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Zeppelins in the Mojave


Nexusaurus

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If we're going to voice-act it (and dammit, I hate non-voice-acted mods with a passion), we're going to want to have this sorted from our own various ethnicities. For instance, I'm Australian, but sound quite British and thus, if we're going to use international factions, I'd do the VA for a British faction.

 

Hence why I'm asking where everyone's from.

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I like the idea of hot air balloons on its own, but its not what I have in mind. also, that probably requires NVSE, which I can't install.

But the airships could be lore friendly.

 

 

The fights would probably be in a separate worldspace, like MarchUntoTorment said

I tend to think that the only lore friendly airship (in the known fallout lore of north America) is a captured CA BOS one held by the NCR.....but there is a lot more lead-way in other less well documented areas. I'm going to work on such a ship (the Republic) and hot air balloons as a lore friendly mod, but I'll also use the same assets to make the (IMHO) less lore friendly version you guys are discussing. I'll move the lore friendly version to a different thread, so it doesn't dilute the story line you guys are developing. I'll work on the mechanics, you guys put together what you see as the best mix of your vision within lore (or not so much within lore), and I'll do what I can to make it happen.

 

Keep in mind, not everything has to be lore either, and one persons canon is another's heresy (and vice versa).

 

But I am concerned re: not being able to use NVSE. It's going to be essential to *any* piloted version.

 

In re: to MarchUntoTorment's suggestion for implementing flight. There is a *lot* I don't know about fallout, far more that I don't know than do. But MarchUntoTorment's suggestion (although well meaning), is no bueno. It stems from a unfamiliarity with the game engine.

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This is how I envisioned it, and I don't think it needs NVSE.

what we talked about with the sky worldspace would be set up (you could go to this place by getting into a docked airship that warps you there), creating two adjacent and stationary Airships to fire upon each other, but in addition, there would be dust storms set up around the worldpace. these, combined with the lack of landmarks due to not seeing the ground, could easily give the illusion of movement.

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more advanced ideas:

 

or, since I'm not sure if npcs on a moving platform would move with it, we have an empty enemy airship pull up alongside ours (and the player will think ours is moving as well due to sandstorm effect.) and, upon becoming stationary next to us, will spawn NPCs inside the airship to do whatever they are scripted to do.

 

as for making a platform move, we know it is possible with the lonesome road DLC, where you are on an elevator. if possible, someone may be able to change the path of a platform to act more ship-like. or we could have it copy the elevator's movement exactly and have it descend from the clouds or something.

 

Now, I'm not a modding expert, so is what I described possible?

Edited by Nexusaurus
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This is how I envisioned it, and I don't think it needs NVSE.

No, just for a piloted version (able to fly the airship around) as I commented above

 

what we talked about with the sky worldspace would be set up (you could go to this place by getting into a docked airship that warps you there), creating two adjacent and stationary Airships to fire upon each other, but in addition, there would be dust storms set up around the worldpace. these, combined with the lack of landmarks due to not seeing the ground, could easily give the illusion of movement.

Sure, although you don't really need a new worldspace. Simply using a spot high in the Mojave over a unoccupied area will work better (north of Jacobstown, east of goodsprings, east of the Colorado river, etc). This has a couple of advantages. You have a normal line of sight to terrain below (meaning you don't have to generate LOD for a new worldspace), people can fall to their deaths (always a nice factor in a air sim) etc.

 

But you can still have dust storms. And to give it added realism you can have fog appear and disappear as if your going through clouds (via script). Possibly have a boarding sequence (a harpoon fired with a cable bridge like set up). etc. So yeah, there's plenty you can do if you want just a facade.

 

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more advanced ideas:

 

or, since I'm not sure if npcs on a moving platform would move with it, we have an empty enemy airship pull up alongside ours (and the player will think ours is moving as well due to sandstorm effect.) and, upon becoming stationary next to us, will spawn NPCs inside the airship to do whatever they are scripted to do.

Sure I would think so as long as you have a model that has faces on both sides (interior and exterior), it could be moved via script then your peeps could appear inside.

 

as for making a platform move, we know it is possible with the lonesome road DLC, where you are on an elevator. if possible, someone may be able to change the path of a platform to act more ship-like. or we could have it copy the elevator's movement exactly and have it descend from the clouds or something.

I suspect that the elevator is an animated nif, so it's movement is baked into the model (I'll look at it the next time I open the geck). However Ruadhan2300 has mentioned that it's not too difficult to do animations in blender (animated nif's not rigged KFs). I havn't done them, so I don't know for sure, but maybe that's something I should put high up on my to do list. Because it would also allow a simple solution to having them (zeppelins) fly across the sky in a simple pre-determined path.

 

Now, I'm not a modding expert, so is what I described possible?

Sure I think most of those elements are fine, except for the animation parts which I can't comment on having never done it (but should be a very easy task for someone that is an animator).

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OK looks like re-texturing the skydome nif probably isn't the easiest way to go. It's a seamless, tiled (read repeating) texture, so will show multiple objects.

 

http://i1066.photobucket.com/albums/u404/devinlpatterson/FONV%20Mods-works%20in%20progress/skySmall_zps44b8da2c.jpg

 

 

 

http://i1066.photobucket.com/albums/u404/devinlpatterson/FONV%20Mods-works%20in%20progress/sky_zpsf7b4678b.jpg

 

 

 

Plus their isn't much info on skyShaderProperty and it's associated shader Shader_sky.

 

instead I think I'm going to look into how the birds are done, and I suspect that will be a more useful approach.

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Sorry guys, I couldn't get here for a while. holy crap this has advanced. this looks like its going somewhere.

anyway, thanks for helping with this, I'll help in any way I can. also, what has been going on recently in terms of mod development?

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