devinpatterson Posted September 2, 2012 Author Share Posted September 2, 2012 Shame, I was always found of New Zealand, and some of it's citizens (like Lucy Lawless). Chances are slim Cthulhu will open it up for tourism, what with the whole "plunging the world into madness" thing..... Link to comment Share on other sites More sharing options...
devinpatterson Posted September 2, 2012 Author Share Posted September 2, 2012 Now to learn to do more than a simple clothing/gun edit. *laughs* The official tutorials are really good, if you havn't already seen them. Oh and don't forget to change bUseMultibounds to 0 or a lot of stuff in interior cells doesn't render (I guess geck chokes on room markers or some other weirdness). I just recently re-installed and I was like WTF, until I made the edit. You may also want to grab a dictionary for spellcheck because that can be really annoying (you can snag it from fallout 3). If you do any scripting definitely grab powerup, (the new one, original has issues with the current geck). Good to see your expanding your skills, our projects will shift into high gear Link to comment Share on other sites More sharing options...
greenknightfury Posted September 4, 2012 Share Posted September 4, 2012 Slowly working through the tutorial as time and health allows, seems very simple to create a place's interior so far. I plan if I can figure it out to create a small quest with it's own building (without dropping it in poor Goodsprings, the place is already bursting at the seams with mods). Link to comment Share on other sites More sharing options...
devinpatterson Posted September 4, 2012 Author Share Posted September 4, 2012 Slowly working through the tutorial as time and health allows, seems very simple to create a place's interior so far. Yeah it can be pretty straight forward if you start with an existing cell (just duplicate it and go from there). It's a good way to get the ball rolling. That saves you from having to setup navmeshing and the whole room bound/portal thing. Link to comment Share on other sites More sharing options...
greenknightfury Posted September 4, 2012 Share Posted September 4, 2012 actually making a small vault (not the one they show in the example but my own) for a idea that came to me, so I will have to navmesh it myself but so far it's smooth going...just wish they had more whole rooms loaded into the dang thing lol. Link to comment Share on other sites More sharing options...
devinpatterson Posted September 4, 2012 Author Share Posted September 4, 2012 just wish they had more whole rooms loaded into the dang thing lol. Are some rooms not rendering? Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted September 4, 2012 Share Posted September 4, 2012 Yeah that's an annoying start-up issue for pre-existing cells, there's a custom setting in the INI file that you need to change... IIRC it's "load pre-rendered cells" to 0 or something to that effect, don't hold me to it.. Link to comment Share on other sites More sharing options...
greenknightfury Posted September 5, 2012 Share Posted September 5, 2012 I meant how they have the vault armory, FEV Chamber and Overseer's Office all prebuilt so you can just drop them in...a prebuilt bathroom would be nice, at least. Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted September 6, 2012 Share Posted September 6, 2012 Well, you could always clone an existing one as a static collection, or build one for yourself and create a SCOL out of your custom work... Link to comment Share on other sites More sharing options...
devinpatterson Posted September 7, 2012 Author Share Posted September 7, 2012 Hey guys, I think I figured out a better way for dealing with teh vacuum script. I was working a bit on a Trade Run Caravan Mod, specifically on the pack animals and making sure they don't follow you into interiors (IsInInterior). Instead of having activators in the outside world (near the airlocks) to start the choking and damage (unless your wearing a suit on the formlist) like dead money, I think it would be better to add the script to the player with the IsInInterior command. I'm thinking it could be added to the hidden perk "rocketman" that I use for the extra high jumps and slow movement (simulating low grav). If not then I can add it to a token or hidden inventory item like armor. This way we don't have to have activators scattered everywhere, plus it's much more comprehensive. You wouldn't have to worry about a player having his suit damaged and not choking until he ran into the next activator, or having huge swaths of the short martian runs being activators. I understand that degrades performance. The only potential problem I see is vacuum damage when the player is in a vehicle (whether the rocket vertibird or the robo-mech), but the IsInInterior function is still returning 0. But I think we can knock that out early with a simple if/else block. On a related note, do you think the suits are enough, or should we include a oxygen mechanic? Say O2 bottles & oxygen "terminals" scattered about to recharge your air? The whole idea behind the suit is to make it challenging for even very high level characters that can wade through just about any combat. It, of course, fits into the martian narrative perfectly, but it's real purpose is to level the playing field for high and ultra high level characters. Even god like characters become vulnerable in the weaker suits (and have to keep an eye on their suit health for stronger armors). The O2 mechanic would be a different beast altogether and probably more for the early part of the mod. Partly to drive home the virtual vacuum of the martian atmosphere and reinforce the deadly nature of the red wasteland. I figure late on down the road, rebreathers can be found, and higher level suits (like the power armor, chinese stealth etc) will have built in re-breathers. What do you guys thing re: the O2 idea? Link to comment Share on other sites More sharing options...
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