Jump to content

A few modding questions...OK maybe more than a few :)


P3G4SU5

Recommended Posts

Greetings to all,

 

I'm currently constructing a large scale mod involving both interior and wasteland additions and alterations. So far the mod is going very well with the level design is mostly complete. However I have a few problems trying to create certain special environments/events which I could omit from the project, but I feel would add much more satisfaction for the player if they were implemented.

 

Here's a list of the questions I have:

 

-Is it possible to place *ground* terrain (earth/dirt whatever you want to call it) inside and interior cell just like wasteland cells have? -If so how is it done?

 

-In one section of an interior I have one room which has an area water in it (basically a flooded room), and I also have a room directly beneath it a few meters below, however the water effect of the floor above is also working on the room below so that when the player enters the bottom room, they start swimming once they enter the catchment area of the water squares of the room above - Is there a way to create a barrier or some kind of box for the bottom room to protect it against the water effects of the room above? Sorry for the wordiness :blink: - Hell, I'll just upload an example image...

 

The image is a mock example of the problem, obviously ROOM B could be simply moved from underneath but this is not possible in my mod as there are numerous other rooms surrounding it.

 

 

 

-How do you get an elevator to move up/down when a button is pressed? - This is seen in the Operation Anchorage DLC when descending into the Outcast Outpost but I haven't had any luck figuring out how to get the lifts in my mod to move or even mimic the moving lift in OA :confused: I imagine there is likely to be some scripting required - anyone know a link to where I can find a good tutorial on how to script?

 

-Is it possible to have a door open automatically when the player approaches (and close when they move away if possible)? Will scripting be required?

 

Also, on a different topic - does anyone know how to go about merging mods, I've done numerous searches and they all direct me towards the use of FOMM or FO3Edit. What's infuriating is that I can't seem to figure out how to actually combine two or more .esp's into one neat package using these programs... :wallbash: If anyone could post a step by step walkthrough of this or link me to an in-depth set of instructions I would be immensely grateful.

 

Anyone that can provide help will be included in the mod credits and showered with much praise and virtual cookies :biggrin: There might even be cake...

 

:thanks: in advance.

 

Stay tuned for more developments here on the Nexus - I'll likely be uploading a few teaser pictures soon.

Link to comment
Share on other sites

Here's a list of the questions I have:

 

-Is it possible to place *ground* terrain (earth/dirt whatever you want to call it) inside and interior cell just like wasteland cells have? -If so how is it done?

 

You could put 4 walls and a ceiling just above ground of a small worldspace that you create and pretend it is an interior space. Or you could place a large canyon type rock into an interior space such that the rubble covered top is just above the floor.

 

-In one section of an interior I have one room which has an area water in it (basically a flooded room), and I also have a room directly beneath it a few meters below, ...- Is there a way to create a barrier or some kind of box for the bottom room to protect it against the water effects of the room above?

 

Use placeable water in the upper room. You can place a bathtub with placeable bathtub water in it in an upper room and walk beneath it without swiimming. Should be just a matter of scaling.

 

-How do you get an elevator to move up/down when a button is pressed? - This is seen in the Operation Anchorage DLC when descending into the Outcast Outpost but I haven't had any luck figuring out how to get the lifts in my mod to move or even mimic the moving lift in OA

 

If you plan to be inside the elevator as it lefts, check out the Washington Monument scripts in FO3.

 

:confused: I imagine there is likely to be some scripting required - anyone know a link to where I can find a good tutorial on how to script?

 

Did you check out the NEW TO MODDING? IMPORTANT TOPICS at the top of the page?

 

-Is it possible to have a door open automatically when the player approaches (and close when they move away if possible)? Will scripting be required?

 

Yes, scripting would work. (i.e. Begin Gamemode if (player.getdistance <= 32 ) set openstate to 1 elseif (player.getdistance > 32 ) set openstate to 0 endif end )

 

Also, on a different topic - does anyone know how to go about merging mods, I've done numerous searches and they all direct me towards the use of FOMM or FO3Edit. What's infuriating is that I can't seem to figure out how to actually combine two or more .esp's into one neat package using these programs... :wallbash: If anyone could post a step by step walkthrough of this or link me to an in-depth set of instructions I would be immensely grateful.

 

Yes, there are many topics here concerning merging mods. A quick search should yield some answers for you.

 

Anyone that can provide help will be included in the mod credits and showered with much praise and virtual cookies :biggrin: There might even be cake...

 

A virtual cup of tea as well, I hope.

 

:thanks: in advance.

 

Stay tuned for more developments here on the Nexus - I'll likely be uploading a few teaser pictures soon.

 

My pleasure.

Link to comment
Share on other sites

-Is it possible to have a door open automatically when the player approaches (and close when they move away if possible)? Will scripting be required?

 

There is a door like this in the RobCo Factory, it opens for the protectrons as well as for the player.

Link to comment
Share on other sites

Thanks for the speedy responses people - much appreciated.

 

Thanks for the various and many ideas BadPenney :biggrin: I'm going to look into them very soon.

 

There is a door like this in the RobCo Factory, it opens for the protectrons as well as for the player.

 

Thanks for the heads up ezeepeezee :thumbsup: - I thought I'd seen a door behave in that way the first time I played FO3 but wasn't sure where it was.

 

These pointers should get me back on the road again until I get stopped at the next modding roadblock... No doubt I'll be back later for more pointers and, to perhaps ask for some testers to take my mod for a test drive. I'd like to get some initial feedback before I release it properly.

 

Thanks again and keep an eye out for future developments. :rolleyes:

 

My stick man friend and I bid you farewell for now.

 

O/

/I

/ \

Link to comment
Share on other sites

  • 2 weeks later...

Alrighty, the mod has moved on since the last few hurdles, now I'm having different difficulties. I made the mod dependent on a third party .esm master file but have since decided that this is unnecessary and want to remove it from the master list of the mod. What program do I need to do this? A search on the Nexus gave me no useful results.

 

Thanks.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...