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SpeedyB64

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Cool I didn't think there was a way without NVSE. You could check the following actor's coordinates and make sure its within the elevator shaft. It may also be possible to make a trigger zone that fills the entire elevator shaft, if the actor is in the shaft they will need to be moved. I think its also possible to make a trigger box from an activator, then the box could be moved with the elevator. The box would have to be a modeled collision box with specific settings. Fallout has its own trigger box system but Oblivion only had trigger box activators, Oblivion's system could still work for Fallout.
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That sounds possible. I had to figure out that only activators can move with the elevator. I think you might have mentioned that somewhere. A trigger that was an activator might not work as a trigger anymore. So perhaps a trigger at the doorway which marks any NPC as in or out. Or a trigger area at each level that is activated or deactivated depending on where the elevator is. Then it doesn't need to move.

 

My main issue now though, is that I may have to reconfigure every level to make the entrance of the elevator open onto a 'antechambre' for the elevator. Then those antechambres would actually be placed in the Lower stairwell level, so the elevator could take players to each floor. The plan I mentioned to you still works, but I don't like how I now have to close off the shafts at each level, for fear of players dropping down and discovering there is nothing there, because everything actually exists on the Lower Stairwell level. I am racking my brains for a nice solution, but unfortunately the only satisfying one, that includes the elevator, and just as importantly, the elevator shafts, is to go the hard route and re-tool each level. HUGE amount of work though...

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Hey Speedy, I am going to continue this elevator discussion in this thread unless you want to move it elsewhere.

 

I have a question: Did you have issues with the Elevator losing its collision model? I though I had everything working, but my lower elevator, with a much more complex script and multiple stops, is losing its collision model. Am I missing something simple that is causing this? It only occurs one the elevator quest has started, i.e. after setpos has begun working on the ElevatorCar.

 

Regarding NPCs, I have them working regardless of whether they are vanilla or Modded. The only issue now is that they don't always 'Get On' the elevator with the Character. They might need a special, temporary package to closely follow the player. Or move to a target in the elevator car.

 

 

Hmmm...well I may have solved it. I matched up some of the unknown integers via Nifoskope between your original ElevatorCar model, and my modified one, and now things seem to work. It seems some of the support for nifs in Blender is a little lacking compared to 3dMax (which is what I think you are using)

Edited by cambragol
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I had to set up th ecollision up in Nifskope to get it to work.

 

Layer needs to be set to OL_ANIM_STATIC

Layer Copy needs to be set to OL_ANIM_STATIC

Motion System needs to be set to MO_SYS_KEYFRAMED.

Quality Type needs to be set to MO_QUAL_KEYFRAMED.

Edited by SpeedyB64
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  • 2 weeks later...

New Version of my resource pack!!!

 

V 3.0

Get it HERE

 

New Stuff Includes but is not limited to:

 

Modular office set.

Some clutter.

A fixed set of filing cabinets.

Catwalk set.

Lots of NEON!

Some buildings and building kits.

I also restored the missing parts of the dlc04 lab tileset. I added entries into the GECK for the parts I found in the BSA archive. The Door was missing its texture so I recreated it from scratch. (Its pretty darn close) I also made 3 way and 4 way pieces for the set so now it can be used like any other set!!!

I added the static collection objects so now my test cells should work properly. And you can use my static collections in your mods.

There are probably a lot of things I'm forgetting but check it out, there are some neat things in there.

 

This version has a lot more custom made textures for my models and things look much more unique now. I also made a new texture for my Concrete tunnels set.

Edited by SpeedyB64
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Updated to version 3.1

 

Fixed texture path on Modular office door.

Fixed missing static colection in the test cells.

 

I also added a new storefront and tile texture but its not in the GECK yet (have to add it manually)

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Regarding NPCs, I have them working regardless of whether they are vanilla or Modded. The only issue now is that they don't always 'Get On' the elevator with the Character. They might need a special, temporary package to closely follow the player. Or move to a target in the elevator car.

When the player enters a trigger, you can apply an actor effect to the player that scans the area for followers where their packagetarget = player. When a follower is found, an actor effect is applied to the follower, that applies a scriptpackage to travel toward the player or a marker on the elevator car, and monitors when the followers is close enough, then removes the scriptpackage and the spell. All vanilla scripting.

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When the player enters a trigger, you can apply an actor effect to the player that scans the area for followers where their packagetarget = player. When a follower is found, an actor effect is applied to the follower, that applies a scriptpackage to travel toward the player or a marker on the elevator car, and monitors when the followers is close enough, then removes the scriptpackage and the spell. All vanilla scripting.

 

 

I already actually set up the scripts in a similar fashion. A trigger scans the player and his followers as they enter the vault, then assigns each Companion a ref id. Then I can use that id in other scripts which open the elevator doors, tell the companions to get on the elevator etc. It works pretty good. However, as usually there are package and navmesh issues that never seem to resolve perfectly. Occasionally an NPC will just sit there after having the 'getonElevator' package assigned. I have encountered all these inconsistencies with packages and the Navmesh before. Makes them very frustrating to work with. However for the most part I have overcome them and the Companions get on the elevator 90% of the time. Not bad I suppose.

 

The other 10% may be that certain modded followers have scripts running to set the follower to idle or 'dosomething'. These scripts may be overriding the 'getonthedamnElevator' package, and so the NPC doesn't get on. I don't think I will ever be able to completely overcome issues like that. And or I am sick of scripting and want to get back to finishing the Vault 24 resource.

 

Also, I am resisting the urge to download the new Speedys Resources, because last time I did they were just too good and I ended up trying to find ways to use them all over the place. Must control the urge to download and incorporate....

Edited by cambragol
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