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Mod In Progress


Buttitchski

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To All Advanced Modders,

 

I have a WIP that is coming along nicely. I don't want to give away details on an open forum so, please bear with me. This mod will have a good amount of content. Currently I have the interior say, 90% complete. All that's left (interior wise) is to add navmesh, idle markers and some fine tuning. I have already optimized the rooms and added 95% of the clutter. What is left is to add NPCs and give them a life, design the main/side quests (for most of which I have the base idea). Incorporate 2 (two) existing mods (I have permission) and do some in-game testing. This is my first game mod and it is rather ambitious and I would love to get a partner I can bounce ideas off of. I wish to make it the absolute best it can be and I pay close attention to details. I am sure anyone that has made a mod knows the amount of work involved and I would like to release this mod before next year :confused:

 

 

If anyone is interested (even to just beta test what is already done) let me know. The more feedback I get now the better it will be in the end. I will be at my PC most of the day so, PM me if interested. I will provide you all of the mod details when you contact me. I, for the most part, have all the mod details worked out it's just a matter of putting them in and implementing them.

 

 

Thanks!!

Jim

 

note; there are no texture replacements or new items, this mod does not overwrite any vanilla elements but, will add new dialogue to existing NPCs. Oh, and a new faction.

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im leading a mod team form this site right now that is open to the public in all stages including the downloading of unfinished or released weapons, getting together a team here just takes time, i still get people every now and then that join up and I have been working on this mod for 2 months now, just give it some time, help will come if you are really serious.
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im leading a mod team form this site right now that is open to the public in all stages including the downloading of unfinished or released weapons, getting together a team here just takes time, i still get people every now and then that join up and I have been working on this mod for 2 months now, just give it some time, help will come if you are really serious.

 

 

I am definitely serious. I have been steady at it for like two weeks. My wife is ready to kill me but, I can't stop now. So far, what is have will be impressive for a first time mod. I am on the final piece of building I have to put together and some fine tuning, then I'll start populating it with NPCs and working out those details. When the mod concept came to me I had a pretty clear idea of what I wanted to do and so far what I visualized is perfect. The mod will have a good number of quests, two main and at least one repeatable side quest. That's the part I still have to learn. Having another person, with a bit more knowledge than I have would be a great help.

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some idea of WHAT is the mod about would help.

 

ZableBlaze made a banking mod giving the player the ability to use various NPCs to start a bank account which draws interest per amount of caps in your account. This is done by starting an account with various NPCs. Your banking is then done with those characters via dialogue. I was prowling the wastes and found an actual bank, on Penn Ave. and decided to make it into an actual functional bank using Blazes mod for the banking structure (permission attained). I have almost completed the interior per any revisions/edits/bugfixes. I want to add 2 tellers, a bank manager, loan manager (for future addition of loans to player), 5 security guards minimum, main quests will be collecting outstanding debts from NPCs (good or evil) and a bank heist (evil) and if posible some form of repeatable side quest. This would also give the player a central place to bank and fast travel to, without tracking down an NPC.

 

I need to complete the interior, add NPCs, idle markers, navmesh, create a bank faction for guards/manager/teller and set ownership of all their stuff, figure out how to make a damn map marker :verymad:, construct main quests, figure out how to incorporate Blazes mod, test...

 

I would also like to make pre-war money and gold from Overmind and MJY's OverMightyGold - Gold Coins and Bars as bankable currency just like caps.

 

That's it, in it's entirety. :whistling:

 

BTW: The banks interior looks pretty cool and the interior layout matches the pre-exiting exterior, although I'm not 100% on the lighting. Some things I just haven't figured out yet. Like how to make a map marker and how to make a switch unlock a door. I found remote door unlock and switch scripts but, they require a linked reference and every time I try to choose one it only gives me the option of selecting doors WITH portals or room markers. :wallbash:

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You need to mark your door as a persistent reference before you can use it as a linked reference.

 

Cipscis

 

 

How, my good sir?

 

 

DOH!! NVM

 

And then point the switch to the door? Does the door need a remote open script AND the switch needs it script also?

 

You ever ask a question and then realize afterwards that the answer was obvious?

 

Ima go test it now... :D

 

Didn't work. Prolly did it wrong. For the switch I used GenericUnlockLinkedRefOnTrigger and linked it to the door which is now a persistent reference. For the door I used DoorRemoteOpenSCRIPT "tells door to be opened by activeRef but, I added no reference. Do I also make switch persistent and link door to switch?

 

Did that, still no luck. I'm missing something. Wrong script maybe?

 

Tried DoorActivatedByLinkedRefSCRIPT and that didn't work either. Had the switch as it's linkedref too.

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You want your door to open or close via a switch, right? There are two things that you'll want to do for that:

  • Prevent the door from being activated normally
  • Make a script for the switch that will open or close the door

To prevent the door from being activated normally, just attach a script to it that contains an empty OnActivate block.

 

For the script to open or close the door when you activate the switch, try something like this:

ref rLinkedRef

Begin OnActivate
set rLinkedRef to GetLinkedRef
if rLinkedRef.GetOpenState == 1 ; Open
	rLinkedRef.SetOpenState 0 ; Closed
elseif rLinkedRef.GetOpenState == 3 ; Closed
	rLinkedRef.SetOpenState 1 ; Open
endif
End

Of course, you'll have to set the door to be the linked reference of the switch for that script to work, otherwise GetLinkedRef won't work.

 

Cipscis

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You want your door to open or close via a switch, right? There are two things that you'll want to do for that:
  • Prevent the door from being activated normally
  • Make a script for the switch that will open or close the door

To prevent the door from being activated normally, just attach a script to it that contains an empty OnActivate block.

 

For the script to open or close the door when you activate the switch, try something like this:

ref rLinkedRef

Begin OnActivate
set rLinkedRef to GetLinkedRef
if rLinkedRef.GetOpenState == 1 ; Open
	rLinkedRef.SetOpenState 0 ; Closed
elseif rLinkedRef.GetOpenState == 3 ; Closed
	rLinkedRef.SetOpenState 1 ; Open
endif
End

Of course, you'll have to set the door to be the linked reference of the switch for that script to work, otherwise GetLinkedRef won't work.

 

Cipscis

 

 

Thanks Cipscis, I'll try that as soon as I try this one last thing.

 

Tried setting the door to automatic and that froze my player in place... with "door is activated elsewhere" flashing on screen... LOL.

 

No go with that either. You get no message that the door is activated elsewhere and the switch does nothing. Was that script to be applied to the door or the switch? Or both??

 

I opened up Vault112Garage (it has a remote open hatch via switch) and the door has the DoorRemoteOpenSCRIPT

 

scn DoorRemoteOpenSCRIPT
; This script tells the door to only be activated by not the player
ref activeRef
Begin onActivate
set activateRef to getActionRef
if (IsActionRef player == 1)
Show DoorActivatedElsewhereMsg
elseif (activateRef.isActor == 1)
; do nothing
else
activate
endif
end

 

it has no linked reference and the switch that opens it in game has none either, as well as no script attached to it. Yet, it opens the hatch. :blink:

 

Could it be the type of door I'm using? Tried a dif door, same result

 

I think I tried what you suggested but backwards, making the switch the linkedref of the door. Ima try it the other way.

 

Doesn't want to work no matter how I set it up.

 

I also can't figure out how to set a door to trigger an alarm when opened. ie, fire exit

 

Just realized I missed the OnActivate step so, I'll try again tomorrow and maybe follow your directions correctly this time.

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