Doedel Posted December 13, 2008 Author Share Posted December 13, 2008 Can the NPCs pathfind correctly? Will they walk off the ramp and fall to their death? Or walk on it? Yes, all pathing works fine -- believe me (I had a lot of trouble with the NavMesh at first but finally got it working properly... after a few hours). Thanks everybody! Link to comment Share on other sites More sharing options...
ZableBlaze Posted December 13, 2008 Share Posted December 13, 2008 Good to hear. This mod wants me to venture out of scripting and coding and into design and modeling. Thanks for inspiration. Link to comment Share on other sites More sharing options...
VictorZio Posted December 14, 2008 Share Posted December 14, 2008 It would be a much better idea to focus on dynamic settlements that the player can build/destroy, rather than improve on static ones. Link to comment Share on other sites More sharing options...
ZableBlaze Posted December 14, 2008 Share Posted December 14, 2008 Uh, it is dynamic. Aerfu residents only appear after the vampire quest anyway. Also, the point of immersion is to -not- make the world revolve around the player. Link to comment Share on other sites More sharing options...
VictorZio Posted December 14, 2008 Share Posted December 14, 2008 Uh, it is dynamic. Aerfu residents only appear after the vampire quest anyway. Also, the point of immersion is to -not- make the world revolve around the player. And by dynamic you mean the player can affect the settlement, when the player isnt around, the settlement still has a life of its own, and the settlement will be different each time you start a New Game? Link to comment Share on other sites More sharing options...
Asrayl Posted December 14, 2008 Share Posted December 14, 2008 It would be a much better idea to focus on dynamic settlements that the player can build/destroy, rather than improve on static ones. I respectfully disagree. We can build future settlements later and achieve that, but improving the settlements in the world as it stands now, in my opinion is an important task. Once we have the base improvements established, it will be much easier to accomplish the more ambitious projects. Before we run, we walk... everything has a proper time. Link to comment Share on other sites More sharing options...
VictorZio Posted December 14, 2008 Share Posted December 14, 2008 It would be a much better idea to focus on dynamic settlements that the player can build/destroy, rather than improve on static ones. I respectfully disagree. We can build future settlements later and achieve that, but improving the settlements in the world as it stands now, in my opinion is an important task. Once we have the base improvements established, it will be much easier to accomplish the more ambitious projects. Before we run, we walk... everything has a proper time. True enough, I guess. It would give good examples for building/NPC placement, and quest creation for those who dont know how to do it. A springboard to other things. Link to comment Share on other sites More sharing options...
davidzaccaro Posted December 14, 2008 Share Posted December 14, 2008 Man........ I am really sad right now, if i could mod i would be Helping out , but i CANT :( :( :( :( :( and i know its AHEAD of time but, Doedel how much time would you think you will take on Finishing ¨Settlements Expanded¨Soryy by Snooping around but Its Really cool! Link to comment Share on other sites More sharing options...
Doedel Posted December 14, 2008 Author Share Posted December 14, 2008 Like Asrayl set, the focus of this project is to really just expand the "blueprint" of settlements across the wastelands. Further development -- adding player-based abilities to affect settlements on a larger scale -- can come after, and probably not by me (that doesn't interest me very much). My efforts are basically so that when you walk into a place like Arefu, you're not sitting there scratching your head thinking "How the f... do 4 people survive more than a couple of days on their own?", and instead thinking "yeah, this looks like a rundown little town that's been lived in for a good long while." One of the problems of most settlements in FO3 is they somewhat appear to have been just recently set-up, with a couple of people living in a couple of buildings, and yet those settlements are supposed to have been founded decades or even 100+ years ago. Even Rivet City, touted as the "largest human settlement in the D.C. Wasteland" is woefully small for such an important hub of humanity's survival. And demographically it's just as confusing; a place like Megaton survives with, what, three people and a Protectron (which is fine -- most of the population is also armed) but a place like Rivet City apparently has more Security Guards than normal citizens. As I've said elsewhere my efforts will run along the following plan: -Expanding settlement exteriors, adding new buildings inline with established design of said settlement.-Building interiors for these new buildings.-Adding NPCs, both named and "[Location] Settler" types.-Giving new NPCs daily routines and behaviours, and appropriate dialogues.-Attaching small quests to some NPCs where appropriate, such as having a shopkeeper ask the Player to collect merchandise for them to sell in return for bargain prices, or karma/loot situations such as an old worn-out Wastelander asking the Player to retrieve his old firearm which he lost somewhere out in the wastes years ago, giving the player a chance to either return the weapon for karma and caps, or keep the firearm (which'll be unique, but nothing game-breaking).-Organizing expanded settlements with Khet, who is working along similar lines to expand many of the non-settlement locations and buildings which are inaccessible, boarded-off, planked-up, etc. To that end, "Settlements Expanded Project" will be merging with Khet's efforts into the Wasteland Expansion Project (Link!), which will be a highly modularized mod package which will allow you to pick and choose various location expansions. It is our hope that we'll be able to get volunteers to join us and help develop more; I'd like to include a "third" tier via a "Quest Expansion Project" which will pool together cool quests and make them compatible with Wasteland Expansion Project. Whether these quests are dedicated-made for us or made by others and "ported" into our project with the author's permission doesn't really matter, so long as we've got some good-quality stuff. Link to comment Share on other sites More sharing options...
NukAddict Posted December 14, 2008 Share Posted December 14, 2008 I'd be willing to help with an addition to tenpenny tower.I'm working on a three-stoory neoclassical interior that would fit in quite well. Has anyone else had a poo-ton of difficulty getting the stairsets to mesh properly between floors?I always seem to have either stairs that are too "thin" for the default floor size, or stairs that are abnormal heights. suggestions for area/ help would be appreciated, ill see what i can do for a pool. im willing to do something else too, but having just begun modding, iit could be a while till i start doing any decent work. ill get some pics up when i like what i see. Link to comment Share on other sites More sharing options...
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