jahnarae Posted May 21, 2011 Share Posted May 21, 2011 There have been many portal mods for fallout, such as the aperture Pipboy and Companion cube mods, but no one has made a working Portal Gun. You could easily make full test chambers with parts from other mods. Link to comment Share on other sites More sharing options...
PyroJesus Posted May 26, 2011 Share Posted May 26, 2011 It's a good idea, for sure, but there are just too many reasons why it wouldn't work.First of all, the Gamebryo engine just doesn't have the physics range that Valve's Source engine does.Another reason is that I doubt you could script a portal in Gamebryo to work on contact, let alone to have it work by fluidly moving you from one position to another. That's not including the possibility of the game wanting to load every time you used a portal.I do agree with you, though. It would be awesome to get something like that working, but Gamebryo is just too archaic an engine to code something like that. Even if I'm wrong, I just don't see it being possible in New Vegas. Link to comment Share on other sites More sharing options...
jahnarae Posted May 30, 2011 Author Share Posted May 30, 2011 It can be done like the Rev 1.1 MOd for Oblivion: Link to comment Share on other sites More sharing options...
Unlimitedrevolver Posted May 30, 2011 Share Posted May 30, 2011 When I learn to script and use GECK, I could probably make this minus the weapon(it'll probably be a already in-game gun)I'm not sure, but I believe you could do this by creating markers(?), so that when you go through a marker set by the gun, your character would appear at the other marker. I think the most complicated part would be getting the gun to place those markers. You'd have to add in scripts like:marker A = keep coordinates; if bullet hits ground; place marker A = true; if player enters marker A; player exits marker B= true; and vice-versa.I'm not sure what the actual variables, functions, etc. are, but I was just giving an example of hat the pseudo-code might be like. I'm not exactly sure at how flexible the script is though, if you can create new variables then you probably can do this. Also unlike what that guy who made that video said, I don't see this hitting performance, unless every time you go through the teleport it has to reload all of the items on the screen.If that's the problem, then you would have to: 1. deal with the performance hit. 2. build a super computer(yes build not buy). 3. have the game send you to a loading screen(which defeats the purpose of the gun). This is just a theory, but it might be able to work. Link to comment Share on other sites More sharing options...
jahnarae Posted May 30, 2011 Author Share Posted May 30, 2011 If anyone is good at scripting, Unlimitedrevolver has the right idea for this mod. Link to comment Share on other sites More sharing options...
TheMadmanAndre Posted May 30, 2011 Share Posted May 30, 2011 (edited) All New Vegas needs is some ground up moon rocks to get the portals to stick... :dance: Edited May 30, 2011 by Madman_Andre Link to comment Share on other sites More sharing options...
Unlimitedrevolver Posted May 30, 2011 Share Posted May 30, 2011 If anyone is good at scripting, Unlimitedrevolver has the right idea for this mod. Oh, yeah, another reason it probably isn't performance heavy in Portal, is the size of the areas. In Fallout, the game has to load LOTS of junk compared to the crisp, clean testing rooms of Portal. GLaDOS would not be proud... :sweat: I recall using a portal like mod similar to the one in the video you posted, in Oblivion, and after about 2-3 consecutive uses out in the wilderness my game crashed. Then again my PC is a laptop and Oblivion has more bugs than Fallout: NV, so you might have a good chance at it not crashing this game.I would say you could somehow use something similar to Call of Duty's respawn system, but I'm unsure if it reload objects when you respawn.If it doesn't reload them, using that and setting the respawns as the markers I mentioned earlier, you might get something going. Whether the thing you get going is good or bad, is something we won't know until it gets done...unless someone who knows what they're doing gets in here and tells you.If a experienced script maker got in here, I could interro-... I mean ask him a few questions about this, and see if I can get my concepts/theories about your request in working shape.After all, sometimes you just need to ask questions that nobody thought to ask before, to create some new stuff.By the way, I forgot to mention the fact that you would need to probably make the marker bigger and add textures and meshes to it, so you see where it is. Sorry for the great wall of text and general non-helpfulness. :pinch: Link to comment Share on other sites More sharing options...
jahnarae Posted June 6, 2011 Author Share Posted June 6, 2011 I recall using a portal like mod similar to the one in the video you posted, in Oblivion, and after about 2-3 consecutive uses out in the wilderness my game crashed. Then again my PC is a laptop and Oblivion has more bugs than Fallout: NV, so you might have a good chance at it not crashing this game. Maybe someone could port the scripts from that mod into new vegas, then people with desktops could use good graphics with it, and laptops could use "less good" graphics and less line of sight. Link to comment Share on other sites More sharing options...
Unlimitedrevolver Posted June 7, 2011 Share Posted June 7, 2011 I recall using a portal like mod similar to the one in the video you posted, in Oblivion, and after about 2-3 consecutive uses out in the wilderness my game crashed. Then again my PC is a laptop and Oblivion has more bugs than Fallout: NV, so you might have a good chance at it not crashing this game.Maybe someone could port the scripts from that mod into new vegas, then people with desktops could use good graphics with it, and laptops could use "less good" graphics and less line of sight.That might work, but I doubt anyone would try to port it. It still might break the game though. :sweat: Link to comment Share on other sites More sharing options...
jahnarae Posted June 12, 2011 Author Share Posted June 12, 2011 I'd be willing to beta test it. Also, can someone make a mesh/texture of GLaDOS. She doesn't have to do anything. Link to comment Share on other sites More sharing options...
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