jaysus Posted May 4, 2009 Author Share Posted May 4, 2009 wee... me too :P rebuild the playerhome... screens and info later monkey island was THE adventure game... anyway music: space/tranquil/lounge/carribean/surf/ambient ---- somin along those lines is what is needed for more radio stations (i suggest we keep em as addons tho due to filesize... only have 1xdsl) and background music Link to comment Share on other sites More sharing options...
Crowbennett08 Posted May 4, 2009 Share Posted May 4, 2009 wee... me too :P rebuild the playerhome... screens and info later monkey island was THE adventure game... anyway music: space/tranquil/lounge/carribean/surf/ambient ---- somin along those lines is what is needed for more radio stations (i suggest we keep em as addons tho due to filesize... only have 1xdsl) and background music i wasn't talking about doing another radio station, talking about putting world music in comm, and the comm interiors. Link to comment Share on other sites More sharing options...
Crowbennett08 Posted May 4, 2009 Share Posted May 4, 2009 wee... me too :P rebuild the playerhome... screens and info later monkey island was THE adventure game... anyway music: space/tranquil/lounge/carribean/surf/ambient ---- somin along those lines is what is needed for more radio stations (i suggest we keep em as addons tho due to filesize... only have 1xdsl) and background music ok, one more question, do you want the world music as an add_on, or should i put it with my store .esp? i would assume you'd want it separate but i'm just askin. Link to comment Share on other sites More sharing options...
jaysus Posted May 4, 2009 Author Share Posted May 4, 2009 just the music files would be enough... ----------------------- update: i spent my weekend spooking through the playerhome and recreating it completely in the end...here are some screenshots: http://img22.imageshack.us/img22/4721/dddksu.jpg i think it fits the submarine theme much better now...including (so far):bobbleheadstand2 trashcans1 spare bedroom for guests or the optional scientist1 scientist (can heal so far)gun locker which displays vanilla rifles and pistols in displaystands around your home according to its contentbaby mirlurk aquariumoutside mirlurk hatchery with mirlurk traineroutside big ass mirlurk - needs quest from mirlurk seeds to big ass companion mirlurk with mounted laser rifles Link to comment Share on other sites More sharing options...
Crowbennett08 Posted May 5, 2009 Share Posted May 5, 2009 just the music files would be enough... ----------------------- update: i spent my weekend spooking through the playerhome and recreating it completely in the end...here are some screenshots: http://img22.imageshack.us/img22/4721/dddksu.jpg i think it fits the submarine theme much better now...including (so far):bobbleheadstand2 trashcans1 spare bedroom for guests or the optional scientist1 scientist (can heal so far)gun locker which displays vanilla rifles and pistols in displaystands around your home according to its contentbaby mirlurk aquariumoutside mirlurk hatchery with mirlurk traineroutside big ass mirlurk - needs quest from mirlurk seeds to big ass companion mirlurk with mounted laser rifles Awesome, do you need a questmaker? if no one wants to do it i will. Only thing is i don't know how to program a follower. So you'd have to do that last part. Mounted Lasers on a giant mirelurk is awesome!!!!! It all looks super great man! Link to comment Share on other sites More sharing options...
jaysus Posted May 5, 2009 Author Share Posted May 5, 2009 im working on the companion now... i hope i can make it modable so one can add new companions with ease unlike the vanilla companion system which resrtricts it to certain npcsdifficulty = 5 i also still need to create the mounted laser for the mirlurk... and make it so that he fires a laser out of it... difficulty = 7 as to the quest, id love it if you could do that, ...BUT... i doubt its even possible without that new playerhome and all its references and so on the quest needs to use... BUT... you can try to think of a basic quest layout i just need to type into the engine then.... basic idea of me: you find/buy some mirlurk spawnlings (or whatever those baby mirlurks would be called) (where?from whom?)add them to the aquarium feed em (mirlurk spawnling food)let em growonce they reach some size you put em outdoors into that underwater pen...you can drop a cow/slave or carrots for them to eat (must have a cow on COMM, must have bought a slave (from whom?) must have bought carrots)2 mirlurk kings eventually emerge and fight for supremacy1 survives and becomes the kingyou can train him with the trainer (what kind of packages? follow? use? etc)once hes sufficently trained you can turn him into a companion mostly done by computer terminals and activator switches... Link to comment Share on other sites More sharing options...
jaysus Posted May 5, 2009 Author Share Posted May 5, 2009 companion system built and ready for action :) (so far the scientist in your home is one) features:combat style: melee, rangeditemsharewait: close, relaxed (using the environment and also wandering abit)follow Link to comment Share on other sites More sharing options...
Crowbennett08 Posted May 5, 2009 Share Posted May 5, 2009 companion system built and ready for action :) (so far the scientist in your home is one) features:combat style: melee, rangeditemsharewait: close, relaxed (using the environment and also wandering abit)follow i think i could manage to set up some of that quest. things i'm not confident about, changing the size of the mirelurks, mirelurk king fight. as for the followers, what are the key commands you use for them, i.e. setting up their scripts and such. been trying to figure out how to make followers for a while, don't want to use SCC. Link to comment Share on other sites More sharing options...
jaysus Posted May 5, 2009 Author Share Posted May 5, 2009 you can use my basic setup for any of your mods of course ;) just need to attach the script to the follower and put him in the right faction... but on how to do it... well... that confusing lol... changing size: actorREF.setscale 1 (sets actor scale to 1) mirlurk king fight: 2 factions - one hates the other // removefromfaction mirlurkking1faction - addtofaction mirlurkking2faction companion stuff: follow: follow package wait: sandbox package with a low distance combat style: setcombatstyle blub (combatstyles are items like perks) conditions: i use token items which dont have a model and are generally pointless and are also no visible to the player (for example an armor without any associated body part aswell as 0 ar and not flagged as "playable") if getitemcount companionfollowToken <= 1 addpackage companionfollowpackage removepackage companionwaitpackage additem companionfollowtoken 1 where you put each condition and functon is your choice i used em partly in an object script running on the npc and partially in the quest youll also need to add some "valualizers" like "evp" (evaluate script package) and the moveto command if the npcs is in another cell than you...i used evp after every package removal but before a package add in the questTopicResult scriptsmoveto is used in the npc script kinda complicated really lol Link to comment Share on other sites More sharing options...
jaysus Posted May 6, 2009 Author Share Posted May 6, 2009 status report: home addons are now buyable from rotwang they include:aquariumtrash cansworkbenchgun locker with display cases -------- no progress on the mirlurk quest so far Link to comment Share on other sites More sharing options...
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