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Wagons, carts etc in NV


devinpatterson

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I think I have the whole wagon/cart thing figured out and figured I'd start putting together some ideas on how to utilize them. Here is a little vid;

 

 

 

https://www.youtube.com/watch?v=F8O4VAhw58w&list=UUhKTr5RPpqZOdIc4zt_StGw

 

 

 

Initially I think they will show up primarily in caravans, and vendors with carts. Jokerine had the mentioned wanting to see brahmin cart races, which would be interesting. I'd be curious how other people would like to see them utilized.

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Is there any way you would be able to sit in the carts as they're being pulled? Maybe utilize the Joshua Graham sit marker somehow, even if just for companions or the actual vendors themselves?

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Would it be crazy to have a house pulled along by Brahmin, like a camper? Could feed them grass instead of fuel, haha :laugh:

Sure, like little gypsy wagons but using fallout's teardrop campers. I think they're mostly two wheelers, which would be a little tricky for the brahmin (or maybe more suited for a bighorner), but with a little ingenuity and the appropriate yoke, or another axel up front, I don't see why not. I'll have to test them out a bit first though, because I'v never put together that large of an object as a wagon, and I might have to re-center the scene on the camper to avoid some ugly animations as the brahmin turns.

 

But I think it should be do-able. Maybe grab a folding chair, put it on top, a cooler with some bear and plink away at anything that moves as you leisurely traverse the countryside in legit white trash style.

 

Is there any way you would be able to sit in the carts as they're being pulled? Maybe utilize the Joshua Graham sit marker somehow, even if just for companions or the actual vendors themselves?

They'll have full collision geometry/mesh, no problem crouching/standing on, or in, an open cart for the player. I don't believe there will be any way to create a furniture marker (like the one you refer to) or any Xmarkers since our carts are dynamically moving along.

 

I also believe it's unlikely to be possible to make a cart a furniture marker as it's own object, but I can't be sure since I havn't tried as of yet.

 

However I believe we can setRestrained on NPCs and force animations (everything from simple idles to attack animations in conjunction with useWeapon or fireWeapon) to create our facade. Although I havn't tried it yet.

 

Yes!!!Finally!!Make it happen!!

Yep, that's why where brainstorming, so if you have ideas or requests now would be the time to contribute.

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Maybe the capability to buy a brahmin cart to carry your excess stuff either back home or to sell to a vendor. Set some weight limit beyond which the brahmin will refuse to pull, or a weight where it moves very slow.

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Maybe the capability to buy a brahmin cart to carry your excess stuff either back home or to sell to a vendor. Set some weight limit beyond which the brahmin will refuse to pull, or a weight where it moves very slow.

Sure we can do that, and since we'll be using the actor container (brahmin part only), some of that behavior will be built in (slower while encumbered, although we'll give the cart brahmin a hefty carry weight bonus). But we can definitely set a weight limit beyond which we apply setRestrained on the poor beast of burden. Maybe even have a humorous "dialog"/exchange between the player and his/her disgruntled bovine employee.

 

I wish we had more flexibility in regard to teh wagon being a container, but I don't believe the cart will/can ever function as a normal, proper container form and still be a moving, dynamic part of the brahmin nif.

 

However I believe there is still a fair amount we can do with that. I'v seen mods that have a container within a container, maybe we can use a similar method to simulate a wagon container within our brahmin actor container. Then if we unyoke our brahmin we can swap out models to a normal brahmin and spawn a standalone cart container with all the items (that where in the cart "sub-container" of the brahmin inventory) moved to it. I think that could fake it pretty well.

 

I also believe we could throw a couple of extra meshes on the cart that make it look more full. Something simple like a tarp over some junk. Maybe a few levels ranging from almost empty to bulging at the seams. Then we could use a Vis controller to activate one particular mesh based on teh current weight. It'd be a easy visual indicator of how much junk your carrying. Plus it'd be a simply poly and texture so it wouldn't be a overly complicated model. If we swap out the whole model, say via SetModelPathEX, instead of using Vis controllers, we can also have adjust the col mesh of the tarp. If either of the above methods are too troublesome we can probably fallback to just swapping out our brahmin actors (with carts that range from full to empty). Keep our pertinent details (vars like the brahmins health) in a quest script that each of our brahmin actors can draw from, and move inventory items back and forth between the brahmin actors and a separate container in it's own cell. Anyway some stuff to experiment with.

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How about full extermination of death claws quest and caravans start moving on from Mohave outpost north.

And I fought the law quest change.Since Powders become my enemy in Goodsprings add there NCR guy

who will give the bounty for clearing the prison.(I did it single handed just for fun).

Why the radio keeps saying that it is unknown that happened to Nipton if I finished Cold Heart quest??

I want to see some changes in the game based on Courier choices!!!

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How about a Mole-Rat pulling a Shopping Cart with Sarsaparilla Crates to store gear in and he just follows you around and you could tell him to wait outside of a vault or cave were he would have trouble navigating.?

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