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SITE MOVED - IN READ ONLY MODE 12/08/2015
Please use http://www.loverslab.com moving forward. Site has been restored to a previous version, and this one placed into a read-only mode. This is available for a limited time so users may reference/copy content that has been lost in the transition. This will no longer be accessible by December 22nd, 2015.
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OneWayVector
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Everything posted by OneWayVector
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Thanks for the insightful guide CPU! If you could expand on the section [Advanced] and its subsection [Performance Tricks] would be appreciated, since a stable Skyrim is of great interest to myself and to many others whom may or may not be aware.
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Goodbye Tomm434, I would like to convey good fortune unto your future endevours and if you do return back to LoversLab and modding with a more richer experience!
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If All Else fails ... The Mojave Express can be the mailbox that everyone needs... ============== Looking forward to the new changes!
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Sounds very intriguing, looking forward to the changes! Originally I thought it would be a nice idea to allow the player to act as the messenger for NPC to NPC interaction; either by delivering letters, rumours, direct talking etc... The idea that the player can make or break relations by carrying out or even better never delivering messages can allow for tangled messes! Lookin forward to it!
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There are probably 3 main features that Simple+Slavery (http://www.nexusmods.com/newvegas/downloads/file.php?id=43785) and its expansions provide that are not featured in UnEthical Deeds: 1> Provide Mini Map, Quest and Map tracking of all 32 slaves captured. 2> Train Slaves with Slavery Expansion (http://www.nexusmods.com/newvegas/downloads/file.php?id=44156) 3> Pose, Punish and Pillory the slaves using Human Traffic - Punishing Slaves (http://www.loverslab.com/topic/46261-human-trafficking-punishing-slaves/) Personally UnEthical Deeds do a great job at capturing slaves, providing greater flexibility in the capture process (Unlike Simple Slavery, which require unconscious NPCs to capture). The attitudes of slaves create immersion, but sometimes (personally) a slaver would like to show off their wares, or make them useful in other ways.
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The "Old School" depreciating joke will get pretty old if they drag it around for the next pitch (maybe Van Buren)... Looks like in the first 48 hours for the free GoG.com game options, and at the moment over 19,600 backers... If there are going to be well implemented stretch goals, then it will get very tempting to pledge a higher tier...
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Ahoy Loogie! Good writing I hope shall conquer over a whole bunch of ENB effects and generic animations to show that Fallout 3 and New Vegas can offer the varied depth and kinks that Skyrim dare not tread. OneWayVector
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Hey Quin666, Thanks for the list! If you are unsure if a particular hair style is either SMP or HDT-PE or Both, I am sure the curiously inclined users on Lovers Lab could help out to verify it with well placed screenshot from their own playthru. I would like to second trpd's suggestion to categorise them so that casual users looking for easily accessible styles (in terms of the more mature HDT-PE implementation) would only need to glance at the top list, as opposed to hunting through all the experimental HDT-SMP styles.
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SeXoutNG Amra72 Animations Resources for modders
OneWayVector replied to Amra72's topic in Downloads - Fallout Sexout
Hi Odessa, Just following on with Contessa's animation problem when using Bangatron with your adaptation of Amra's animations and invoking the command inv during the animation run; there are two very weird animations with the following inventory items of note: First one is as Contessa has described: -
Issues with radiation resistance in FNV
OneWayVector replied to bjornk's topic in Fallout General Discussion
1) Max Radiation Resistance is hard capped at 85%, there is no way around this limit in New Vegas. 3) To increase the effectiveness of Drugs / Meds; increase your Medicine Skill. RadX (Med 10) 30% for 4 minutes, (Med 100) 75% for 4 minutes. RadAway (Med 10) -60 Rads / -6 for 10 seconds, (Med 100) -150 Rads / -15 for 10 seconds. -
While I personally do not use TTW, it is fairly obvious that Fallout 3 is due for a lot of loving by yourself Loogie! (Very rough loving I might qualify) Will you fix the bugs in the current version for the poor / miserly / lazy addicts that can only use Fallout New Vegas, before you move with a fully TTW dependent mod?
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That is more simpler then what I wrote, but I will have to disagree about the clutter, since a perk can be used by the Player to check if they have those recipes without going to a campfire, workbench or reloading bench. Finally to avoid confusion the dialogue could check if the Perk or Quest has already started and avoid the repeat of said dialogue trigger. If it is a hidden perk, does it appear the the PiP-boy perk list? I don't recall; but hidden Perk do not appear in level up lists either.
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Hello Odessa, When loading up Soliciting with the new Soliciting 5.5(0), Amra Animation plugin (Your new plugin vers, not Amra's), plus SexOut Beta 2.19.93b6, NX 16; The debug message for soliciting that summarises which mods that it can use shows that the Amra animation check is no longer passed. (Lutana, Wear & Tear .. etc passes) Is this expected, or normal?
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What you might need to do is the following: 1) Create a Perk which represent the set of recipes you want to add, make sure it is hidden. 2) Add a condition to each recipe to require the perk to exist 3) In the dialogue use the SCRIPT box to add the perk when said NPC "instructs" your PC Edit: Sorry about the previous message... but to copy: Conditions just filter which message becomes available; it is the small scriptlet within dialogues that do the heavy lifting.
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Hey RogueMage, Don't be discouraged by the complexity of the mod... It is easier to understand if you use Fallout New Vegas Edit 3.0.32. The other minor details to note: - Use FOMM to set the Load Order properly if you can, before running FNVEdit 3.0.32 - If you are making any changes to any scripts, do so in GECK and not FNVEdit 3.0.32... I mean any script or scripts embedded in Dialogues. I would love to converse with you further in regards to expanding the mod with reasonable suggestions to t3589. OneWayVector
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Working around quests, yes that could be difficult... I did note that t3589 uses VATs to check if the NPC can see the Player Character, but alternatively could distance be measured in the cell? <Looks like something I will take a good look at soon... well after Pillars of Eternity ) More importantly, if an NPC is in a quest, should they be ignored? or the other option would be FormLists of Quests that NPCs participate in that are essential to the game and simply exclude those NPCs. This could certainly limit the number of NPCs that can be affected by the animations but the original game might be preserved... (Not perfect but somewhere I can look up). Strictly, my intention would was not the ability to scream at the whole cell, but to select NPCs from the cell. The criteria might be arbitrary (radial limits over distance) but never the actually apply packages / force animations to all cell NPCs. I know that does not include problems with killing off NPCs, but NPCs that are moving around could be excluded, since there are plenty of idle NPCs around. ======= Speaking of Skyrim Its a good time to stare at the potential of Bullet Physics instead of Havok as HDT-SMP is being introduced slowly. I know BlaBla / His Orange-ness with the work on CITRUS hopefully in the future include the Bullet Physics instead of Havok...
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Greetings FNV wanderers! Is it possible to change the dialogue "text" from an external source during run-time? For the purpose of (for example) linking a chat-bot to FNV, a means of generating dynamic dialogues on screen could present their output to FNV directly. I do note that there is a way of interacting with the file-system (in a small but meaningful way) as a means of output and to come extent from the FNV as input. I am well aware of the limitations of dialogue reply options (prompts) which are fixed number, but can be worked around to a certain extent... Reading with great interest in anything remotely close, OneWayVector
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Hey A.J., In regards to the Legionary scenario, it can certainly be done by GECK exclusively... - Make a UI with pre-defined emotes (that can be key-bound - I must note you have done this in part ) - A script as an interface to (on a simple level) call the animations after getting the ActorIDs (Again you have done something like this as ) - Another interface to a system that tracks the various NPC characteristics - Link up the animations to the NPC characterisitcs - Another script (possibly) to queue, process and time animation requests (If needed). Something like this might be possible... Edit: Your Idles and behaviours mod livens up the wasteland with its character, but I think its full potential IMHO requires persistent NPC changes in their character in response to your animations.
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Simulating broadcasted communication was my original intention... When pairing text and GECK data, communicating with groups become possible and the processing of AI decisions of animation calls, actor values, pseudo Dialogue tree can separated from the game Engine. I would imagine a scenario: - Walking up to Cottonwood Cove as a Male Courier for the first time with a holstered Red Glare launcher; and approaching two Legionary Recruits and Legionary Decanus. - The Courier gives a brief Neutral greeting. - The two Recruits would unholster their weapons and change their stance (animation) and the Decanus would reply (Not as a 1 to 1 communication in Dialogues) curtly waving animation. ====== I would imagine the means in which this might occur: A> To start before the Courier has communicated, there would be constant polling of a fixed distance for NPCs near the Courier, an identification of the type of NPCs, passing this information at a lower polling rate to the Program. B> Pre-defined animation calls, and Actor values on demand are available through a script interface for GECK. The Program has the targets, they just need to trigger its decisions at the next call-back like the VaultMP OnPlayerChat? Would this be something useful? Edit: Going to work on this for now... and mark it as resolved but I will appreciate any further suggestions.
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Looking up the wiki for vaultmp.com, and I think it is a possibility with a loop-back port from a local server (on the same computer). The next issue would be the syncronisation of both text, in-game values and more infuriating the selection of actor target for 1 to 1 simulated communication, or target(s) for simulated broadcasting. Damn will have to see if there are any related function call-backs... Which may well lead to Events / Quests / Topics are passed not just text... Edit: Might as well add that this will chew more CPU and some more precious cycles from the game engine then before... Edit Redux: Might have to scale back and get just text done first...
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Thanks for the suggestion A.J.! Interesting, an in-game chat; but not a direct replacement / interface with the current dialogue system... I can hazard to guess that syncronising in-game information with an ingame chat interface would be very challenging. Pausing the game-world is not impossible, but message passing with other software may well require extensive knowledge of FNV or hacking it.
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Ahh Party games, sooo much potential! I'll raise some ideas after ironing out any problems with the drinking game.
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Hello, Back again following up on my ideas post! Warning this is a potentially long post. ====== Drinking games allow for a chance of increased respect earned by contesting with the NPC. The value this activity has in the Mojave is an essential characteristic to Cassidy, the Strip and most NCR traders, soldiers and settlers. Raiders rarely follow rules and are quick to temper, while the Legion are probably discouraged from drinking in excess with very few exceptions. Everyone else can barely get enough booze, much less piss it off in a contest. How do the PC and NPCs become involved in a drinking game? If anyone can spot holes in these details and are willing to discuss; I would be happy to write about it. Yes I know about coffee, but if you drink coffee your agility suffers. Taking mentats is a risk which might not be compensated by the little respect gained.
