TheGoatyGoat Posted April 12, 2016 Share Posted April 12, 2016 Didn't you think , upon coming to the institute that the showers there look functionnal yet they don't work? Well you have come to a right place! I think working showers don't recquire water physics or anything like that , one can simply use the visual effect of those "anti radiation sprinklers" seen in the quest "Powering Up" and in "Mass fusion" (SPOILER: near the part where you take the Beryllium Agitator , there is a set of "sprinklers" before you enter the reactor) so yeah. This is a request and in same time a tip for modders who wanted to make working showers , even though , i think this will have to wait 'till we get the Creation Kit , and I don't know how exactly will this work , since I'm not a modder. Link to comment Share on other sites More sharing options...
TwilightOne Posted April 12, 2016 Share Posted April 12, 2016 (edited) I thought exactly the same way... The decontamination Arch in Wasteland Workshop DLC has the same effect.I'm not a modder, or a very inexperienced one, but I'm thinking about ways to make settlements more engaging vs more bonuses if the player invests time.If I only knew how...Like we could use the wire snapping code to instead bring pipes and then make sinks and stuff work. That would need lots of plastic and other junk, but settlers would have a passive happiness bonus and their "grimy" skin overlay would disappear while the aqueduct works. Let's say the player gets this overlay over time adventuring and once he/she comes home to wash the effect disappears and a +1 charisma bonus for 24 hours is granted? We already have soap junk items and soap bars, so maybe use them to get an even greater bonus? Maybe add a water heater for extra bonus but costly in materials? Make the washers in the player's house work by "crafting" clean versions of the game's dirty clothes?All is up to the imagination. I guess the limiting factor is time, as this all needs animations (or fade to black transitions that aren't immersive), models, scripts etc.What I'm thinking about first is making the debris in Sanctuary get cleaned off automatically if all settlers are already fed, have beds and depending on happiness value. Like "Spring Cleaning" but you do not do it yourself. That would make the settlements appear to evolve a bit in time as the biggest pet peeve of mine is how does the player character accept living in such filth, to him it was only like a couple minutes since the "pre-war" era. Once settlers have their basic needs met they should thrive to make the place a bit cleaner, like remove the dirt piles and maybe dig a grave for the sanctuary's ancient inhabitant's bones that linger in the houses. Maybe remove the Halloween decorations. Remove the bushes, and the playground steel dome etc. All in different categories of objects that get "disabled" when certain happiness criteria are met and when the player is away as no one will physically clean it up.And if you invest the time to make the settlers happy, they would give you junk items depending on the items cleared!Logically, it would be in order like: bodies (bones or nothing, out of repect...) -> dirt piles (wood (visible planks), aluminium, steel etc) -> vines hanging around (wood, fertilizer) -> halloween decorations (wood, plastic...) -> misc and eventually have quests involving let's say Sturges to repair the bridge and eventually fix the non-scrappable houses. The poor fella bangs his hammer all the game, so he could be useful for once. ;PAll this should be fairly easy to make via scripting and disabling/enabling references to lists of objects following the vanilla happiness value and check if food, water, beds are >= #settlersThe other parts that need modeling and stuff are harder to do obviously. Quests for enabling repaired houses shouldn't be too hard:1-*settlement cleaning is copmplete*2- Speak to Sturges3- Find a huge amount of junk4- "wait sometime or go on adventuring and come back later"5- New house / bridge structure complete and a permanent bonus maybe?If we could have a quest to find a "biologist" bot or something in a vault to make the tree in the roundabout green again... I have many ideas, just no time to make them as the tools are not even out. XD Edited April 12, 2016 by TwilightOne Link to comment Share on other sites More sharing options...
PoliteRaider Posted April 13, 2016 Share Posted April 13, 2016 Didn't you think , upon coming to the institute that the showers there look functionnal yet they don't work? Well you have come to a right place! I think working showers don't recquire water physics or anything like that , one can simply use the visual effect of those "anti radiation sprinklers" seen in the quest "Powering Up" and in "Mass fusion" (SPOILER: near the part where you take the Beryllium Agitator , there is a set of "sprinklers" before you enter the reactor) so yeah. This is a request and in same time a tip for modders who wanted to make working showers , even though , i think this will have to wait 'till we get the Creation Kit , and I don't know how exactly will this work , since I'm not a modder. It's not a bad idea, however speaking as someone who has already tried it's unfortunately not quite that easy. As best I can tell the particle effects used by those decontamination arches are part of the 3d mesh, they're not a distinct visual effect that you can implement directly in the game. Link to comment Share on other sites More sharing options...
TeamBacon Posted April 13, 2016 Share Posted April 13, 2016 Didn't you think , upon coming to the institute that the showers there look functionnal yet they don't work? Well you have come to a right place! I think working showers don't recquire water physics or anything like that , one can simply use the visual effect of those "anti radiation sprinklers" seen in the quest "Powering Up" and in "Mass fusion" (SPOILER: near the part where you take the Beryllium Agitator , there is a set of "sprinklers" before you enter the reactor) so yeah. This is a request and in same time a tip for modders who wanted to make working showers , even though , i think this will have to wait 'till we get the Creation Kit , and I don't know how exactly will this work , since I'm not a modder. It's not a bad idea, however speaking as someone who has already tried it's unfortunately not quite that easy. As best I can tell the particle effects used by those decontamination arches are part of the 3d mesh, they're not a distinct visual effect that you can implement directly in the game. I can't say I have ever seen a particle effect as part of an actual mesh before. Link to comment Share on other sites More sharing options...
PoliteRaider Posted April 13, 2016 Share Posted April 13, 2016 (edited) I can't say I have ever seen a particle effect as part of an actual mesh before. I could always be wrong, but if it isn't a particle effect, then what's this? Edit: This screen capture is from Meshes/SetDressing/DeconArch/DeconArch01.nif if you want to take a look yourself. http://i.imgsafe.org/2c0476b.jpg Edited April 13, 2016 by PoliteRaider Link to comment Share on other sites More sharing options...
PoppaSmirk Posted April 13, 2016 Share Posted April 13, 2016 I'd like some working showers as well, and for some mature content; the ability to take a shower with a companion that the Player shares the Lovers Embrace perk. For my tastes it wouldn't have to be too graphic, but sharing a morning shower together would seem to be a 'loving' act before going out to slog through the Wasteland. As far as the Institute Showers, I used my imagination and conceived that those high tech showers used sonics to clean the bodies of the Institute folk. :) Link to comment Share on other sites More sharing options...
TheGoatyGoat Posted April 20, 2016 Author Share Posted April 20, 2016 Is there a way to make some of the parts of the model/mesh/whatever it is (I'm not an expert) invisible and only have the effect appear? Link to comment Share on other sites More sharing options...
PoliteRaider Posted April 21, 2016 Share Posted April 21, 2016 Is there a way to make some of the parts of the model/mesh/whatever it is (I'm not an expert) invisible and only have the effect appear? hmmm ... that's really clever. I think that would probably work. Link to comment Share on other sites More sharing options...
TheGoatyGoat Posted April 21, 2016 Author Share Posted April 21, 2016 Yet , I don't know about collisions and hitboxes , I don't know if they can be removed partially from the whole thing. But is there a way to make a custom mesh/model/whateveritis by merging the recquired parts from the decontamination arch and the shower . I also don't know anything about scripting at all , so I don't know how to make the thing activate-able , maybe it would need a power source linked to it and a button pressed and then it would start and with another press of the button , it would stop... Link to comment Share on other sites More sharing options...
PoliteRaider Posted April 22, 2016 Share Posted April 22, 2016 Yet , I don't know about collisions and hitboxes , I don't know if they can be removed partially from the whole thing. Apparently this might actually change with the CK if certain rumours are true but working with collision is a real pain at the moment. Fortunately getting rid of collision is easy, it's creating a new one that's a pain. It wouldn't be difficult at all to have something not have collision, that's basically the default state. Adding the decontamination arch to the shower and it not having collision is what would happen anyway unless you put a lot of work into getting both collision working. But is there a way to make a custom mesh/model/whateveritis by merging the recquired parts from the decontamination arch and the shower Yes. Nifskope would allow you to do this. Your suggestion is a good one, it's totally doable. Only reason I haven't done it now is:A) I'm not very good with Nifskope and this is a little out of my depth.B) I'm in the middle of my university semester and everything is due, so I'm a bit distracted from modding.C) I'm lazy. I also don't know anything about scripting at all , so I don't know how to make the thing activate-able , maybe it would need a power source linked to it and a button pressed and then it would start and with another press of the button , it would stop... The decontamination arch is one of many items in the game which is controlled by the Default2StateActivator script. Anytime you've got an object in the game that you can switch on and switch off, with some sort of different animation or visual effect when it's activated usually uses the same script. What happens is those two states are set up in the .nif file (the mesh) with preset instructions for what they are. The script simply toggles them when the item is activated. It's a really simple script. Link to comment Share on other sites More sharing options...
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