ZengarZonvolt Posted September 26, 2016 Share Posted September 26, 2016 so i was getting bored playing my fallout 3 that im thinking of making my own quest that everyone can also enjoy. i got the means and the know how to some degree(but none of that fancy fose stuff tho), but i still have some question regarding some stuff that i kinda wanna "innovate" in the world of FO3 modding, particularly, quest modding, and what are those is as follow. 1) is it possible to make a scene where the actor got unconsious because he/she is an essential actor and can still do a dialogue before actually dying.im not that good of a writer by any means but from what i can learn from those cheezy filipino action movies is that before the main protagonist dies or goes to the hospital, it can still talk for like 10 more lines or more. thats the basic jist of this question. is it possible to do that in geck even without fose's help? 2) i know this would be stretching it but is it possible to make a "crumbling" ground or objects with or without fose? 3) what is the maximum size and height of a single worldspace. also would an ocean of water, as deep as tenpenny tower from the bottom-up be possible to create? i mean i kinda want to create a very deep ocean where the surface of the ocean is at the level of tenpenny tower balcony. 4) can a fake turret be made using base game asset? i was planning on making some sort of indestructible traps and ordnace, something akin to Doom or other similar games with traps that can be interacted with. 5) i havent learned this yet but how do i make a 'scripted' battle? i mean a pre-determined result battle where its always the same who will win. then if you do something along the quest, you can intangibly affect the reasult of the battle. what im thinking is like a variable that dictates how it is affected. Link to comment Share on other sites More sharing options...
Lisnpuppy Posted September 26, 2016 Share Posted September 26, 2016 The best place to put this is in the Fallout 3 section. This is just a "hello I am new here or lets talk about whatever" kinda thread. The Fallout 3 section is here:https://forums.nexusmods.com/index.php?c=278,281 You can either repost your question or click the report button under your post and req a moderator move your post. Good luck and have fun. Link to comment Share on other sites More sharing options...
Mktavish Posted September 30, 2016 Share Posted September 30, 2016 I like your idea about making an underwater map. But sadly there would be no combat there.Any time an actor is in water deeper than mid chest height. They will switch to the swimming animation, which takes over all the animations. And the only thing you can do while swimming , is click on items you could activate ... Like opening a container , door , switch (maybe dialogue would still work) , but no combat. Not even for the mirelurks :( Everything else your listing there is possible. And I'm kinda wondering why you seem to have an aversion to using FOSE ?Fose functions are not harder to use ... they simply extend the engines language it can understand ... hence making the engine more functional (easier to use) than before. The only thing you have to do that is slightly more complicated ... is set up a Fose shortcut to point to the editor.Which I'll gladly explain how to do that if you want. Its pretty easy ;) Link to comment Share on other sites More sharing options...
uhmattbravo Posted September 30, 2016 Share Posted September 30, 2016 I'm pretty sure #2 is possible, but it may not be easy if you find FOSE intimidating. In point lookout, there was a wall and iirc also a ceiling that collapses. I don't exactly know how they did it, but personally, I'd make an anim static for the piece in question. You can use a script to have it play the non collapsed animation at first, then trigger the collapseing animation followed by one that'd basically just be a hole in the floor indefinatly after that one finishes. You'd need to actually make the the piece and animations in a 3d modeling program (and attach the animations in Nifskope if you use Blender.) Animating it is a pretty easy task once you get the hang of it, but I couldn't tell you how difficult it is to make the mesh from scratch. I think it might be covered in this: http://www.nexusmods.com/fallout3/mods/9700/? But I only skimmed through enough to figure out how to do the animations. Link to comment Share on other sites More sharing options...
ZengarZonvolt Posted October 3, 2016 Author Share Posted October 3, 2016 well to explain some stuff, no i dont have an aversion with fose itself. im just that new to what fose can do with geck. and to my meager understanding, some of the mod you see on the nexus arent standard fose mod. i mean take for example fallout wasteland edition or FOOK, which are gameplay enhancers. those kinda thing im pretty sure i cant do. but some minor scripts maybe i can. so i was asking if some things in geck can be done without fose. because as i said, cool stuff can only be done by a better coder. Link to comment Share on other sites More sharing options...
uhmattbravo Posted October 3, 2016 Share Posted October 3, 2016 Scripting is not always that complicated. Some could be as simple as storing a variable that can be set through dialogue and have an ai package have that variable as a condition. Scn examplescript Short packagevariable That's a script. By itself, it doesn't do much, but if you have a dialogue result set the variable you declare (packagevariable, in this case) to 1 and a package that has packagevariable set to 1 as a condition, you could, for example, tell an NPC to follow you through dialogue. For more complex things, you use if statements. To do the same thing, with an if, you could do something like: Scn Examplescript Short package variable Begin gamemode If packagevariable == 1Addscriptpackage myfollowpackage ;(which would be the package that had packagevariable as a condition in the other example)Set packagevariable to 0 ; which resets the variable so it only adds the package onceEndif End And that's another script. It even gets easier as you practice more with it. This is a pretty comprehensive list of functions, what they do, what their limitations are, and how they work: http://geck.bethsoft.com/index.php?title=Category:Functions This is blocktypes like how it says begin gamemode on the one example: http://geck.bethsoft.com/index.php?title=Category:Blocktypes With those links, all you really need is to remember to close all your if statements (endif) and blocks (end) The big difference using a script extender is that it gives you more functions to work with which let's you do more things. Link to comment Share on other sites More sharing options...
Mktavish Posted October 4, 2016 Share Posted October 4, 2016 (edited) The big difference using a script extender is that it gives you more functions to work with which let's you do more things. @ the OP Thats it and thats all ... you do not have to be any more savy with using script functions to use FOSE. Chances are you will use 5 functions period to do some mod idea you have. What Fose will do is add 1-2 more functions available beyond what vanilla has to offer. The absolute only thing you need to be smarter about ... is how to set up the fose short cut ... wich is actually rather simple once you get it. And will probably open up a whole new plane of existence with doing that ? Its not to hard ... but I'm not gona bother explaining it if you're not willing to learn it. Edited October 4, 2016 by Mktavish Link to comment Share on other sites More sharing options...
ZengarZonvolt Posted October 5, 2016 Author Share Posted October 5, 2016 Well actually to clear more things. Im an IT student myself so i have some knowledge in doing code stuff so those if else thing you just said is pretty much basic for me. Now here is the kicker. As ive said, i dont have some sort of hate with fose scripting, but hwo can i compete with the likes of say, jazzisparis and his jip selective fire. That thing was amazing. And i cant even scratch my head as to how its scripted. I was hoping i can make as mindblowingly awesome as that. But to cut to the chase, i know the basics of scripting. What i want to know is how fose ticks and how i can use it to my advantages. Because if would say so myself, fose aint java. And java aint ruby. As ruby aint c++. You get the idea. And so, yes, i want to learn fose. Link to comment Share on other sites More sharing options...
Mktavish Posted October 7, 2016 Share Posted October 7, 2016 (edited) And so, yes, i want to learn fose. Fose is not a language for you to learn per se ... it is merely additional words for the engine to understand. And since all those functions are listed and explained in the Geck Wiki ... it is no harder for you to learn to use them than any other Vanilla function listed here http://geck.bethsoft.com/index.php?title=Category:Functions The only thing you must know ... In order to input fose functions while using the GECK ... you must load the Geck through Fose&In order to play the game with a file that uses fose functions ... you must load the game through Fose And in order to have Fose capability , you install it to your file where the game is installed. Can be as simple as copy/pasting the fose files into it. Now to launch the game through Fose (besides selecting that in a mod manager) You just click on the File ..."Fose_Loader.exe" Found inside the folder where you installed it. (create a shortcut for the desktop , if you dont have a mod manager) Now to launch the Geck through Fose ... just a little more complicated. Take the "Fose_Loader.exe" and create a shortcut , send to desktop and place it next to your Geck.exe ... so you know the difference. Rename it , change it's Icon and such ...Now right click the shortcut and select "properties"In the "Target" field at the end of the string just outside the " click to start the cursor.From here , you must have one space then type -editor , so the end of the line looks like this ... \Fallout 3\fose_loader.exe" -editor Then click OK at the bottom ... now your new shortcut will launch the geck through fose. Edited October 7, 2016 by Mktavish Link to comment Share on other sites More sharing options...
Mktavish Posted October 9, 2016 Share Posted October 9, 2016 Just wanted to add ... launching the game or geck without fose has no benefit , only detriment. Because launching through fose still gives you access to anything that does not use fose functions. In short , there really is no reason to not always launch your game and geck through fose. Link to comment Share on other sites More sharing options...
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