[WIPz] Firestarter

Post » Thu Nov 18, 2010 9:51 am

There is a psychic mod that could really use this style of attack :)
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The Time Car
 
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Post » Thu Nov 18, 2010 11:46 am

Oh, and setting the ammo use on the flame jet(icon of a plasma mine) to 0 sets the weapon to infinite ammo, though it still shows a ammo UI.
I'd been editing with TESSnip (included in FOMM) and it seemed to have stopped working for me and still uses ammo. But I'll go back to an older version and start again from there.

I honestly haven't done a whole lot to it since the last time I posted. Because I'm stuck with my custom sound not working I'll just use something that's already in there.
I figured out how to add the sounds to the weapon after a while, you have to set the sound to the 3dlooping area, which allows the flame effect to play a sound, which is what you wanted, I'm guessing.
But I'm using a custom sound, not a recycled vanilla sound.

I'll put together a proper working version, I've about 4 all doing different things as I think about trying to do something differently and just create a new esp instead of editing the old one.

I think what put me on hold was Broken Steel's Heavy Incinerator. It shoots fireballs. I wanted fireballs :sad:
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luis ortiz
 
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Post » Thu Nov 18, 2010 6:54 pm

Then assign the custom sound to it's own sound in the geck, and assign the new sound data to the 3dlooping section on the weapon.
You could make a copy of the projectile, and then reduce the gravity on it to the same as any other non-lobbing projectile, and assign the new projectile to the weapons, and it should work fine, I'd guess.
Hell, is the sound already in the mod? I would likely have it(or would have the pathing), so I could rig up the sound for you.
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James Potter
 
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Post » Thu Nov 18, 2010 5:42 am

Very cool attack here!

I'd be glad to help test. Also if I can figure out the kf part, you can count on me to work in a new attack animation for this. But testing is easy, just tell me what you need me to break. (;

Instead of the jet of flame that I've usually been working with...as that's really all I had, my original thought of throwing a fireball is looking to be possible. With the help of DarkUncleBoh (thread bumper) he has come up with some rather interesting ideas and ways to go about them. But, we need the assistance of someone who knows animations and can edit them. Naturally, I thought of you :hehe:

With new motivation I have a mod to test :)
While I'm at it I'll also reinstall Fraps to see if it'll work for this game. It always crashed my game in Oblivion <_<
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Jessica White
 
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Post » Thu Nov 18, 2010 4:56 am

Yep, although it'd be registered as an attack, so you could only heal teammates with it.

Couldn't you set Minor Crime on?
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Janine Rose
 
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Post » Thu Nov 18, 2010 7:49 am

Still needs work, of course, but I finally got Fraps to work without crashing my game so took some basic videos.

http://www.youtube.com/watch?v=yYVdWYCz61U

- If that annotation is still showing at the end it's not meant to. I removed it. It's true what it says but I didn't want it right there. I haven't used YouTube in years. I usually watch not upload.

This a slightly different version than the jet of flame. We can all guess where that fireball comes from and what this mod is dependant upon :P The fireball is what I originally wanted but the only other game with fireballs was Oblivion and using anything from there is totally not allowed, and I can't create new meshes. My mesh editor/uv mapper/texture artist doesn't play Fallout, unfortunately. But I don't like to ask others to help me with something I could learn to do myself.

Anyway. I'm more motivated to work on this mod again so I shall go back to doing so :)
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Eire Charlotta
 
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Post » Thu Nov 18, 2010 1:44 pm

Great. I just discovered a copycat. Honestly, what is with some people!

And that is why I don't do WIP threads <_<
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Andrew Tarango
 
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Post » Thu Nov 18, 2010 1:55 pm

Great. I just discovered a copycat. Honestly, what is with some people!

And that is why I don't do WIP threads <_<


That svcks <_<

Oh well, that doesn't mean you can't finish it :goodjob:
You were doing a good job!
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Sarah Knight
 
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Post » Thu Nov 18, 2010 7:48 am

First post updated with todays videos. Just need to edit the gravity as that may have something to do with the fact I can't hit the broad side of a barn in VATS. It overthrows by a good long way and misses everything :lol:

Still playing around with this. The copycat has been banned, but it wasn't me. It happened before I was pointed to his pages.

I'll start on that flame jet now :)
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Robert DeLarosa
 
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Post » Thu Nov 18, 2010 3:14 am

there is a mod that made a heal gun. the problem of it was that as it is a weapon, NPCs can react to it as an attack despite that they end up with more health.
i've been trying to think away around the problem, but i cant seem to achieve it. because even if the damage is set to zero, the action is still registered as an attack move.
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kasia
 
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Post » Thu Nov 18, 2010 4:19 pm

how's this mod going? i need some super powers lol
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jeremey wisor
 
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Post » Thu Nov 18, 2010 4:51 am

Like a Phoenix rising from the ashes I bask in the glory of Helios, this shining Star so Mystical I beseech. Bless me thy burning grace, so that I make cast my enemies onto Inferno Eterna.


(thread Bump really like this mod. I would love to have it)
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Kelsey Anna Farley
 
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Post » Thu Nov 18, 2010 6:23 pm

LOL@Omega, I missed your post way back in October :unsure:

There is one particular parasite person who has made it their mission to grab this mod and run with it and release as their original idea and all that crap. Really, it's not that hard to copy. I turned the person down as they wanted to "help" but I've seen what they have done to two other known modders' works and am glad I said no.

So, even though I'm stuck, it's the animations mostly, I have decided at the suggestion of a forum friend (who hates thieves and copycats as much as I do) to unhide the file and perhaps someone with more knowledge in animations could enlighten me as to how I could have it shoot the way I originally wanted.
I'm sure there's one person out there who could grab it, say, "Oh that's easy," and have it fixed up within minutes.

Anyway, just as a warning, the files on Nexus are not complete. Think of them as a resource I suppose. Once we got Broken Steel it was as if Beth granted my wish for fireballs so that has been done. It needs tweaking and is not 100% perfect, but it's 'throwing fireballs.'

I'm also not sure if the main file has the sound working. Thanks to another forumer I did get it working but I'm not sure if the version uploaded is the most current. It 's the one with the latest date so I assume so.

So, if anyone gets it working how I have tried, please at least have the common courtesy to let me know how it was done, what I missed :)
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(G-yen)
 
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Post » Thu Nov 18, 2010 2:40 pm

Can't help you, but it looks great! :)
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Dalton Greynolds
 
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Post » Thu Nov 18, 2010 9:53 am

Don't fret about such things as derivative or copycat works. The challenge is not to be the only person to create something, but rather to realize your own vision. Pepsi doesn't stop selling just because Coke came first.

As for firing... what's the issue, precisely? It's not coming out of your hands like you wish?
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Emilie Joseph
 
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Post » Thu Nov 18, 2010 11:51 am

I've based the jet off the frag mine, replacing the mine with either nothing (which doesn't really work) or just a pair of Spiked Knuckles. I think it needed something there. Plain fists just wouldn't do anything. The jet of flame comes from the left hip and not the right hand, the hand that 'throws the mine'. I just don't know how to move it. I don't know about editing animations.
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Rhysa Hughes
 
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Post » Thu Nov 18, 2010 8:01 pm

there's a projectile node on the weapon mesh that the game fires the projectile out of. Fist weapons and such don't have them.

You do need some kind of customized weapon model for it to be as you wish.

I need something like that too. If I ever get a 3d person on board my project, I'll share.
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Karl harris
 
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Post » Thu Nov 18, 2010 8:53 am

Thanks :)
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Betsy Humpledink
 
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Post » Thu Nov 18, 2010 11:16 am

Me likes :)

Very cool!

Perhaps it could be a power aquired by eating the Ant Queen or something? :)

From a balance standpoint, ideally, no ammo but a high AP cost would be nice. Not sure if the engine even allows spending AP out of VATS tho.



You just have to modify the players remaining AP everytime you fire the script(s)
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Kelvin
 
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Post » Thu Nov 18, 2010 6:18 pm

You just have to modify the players remaining AP everytime you fire the script(s)


i dont suppose i can help, but im really looking forward to this, the vid6 (i skipped to the last) looks really good, dang copycats though, i think i have seen what you are talking about
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Colton Idonthavealastna
 
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Post » Thu Nov 18, 2010 12:48 pm

Yes, one is notorious for it, the others likely got sick of waiting for this one to be done :shrug:

But what CuteUnit said makes sense and doesn't really have me want to go and strangle them (much) anymore :)
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Bethany Short
 
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Post » Thu Nov 18, 2010 7:16 pm

How is this going? and WAUUUUGH check your pms!
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Add Meeh
 
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Post » Thu Nov 18, 2010 3:48 am

So while this guy did give credit for using your Fire arm, he still took Pyrokenisis to somthing.....funny XD http://www.fallout3nexus.com/downloads/file.php?id=10756
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SiLa
 
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Post » Thu Nov 18, 2010 7:34 am

Yes, seen that. Downloaded and tried that one. CuteUnit sent me the link to it. To be honest, it's quite fun, though pretty much my mod with his name on it.

I'm supposed to be doing fixes and minor updates to my follower mod, but have recently gone back into this one as I had an idea that could work if I'm patient enough to learn how to do it. Animations and scripting are out of my league but I have a bit of help this time, so hopefully it'll work.
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CHANONE
 
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Post » Thu Nov 18, 2010 1:25 pm

Of all days to be modding...

I've found 2 custom animations that I'd like to use to 'throw' the flame and fireball. Usually I have no problem converting poses or animations into Fallout from Oblivion.
Before anyone says "You're not allowed to use Oblivion assets," I know :) These aren't from the game but converted to be used in Oblivion. So technically not Oblivion assets. Those who know of Keter Sephiroth from Oblivion modding he created a lot of new animations. It's like that. New and put into Oblivion.

Anyway, trying to import these two animations just isn't working. The animation is not playing at all and I don't know why, really. Earlier, for fun, I converted the Spriggan cast and heal animations (yes, from Oblivion) and got them working quite well in Fallout. But trying to do the same for these other ones does absolutely nothing. My tester just stands there.
It shouldn't have been any different but I couldn't get the Lich ones to work. That would've been good not that I could've released it with this mod, though :(

When it comes to animations, in Nifskope I only know how to do two things. Edit the duration of the pose or animation and editing one of the Controller Blocks relating to the spine as the mini tutorial told me to do.

If I'd need to open these animations in another program to edit/convert (like Blender) does anyone know of a good tutorial that could show me how to do it?

:)
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N Only WhiTe girl
 
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