(Beta) Real Time Settler

Post » Fri Dec 11, 2009 11:45 pm

Sort of...
there is a way around that...
the relvant script also contains the stuff for spawning in gravestones.
theoretically this could be split off into a seperate script allowing a greater number of settlers in the original script.

there are a number of other scripts that would have to be altered.

but theory is sound.

personal opinion is that 12 settlers is plenty for a beta especially one as complex as this.
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Jonathan Egan
 
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Post » Sat Dec 12, 2009 7:19 am

When we get a later version of FOSE you'll be able to handle everything through arrays and loops anyway, so there won't be any limits.
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Daddy Cool!
 
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Post » Fri Dec 11, 2009 11:02 pm

Yep that has been noted :D.

at present the mod doesn't use FOSE.

this was a design decision by arcoolka, after much discussion (I am very pro FOSE, but arcoolkas argument was persuasive)

my understanding is that arrays and such like will not be added until the .exe etc is stable

i.e after all the patches/DLC have been released which is at least October 09

I would imagine that I would speak to arcoolka then and try to persuade again.

but ultimately it comes to this. if it is not fun for arcoolka it ain't gonna happen , something I wholeheartly agree with
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Anna Krzyzanowska
 
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Post » Sat Dec 12, 2009 11:47 am

This looks very promising. I have a few questions however I'm hoping you guys associated with the mod can clarify; I read the description here, on Nexus and on the main dev diary in your website, as I'm not a member I didn't have access to the forums so please excuse me if you covered any of this there.

Firstly, I'm interested in knowing exactly what are the functional features included within this beta. ...


Settlers guide http://www.youtube.com/watch?v=wjVeS5z5Dmw&feature=channel
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Claudz
 
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Post » Sat Dec 12, 2009 7:35 am

Yep that has been noted :D.

at present the mod doesn't use FOSE.

this was a design decision by arcoolka, after much discussion (I am very pro FOSE, but arcoolkas argument was persuasive)

my understanding is that arrays and such like will not be added until the .exe etc is stable

i.e after all the patches/DLC have been released which is at least October 09

I would imagine that I would speak to arcoolka then and try to persuade again.

but ultimately it comes to this. if it is not fun for arcoolka it ain't gonna happen , something I wholeheartly agree with


I will remind you to persuade me, if youll forget, lol
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ONLY ME!!!!
 
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Post » Sat Dec 12, 2009 6:43 am

I never forget...

Video "The Settlers Guide" added to the OP.
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Bones47
 
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Post » Sat Dec 12, 2009 4:31 am

UGHH, I hate being a Console Gamer. It's not fair that my PC Can't handle Fallout....
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Yung Prince
 
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Post » Sat Dec 12, 2009 4:39 am

Sort of...
there is a way around that...
the relvant script also contains the stuff for spawning in gravestones.
theoretically this could be split off into a seperate script allowing a greater number of settlers in the original script.

there are a number of other scripts that would have to be altered.

but theory is sound.

personal opinion is that 12 settlers is plenty for a beta especially one as complex as this.


Just theoretically, but It will be much easier to handle with them, If we will make them in your new way. They are just scripts Ref now, but once they will be persistent references, we are the winners, lol
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Da Missz
 
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Post » Sat Dec 12, 2009 2:23 am

so how do i start this? i havent gotten a quest.
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Harry Hearing
 
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Post » Sat Dec 12, 2009 1:24 am

Sepiroth A quest called "the settlers guide should start almost straight away (after some scripts have processed) iif this is not happening please post your brief comp specs and modlist.

Choze: Yeah but consoles get the big flat screen TV's :D
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IM NOT EASY
 
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Post » Sat Dec 12, 2009 1:40 pm

Is it possible to disable all spawn points within a radius of the first object? I am just concerned that I put a village right on top of a spawn point for a group of raiders.
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Genevieve
 
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Post » Sat Dec 12, 2009 9:28 am

Is it possible to disable all spawn points within a radius of the first object? I am just concerned that I put a village right on top of a spawn point for a group of raiders.

Do you mean the vanillas spawn points? No, it is not possible in game, IMHO. But You can edit your favorit place via Geck.
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T. tacks Rims
 
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Post » Sat Dec 12, 2009 12:50 am

Just wanted to say that this is a great mod.

But isn't the range for spawn points a bit limited? (I think it's 3000?)
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Julie Ann
 
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Post » Sat Dec 12, 2009 8:01 am

Well ive tried the mod, and it is freaking awesome, but i keep having to deactivate it as every few ingame days, the workbench dissapears and i cant get it back, might be a bug or it might be an incompatability on my end ill do a bit more troubleshooting to see if i can figure it out, just thought id raise the flag on a possible bug
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katsomaya Sanchez
 
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Post » Sat Dec 12, 2009 9:44 am

Just a note:
3/8 is a fraction.
The Enclave is a faction.
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Riky Carrasco
 
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Post » Sat Dec 12, 2009 9:34 am

Some replies:

Rhoark: Damn where was that spelling mistake, I will hunt it down and destroy it

Fallen Paladin: modlist and specs will try and diagnose.

anandus thanks I am glad you like the mod, arcollka's worked damn hard on it and the rest of us seem to have got a perverse pleasue in creating him more work.
the spawn distance is presently set at 3000 as this is the beta, certain options were limited a bit to allow for easier testing etc.
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Jessica Thomson
 
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Post » Sat Dec 12, 2009 2:51 am

Arcoolka, are you ever going to raise the villager limit?


How many should be enough for you?
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Prohibited
 
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Post » Sat Dec 12, 2009 9:56 am

Arragh! 20+30???
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Auguste Bartholdi
 
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Post » Sat Dec 12, 2009 9:25 am

Is it possible to disable all spawn points within a radius of the first object? I am just concerned that I put a village right on top of a spawn point for a group of raiders.
Sorry to advocate OBSE again, but... you can use http://fose.silverlock.org/fose_command_doc.html#GetFirstRef to get the references of all creatures in the cell, and disable any that are dead and in certain factions (e.g. the enclave, raider and animal factions).
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Marie
 
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Post » Sat Dec 12, 2009 4:57 am

Sounds like an expansive mod and I'll be sure to download it once I'm back home.

Thought I might help you with any typos, I'll send you a revised typo-free version of the OP.
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Sammie LM
 
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Post » Sat Dec 12, 2009 8:33 am

Arragh! 20+30???


50? lol
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Vincent Joe
 
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Post » Sat Dec 12, 2009 7:09 am

Choze: Yeah but consoles get the big flat screen TV's :D


True. Although isn't it possible to run your PC through a Flat Screen TV?

If so i need to Upgrade my PC ASAP and get this Mod, It Really does look like alot of Fun!
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Alyce Argabright
 
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Post » Sat Dec 12, 2009 12:44 pm

This mod, along with your Life of Raider mod and the XFO series, are without a doubt my favorite mods. I don't mean to sound like a brown-noser but it was only when I was installing this mod that I saw the Life of Raider addon and realized you were one in the same. Thank you and your team for putting together mods that aren't just another weapon or armor addon (which seems to be what the vast majority of mods for fallout are).

As you could guess, I have the Paradise Falls/Raider government style running....but are you considering having soldiers or workers be able to wear raider or merc armor if you chose that route? At the moment I just feel like a grungy raiderish leader of regular settlers. Anyway, fantastic mod, so thank you!
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Conor Byrne
 
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Post » Sat Dec 12, 2009 12:20 pm

Sorry to advocate OBSE again, but... you can use http://fose.silverlock.org/fose_command_doc.html#GetFirstRef to get the references of all creatures in the cell, and disable any that are dead and in certain factions (e.g. the enclave, raider and animal factions).


Yep I am a convert, but no scripter... I guess arcoola will join the righteous at some point :D

a poll has been set up on the site asking this question.


Sounds like an expansive mod and I'll be sure to download it once I'm back home.
Thought I might help you with any typos, I'll send you a revised typo-free version of the OP.


All recieved thanks. will see if we recah thread 2 :D

50? lol


E-mail sent.

True. Although isn't it possible to run your PC through a Flat Screen TV?

If so i need to Upgrade my PC ASAP and get this Mod, It Really does look like alot of Fun!


Don't tell the Console users that its the only thing that keeps them going :D


This mod, along with your Life of Raider mod and the XFO series, are without a doubt my favorite mods. I don't mean to sound like a brown-noser but it was only when I was installing this mod that I saw the Life of Raider addon and realized you were one in the same. Thank you and your team for putting together mods that aren't just another weapon or armor addon (which seems to be what the vast majority of mods for fallout are).

As you could guess, I have the Paradise Falls/Raider government style running....but are you considering having soldiers or workers be able to wear raider or merc armor if you chose that route? At the moment I just feel like a grungy raiderish leader of regular settlers. Anyway, fantastic mod, so thank you!


Glad you are enjoying the mod. I have some ideas for raiders which I will put to arcoolka after I get project 1 out of the way...
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biiibi
 
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Post » Sat Dec 12, 2009 1:12 am

Choze: Yeah but consoles get the big flat screen TV's :D


Whatever display someone is using though, in my opinion it's worth saving, building/buying a suitable pc and useing it for gaming just for the mods extra quests / missions to expand the game, especially this one!!!!
Though I do use a 32" tv as a main monitor for my pc, which is also linked up to a projector for 100" gaming goodness (and movies) :nod:

Good to see this is now on the official bethesda forums :)

tris
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gemma king
 
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