mod requests

Discussion in 'Fallout General Modding' started by Nirran, Aug 30, 2010.

  1. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    looking for something to do,hence taking requests for mods,could be for any larger mod or vanilla game,or possibly for any mod(depends what it is),im being completely serious

    Nirran
     
  2. QuantitizingQuibbleQuack

    QuantitizingQuibbleQuack First time out of the vault

    13
    Aug 18, 2010
    Nirran, check into the use of Encoded List Processing and try to see if tweaking values dynamically can be used to diversify transitions through dialog texts.

    The idea is you manipulate the projected path a conversation will have by adapting the player's input into the algorithm and through normalization you can still attain smoothness from one speech tree to the next.
     
  3. Ravager69

    Ravager69 Sonny, I Watched the Vault Bein' Built!

    Dec 21, 2007
    Try to figure out slave drives. It would be caravans with slaves instead of brahmin carts. So it likes this - a group of a couple of slavers with human cattle leave from Den to Vault City and they can meet something on the road just like on a normal caravan drive.
     
  4. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    specific maps?probably need to add a city with a few slave drive maps

    edit: that or use sfall force_encounter_with_flags,i am assuming the player wouldnt have the car?

    Nirran
     
  5. Dude101

    Dude101 Vault Fossil
    Modder

    Aug 3, 2005
    You could always join Mutants Rising :wink:
     
  6. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    yea,already agreed with chris,waiting on the files(for those that dont know,i am medicaly retired,bored last few days)

    @Ravager69 looking for the script that controls the actual drive,brahman drive leader i looked at mearly sets a global,is it done by the engine?it could be scripted if it is,load map set world x/y etc

    Nirran
     
  7. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    I wonder what your problem is.

    /Edit: Nevermind, post got deleted.
     
  8. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    no,to tell you truth i understand you request,but not completely,you are asking for a dialog system that changes the dialog tree according to user input,with an alogorithm instead of writting the individual dialog nodes,i dont understand why you would want that,each script is different and hand made,not as if it is hard to write what you requested by hand,for each script,not trying to slam you or respond to trolling(if thats what your doing,hard to tell)

    i do ok with scripting but ive never taken any classes what so ever in programming

    if you respond with more "troll-like" responses,you are garenteed to recieve nothing from me for your efforts

    edit : why did you delete your post?

    Nirran
     
  9. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    something similar to this would work
    Code:
    
    //these will be in the dialog script for player accepting dialog
    procedure Node_Player_Agrees begin
        variable choose;
        choose := random(1,4);
        set_global_var(GVAR_SLAVER_DRIVE, choose);
        driver says
        dude replies(Choose_Encounter);
    
    procedure Choose_Encounter begin
        if(global_var(GVAR_SLAVER_DRIVE) == 1)then begin
           set_world_map_pos(int x, int y); //x and y from city.txt for example,will set worldmap location for player
           load_map(encounter_map#,level_of_map);
        end else if(global_var(GVAR_SLAVER_DRIVE) == 2)then begin
           load_map(encounter_map#,level_of_map);
           set_world_map_pos(int x, int y); //x and y from city.txt for example,will set worldmap location for player
           load_map(encounter_map#,level_of_map);
        end else etc.
    end
    
    //these will be in the slaver map script
    procedure map_enter_p_proc
    //lighting and whatnot
        if(global_var(GVAR_SLAVER_DRIVE) == 1)then begin
           mark_area_known(0, city#_of_the_encounter_map , -66); //sets the area unknown,that way the city circle isnt visable
           override_map_start(hex#_for_encounter_one % 200, hex#_for_encounter_one / 200, map_level, dude_facing);
        end else if(global_var(GVAR_SLAVER_DRIVE) == 2)then begin
           mark_area_known(0, city#_of_the_encounter_map , -66); //sets the area unknown,that way the city circle isnt visable
           override_map_start(hex#_for_encounter_two % 200, hex#_for_encounter_two / 200, map_level, dude_facing);
        end else etc.
    end
    
    //for this one,you will have to set a map or global var when each enemy is killed(in the critter scripts)then if it is not 0,trigger this code,in the encounter map script
    procedure map_exit_p_proc begin
     if(map_var(MVAR_Dude_Killed_Counter) > 0) then begin
        script_overrides;
        //be easier if all the locations use the same global
        if((global_var(GVAR_SLAVER_DRIVE) >= 1) and 
       (global_var(GVAR_SLAVER_DRIVE) <= 4) then begin//encounter map 1
           load_map(/*map number the player chose the slave drive*/,level_of_map); 
    end else if(encounter map 2 etc,forum is cropping my code
     end else begin
         load_map(/*map number of destination*/,level_of_map); 
    end
    may be missing something,that should be close tho

    edit : in the dialog procedure,choose if the player is gonna have 1 or none or multiple encounters,if none just load the map,if 2 on map exit of the first encounter,load the second etc

    Nirran
     
  10. Ravager69

    Ravager69 Sonny, I Watched the Vault Bein' Built!

    Dec 21, 2007
    Alright! Nicely done, big thanks. I will tinker with it a bit and see if it works. I'll let you know about the effects someime later.
     
  11. ufo_hunter

    ufo_hunter First time out of the vault

    59
    Feb 29, 2008
    How about an inventory mod. Let me explain. A mod which would allow opening all your party members' inventories next to each other including your own and to be able to move stuff around directly from inventory to inventory. This way it would be easier to redistribute stuff around.
    I think it is a pain in the ass to use barter from the dialog screen or to use steal on your followers when they try to keep a moderate/long distance.

    I don't know if it would lead to exploits in quests though...
     
  12. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    that one is beyond my ability

    Nirran
     
  13. valcik

    valcik So Old I'm Losing Radiation Signs

    Dec 20, 2008
    Hi Nirran,
    if you'll have a freetime, can you please look at the PA Helmetless mod, made by Josan12? Unfortunately, it's not compatible with latest Restoration Project and i'm pretty sure, so many of us will greatly appreciate, if someone make possible to run this mod along with RP.

    http://www.nma-fallout.com/forum/viewtopic.php?p=776232#776232

    There are included some sounds, which are colliding with default in-game 14mm pistol sound. :|
     
  14. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    ok,will tonight prolly,or tomorrow

    edit : the sound is the only thing not compatible?if yes i have a program will take me all of 5 min to do the mod,and i will upload it to FRP page

    Nirran
     
  15. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    done and uploaded,checked good(in start area)

    Nirran
     
  16. valcik

    valcik So Old I'm Losing Radiation Signs

    Dec 20, 2008
    Damn, that was a lightning fast job!
    Thank you very much, I'll test it with upcoming release of RP2.1.2 and will provide feedback (if necessary).
     
  17. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    here,i have a teamx program that all you have to do is set sound.lst to empty and put all the sfx files in the dir,and run the prog,sets all the sound perfectly,yes please,make sure it doesnt have any problems

    Nirran
     
  18. Michi

    Michi First time out of the vault

    60
    Dec 7, 2009
    Nirran,

    I downloaded your Skill Books mod for RP 2.1.2, and they aren't working. The books show up, but when I try either using them on the player or using them (like the vanilla books) ... in both cases I get the message Nothing Happens and the book disappears from my inventory.

    Thanks,
    Michi
     
  19. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    thank you for the bug report,i tried it and it doesnt work for me either,tho i used code that i know is good,just different numbers for the books,i will get to the bottom of it

    edit : found the cause and fixed it,my include file was adding a procedure before start,uploading as i type(love bat files :)

    Nirran
     
  20. Hassknecht

    Hassknecht For hate's sake. Staff Member Admin Orderite

    Aug 16, 2010
    I always found it kinda weird that a strong human can wield huge weapons like a minigun, so how about a mod that prohibits you from using weapons like miniguns without power armor?
    After all, the power armor was developed to allow single soldiers to wield big-ass weapons.
    But then again, there aren't enough big weapons for this in the game, so it wouldn't change much.