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Fallout Zero feature


Andyno

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I'd like to use some feature from this mod:

https://www.nexusmods.com/fallout3/mods/20680

 

To be more precise, I'm interested in achieving this (pasted from the original thread):

The player is teleported to Zero world with a level 1 Character /see walkthrough video to see how to start this mod/, an empty inventory and the possibility to choose their character’s attributes. After completing the story, the player is ‘returned’ to the original world of Fallout 3, retaining the level and attributes their character had possessed before starting the mod.

 

Does anybody know where to start, or does anybody have experience with something like this?

Edited by Andyno
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My modding comp is broke , so can't look at it for you.

But "SystemSave" is a command you can use in a script ... to save the game at that point.

Which has it's own slot that would never get over written , except by another "SystemSave" command.

Not sure of the scripting to load that save again , but it could be done by the player through the load option in the escape button menu at the very least.

On second thought looking at the Fose functions .

Just use "Con_Save MyGameName" to save when entering your mod.

Then use "Con_LoadGame MyGameName" to load when leaving your mod.

And in your mod instructions , just tell the player to never save over the save with that name.

 

So basically this renders to the player , as all the time they spent in the alternate world ... took no time in the regular world. Thereby any thing they did , or stuff they collected in the alternate, would not be saved as progress into the regular. Albeit they could still save while in the alternate , but only for progress in the alternate.

Could even have a second save slot for the alternate , which would save upon leaving your world ... then load the second time and all subsequent times when re-entering if you wanted that feature. Or just start over every time you enter ???

 

Whats the premise of your mod you're doing this time , the game you are emulating ?

I'll be doing something similar with my StarCraft simulation.

 

But if you are wanting to save some kind of progress back into the regular fallout world.

Could clone the PC for most everything , except perks I think , since NPC's don't have them.

However you could save them into some variables , which would then give the perks back to the PC upon return. And there is probably other things which would require some special scripting too.

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Thanks for advices, but I think you know me so well, that I need more than this. I don't want to tinker with anything, I just need to replicate that feature. Although I realize it'll be different anyway (in some way). I think it has to be more to be done than teleporting to another custom body - there should be probably a bunch of scripts that need to check player statuses, perks, inventory, etc. Or it can be handled by only one script? I really don't know, I'm a script noob (you know :wink: ).

 

Regarding your premise question...

I just want to improve my 1st mod for FNV. It's beginning is somehow stupid, and I was never happy with that. Here's the video:

https://www.youtube.com/watch?v=jftk8RdE1B0&list=PL64E15F5F6D48C9EA

As you can see, I was trying to simulate the gameplay by playing on a terminal. In other words: player just plays the game on a terminal. So, after activating, player is teleported to a "game" (custom world). While all player's items are removed, everything else remains the same. And that's not wanted. You can also see at the beginning of the video, that while standing still, player speaks some funny phrases - these phrases should be spoken only during the mod, but I didn't know how to do it...

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You could make a script to store the player's attributes and skills in a bunch of variables using GetAv and later restore them from that. I don't usually mess with that sort of thing, so I'm not sure whether SetAv, or ModAv is the preferred method for setting them back afterward.

 

Either way it's possible, just using ModAv might take a little math.

Edited by uhmattbravo
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I just see a lot of possible problems that could occur by saving each stat , then trying to put them all back the way they were. Considering a fair amount are derived from another one.

So it would take a tricky deconstruction process , then a tricky reconstruction process to insure it all went back together correctly. May need some frame pausing to make sure a stat was recorded correctly then had time to adjust a stat that relied on it , to then save that one in deconstruction ... or when setting one during reconstruction.

 

What besides time advancement , would you want to carry over back into the regular game ? If that is even a concern of yours ?

Because making a save spot would accomplish this flawlessly , and a heck of a lot less scripting & tinkering.

 

Setting up the player stats in your game world should be easy enough , if that is at least half your question ?

 

Try a text search with that mod in geck ... From the header drop downs ...

Edit / Find Text ...

Type in "Con_Save" & "Con_LoadGame" Looking in scripts / infos to see if that is the method they are using in that mod. Make sure to load the geck with Fose.

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I don't know what you're asking. I want to carry over the whole character with coresponding perks, inventory, hitpoints... everything you can think of.

 

Yes, the save spot sounds pretty easy, and genius at the same time, :thumbsup: although I don't have an idea how to make this SPECIAL save, and also I don't have an idea how to force the game to LOAD it.

Yes, in fact I want to start a "new" game along with the mod - when the mod begins, the player will practically choose all stats, perks, and traits the same way as he/she did in the vanilla game in Doc Mitchell's house. Except the name and character creation - I want the player to be "teleported" into my predefined (NPC?) character, with his own voice. You think this is possible without ruining the player's vanilla voice?

 

Thanks, I'll look at that when I arrive at home, although I doubt I'll be lucky...

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I don't know what you're asking. I want to carry over the whole character with coresponding perks, inventory, hitpoints... everything you can think of.

 

You mean save the character as was before they enter your game world ? Then you adjust the character for play in that world. And upon leaving your world / entering the regular game ... they are returned to how they were just before they selected to run the game on the Terminal ?

 

 

Yes, the save spot sounds pretty easy, and genius at the same time, :thumbsup: although I don't have an idea how to make this SPECIAL save, and also I don't have an idea how to force the game to LOAD it.

 

You make the save spot from a command in the result script in the terminal.

On the Terminal item "Run B.S.P." You type in ...

 

Con_Save BloodExit ; the orange text is example name

 

And then on an exit door from your game , you put a script on it like this for example ...

 

Begin OnActivate

 

Con_LoadGame BloodExit

 

End

 

 

Yes, in fact I want to start a "new" game along with the mod - when the mod begins, the player will practically choose all stats, perks, and traits the same way as he/she did in the vanilla game in Doc Mitchell's house. Except the name and character creation - I want the player to be "teleported" into my predefined (NPC?) character, with his own voice. You think this is possible without ruining the player's vanilla voice?

 

Once you make that save , which will show up in the save list with that name . Then you can do anything you want to the character without having to worry it will mess up their previous character before entering.

 

Thanks, I'll look at that when I arrive at home, although I doubt I'll be lucky...

 

What was the problem with the Terminal not launching the game ? I am guessing you needed a command to close the terminal ? Or was there an issue with the "MoveTo" ?

What does your current result script look like ?

But also , thinking you need to use an arrival script , like you did for those teleports for the BM mod. Which would be what strips the player of stats / items ... then starts the menu for choosing stats , and what ever else you want to do to the PC.

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Yes, it's exactly as you just wrote. :yes:

 

Well, that sounds easy enough! :dance: Except the fact that the mod is ending right after the player kills the final boss, but I think that's the minor problem... BTW, can I just freely pick a name for a save? I mean, as far as I know, when you click on "Save" from the ingame menu, it will automatically choose a name for that corresponding save... right?

 

What do you mean by "terminal not launching the game"? The terminal did launch the game, but without the feature I'm trying to add now. I'll post you that terminal script when I get back from work.

So you sa it cannot be all in only one script? I need the 2nd script when arriving in the BloodMod world?

Edited by Andyno
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