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ALoonwolf

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Everything posted by ALoonwolf

  1. I'M BACK IN THE GAME :D It turns out Fallout New Vegas doesn't even need a graphics card! I'm currently working on another modification, but I've included this as a minor feature... Whether the player has collected any STARS or not, Jill and Nemesis will appear in place of Jacklyn and Tomas. Nemesis does nothing but chase and attack Jill - and anyone else who gets in his way - until he dies (or she does). Every time Nemesis respawns he has another 7 STARS, which Jill will try to collect first when he dies. This means if you are a collector there are now unlimited STARS available - especially if you kill Jill and take hers! When not fighting Nemesis Jill will go her own way. She is very friendly with the player and will assist you, and will not attack you unless you seriously hurt her. You can ask her to follow you as a companion, but if you tell her to wait somewhere she might not if she has other places to be. Unfortunately a WAV sound file of Nemesis saying "STARS!" wouldn't play (or rather it seems to play very, very quietly so you can't hear it). Annoying, but that's the nature of the GECK! The feature will be in a modification called 'Surrender To The Jackals' which should be uploaded sooner or later...
  2. If it hasn't been done already can someone do this... Change the character of Tomas into a Super mutant called "Nemesis", who is very strong and fights with his fists or simple weapons (and possibly occasionally a grenade gun), make him endlessly respawn the next day if killed. Change his dialogue to make him only ever say, "STARS!" Change the name of Jacklyn to "Jill", change her hairstyle to medium short length brown hair and outfit into skirt and boots. Make her use stimpaks, which are replenished each time you see her, plus she may get grenades or a new powerful weapon if she doesn't already have it in her collection, getting a random item each time, which she has a lot of skill in using. Jill travels round the ring of locations repeatedly at about the same speed as the Courier, while Nemesis endlessly pursues her until he kills her and takes her stars. If the courier has any stars he will then pursue the Courier until they are used. Or if the Courier gathers a large number then Jill starts following the Courier around, bringing Nemesis after both of you together.
  3. I'm not able to work on modifications at the moment but when I do I was wanting to create more realistic characters that behave like other players instead of mindless robot dialogue repeating machines. I would probably create some characters in Fallout New Vegas, but for Fallout 3 it is the perfect foundation for creating a single player version of the multiplayer Fallout 76, with the other characters as the other players, but some remaining as useful NPCs. It would be interesting to get opinions on creating this, or even since I can't do it myself at the moment, perhaps someone else can develop these ideas to produce the modification... It begins exactly the same, up to the point where you are leaving the vault, where it becomes like Fallout 76. But some characters remain inside the vault and offer services - there's a doctor, and Moira stays and still offers her quests. Megaton is already destroyed at the start, so isn't available. The main quest begins and ends with finding your father at Tranquility Lane, where he is living out his dream of being a dog in a crazy fantasy world, which you can visit any time. The entire SouthEast area is optional for the player only to explore, and Rivet City is inaccessible. There are four types of characters... -NPCs provide services and may also have quests. -Loners wander around avoiding big risks and mostly try to occupy very small settlements. -Leaders do the same as loners but go for larger settlements and bigger dangers. -Followers choose an appropriate leader to follow and copy. There are two main factions; settlers and raiders. If you know the characters well you know which they are likely to be, though they can change their ways. Criminals can reform and become settlers, and settlers can rebel and become criminals. When they are killed they re-spawn a time later, settlers in Vault 101 and raiders in Paradise Falls, where NPCs also provide services. If an NPC is killed they take longer to re-spawn, and the entire faction may suffer. The enemy loners and leaders will gather resources (perpetually, apart from what the player finds) from scavenging in certain locations, and will try to occupy certain settlements, which are randomly selected but mostly line up with the size of the group. Thus they will come into constant conflict over the limited scavenging grounds and settlements, and especially the raiders will want to regularly attack, while vigilante settler groups may want to hunt them down. Each individual has a changeable mood and desire, again random but mostly lining up with how rich and successful and safe they are. Ie. if their current lifestyle isn't working for them, they will be inclined to change. Players can talk to all characters, even during combat if they can get close enough, and can offer them caps to leave - or ask them to pay you, which they may accept instead of fighting. Enemies don't just attack each other on sight but may communicate and demand payment, or avoid each other. You can trade for things they want or give them gifts, which may help in persuading them to change their ways or to become your follower. Or they may just be naturally inclined to follow you anyway if you ask. And you can persuade other leaders on what they should do, or choose to follow them, just as enemy leaders can team up together when they choose to attack the same place. Concerning the existing raiders, you would probably want to remove them from many places and have them as a rival gang who can't be reasoned with and are a scourge to both factions. Unless there weren't enough characters, then some of them could be renamed and used as followers for the raider leaders, along with some wastelanders for the settlers. Beyond the simple endless war between the factions while dealing with all the other dangers, there could be other features added to make it more interesting. Randomly occuring events that need to be dealt with, Supermutant invasions, characters getting lost in a vault or captured by the enemy that need to be rescued, etc. It shouldn't be too complicated. Each character follows a simple set of rules which are selected by a variable each possesses, and this variable can change according to certain influences, but with a random element also added. Yes, each follower has a set of follow script packages with their variables each representing a leader, being ordered according to their ability and probable loyalty to each faction. So lower numbers might be hardcore raiders and higher numbers might be upstanding citizens, while the middle are those who could go either way. So followers just blindly choose the faction of their leader. Each loner and leader has a couple of scavenging locations and nearby settlement - wander/search and sandbox script packages at different times, which are ordered according to the size and quality of the settlement. When a follower chooses to follow a new leader, the leader then has a chance to increase their variable and thus go for a larger settlement. Or would the whole thing perhaps not really be very interesting to play, and not worth the trouble?
  4. And yet so many years later the answer was still not provided! I found out myself. I originally had looked at a campfire with a flame I wanted and found it was made of two portions... CampfireCrafting03 FireBrightOrange I had assumed the second one was the flame, but it turns out this was a light source (which can be edited to produce flickering shadows). But I discovered another campfire that had an extra portion - THIS was the flame... FXFireSmall01 Of course there are other options with similar names, but these three together make a very nice usable campfire. Even if you wanted a permanent placeable one it would be very easy to do. If you want to do it with the console... player.placeatme 13e3fd player.placeatme 76d9e player.placeatme 70587 Only the campfire can be selected with the console though and deleted; the flame and light remain. Hmmmm.. but if you COULD find out the reference values of the fire and light, you could use ".moveto player" to move the entire campfire to a new location. Of course this should be easily done with a script - no need to worry about the complexities of deleting it, just keep moving the same one! Also concerning the fires around everywhere that aren't lit, I would create a character obsessed with fire, who followed you around to light all the fires for you. Simply stand on the fire and have the character have a "light fire" dialogue option. (Jump in the air a little before talking if you want the flame higher.) The dialogue option runs the script... player.placeatme FXFireSmall01 player.placeatme FireBrightOrange Job done, move on to the next fire.
  5. How do you enable them??!? Their own script doesn't seem to work when they are disabled, so they can't self-enable, and whenever I try and use another enabled character's script to enable them, I am not permitted to do so. However, this DOES work in the console, using the actual number of the thing I want to enable. But since this number varies according to the load order of modifications, I can't do that - assuming that would even work anyway. I've had this problem repeatedly. Things work fine typed into the console while the game is running, but if it is written in a script then it's completely random whether or not it works. Ahhhhh....... I think I see the problem now. There's an EDITOR ID and also a REFERENCE EDITOR ID. You can't enable the actual thing, you can only enable the copy of it which exists in the world - of which of course there can be multiple, so you can do something different with each one. UUUGGGGHHHHHH Complete waste of time. I even watched someone else do it in a video, and it worked for them, but when I copied everything they did absolutely precisely it wouldn't work for me. Their little "NAME.enable" script saved, but mine wouldn't because that "NAME.enable" command was preventing it. 1. Place object in world 2. Give it unique name "objectref" 3. Add a script to an activator... scriptname NAMEOFSCRIPT begin OnTriggerEnter player objectref.enable end Person A: No error Person B: ERROR: "objectref.enable" :/
  6. Is there no way to just select the sound and lip files of an already existing line of dialogue when you are making your own? The only way I can even see all the lines of dialogue is in the dialogue tree, and that doesn't give any filenames, or any way to edit the conditions of that particular line or anything, just the dialogue. And trying to select quest topics for linking to, sometimes the topics are listed, sometimes they aren't and the list is blank. It seems totally random and confusing how the dialogue system works! Eg.... Actor Data --> Quest --> NAME --> Topics Full list of available topics 5 seconds later... Actor Data --> Quest --> NAME --> Topics No topics listed???!?? How can doing the exact same thing produce different results? ...Shutting down the GECK and starting it again usually cures the missing topic problem, and I managed to get access to the individual lines of dialogue by searching for the name of the opening "blanket" topic (which was all I could find previously), then selecting it in the results list, which then gave access to all the individual lines in that category. Now just got to figure out a way to connect them directly to my own dialogue topics...
  7. Forum answers are always so vague! So how to you actually attach the fire to the campfire? if it is placed above it doesn't display, and if it's dropped onto the campire it still doesn't display but just produces a bit of light!
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