TotalRookie Posted February 24, 2011 Share Posted February 24, 2011 First off I would like to thank you beforehand for taking the time to assist me, I greatly appreciate how supportive this community is of each other. I will explain the plot briefly, leaving out as many unnecessary details as possible. Now the basic plot of my video is pretty simple, I don't have any wish (at the moment) to expand upon it. We have a scouting detachment consisted of 3 BoS soldiers who are located at the quarry with all of the deathclaws in NV. There are two Knights crouched overlooking the quarry, discussing how they are going to rid the quarry of deathclaws. The third BoS soldier is a green recruit who is crouching farther back from the pair of Knights. In the middle of their plotting they are interrupted by the other BoS recruit who runs eagerly between them to attack the deathclaws in the quarry below. They both stand up and run after the doomed recruit, and in fact seal their own fates. The rest of the plot I can work with myself but I'm struggling to work out the mechanics of the character movement, how I should exchange the dialogue between the Knights, and how I can trigger the Knights to follow the recruit after he has passed them. I know the basics of the GECK but I am far from familiar with the more complex processes. Manipulating the video is one thing I will definitely be doing. I've considered switching the recruit between player and NPC, and making the Knights companions and use the stay/follow command. Also for the dialogue, using the "say "GREETING"" etc. command and giving the NPCs reference points of each other could work. Since they are helmeted I don't have to worry about expressions or lip synch although I do want their heads to bob when they are talking in their crouched positions if that's possible. I have watched a lot of fallout machinimas but I'll probably go through them again and see what I can learn. I have contacted the bigger fallout machinima directors (Manslayer, Drakortha) before and I know they will help me out also. To me, this is my first huge undertaking with the GECK and Fallout (if that says anything xD) and it will be a great learning experience for me to create bigger and better videos. Thank you for reading this and hopefully you can offer some sort of advice, any and all is appreciated. Link to comment Share on other sites More sharing options...
GrindedStone Posted February 26, 2011 Share Posted February 26, 2011 Well it doesn't seem like the BOS would have much interest in the quarry if you ask me. BOS only cares about technology an preventing humans from distroying themselfs with it. Which could be seen is them hording all the tech for themselfs for whatever selfish reasons. The NCR runs the quarry so I figure they would have the most interest, however toss a laser rifle down in the quarry an I'm sure the BOS would ignore the "LOCKDOWN" on all BOS movement outside the bunker. hmmm could we make the laser rifle a computer that creates really yummy donuts. It would be a lot of work. Most of the work would be in creating the AI package. This wouldn't be very hard to create however learning (reading) all the in's an out's of all the various possible settings for a AI package is kind of hard because it's a whole lot of reading. Which it's not all listed on one page, it's spread out so you bounce around here an there so much you forget where this tiny little bit of information you currently need is, in effect getting lost. Then about two days playing with it before you actually understand it pretty well. The GECK main page A NPC without a package will just stand there completely still. If you shoot them! we hope in the next 4-6 seconds or sooner they will automaticly switch to the combat package which isn't listed in packages for the NPC it's listed as Combat Style. Besides that. You have basicly two types of AI package there is "Sandbox" which the NPC scans around they're current location for idle markers an things to do or wanders around even. Then there are Patrol packages which is basicly go here do this then go there or whatever. The NPC will scan it's packages in it's settings in the order they are input top to bottom. Most NPC's have patrol then sandbox only. This way you can take any NPC an then link it to an X marker an they will try to go there, if they are already there then it goes to Sandbox. I think the best way to start would be to keep it as simple as possible then expand on that if needed. 1. Delete the deathclaws around that area in the game. Then load the mod with FNV edit. Apply a conflict inherited by parent filter, then set deleted to disabled. This will avoid potental crashes while filming. You don't really want to ever delete something from the game but it would help here. If it's set to disabled then there isn't really a problem deleting something in the game world itself, but this would allow you to move around the area freely. Also it would allow you to create new deathclaws which could be controled somewhat. I.E. set on a patrol that leads them right up to the BOS squaters just at the right moment or at least near it. You know just a temporary mod you can delete after filming. 2. Create your BOS Characters. 3. Create a basic patrol package that has them walk up to a X marker in the right spot. This would be the only package at the moment so they don't go wandering off. You can set the package so that they pretend they are sneaking I think. This way they move like they are scared of getting seen. 4. I've seen some idle markers an patrols that get the NPC's to point an do stuff like that. Further the Xmarkers you can adjust settings on once placed in the world to have the NPC wait there or perform certian things I believe. 5. Once that's working you would need to seperate the trainee BOS guy to run a seperate package which makes it run forward past the other two a few seconds before those two move forward, which is a few seconds before the Deathclaw that was set up on a patrol package from point A to point B gets there. Which as soon as either party see's one another will default into their combat style or "In combat" an not they're packages anymore. (note you can force a NPC to continue running a package even when in combat an you can even edit the combat style to control them while in combat somewhat) 6. You would need to create a deathclaw an package for it, which you could set up so that this one deathclaw would "CALL OUT" to the other deathclaws in the area. Thus starting the noob party. Link to comment Share on other sites More sharing options...
TotalRookie Posted February 27, 2011 Author Share Posted February 27, 2011 Well it doesn't seem like the BOS would have much interest in the quarry if you ask me. BOS only cares about technology an preventing humans from distroying themselfs with it. Which could be seen is them hording all the tech for themselfs for whatever selfish reasons. The NCR runs the quarry so I figure they would have the most interest, however toss a laser rifle down in the quarry an I'm sure the BOS would ignore the "LOCKDOWN" on all BOS movement outside the bunker. hmmm could we make the laser rifle a computer that creates really yummy donuts. It would be a lot of work. Most of the work would be in creating the AI package. This wouldn't be very hard to create however learning (reading) all the in's an out's of all the various possible settings for a AI package is kind of hard because it's a whole lot of reading. Which it's not all listed on one page, it's spread out so you bounce around here an there so much you forget where this tiny little bit of information you currently need is, in effect getting lost. Then about two days playing with it before you actually understand it pretty well. The GECK main page A NPC without a package will just stand there completely still. If you shoot them! we hope in the next 4-6 seconds or sooner they will automaticly switch to the combat package which isn't listed in packages for the NPC it's listed as Combat Style. Besides that. You have basicly two types of AI package there is "Sandbox" which the NPC scans around they're current location for idle markers an things to do or wanders around even. Then there are Patrol packages which is basicly go here do this then go there or whatever. The NPC will scan it's packages in it's settings in the order they are input top to bottom. Most NPC's have patrol then sandbox only. This way you can take any NPC an then link it to an X marker an they will try to go there, if they are already there then it goes to Sandbox. I think the best way to start would be to keep it as simple as possible then expand on that if needed. 1. Delete the deathclaws around that area in the game. Then load the mod with FNV edit. Apply a conflict inherited by parent filter, then set deleted to disabled. This will avoid potental crashes while filming. You don't really want to ever delete something from the game but it would help here. If it's set to disabled then there isn't really a problem deleting something in the game world itself, but this would allow you to move around the area freely. Also it would allow you to create new deathclaws which could be controled somewhat. I.E. set on a patrol that leads them right up to the BOS squaters just at the right moment or at least near it. You know just a temporary mod you can delete after filming. 2. Create your BOS Characters. 3. Create a basic patrol package that has them walk up to a X marker in the right spot. This would be the only package at the moment so they don't go wandering off. You can set the package so that they pretend they are sneaking I think. This way they move like they are scared of getting seen. 4. I've seen some idle markers an patrols that get the NPC's to point an do stuff like that. Further the Xmarkers you can adjust settings on once placed in the world to have the NPC wait there or perform certian things I believe. 5. Once that's working you would need to seperate the trainee BOS guy to run a seperate package which makes it run forward past the other two a few seconds before those two move forward, which is a few seconds before the Deathclaw that was set up on a patrol package from point A to point B gets there. Which as soon as either party see's one another will default into their combat style or "In combat" an not they're packages anymore. (note you can force a NPC to continue running a package even when in combat an you can even edit the combat style to control them while in combat somewhat) 6. You would need to create a deathclaw an package for it, which you could set up so that this one deathclaw would "CALL OUT" to the other deathclaws in the area. Thus starting the noob party.You have some very good advice I appreciate it a lot... and it's going to be more comedic than serious so I won't really worry about why they're there but it gives me another idea.... Anyways is there any way to set a sort of hidden "switch" for the AI packages? Not something like "Continue if Player Near" but maybe something like an actual script that tells the NPCs when to go? I ask this because I'm not sure how you would set the delay certain packages after others. Like I said, I am incrementalizing the scenes so the packages do not all have to flow with each other but a "switch" of sorts could help with the recording. Link to comment Share on other sites More sharing options...
GrindedStone Posted February 27, 2011 Share Posted February 27, 2011 Bethesda always uses Scripts to make sure that a NPC gets put into a certain package.As an example you mezz a NPC it then acts all drugged.You select the dialog to enslave them.This launches a script that puts them into the TravelToParadiseFalls Package.You are still in the dialog, it closes. They instantly run to PF. Cypsis talks about staged timers scripts. Though it's not really my bag. I've spent about 20-40 hours learning scripting an I have very little to show for that.Pretty much I can barely read a script. I like to draw an make models. Getting that perspective right is what's fun for meh. So I didn't really have time to spend more than a few hours here an there. If you were like die hard wanting to learn something. Scripting wouldn't be a bad place to start. You would have to do only that for a few weeks though just to get a grasp of it though. Another option would be to reverce engineer YEE HAW! ha ha ha What you would do is take a look at a bethesda scene. For example Fallout 3. When you enter the area near the GNR building the BOS there play out a rather staged little scene. Shoot this guy, say that, walk here, wait there, say this.The Official Bethesda Forums are helpful too, or like Fook's you usually get more of a one on one help post.You can ask here but I mean there's so much traffic, an you get wierdo's like me posting. :O Link to comment Share on other sites More sharing options...
TotalRookie Posted February 27, 2011 Author Share Posted February 27, 2011 Haha I might take a look at Fook's site, but reverse engineering would be the way to go I think. Unless someone has come out with an uber scripting tut I'm not going to waste 40+ hours trying to learn something that I will use sparingly. Link to comment Share on other sites More sharing options...
GrindedStone Posted February 27, 2011 Share Posted February 27, 2011 Scripting is very useful. Imagine being able to do whatever you wantAnything cool you can think up that you wana do in the game pretty much requires a scriptAll the cool stuff that Quests can do is via Script. The work is mostly reading a large amout of information that's spread out a little bit, but not as much as NPC settings an packages.Then you have a list of comands that is 12 pages or more, idk there's a lot. There's a lot of different ways to use the commands to do the same thing.Then you have a lot of time that is spent actually writing the script in notepad, GECK, an the FOSE (NVSE) loader version of GECK.It's pretty heavy on edits, so you write, test it, edit it, test it, which is all kind of draining. But I mean sometimes I spend 3-4 days making a model.Don't get much more draining than that. So maybe Scripting isn't as repetive as we think. Link to comment Share on other sites More sharing options...
TotalRookie Posted February 27, 2011 Author Share Posted February 27, 2011 (edited) Well you convinced me then, I will learn this god forsaken language xD*Edit* Kudos Btw ^ ^* Edited February 27, 2011 by TotalRookie Link to comment Share on other sites More sharing options...
Floatsup Posted March 1, 2011 Share Posted March 1, 2011 Good luck there Rookie. Sometimes take a break too. Otherwise the Gecko won. but a descent mod is fun to do. Just don;t be too harsh on yourself if it doesnt exactly works the first time. Im on version 55 of mine, and its going on over a month for what I've started. JUst keep plugging at it, and I highly suggest getting familiar with having a notepad next to you as you do this. Idea's happen on the fly, and you need to write them down at that moment, because you will never be able to implement it fast enough using the gecko. Hell one thought Is has taken me 3 days so far. Anyway have fun. and don;t pull your hair out. SAVE constantly, and save multiple copies. As you complete a stage, save a new version. Just in case. I know when I save and exit, then geck crashes, thats a good save right there. :tongue: Cheers. Link to comment Share on other sites More sharing options...
TotalRookie Posted March 1, 2011 Author Share Posted March 1, 2011 Good luck there Rookie. Sometimes take a break too. Otherwise the Gecko won. but a descent mod is fun to do. Just don;t be too harsh on yourself if it doesnt exactly works the first time. Im on version 55 of mine, and its going on over a month for what I've started. JUst keep plugging at it, and I highly suggest getting familiar with having a notepad next to you as you do this. Idea's happen on the fly, and you need to write them down at that moment, because you will never be able to implement it fast enough using the gecko. Hell one thought Is has taken me 3 days so far. Anyway have fun. and don;t pull your hair out. SAVE constantly, and save multiple copies. As you complete a stage, save a new version. Just in case. I know when I save and exit, then geck crashes, thats a good save right there. :tongue: Cheers.Thanks for the encouragement I appreciate the support. I've made a few minor mods for personal use before, but I will try not to be hard on myself.... (gets difficult with a perfectionist personality) and having something to scrawl on while I'm thinking is a great suggestion because I always have too many xD. Good luck on your mod by the way and hopefully it doesn't crash on you too often :laugh: Link to comment Share on other sites More sharing options...
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