, and I'm making good progress overall on the level design. However, this will be a huge project, and I don't have the scripting chops to pull it off myself. I can definitely do a lot of the re texturing. I can do some of the voice acting. I can write a lot of the dialogue, and do some of the level design. Though I would probably need someone to double check my level work, as I am much more familiar with modding Oblivion than fallout 3. I need some serious modders to help out with this. I'm no slouch, but this is way too much mod for me to do alone, and like I said, the scripting alone will be pretty tough I think, as I am not a scripter. I can modify script, but only for simple stuff so far. Anyway, thanks to anyone who wants to help out. Joshua http://www.joshua121.com/vault121-01.bmp http://www.joshua121.com/vault121-02.bmp If you want to see some of my other mods I've done they are here on the nexus for oblivion, just search for joshua121, and you'll find them.
  24. All right, I threw together the subway car, and kind of ran out of time. So it's all-right, but not my best work, So feel free to tweak it. I don't see me having time to do any of the others, but if I do I'll let you know. I uploaded the file here as well. http://www.fallout3nexus.com/downloads/file.php?id=12380 Laters.
  25. Exactly which models are you talking about? These are the ones I've found, if they are the right ones I might be able to find time to do it. Just give me some more details about exactly what it is you want. monorailcar01 monorailcarengine01 subwaycar01
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