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sumoftwosins

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Everything posted by sumoftwosins

  1. Well if we get more than 4 scripts, then I could see that. Instead I've added this thread link to the massive link collection in the sticky post. Here is a sample script from my modifiers + contract system in the merc mod. This is the detection mod and attack warning system. if ( DetBoost != 0 ) set DetCurrent to Det set Det to DetCurrent + DetBoost set DetBoost to 0 endif ; Calculate warning time from detection modifier. if ( Det < 0 ) if ( Det == 100 ) set attackWarning to 3 elseif ( Det <= 80 && Det > 100 ) set attackWarning to 2 elseif ( Det <= 60 && Det > 80 ) set attackWarning to 1 elseif ( Det <= 40 && Det > 60 ) set attackWarning to 0 elseif ( Det <= 20 && Det > 40 ) set attackWarning to -1 elseif ( Det <= 0 && Det > 20 ) set attackWarning to -2 endif endif ; Set the clock. if ( attackActive == 1 ) set attackStartTime to getCurrentTime ; 0.0166 = 1 minute / 0.02 = 1.2 minutes if ( attackWarning == 3 ) set attackWarnTime to attackStartTime elseif ( attackWarning == 2 ) set attackWarnTime to attackStartTime + 0.02 elseif ( attackWarning == 1 ) set attackWarnTime to attackStartTime + 0.04 elseif ( attackWarning == 0 ) set attackWarnTime to attackStartTime + 0.06 elseif ( attackWarning == -1 ) set attackWarnTime to attackStartTime + 0.08 elseif ( attackWarning == -2 ) set attackWarnTime to attackStartTime + 0.1 endif endif ; Send the warning message to player. if ( attackActive == 1 ) if ( attackMsgShown != 1 ) if ( attackWarnTime == getCurrentTime ) if ( attackWarning < 0 ) ShowMessage MercMsgBaseAttack2 else ShowMessage MercMsgBaseAttack1 endif set attackMsgShown to 1; Only want to show message once per attack. endif endif endif ; If no attack, reset everything. if ( attackActive == 0 ) set attackMsgShown to 0 set attackWarnTime to 0 set attackStartTime to 0 endif With each modifier, in this case Detection I have Det = the persistent reference for the detection modifier. DetBoost = the value we boost it each time, e.g. 20 points. DetCurrent = the current detection value before we boost it. Any time the boost gets increased, we recalculate. We add the boost to the current and then set that to the persistent value. Now we want to convert the detection value into a time frame for warning the player. We have 6 different time sets. 3 minutes before, 2 minutes before, 1 minute before, 0, 1 minute after, 2 minutes after. The getCurrentTime returns the game time in say... 4.5 (4:30) so one minute is equal to 0.0166. If you added that to the 4.5 you'd get 4.5166 which would be close to 4:31. If the det value is between 80 and 100 points the player will be warned 3 minutes before the attack occurs. To get this to work correctly, every attack has to begin 3 minutes before that actual attack takes place. When the attack process begins we get the game time value for that instance and add however many minutes we need for the detection warning delay. Then we check that value against the game time again and whenever it equals current game time, we send the message. -------- A more skilled coder could probably make that a lot shorter, but in my book - If it is stupid, but works. It isn't stupid. Oh and the attactActive gets set by the attack activator and conditions outside of this script.
  2. This is a sample from my follower's scripts. If you leave the follower waiting for a set period of time, that will stop waiting and resume any other AI packages based on those conditions. BEGIN GameMode if ( isMillerWaiting == 1 ) set MillerWaitTime to 1 if ( MillerWaitTime <= GameDaysPassed ) set isMillerWaiting to 0 set isMillerWithPlayer to 0 set MillerWaitTime to 0 endif endif END Alter the wait time to however many days you want them to wait. My ai packages use the condition for isMillerWithPlayer. If he is not, they perform non-following packages. The short - isMillerWaiting is the toggle between the follow/guard package.
  3. The idea is great, but you'd either have limit clothing or you'd have to create an obese version of every clothing item in the game. To be more specific for you is each armor/clothing has two meshes, the female and male models. They are independent of the actor's physical traits aside from male and female. So if you created a Fat Actor, when the clothes are applied... they would be the same size as anyone else, minus the face and hands. For it to work you would need unique clothing for the new Fat Actors.
  4. Does your NPC have any AI Packages? If so do you have "offer services" enabled as the flag?
  5. I'm having trouble getting topic options to show up when talking. The NPC will either have all the topics listed or none at all. What I am trying to figure out is to layer the conversation. If you ask a question, it leads to something else. Anyone have any luck with this yet? *EDIT I'm a damn idiot. This whole time I never noticed the "choices" option to the lower right side. I was too busy looking at other peoples dialog looking for clues. I tried thinking of characters that had menu type topics - Dad. There it was.
  6. Now that we have a place to horde information, I can start working on the video tutorials. If anyone has requests for various tutorials, let me know. I might not be able to do them all... but some other people might want to jump in.
  7. I like to help people, but there becomes a point when people stop helping themselves. I think some would agree that it is easier for to make time to help someone if we know they have tried very hard to solve the problem themselves. Regardless of skill level, there will always be a time when we all run into a snag and we help each other out. However, it is hard for me to take someone serious when they ask questions that basically ask for someone to give them a step by step guide how to do it - entirely. Unfortunately, too, links to tutorials and help are hard to keep track off and place in an area easily found by all. The problem with experience is you always get it after you need it. Modding is all about trial and error. There might be a few geniuses that have mystical mod making powers, but most of us just keep trying until we get it right. The only thing experience does is help you know ahead of time what is possible and what isn't. LAST UPDATED = 6/2/10 ------------------------------------------- G.E.C.K. - Getting Started Bethesta GECK Wiki Here you will find 70% of what you need to know to make your own interiors and find information about every option in the GECK. It may not provide a tutorial for each thing, but can help you weed out nonsense and focus your talents. The search feature does work and there are some good links. Bethesta Videos You can find tutorial videos that will help you get going quickly. Most of what they cover is simple stuff, but knowing the fundamentals can help you rule out things when you run into problems. Oblivion Tutorial Wiki I don't know anything about Oblivion, but from what people say... texturing and modeling works about the same for both FO3 and Oblivion. So you can find some good reference there that will help you in your Fallout 3 endeavors. Elder Scrolls Contruction Kit The Elder Scrolls kit is very similar to the GECK. Navmeshing is different, but for AI, scripting, and most other options are almost identical. If you can't find the info you need on the GECK Wiki, you can find it here. ------------------------------------------- Tools & Utilities FO3 Archive Utility Extract & Create BSA files. These files contain the games raw files - meshes, sounds, textures... Nif Tools If you want to edit a mesh, like changing the textures... get NifScope Nvidia DDS / Normal Map Plugin Allows you to use Adobe Photoshop to open and edit DDS files. The plugin will also create Normal Maps. EGM File Generator This nifty tool creates the critical file needed to keep head wear correctly located on people. ------------------------------------------- Topics Here Here are posts on this forum that may provide more insight. They may not have solutions, but might contain the right hint to get you going again. General - Mod Packaging Suggestions GECK / Sounds - Adding Custom Sounds. GECK / Console - Removing items while in game. GECK / Items - How to change item effects/stats. GECK / Items - EGM Files. GECK / Items - Renaming meshes and textures. GECK / Items - Changing item's Form ID. GECK / NPC's - AI Packaging Info. GECK / NPC's - AI Packages 2 GECK / NPC's - Creating Dialog. GECK / NPC's - Creating a Follower- HowTo. GECK / NPC's - Follower Problems + Solution GECK / NPC's - Factions GECK / NPC's - Equipping Good Armor GECK / Scripting - Scripting Info. GECK / Scripting - User posted sample scripts. GECK / Misc - LOD Trees. GECK / Misc. - Determining your item's ID code. GECK / Misc. - Merging Mods GECK / Misc. - Bink Movies GECK / Misc. - Explosion Force Modeling - Blender & Poser Questions Modeling - Learning Max/Maya. Modeling - UV Mapping. Modeling - Nif Exporting. Modeling - Blender Importing. Modeling - Move UV Mapping Stuff. Modeling - Rigging Question. Modeling - Smoothing Groups Textures - Opening DDS Files. Textures - 1st Person Stuff. Textures - Hi-Res Textures. Textures - Re-Texturing FO3 Items. Textures - Camo Samples Video - Photoshop Texturing NEW STUFF GECK - Modify Your Weapons GECK - Protectron in a Pod GECK - Protecting your safe? GECK - Create a "teching" book. Blender Links ------------------------------------------- End I went back about 12 pages and I will try to go back some more. If I happened to miss something, PM me the link and I'll add it to this post to keep everything in one spot rather than spread out over pages. Like I said, I want to make it easy for people to find info since searching tends to ward people off. LAST UPDATED = 5/29/09
  8. I added more late last night, but got side tracked on texturing. I'll test my theory out later today. If you think a tutorial for new item + new skin would be good, I could knock out a video. I've got a few more re-texturing projects for tonight.
  9. your new item does get a new id. After you create your item or before creating it, you make your object effect to provide AP or other things, hit the pictures below: Goto object effects, right click in the list and select new. Select ID & Name, then right click in the right list and select new. http://astraybullet.com/_web/fo3/oe1.jpg Select the effect you want, e.g. IncreasedActionPoints. Self will effect the user of the item. Duration = 0 if you want it to continue as long as the item is used. Magnitude is setting of how much. You want it to increase 30 points, put in 30. Click OK. http://astraybullet.com/_web/fo3/oe2.jpg You now have an effect added to you Object Effect. Add more if you like. http://astraybullet.com/_web/fo3/oe3.jpg Go back to your item and edit it. Look for the Object Effect on the left side of the edit window. Drop down the box and find the new Object Effect you added. http://astraybullet.com/_web/fo3/oe4.jpg Ta Da!
  10. Interesting. I think the 6 I used were: Increase Strength Increase Carry Weight Increase Rad Resistance Increase Damage Resistance Decrease Agility Increase Action Points?
  11. I ran into a bug working with my new items. I'm not sure if it is game error or a fluke on my end. Anytime that I added more that 4 effects to an object effect, the game would crash when trying to equip the item. So I think with 6 or more effects, the Pipboy doesn't has enough room to display the stats for the item.... or it could be something else. Take same item and knock it down to 4 effects and it works fine.
  12. does she have ammo? I know that's stupid.... only because I made a similar mistake. Couldn't figure out why half of my NPC's were using melee ;-)
  13. jaysus, did you associate a target with the package? If you look at the citadel exterior, one their dummy targets they have XMarkers on them. Then if you look at the package CitInitiatePracticeHandgunB0x24, you will see that the ref's for those markers are set as the target.
  14. Well for skills and SPECIAL, you can create a new class. I did this because I had some soldiers who I wanted to have different tagged skills than others. As for what you are wanting to do... having an npc perform a task while performing another, not exactly sure. The only thing I can think of is changing the travel parameters or create a new package type. How? I have no clue.
  15. Well there were several things I was wrong about. I've spent a lot of time on packages. Jumping in to test them and seeing them not work. I was about ready to say the hell with it, but I tried one last thing - time. I loaded up the mod and just started playing the game. Doing other stuff and coming back to the base to see what is going on. Sure enough after a few trips and several in-game days, the NPC's finally seems to start doing the stuff I wanted them to do. There are still a few minor problems, but they are finally eating, working, and sleeping. So that is my last tip - time.
  16. you know you should make a full mod that when NPC's are around the radio, regardless of the faction, that some of them will dance. I couldn't imagine the hilarity of sneaking up on some super mutants jamming out. Solid work man!
  17. I forgot to add that sometimes I've had problems with NPC's not following the AI Packages. So I've been using the following flags "Must Complete" "Must Reach Location" and "Continue if PC".
  18. Fixed the links. Sorry about that. As far as the radius... I am not positive. I assume that radius units are the same has the editor units. Most wall sections are around 256 units wide (X axis). So in theory, if you had a radius of 300 that would be the equivalent of single section. I could be wrong and one radius unit could be equal to one section, but looking at other AI Packages (Tenpenny security) they wander 250 - 400... with that said, I'd assume the first theory.
  19. There have been a few people asking about AI Packages. It isn't that difficult, but it can get overwhelming. I don't really want to call this a tutorial, because I don't presume to know everything about AI Packages. Instead, I am going to share what I've done for my mod and so forth. Hopefully it will help some of you on implementing and streamlining AI Package. The important things are always simple. The simple things are always hard. ---------------------- Planning If you have Excel or another type of spread sheet software, break it out. If you don't get paper. You first want to decide the roles people will play. This project we will have: 4 Patrolling NPCs - security patrols. 3 Guarding NPCs - stationary security. 2 Reception NPCs - Like the walmart greeters. 4 Working NPCs - People doing things in specific areas. Now that we know who we have and some idea of what they will be doing, we can move on to the schedule. There are several AI Package objects that can help you on determining when someone does something. The most direct way is setting up the actual schedule - Begin Time 22:00, Duration 8. This method seems to be the best at making things specific. You need it to be specific in the event you have a limited number of beds. However, setting out to plan every hour of an NPC's day can get complicated. There is an easy alternative for less specific packages like wandering. This method used Flags instead of a schedule. I on the other hand want most everything my NPCs do to be specific. This is where the spread sheet comes in. Here is the one I made for my mod: MERC Shift / AI Outline To explain the short hand: R1S1 = Route 1 Shift 1, R1S2 = Route 1 Shift 2, W-LOBY = Wander Lobby, and so forth. At the bottom of each schedule page are the AI Packages I will need to create to manage everyone on multiple shifts. Being this detailed will allow me to have people performing duties and have people wandering through areas. ---------------------- AI Packages With our shifts lined out we can start creating our AI Packages. For sleeping during a specified shift with male and female quarters we need: MercSleepNightMale / 10PM to 6AM MercSleepNightFemale / 10PM to 6AM MercSleepMorningMale / 4AM to 12PM MercSleepMorningFemale / 4AM to 12PM MercSleepDayMale / 1PM to 8PM MercSleepDayFemale / 1PM to 8PM So lets create the first AI package: Pict 1 - Sleep AI Pict 2 - Sleep Step 2 The upper right hand specifies the type of package. There are several ways to do sleeping. If you want to make sure they go to sleep, select the sleeping type. The other way is using wander and allow them to sleep if they want to. Sleep location can be specific or a random bed in a specified area. If the 1st picture, we selected "Near Reference" and selected the X Maker in the barrack to the right. You will need to set the radius for any "NEAR" options. The 2nd picture just shows the schedule to match the spread sheet. Sleeping is easy, so lets do some Wandering AI packages, specifically lunch: MercLunch1 MercLunch2 Pict 3 - Wander Step 1 Pict 4 - Wander Step 2 Pict 5 - Wander Step 3 In the first step you can pick the location based on reference just like sleeping, but we have some extra options. The allowed behavior is as it sounds. This is your alternative way to have people sleep as well. If you already have them on a sleep package, make sure to un-check this option. We really don't need any flags set, but this is the fast and easy method of scheduling. If you want to create a generic package that all NPCs will use regardless of their shift, you can select "Once Per Day". So basically whenever the NPC is not performing a different AI Package they will perform the random "Once Per Day" routine. This is a good option if you set the wander location to an entire section. In the next step shown, we're looking at Specific Idles. You can list them here or setup idle markers in you map. Some Idles require the person to have a weapon as they are shown holding it. So my suggestion is to add these type of Idles to the AI Package specifically and use Idle Markers for generic Idles that everyone can perform. ---------------------- Implementing If you are like me, you probably will end up with a ton of AI Packages and it will take a long time to add them to each NPC accordingly. There is a different method that will speed up the process - NPC Templates. Pict 6 - NPC Template Step 1 Pict 7 - NPC Template Step 2 Pict 8 - NPC Template Step 3 In the first step, I created "MercTempShift1" and will eventually create a Temps for each Shift accordingly. Next you select all the AI Packages that will apply to NPCs that will use this Shift. Finally after you have your template NPC, you can create the actual NPC. Now all you will have to do is select the Template Data / Actor Base. Select your template and select all the options you want to inherit from the Temp NPC. So in short, you don't have to add a bunch of AI Packages over and over. As you can see, you can use a Template NPC for inventory and pretty much everything else. It really helps when you are creating several NPCs that are similar. ---------------------- ---------------------- That sums it up. It is pretty straight forward, but planning can get crazy... so I hope this helps. I haven't messed with all of the types, like Travel, so if anyone else wants to comment or correct me - be more than welcome to. I might just make it more complicated than it should be, but Bethesta gave me a unlimited universe to mod in, so...
  20. OMG I WANT THIS!!! I was thinking that some Spartan Armor would be badass! Great work.
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