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"Reloadable" rebreather


Andyno

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I use Tale of Two Wastelands so while the textures didn't show up in the Geck, everything worked in the actual game.

 

Some stuff from FO3 carried over into FNV, but not all, so it's possible that the sound would have still worked, but I know for a fact that at least the texture did not get carried over, and it's likely the mesh for the platform didn't either.

 

If I recall correctly, I remember hearing the rebreather is exclusive to FNV so if the mod is ever to be distributed, which TBH would be a waste not to, given the amount of work that looks to be going into it, it'd need to be substituted with another mesh.

 

If it keeps this on the up and up, I'd be willing to try to help put together a legal substitute, but I've only successfully created one armor mash up before, and last time I'd tried I couldn't get the export settings correct.

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Ya you are correct ... If Andy ported the rebreather mesh/texture from NV ... that is a copywrite violation.

 

It must be changed by at least 30% to satisfy the coypywrite laws. In order to publish the mod.

 

Even porting assets from an Fo3 DLC to a mod that doesn't require that DLC as a master file is not allowed.

 

Like the saw from the pit or 2 barrell shotgun from point look out , or anything from Zeta or Anchorage ...

 

That's a no no :huh:

 

In order to use those assets ... your file must rely on those master files ... hence the end user has to have already purchased that content.

Edited by Mktavish
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To my understanding, no one cares if it's a pretty accurate reproduction (see vivanto's vertibird interior), but it can't actually contain any part of the original.

 

Though, I still have a few ideas I can try for a replacement.

Edited by uhmattbravo
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copywrite law is 30% That is when vannila Ice had to pay david bowie. His song was not changed by 30%

 

But honestly I don't think beth would tolerate near the 30% ... they just don't want to chance it.

Cuz technically anything created by their tool is their property ... therefore their resposibility legal wise.

 

And the Nexus respects that ... so they are not going to let us the users put Beth in harms way.

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I'll have to take a look, because I post from my phone, I'm checking nexus as often as I go out for a cigarette, but I'm not necessarily near my computer, but I was thinking of combining the mouth and nose part of a power armor helmet with the flamer fuel tank you'd talked about. I'll make a mockup and see what you think when I get a few minutes. Anything is better than you getting banned from the nexus or possibly sued by zenimax for what sounds like a good idea. Edited by uhmattbravo
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To uhmattbravo
I'm used to build animations from scratch in NifSkope which limits me to relatively simple ones.
Your method looks very interesting for more complex animations.
I might contact you privately soon to discuss about it.

To Mktavish
"does it have an embedded navmesh that travels with it ?"
The platform has a OL_ANIM type of collision that moves with the object just like a door.
If, in game, you're opening a door while standing too close to it, it will push you back (and the game will stutter a bit while doing so)
Look at the lift platform as a tilted door.

"The only down side I see with the animated model , is its lift height has to be adjusted in the model program. Except for scaleing the reference in the geck."
Yes, it's not possible to make a one-size-fits-all lift with animated model, its has to be build for each specific use.

"So when you plopped it down for NV ... there was no sound playing ? I guess because he made that file for Fo3 ?"
As uhmattbravo explained, the call for a sound is embedded in the nif. The sound need to be implemented in GECK to be called successfully. I made the file in FO3.
If the sound is not implemented in NV then nothing will be heard.


To Andyno
" If the lift will have a wall collision, the player can't enter and leave the lift. Or is there something I'm missing again?"
I should have been clearer. The collision should be like a box with one entrance (or two in your case, which make thing slightly less easy) in which the player will stand during animation.

I've grabbed your material and will work on it. Allow me a week (quite some stuff on my plate atm).
I'll first do the platform animation, we'll see for the gears later (not planned extra work!). The sound shouldn't be a problem.
I suggest that you explore the Vanilla sound folder to see (hear, actually) if there isn't already something that might fit.

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To uhmattbravo

I'm used to build animations from scratch in NifSkope which limits me to relatively simple ones.

Your method looks very interesting for more complex animations.

I might contact you privately soon to discuss about it.

 

By all means, do so. I was originally going to suggest you learn it anyway. I think you'd be able to make some really cool stuff with it. Also, once you get the hang of it, it's actually very easy to do, so I'm assuming it's probably not just more versatile than your current method, but also quicker and easier. As a warning, I may not be the best at explaining things, but I am very willing to help you out with it.

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Hey Andy ... getting back to solving the cut scene with trash compactor. I just have a couple questions for ya.

 

First and foremost ... do you want the player to lose all their equipment there ? And if not , do you still want them to have to go through the trash compactor before moving to the residue processing level ?

 

When you said you were thinking of just having a cave tunnel ... did you mean skip the whole ambushed and trash compactor idea ? So you go from that level straight to residue processing ?

Which I don't think its a bad idea if your wanting to skip the player losing their gear. The way half life deals with it is pretty hokey anyways. But of course it was old graphics , and I myself am not very familiar with half life except for playing the demo version of half life 2. So not really sure if the trash compactor is a key point.

But with the Fallout 3 engine ... could make that whole scenario much better than what they have there.

 

For example ... instead of a cut scene video which does up the mod size in mb considerably. Just have a short fight that ends 1 way , with the player paralized. Then move player to a cell where a interegation happens using dialogue.

After that cut to a scene with the player falling into the trash compactor. Then I was thinking could have a puzzle of how to get out. And maybe even have few attribute specific ways to solve it.

 

But if no ambush ... could still have the player fall into the trash compactor. And I'm wondering if maybe you want it to be full of water ?

Edited by Mktavish
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