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Anyone care to help out with a teleport mod


graffik

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Ok. I am pretty clueless, I'll admit. I downloaded the mod I linked for you and it was indeed the original.

 

Here is the one I fixed up with all the stuff I claimed to have done.

 

LINK

 

I even downloaded this one to be sure its right. I am very sorry about that. You must think me a fool for linking the original. Since you already spent so much time on your end, you can at least look at this one for the vendor, dead zone and ghoul floor stuff.

 

 

oK THIS TIME i HAD PROBLEMS LOADING IT BUT FINALLY DID

 

Ok it seems better now if you could do same with the UPDATED VERSION why that it's because more repairs were done to it

 

the dead zone does in fact seem gone and you got the robot fixed

 

Using the Newest version would should be a breeze because there's little or no wall defects

 

I already moved down all the stuff you mentioned (except the robot sale cage that still needs to be done)

 

Another big issue on this version is lots of the doors had said same location like 'springvale school) that as well was fixed and each door has unique ID's to avoid errors

 

I saw you got rid of the phantom wall as well.

 

I did on the updated version

 

there's still a huge amount of floating stuff too

(this is what happens with the straightening process floor was originally at 32 points higher the process you mention brings it down to 1 so lowering the floor most of the artifacts stay at 32 or higher)

 

Some Minor things were still not lowered but beyond that should be a much cleaner version

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Ya, okay. I'll DL your latest version and fix the vendor, dead zone, ghoul display and lower the sale sign (and anything else I might find). Just don't go making more changes until I post back with a new link.

 

BTW - did you have problems with Megaupload?

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Ya, okay. I'll DL your latest version and fix the vendor, dead zone, ghoul display and lower the sale sign (and anything else I might find). Just don't go making more changes until I post back with a new link.

 

BTW - did you have problems with Megaupload?

Do note I did those editings before you said you were going to do any. i noticed you said something like you weren't going to do it so I went and did it. i'm still kind of a newb at some of this but did use your advice and it worked, even worked on a separate mod with a similar problem

 

No I'm not updating that anymore actually testing another one I made.

 

Do you by chance know how to apply voices to characters (not for conversation generally but for commenting/ battle words etc)

 

I have a voice synthesizing software but no real clue how to add any sounds or music at all even following the instructions to do so was like Greek

 

Maybe have raider kids while fighting say like 'This'll teach you to give me Nap Time!

or find funny children quotes online or something

That mods pretty much complete anyways but it'd be nice to add that for fun

 

 

Megaupload no I've used it before but it's a pain as a non-paying member

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Link to your mod.

 

Good news - I made the changes to your mod again. I know I said I wasn't so I'm not upset or anything. I just wanted to make sure that you and I didn't edit different files is all.

 

Bad news - I still see alot of gaps in your level, especially when walking around the cell and looking at the middle of the hallways. I didn't edit any tiles, so I don't know if their rotation is off as well. maybe you should take the second file I sent you (the one that worked, not the copy of the original, obviously) and fix that one up with the floating stuff. Or you can try tofic this one's tiles. Either way, there are still some issues.

 

Notes - I had to reduce then number of the vendorchestcaps because it led to the robot having millions of caps and messed up his ability to pay the player. He now has about 3500 caps or so. You can change that if you want. I removed the vendor items from the robot and placed them in his merchant container. I also removed duplicates like Bulletscommon75 when you already had bulletscommon.

 

As for making voice files... ya I know how. Its a bit complicated to explain, but I'll try.

 

You're best off making a new quest as opposed to modifying existing ones, but you can do that as well. All of the dialogue that isn't a conversation between the player and an NPC is in the "Conversation" tab of a quest. Kind of a bad name for the tab, since conversations are actually coded in the "Topics" tab. Anyway, random comments are coded in the "conversation" tab. Also note that unlike "Topics", "Conversations" can have only one info per dialogue topic.

To make a voice file for any "Info" you have to double click the info and look at the audio section of the page that pops up. At the bottom, there is a "record" and "save" button. You have to have a voice type already spcified for the speaker, and it should appear in the list above these command buttons. You highlight one of the entries (there should be one entry for each voice type that may speak this info) and press record, then press "done" on the recording popup, then press the "save" button. This will make a dummy voice file and you should see the voice file entry update in the WAV column from an "N" to a "Y". This indicates that a voice file is now associated with this info. It doesn't matter what you record in the Geck because you are going to overwrite the file the GECK made with your own. The Geck will hard code the file name and path which you should be able to see from the entry in the list. Just overwrite the Geck one with the one you make with your own recodring software.

 

You may also have to "configure" (its another button on the info page) the Geck recordings with the settings of 44100Hz and mono. Your own sound file should also use these settings and save your work as a .wav file, though .ogg works as well.

 

That's a brief overview. I wish you luck,

 

PK

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Link to your mod.

 

Good news - I made the changes to your mod again. I know I said I wasn't so I'm not upset or anything. I just wanted to make sure that you and I didn't edit different files is all.

 

Bad news - I still see alot of gaps in your level, especially when walking around the cell and looking at the middle of the hallways. I didn't edit any tiles, so I don't know if their rotation is off as well. maybe you should take the second file I sent you (the one that worked, not the copy of the original, obviously) and fix that one up with the floating stuff. Or you can try tofic this one's tiles. Either way, there are still some issues.

 

Notes - I had to reduce then number of the vendorchestcaps because it led to the robot having millions of caps and messed up his ability to pay the player. He now has about 3500 caps or so. You can change that if you want. I removed the vendor items from the robot and placed them in his merchant container. I also removed duplicates like Bulletscommon75 when you already had bulletscommon.

 

As for making voice files... ya I know how. Its a bit complicated to explain, but I'll try.

 

You're best off making a new quest as opposed to modifying existing ones, but you can do that as well. All of the dialogue that isn't a conversation between the player and an NPC is in the "Conversation" tab of a quest. Kind of a bad name for the tab, since conversations are actually coded in the "Topics" tab. Anyway, random comments are coded in the "conversation" tab. Also note that unlike "Topics", "Conversations" can have only one info per dialogue topic.

To make a voice file for any "Info" you have to double click the info and look at the audio section of the page that pops up. At the bottom, there is a "record" and "save" button. You have to have a voice type already spcified for the speaker, and it should appear in the list above these command buttons. You highlight one of the entries (there should be one entry for each voice type that may speak this info) and press record, then press "done" on the recording popup, then press the "save" button. This will make a dummy voice file and you should see the voice file entry update in the WAV column from an "N" to a "Y". This indicates that a voice file is now associated with this info. It doesn't matter what you record in the Geck because you are going to overwrite the file the GECK made with your own. The Geck will hard code the file name and path which you should be able to see from the entry in the list. Just overwrite the Geck one with the one you make with your own recodring software.

 

You may also have to "configure" (its another button on the info page) the Geck recordings with the settings of 44100Hz and mono. Your own sound file should also use these settings and save your work as a .wav file, though .ogg works as well.

 

That's a brief overview. I wish you luck,

 

PK

 

The top link is STILL a mod of the earlier one

Still has phantom zone

 

In the newest one I removed 100% of the pillars, i moved the big pl sign

I fixed the walls floors and ceilings upwards of 99%

Removed the main two large sections of floors etc

 

Look if you click FILES here

 

http://fallout3nexus.com/downloads/file.php?id=6975

 

It is THE VERY FIRST ONE

I even DATED it when I last edited, you keep editing the one with no updates

or you uploaded the earlier version again but I see changes so its not the case the robot did not work in that version but possibly because original shakes is dead in the game dunno

 

4 new images were uploaded of this version showing the floor and ceiling. the one you keep sending me is old Edition I just completely deleted that from the site. 4th one is Image of wall and ceiling showing its near perfect

And no more pillars (I added those before because gaps kept appearing)

 

only possibly two spots are bad and I was going to fix those if I updated it again and they were only off by a sliver (and the dead zone) I am pretty sure I can even fix that now I did in another mod

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Here is a pic of the contents of the two archives I downloaded. They look identical to me. I don't know why they are different than the one you are using becuase when I extracted it, I overwrote the ESP I did earlier and the "new" ESP did not have the vendor or anything else that I had changed. I don't know what's going on. If you want, just use the info from the one(s) I did to modify the working one you have. I only changed the name of the rar file so as not to overwrite the origianal archive.

 

 

http://s779.photobucket.com/albums/yy80/HupOranje/twofiles.jpg

 

You can get rid of the dead zone very quickly. Go to View --> Show/Hide Window and tick rooms and portals. Delete the two big blueish reectangular cubes in your cell and the problem will be gone. For the vendor, you're going to have to look at the various things I did and do the same in your version of the mod.

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Here is a pic of the contents of the two archives I downloaded. They look identical to me. I don't know why they are different than the one you are using becuase when I extracted it, I overwrote the ESP I did earlier and the "new" ESP did not have the vendor or anything else that I had changed. I don't know what's going on. If you want, just use the info from the one(s) I did to modify the working one you have. I only changed the name of the rar file so as not to overwrite the origianal archive.

 

 

http://s779.photobucket.com/albums/yy80/HupOranje/twofiles.jpg

 

You can get rid of the dead zone very quickly. Go to View --> Show/Hide Window and tick rooms and portals. Delete the two big blueish reectangular cubes in your cell and the problem will be gone. For the vendor, you're going to have to look at the various things I did and do the same in your version of the mod.

 

The VERSION IS IN FACT THE OLD VERSION

I completely removed ALL the parking blocks

I completely removed all the stuff outside the room

heck I even removed the paintings in front of the Vault101 area

 

You absolutely resent me the same file name, Of which I did not see any real difference of I even loaded it in Geck it's wither the same or very close to old version exce[pt possible the wall that was in the doorways at another doorway

 

It'd be completely irrelevant editing this version

Floors are at same position as old version

Try COMPLETELY moving the one you have now to a totally different folder (AND ANY VERSIONS YOU MAY HAVE DONE) re-download only the file marked

 

'Newest Version requires POINT LOOKOUT'

 

Exactly as ABOVE

 

then load it up in Geck and see the difference

heck or simply rename it to a unique file

 

I'll check your info sometime later this afternoon

 

You are right I saw the portal could never see it before

 

I'll try to look through your posts to do the vendor, but every time I tried in past I completely failed. all I get is a 'serve and protect' and then it exits

 

If you look at the images I uploaded today you will see it is quite a bit different

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I did a quick review of the file there is alot more gaps in the walls than I anticipated however that was because uing the process you mentioed isn't perfect you need to go through each and every piece after and make sure all X,y,z coordinates match to its neighbor. However visually in game the walls are extremely close and no longer giving off ceiling problems

 

I would also probably redo all lighting to make theme darker with lights more highlighting areas

 

-----------------------------------------------

I'll be gone awhile I appreciate the help, I think you're simply doing something very simple wrong take your time think it out it'll come to you

 

till then you have really been of tremendous help in this editing I'll add your name as 'adviser' when it gets to a final edition

TTYL

 

I did a quick review of the file there is a lot more gaps in the walls than I anticipated however that was because uing the process you mentioned isn't perfect you need to go through each and every piece after and make sure all X,y,z coordinates match to its neighbor. However visually in game the walls are extremely close and no longer giving off ceiling problems

 

 

Please let me know if you are going to edit the newest one otherwise I wish to do some revisions on the model fixing minor bugs and get rid of the ghost area. The ghouls also wander out I am not sure how to keep them in the cage or make it impassable to them. will attempt to make it 'ignored by sandbox' but that never works

 

I would also probably redo all lighting to make theme darker with lights more highlighting areas

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I deleted everything I have DL from your page. So the next time I DL, I'll have nothing else to conflict. I swear though, the file I worked on said it required PL. But, whatever. I can't work on it until tomorrow night though (its my daughter's 4th birthday), so if you want to make some changes, go ahead and then repost your latest version and I'll attack that one. The technique I mentioned does work, but you do have to make sure that the reference piece is perfect; no rotation and good X-Y-Z coordinates. Then you do have to select each piece and move it out and back to get the snap-to-grid to snap it to the adjacent piece. But this still will not correct for a tile that is even slightly rotated. So while each piece has to be "jiggled", it also has to be edited manually to check and correct for rotation errors. The second file I sent you, albeit the wrong version, did have all the pieces aligned properly.

 

Your Ghouls are escaping because the navmesh a) wasn't on the surface of the platform, b) the platform does not have collision geometry, and c) as far as I could tell, the navmesh was not finalized. Taking care of these 3 issues should ensure they stay within the bounds of the navmesh even if the windows weren't there.

 

I won't even start to do this again until I am absolutely positive I have the correct version. So maybe you should just PM me with a link to the file via MegaUpload or MediaFire or whatever.

 

Cheers!

 

PK

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I deleted everything I have DL from your page. So the next time I DL, I'll have nothing else to conflict. I swear though, the file I worked on said it required PL. But, whatever. I can't work on it until tomorrow night though (its my daughter's 4th birthday), so if you want to make some changes, go ahead and then repost your latest version and I'll attack that one. The technique I mentioned does work, but you do have to make sure that the reference piece is perfect; no rotation and good X-Y-Z coordinates. Then you do have to select each piece and move it out and back to get the snap-to-grid to snap it to the adjacent piece. But this still will not correct for a tile that is even slightly rotated. So while each piece has to be "jiggled", it also has to be edited manually to check and correct for rotation errors. The second file I sent you, albeit the wrong version, did have all the pieces aligned properly.

 

Your Ghouls are escaping because the navmesh a) wasn't on the surface of the platform, b) the platform does not have collision geometry, and c) as far as I could tell, the navmesh was not finalized. Taking care of these 3 issues should ensure they stay within the bounds of the navmesh even if the windows weren't there.

 

I won't even start to do this again until I am absolutely positive I have the correct version. So maybe you should just PM me with a link to the file via MegaUpload or MediaFire or whatever.

 

Cheers!

 

PK

Ok I put collision planes around the cage Plus around the cows, and the robot (I never did that before so had to do some doodling to figure it out)

I didn't create the ghoul cage but moved it (Torbax did) it never worked right anyways But should now they may still sink into the floor a bit though (because of size)

almost everything is downwards Also I changed the lighting scene to more of tunnels but with some lighting

 

I'll test it before uploading but made an editing of it. only real thing that should need to be done is fix the damn robot

but If you want to add some more decorations or better lighting that'd be cool I fixed even more including the few things that were still too high. i'll upload it to a site later today my time

 

http://www.4shared.com/file/201731310/a520...INTLOOKOUT.html

 

 

I put file here I won't be adding any more edits for foreseeable future, i am not sure the Collision planes I set work because I used the section and they were out before and still out. but you can check using a clean reference :)

 

I used thin collision planes around the cage cows, and robots but not sure I did it right

 

Except very minute gaps in walls the building should be fine

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Why did you put collision planes around the robot and the cows? The only need for a collision plane that I saw was to make a floor for the ghouls to walk on as the platform you used in your mod does not have collision, so the ghouls walk through it as opposed to on it. Placing a collision plane on the floor of the platform will keep them from falling through the platform. Aside from that, what purpose do the other collision planes serve? Its the navmesh that keeps them from moving about. A simple, non-connected navmesh will limit the ghouls movment to the outer bounds of the navmesh.

 

Anyway, I just DL your file now and am going to open it and take a look...

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