[WIPz] Firestarter

Post » Thu Nov 18, 2010 12:00 am

It's a tentative title as I have no idea what to call it and that was just the first thing that came to mind when I had to save.

I don't do WIP threads. I honestly don't know what goes in such a thread anyway as I've only ever posted releases.

This is nothing fancy, just a bit of a description and some pictures.

When I played Oblivion people wanted guns. Now that I play Fallout I want magic...of a sort. I do miss being able to heal others with a spell
or toss fireballs :)

There are no new meshes or textures, though I recently added a custom sound file. I created a new 'weapon' and used existing animations and objects, so it doesn't replace anything. Thinking on what animations were already used I chose fire because the nearest I could find to doing what I wanted was the mine throw animation. I removed the equip, unequip, pick-up and drop sounds, and replaced the mine model with just a pair of Spiked Knuckles. I had to use something as it wasn't working with nothing.
I used the stats of a plasma mine to start with just so I could understand how everything worked. Over time, and after testing, I've upped the damage it does as well as how far the flame jet reaches as it was initially not far enough.
Because I based it on a mine I can't figure how to remove its dependency on ammo. I'd prefer it not to use any, but if it has to, oh well.


Pictures:
http://www.fallout3nexus.com/imageshare/images/160921-1238763448.jpg
http://img511.imageshack.us/img511/4189/screenshot483.jpg
http://img407.imageshack.us/img407/4332/bbq.jpg
http://img105.imageshack.us/img105/8606/fs5367.jpg

Updated July

Videos:
16 July
http://www.youtube.com/watch?v=yYVdWYCz61U
http://www.youtube.com/watch?v=Dk4RPYMqVIw

18 July
http://www.youtube.com/watch?v=44MwgpGbO44
http://www.youtube.com/watch?v=GTDTnU-V8vY
http://www.youtube.com/watch?v=82aEvNrlnV0
http://www.youtube.com/watch?v=WZXyiMehAv4

The videos are the Broken Steel version, because I prefer fireballs :P But, now that I know where to find things I need I'll continue with the original version - the flame jet.

My custom sound works now, but I don't know if I'll keep it or not. There's a sound playing when the 'fireball' is equipped, just a fire crackling effect. As the fireball is launched the custom sound plays.
I switched the first person model, replacing the frag grenade. I'd like the equipped fireball to be not glowing when it's on her hip, maybe just a dead chunk of rock, but I think that's beyond my knowledge at the moment. I'm just going with what I know how to do. Improvising mostly.


Edit: File is currently visible. I made it visible as I was stuck though my reason for making it available has still been ignored, instead others are making their own off of it without letting me know.
Since then have had another idea on how to do what I want.

http://www.fallout3nexus.com/downloads/file.php?id=5367

:)
User avatar
Beulah Bell
 
Posts: 3372
Joined: Thu Nov 23, 2006 7:08 pm

Post » Thu Nov 18, 2010 3:26 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.
User avatar
STEVI INQUE
 
Posts: 3441
Joined: Thu Nov 02, 2006 8:19 pm

Post » Thu Nov 18, 2010 8:16 am

I use Audacity to convert files. I haven't had any problems with it so far. :shrug:
User avatar
Melanie Steinberg
 
Posts: 3365
Joined: Fri Apr 20, 2007 11:25 pm

Post » Thu Nov 18, 2010 2:08 pm

Maybe you could make it so you can wield stimpaks and heal others.

Interesting idea though.
User avatar
teeny
 
Posts: 3423
Joined: Sun Feb 25, 2007 1:51 am

Post » Thu Nov 18, 2010 12:12 pm

Because I based it on a mine I can't figure how to remove its dependency on ammo. I'd prefer it not to use any, but if it has to, oh well.
Thanks!
You can change the Ammo Use field on a Thrown weapon to 0 using FO3 edit and it works in-game, so it'd probably work for mines too. It just gets reset to 1 whenever you edit the form in the CS.
User avatar
Mark Churchman
 
Posts: 3363
Joined: Sun Aug 05, 2007 5:58 am

Post » Thu Nov 18, 2010 1:49 am

Yes I noticed that and wondered why it kept resetting.
Thanks, I'll do that :)
User avatar
Albert Wesker
 
Posts: 3499
Joined: Fri May 11, 2007 11:17 pm

Post » Thu Nov 18, 2010 7:32 am

Could you create a weapon such as the heal gun?

Placing a script on the gun or the ammo to reset the health of anyone it hits?

Just an idea, im mainly an oblivion modder so the fallout 3 cs is kinda mysterious to me :P
User avatar
mike
 
Posts: 3432
Joined: Fri Jul 27, 2007 6:51 pm

Post » Thu Nov 18, 2010 12:11 pm

Yep, although it'd be registered as an attack, so you could only heal teammates with it.
User avatar
REVLUTIN
 
Posts: 3498
Joined: Tue Dec 26, 2006 8:44 pm

Post » Thu Nov 18, 2010 6:56 am

Just a few questions....

When you say you "upped the range" did you change the numerical values or actualy do something with the flame projectile?
If so it wont go any further.

A few possiblities you might want to look at are.
Opening the Flame Projectile Meshe in NifScope setting the Scale to be bigger and then saving it again as a new meshe.
Use this meshe and it will go further, but also be bigger....

Another interesting idea is to change the projectile.
open the projectile in the GECK and change the "missle/lobba/beam" field... I cant remember which I used but it worked pretty well other than it looks REALLY bad at extreme long ranges.

----

Ok I lied that was just 1 question...
User avatar
Emzy Baby!
 
Posts: 3416
Joined: Wed Oct 18, 2006 5:02 pm

Post » Thu Nov 18, 2010 7:51 am

Yes, I just changed the numerical value to have it reach further. Ah, so that doesn't do it? It seems to, though. To start with I had to be almost face to face with my target, but after putting a higher number in I don't need to be standing as close.
I test out the mod on Rivet City residents. The guy leaning on the wall just the other side of the bridge is a good test target :)

I'll try the Nifskope way, I didn't think of doing that forgetting that the jet of flame is actually a mesh.

Thanks :)
User avatar
GRAEME
 
Posts: 3363
Joined: Sat May 19, 2007 2:48 am

Post » Thu Nov 18, 2010 6:11 am

love this and can't wait for it's release! i wants me some "powers". there's a Psychic power mod but most of them are weapon based, tho the Heat vision's kinda cool.

as for a healing power/gun, the mod Road Wardens has a dart gun that shoots stims. it can be used on most friendlies and it won't cause aggro
User avatar
sally coker
 
Posts: 3349
Joined: Wed Jul 26, 2006 7:51 pm

Post » Thu Nov 18, 2010 1:18 am

In another mod I made a Stun Gun which is rather fun but causes the target to become rather irate <_< Unlike LFox's Tranquiliser Weapons I can't loot unconsious (how do you spell that?) NPC's. It started off as a dart gun but I changed it to the alien blaster gun.

So much for 'testing' the weapon in the game. I end up having so much fun I wipe out all residents :P
I've just pulled out the flame projectile mesh and will have a play in Nifskope.

Edit: Hmmm, what do I change and where for the mesh? I don't see an actual object in the render window. I pulled out both fireantflame01.nif and flamerflame01.nif as in the GECK it is set to shoot the fire ant flame. I don't know if that's any different than the flamer flame jet.
User avatar
Clea Jamerson
 
Posts: 3376
Joined: Tue Jun 20, 2006 3:23 pm

Post » Thu Nov 18, 2010 5:45 pm

After 10 days I'm sure I'm allowed to double post :hehe:

I haven't done much else to it as I've been working.

I'll have a look around to see if there's anything about custom weapons and sounds on the Wiki. I still can't get it to work.
Also, the time between 'firings' is rather long, is there any way to shorten it? Or is that not possible because it's based off of a mine, and throwing mines is meant to be slow?

I haven't bothered with trying to edit the flame meshes as I can't even see anything in Nifskope and wouldn't have a clue what to change. Things have changed since Oblivion :)
User avatar
Rachyroo
 
Posts: 3415
Joined: Tue Jun 20, 2006 11:23 pm

Post » Thu Nov 18, 2010 4:59 am

Sounds are doable, you have to make sure your sound is inside sound/fx, and then go to miscellaneous -> sound on geck, and add your sound. Then add it to the weapon.
As for the animation, there ought to be an animation multiplier somewhere, and a delay before attack. Toy with those 2.
User avatar
Sammie LM
 
Posts: 3424
Joined: Thu Nov 30, 2006 1:59 pm

Post » Thu Nov 18, 2010 4:10 am

is this still being worked on?
User avatar
Jonny
 
Posts: 3508
Joined: Wed Jul 18, 2007 9:04 am

Post » Thu Nov 18, 2010 2:48 pm

Yes, now and then.

I still haven't got the sound working, even though I've done as TGBlank said above. It works in the GECK just fine when I play it but is still silent ingame.
There is no reload time or pause between 'firings' but it doesn't look right, it's much too fast, so I have to fiddle with that. Mostly I've been using FO3Edit as, for some reason, it's easier to find what I want to change in there than the GECK.

I make back-ups as I go along so if I completely screw it up it doesn't matter :)
User avatar
Sophie Payne
 
Posts: 3377
Joined: Thu Dec 07, 2006 6:49 am

Post » Thu Nov 18, 2010 11:19 am

Current issues are:

- Custom sound is not working. I have done as suggested (Post #14) and it still doesn't work. Even switching to another existing sound doesn't work. It's just deathly silent. Not how flames should be.

- In regards to editing the flame mesh (post #12) what on earth do I change? Nifskope is completely different to what I used in Oblivion. I can change textures but that's about as far as my knowledge goes in the newer version.
I probably won't even bother with that one, anyway. It reaches far enough already.

Is it possible to find a reliable tester? The last two just wanted the file, maybe because it 'looked cool' or something. I don't know. One tweaked bits here and there, fixed some things but refused to tell me how as if it was some big secret.
If this was an Oblivion mod this would have been finished and released months ago as there are so many more willing to share their knowledge and help others. Unfortunately those who I ususally called on for assistance don't play (or mod) Fallout :sad:

~
User avatar
katsomaya Sanchez
 
Posts: 3368
Joined: Tue Jun 13, 2006 5:03 am

Post » Thu Nov 18, 2010 9:54 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. (;
User avatar
Mike Plumley
 
Posts: 3392
Joined: Wed Sep 05, 2007 10:45 pm

Post » Thu Nov 18, 2010 6:22 pm

That's pretty cool hehe.
User avatar
electro_fantics
 
Posts: 3448
Joined: Fri Mar 30, 2007 11:50 pm

Post » Thu Nov 18, 2010 2:47 am

Well, I've tested it, but I don't know what to say. It works fine, aside from the lack of sound, and while the damage is low, it's not a bad weapon.

I'll try to make it play a sound when I shoot(if I can find a good sound).
I know that mines don't make much sound when tossed, could that the source of the problem?
User avatar
Jennifer Rose
 
Posts: 3432
Joined: Wed Jan 17, 2007 2:54 pm

Post » Thu Nov 18, 2010 4:23 am

and another clearly has no interest in 'testing' to provide feedback, just wanted it as it 'looked cool,'


Is that me? :sadvaultboy: I'm sorry, you gave it to me right before I went on a trip for a week and when I got back I installed something. Didn't have enough room so I deleted some folders and one had it in it.
User avatar
Genevieve
 
Posts: 3424
Joined: Sun Aug 13, 2006 4:22 pm

Post » Thu Nov 18, 2010 5:57 am

i already offered to test :embarrass:
User avatar
Laura Hicks
 
Posts: 3395
Joined: Wed Jun 06, 2007 9:21 am

Post » Thu Nov 18, 2010 3:17 pm

Well, I've tested it, but I don't know what to say. It works fine, aside from the lack of sound, and while the damage is low, it's not a bad weapon.

I'll try to make it play a sound when I shoot(if I can find a good sound).
I know that mines don't make much sound when tossed, could that the source of the problem?

There were other edits but you didn't want to elaborate, so :shrug:
The damage was low priority at the time. I was more trying to get things looking alright. With my current version it's much higher, the reload time is a lot less and I seem to have somehow removed the need to have anything on or in the hands.
I have a custom sound file, set it up just as TGBlank said (I'd forgotten about having to do it that way) but unless it needs to be converted to another format, or something, then I just don't know why it's not working and apparently neither does anyone else.
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. (;

Thanks, I have sent you a link to the file. Another animation would be good, though I don't know how to edit them so usually just stick to what I already know how to do (which won't help with this) or improvise as much as I can.
User avatar
His Bella
 
Posts: 3428
Joined: Wed Apr 25, 2007 5:57 am

Post » Thu Nov 18, 2010 3:13 pm

Any progress report on this? I kept it bookmarked hoping to use the RELZ eventually for a new game.

Has it ever been completed?
User avatar
Vickytoria Vasquez
 
Posts: 3456
Joined: Thu Aug 31, 2006 7:06 pm

Post » Thu Nov 18, 2010 1:36 pm

Perhaps the PM I sent got deleted in a cleaning frenzy before it was able to be gleaned over.
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.

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.
User avatar
christelle047
 
Posts: 3407
Joined: Mon Apr 09, 2007 12:50 pm

Next

Return to Fallout 3