[RELz] Foes Reworked Next Generation

Post » Thu Sep 09, 2010 6:53 am

I've run through that GNR-Behemoth scene in the past and it didn't grossly malfunction for me. hmm...

Looking at those screenshots - that behemoth has completely clipped into some rubble, there. That would completely ruin him of course, but also, I can't cause that directly.

There aren't any changes that I'm aware of that would cause a fight to start any sooner than before.

Another thing - I deliberately coded the behemoth behavioral change to only kick in if the behemoth is in direct combat with the player and his followers. The code that makes this work is:

	if target != player		MQ01BehemothREF.pushActorAway Target 10		if target.getplayerteammate == 1			target.scaonactor			target.stopcombat		endif	else


It's sick-simple but it creates exactly the behavior I wanted.

I think on my first playthrough ever (vanilla), I arrived there and the behemoth was already out and his helpers were already dead. I'm not sure what's up with it ...

I'm not sure if Foes Reworked did something to contribute to the scene not working right. I could open up that area and take a close look maybe - - - it could be that there's issues with it just, as it is, not so much Foes Reworked causing it.
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Eduardo Rosas
 
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Post » Thu Sep 09, 2010 3:58 pm

NM, not applicable here.
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Danny Warner
 
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Post » Thu Sep 09, 2010 8:12 pm

It's actually MMM that causes spawns to be punted into the ground, it's however very rare. The spawning Y Axis had to be severly decreased, because in the previous MMM version monsters kept spawning far up in the air due to the farther distribution on the X axis. Normally the engine should handle it that enemies will not spawn into something, but should spawn above it. But in rare occasions it will not work and enemies will spawn into the ground/rocks/whatever


This particular behemoth has a ref though ... i recall it that way anyway. Its notta MMM one.

I'll look at gnr in the geck, sec... want to see what all this is.
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Andrew Perry
 
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Post » Thu Sep 09, 2010 4:58 pm

This particular behemoth has a ref though ... i recall it that way anyway. Its notta MMM one.

I'll look at gnr in the geck, sec... want to see what all this is.


Yeah Ref's aren't altered so this isn't caused by MMM here. It might actually just be some random glitch, I haven't had this happen to me in that particular location.
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Bad News Rogers
 
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Post » Thu Sep 09, 2010 12:02 pm

I'll look at gnr in the geck, sec... want to see what all this is.


Wow, this thing's got triggers all over the place. Good lord.

and objects, and green boxes, and .. stuff.
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Marcin Tomkow
 
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Post » Thu Sep 09, 2010 7:24 pm

Well, the behemoth is set to initially-disabled but he doesn't have an enable parent that's initially disabled to back it up. He could MAYBE be spawning prematurely.. especially if the player's been in that cell before. If he spawned prematurely, it would explain what I saw in my first-ever game. I could be wrong though and I don't have a game here to test with.

I was going to offer to make an .esp that tests this, but, I've seen where in MQ01 it's possible to make that behemoth spawn without actually stepping through each stage of MQ01 as the thing is hoping you will. There's a backup trigger, more or less. So I can't send that sort of thing out as a test because the results you see would be oversimplified.

I'm not sure I can do anything with what I have now. There are too many different things that could have happened up until that point with the way this quest works (MQ01). I'd need to be the one with the savegame and I'd need to know all the details about what the player had done to that point, etc.
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jessica Villacis
 
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Post » Thu Sep 09, 2010 11:31 am

I'm not sure I can do anything with what I have now. There are too many different things that could have happened up until that point with the way this quest works (MQ01). I'd need to be the one with the savegame and I'd need to know all the details about what the player had done to that point, etc.

I'm not sure about all of this, but visit GNR recently.
I'm sure- Behemot was spawn after some dialogs between Sara Lions and her paladins only. When this dialog will be triggered, Behemot will appear. So- it is possible to Behemot to appear even if the player don't hear this dialog.
I don't know who is responsible for correct behavior of Behemot- game itself or unofficial patch, but I don't have any troubles with him.
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JR Cash
 
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Post » Thu Sep 09, 2010 7:05 pm

I may need to turn down my graphic settings, there are just too many foes and companions on screen at once and my computer basically says "nuh-uh" and kills it with a CTD.

Also, I hope you consider my suggestion Tarrant. I think if the original author wanted anyone to continue his work, it'd be you. You're a great modder.
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Lexy Corpsey
 
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Post » Thu Sep 09, 2010 2:31 pm

I may need to turn down my graphic settings, there are just too many foes and companions on screen at once and my computer basically says "nuh-uh" and kills it with a CTD.


I myself play on low graphics settings, with the custom changes that the item fade and actor fade are jacked up, and I also turn on HDR, if I remember the setting right. Yeah my system struggles, I think... can't imagine boosting the textures, etc. up because of the fight scenes. You can see my wonderful frame rate in the movie I uploaded lately.

Also, I hope you consider my suggestion Tarrant. I think if the original author wanted anyone to continue his work, it'd be you. You're a great modder.


aww thx :> We'll see what comes of it, just got a lot happening atm.
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Inol Wakhid
 
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Post » Thu Sep 09, 2010 11:51 am

Well you know, I learned something from that video, Tarrant.

Using VATS to find struggling followers and stemming them is extremely helpful.
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Big mike
 
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Post » Thu Sep 09, 2010 4:50 pm

Well you know, I learned something from that video, Tarrant.

Using VATS to find struggling followers and stemming them is extremely helpful.


Oh yes.

VATS is your chance to, on-demand, make the thing a bit closer to turn-based, like Fallout 2 automatically was. You can look around to assess entire situation, note which enemies are in the fight and which are joining it, pick your smartest shots (even if you cannot make those shots using VATS action points), examine follower status and positioning and what weapons they are using, plan your own path to run... lots of stuff. That video's loaded with that sort of VATS use.
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Ana Torrecilla Cabeza
 
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Post » Thu Sep 09, 2010 10:19 am

I have been waiting for some Phalanx users to comment about the singer in the video. Surely the voice is recognizeable?
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teeny
 
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Post » Thu Sep 09, 2010 2:29 pm

I have been waiting for some Phalanx users to comment about the singer in the video. Surely the voice is recognizeable?


If your talking about the singing during the intro, it is a little quiet (for me) and I can't make out the voice.
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Max Van Morrison
 
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Post » Thu Sep 09, 2010 10:12 am

If your talking about the singing during the intro, it is a little quiet (for me) and I can't make out the voice.


nooo ... the rock star sounding singer... !!!!!
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Luis Longoria
 
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Post » Thu Sep 09, 2010 7:50 pm

nooo ... the rock star sounding singer... !!!!!

About the intro- I hear something similar in System Shock 2
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Amanda Furtado
 
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Post » Thu Sep 09, 2010 7:24 am

Alright, alright. Spoiler time about the singer in the soundtrack for the video, for anyone who wants it.

Spoiler
The lead singer of Ground0 is the person who voiced Malcolm for Phalanx. Mr. CoX.
.

and stuff.
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Emilie M
 
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Post » Thu Sep 09, 2010 12:05 pm

Cool :)
But I say about another, old-fashioned song
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CYCO JO-NATE
 
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Post » Thu Sep 09, 2010 2:29 pm

This has been updated - - - - -

The last version went out with a big problem. I think I accidently caused its spawn list arrangement to be hosed. There were no grenadiers and no hunters spawning out of the game's main Mutant Spawner Thingies (LvlSupermutantGun). So now, I believe that's fixed in this 1.4 version, here.

Also, this ships a .bsa archive of the Super Mutant animations instead of shipping them as loose files in a directory.
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ZANEY82
 
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Post » Thu Sep 09, 2010 8:17 pm

Also, this ships a .bsa archive of the Super Mutant animations instead of shipping them as loose files in a directory.

Thanks for the update. I assume that I don't need the bsa if I've already installed the annimation files from your previous release. Also, if your mod and MMM use the same annimations and you deliver the annimations via a bsa and Mart deliivers them via separate kf file could this cause a problem?
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Daniel Lozano
 
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Post » Thu Sep 09, 2010 10:24 am

Thanks for the update. I assume that I don't need the bsa if I've already installed the annimation files from your previous release. Also, if your mod and MMM use the same annimations and you deliver the annimations via a bsa and Mart deliivers them via separate kf file could this cause a problem?

Engine will search
-first in the bsa-s from sarchive list in the fallout.ini (and loose files will be first in this list, because they pointed by ArchiveInvalidationInvalidated!.bsa)
-and then in all bsa-s in the same order as appropriate mods with the same name in the mod's load list. Until it find what it need. Or not.
So- no problem in your case.
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marie breen
 
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Post » Thu Sep 09, 2010 11:50 pm

Thanks for the update. I assume that I don't need the bsa if I've already installed the annimation files from your previous release. Also, if your mod and MMM use the same annimations and you deliver the annimations via a bsa and Mart deliivers them via separate kf file could this cause a problem?


I tested using 2 .bsa files with the same mutant animation data and it seemed fine (Phalanx and Foes Reworked both carry it).
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Elina
 
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Post » Fri Sep 10, 2010 12:33 am

i just read up on Foes reworked as well as FWE and this sounds great! i hear it's not compatible with the FOOK+FWE setup though? thought?
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Adriana Lenzo
 
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Post » Thu Sep 09, 2010 6:24 pm

i just read up on Foes reworked as well as FWE and this sounds great! i hear it's not compatible with the FOOK+FWE setup though? thought?


I know there is an FWE version of Foes Reworked NG but I couldn't tell you what happens when Fook+FWE go together.
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Charlotte Buckley
 
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Post » Thu Sep 09, 2010 7:21 pm

I know there is an FWE version of Foes Reworked NG but I couldn't tell you what happens when Fook+FWE go together.

Nothing bad should happen, as long as you have FWE in your load order it won't break anything. However Leveled Item lists will be overwritten, so you will only see FWE weapons on the enemies, and no FOOK weapons.
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Guinevere Wood
 
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Post » Thu Sep 09, 2010 4:29 pm

I know there is an FWE version of Foes Reworked NG but I couldn't tell you what happens when Fook+FWE go together.


What about FOOK alone?
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Connie Thomas
 
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