[WIPz] Iguanas

Post » Sun Sep 26, 2010 10:05 am

Can you slightly scale one of these up and replace Dogmeat with it? Please? That would be my favorite mod ever created.
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Jonny
 
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Post » Sun Sep 26, 2010 12:05 pm

Dogmeat replacer isn't a good idea because the Iguanas doesn't have all animatons. Maybe I take a look and make the Iguanas compatible to Talkietoaster's Wasteland Whisperer v2 or if this is not possible I make a option to tame one or two of them so you get your followers.
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Chantel Hopkin
 
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Post » Sun Sep 26, 2010 9:29 am

Dogmeat replacer isn't a good idea because the Iguanas doesn't have all animatons. Maybe I take a look and make the Iguanas compatible to Talkietoaster's Wasteland Whisperer v2 or if this is not possible I make a option to tame one or two of them so you get your followers.


Well, I was kind of kidding, but making it compatible with Wasteland Whisperer would be great.
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Sandeep Khatkar
 
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Post » Sun Sep 26, 2010 8:34 pm

Oh wow! Those are really good!

They do creep me out, though. Heheh.

Great! Now we'll need squirrels too xD

:nod:
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Liii BLATES
 
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Post » Sun Sep 26, 2010 5:12 am

Awesome progress! Yeah, I expect them to be weak, gives my character the attitude of "don't mess with my pets or I will make a mess of you". They are just so adorable though, who couldn't resist the urge to have a few as pets lol :D
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Cagla Cali
 
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Post » Sun Sep 26, 2010 2:55 pm

Those will make for some good target practice. I really like these, good work.

I think they're too fast though.
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Tiffany Holmes
 
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Post » Sun Sep 26, 2010 9:40 am

If you want to do a custom creature use this tut as a guideline, it was made for oblivion but much still applies ( for blender ) http://cs.elderscrolls.com/constwiki/index.php/Blender/Custom_Creature
Im using it to make ninja teddy bears as a test and ver nice btw
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Chloe :)
 
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Post » Sun Sep 26, 2010 7:39 am

@Tubi
Yes they are pretty good for target practice. They are small and hide welll in the grass. Also your followers will get crazy after them. Because I spawn them in packs followers seem to love to hunt them. While I was dealing with 6 enclave soldiers, 1 normal deathclaw, a young one and a Yao Guio they left me alone and had fun hunting Iguanas, I am not sure if I can ever forgive them ;) . It was a crazy fight.
I know they are unrealistic fast, but that is one element what produces such 'fun' situations.

Some progress report:
I made the basic spawn script in the meantime and it works fine. Iguanas spawn at 150 points in the Wasteland without additional spawnmarkers. I have to take down the count because my machine (typical middle class) got horrible slow at the first tests (it was the situation I mentioned before). I was a little high-spirited as I made the estimations how many should spawn at one spawn point.
They appear only at daytime, some of them are friendly (if not attacked, all of them if you have the animal friend perk) and vary in sizes and color. The spawn token I made is also fully compatible with MMM so the additional esp for MMM is fast & easy to make. Only the numbers are a little high in the moment but that is a easy fix.
Now I am working on the frozen ones for the night spawn, the terrarium and the following Iguanas.
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Bad News Rogers
 
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Post » Sun Sep 26, 2010 6:39 pm

Nice work... I showed that video to some of the devs at the office.
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Alister Scott
 
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Post » Sun Sep 26, 2010 11:04 am

Nice work... I showed that video to some of the devs at the office.

Thanks! Now I am a little bit nervous ... :unsure: about the release as the perfectionist I am.

Now to the traditional progress report:
I finished the spawn token and the spawning count is now ok. It has a nice random feel. Iguanas freeze now at night and can be collected by the player to use them for some fun irritation. For example: Collect some frozen ones, bring them to Megaton, release them at night and watch what happens when this little critters wake up in the morning. It was a lot of fun to see the Megaton folk hunting Iguanas while I was playtesting this (video is coming soon). I made two main types of Iguanas the aggressive and the shy ones. To catch the shy Iguanas is not easy. Jericho went nearly crazy while he tried to catch only one of them.

I made a few adjustments to the quest which starts the Iguana infestation so that it also works if you don't follow the originaly planned path and get all information.
I also added a new idea: Iguana Eggs. They are pretty rare (This Iguanas are fast breader so the eggs are hard to find) and healthy (if you deciede to eat them). I don't want tell to much about this feature (it should be a surprise) but I am sure 'Miss Sparkle' will like them.

At the end a question about food: Should I include a basic method to cook 'Iguana On A Stick' or is it better if this procedure is included in 'Fallout Food' or a similar food mod?
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Kevan Olson
 
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Post » Sun Sep 26, 2010 11:24 am

i think it should be optional, Sesom; remember, the toxic 'Raw Iguana' will be useless to the people who don't have Fallout Foods if you only let it be included in that, and a way to make 'Iguana on a Stick' would be redundant with the people who DO use that mod.

Also, nice work being noticed by Gstaff! *Pat on the back*
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Nathan Hunter
 
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Post » Sun Sep 26, 2010 9:10 pm

Thanks! Now I am a little bit nervous ... :unsure: about the release as the perfectionist I am.

Now to the traditional progress report:
I finished the spawn token and the spawning count is now ok. It has a nice random feel. Iguanas freeze now at night and can be collected by the player to use them for some fun irritation. For example: Collect some frozen ones, bring them to Megaton, release them at night and watch what happens when this little critters wake up in the morning. It was a lot of fun to see the Megaton folk hunting Iguanas while I was playtesting this (video is coming soon). I made two main types of Iguanas the aggressive and the shy ones. To catch the shy Iguanas is not easy. Jericho went nearly crazy while he tried to catch only one of them.

I made a few adjustments to the quest which starts the Iguana infestation so that it also works if you don't follow the originaly planned path and get all information.
I also added a new idea: Iguana Eggs. They are pretty rare (This Iguanas are fast breader so the eggs are hard to find) and healthy (if you deciede to eat them). I don't want tell to much about this feature (it should be a surprise) but I am sure 'Miss Sparkle' will like them.

At the end a question about food: Should I include a basic method to cook 'Iguana On A Stick' or is it better if this procedure is included in 'Fallout Food' or a similar food mod?


Don't be nervous, you have done great at modding!

This is sounding more and more exciting each time I read an update from you! I laughed at the images in my head with the chaos I can cause if I get bored :D I would love to set some free around super mutants so I may have an easier time sneaking by them... or just plucking them off one by one easier lol.

I can't wait to go egg hunting!!!! I can't wait to see what you have in store! I will not give up till I find out what they do lol! ok, I will calm down now and let you continue working :bolt:
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Anne marie
 
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Post » Sun Sep 26, 2010 5:02 pm

It's time again for a new progress report.

The good news:
The mod for the base game is done (except a few icon edits) and play tested. Everything works now as planned. I found a pretty simple and compatible solution for the food mod 'problem'. If the player sells poisonous Iguana products to a vendor they 'cook' them and sell the healthy variant. So every modder is free to make their own Iguana recipes with my new items.

As promised here is a new more detailed video about this little creatures:

http://www.youtube.com/watch?v=JfpgAzef3sE

In the next video I show the pet Iguanas and the new food items in detail (warning it will include a lot of spoilers).

I made already the MMM compatibility esp (for RC5. It's a matter of minutes to adapt it to RC6 no worry) and it seems to work fine. But I want to do a bit more play testing before I release the mod. I also have to look if I have to make a FWE compatibility esp or if my new food items work already as I have intended in FWE.

The bad news:
Sorry but I think I don't make a terrarium. Not that I couldn't but the reason is simply compatibility. Changes in the traditional player homes are always critical because a lot of mods try to find there place there. I read the nexus comment thread for the wonderful mirelurk tank mod and I don't want to go through the same support hell as the modder who made the tank. Iguanas are mainly added creatures. Pet Iguanas are included so i try to keep it clean and better don't change anything in this overcrowded locations.
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Kim Kay
 
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Post » Sun Sep 26, 2010 5:06 pm

Looks great, itd be sweeter with mmm increased spawns to.
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Andrea P
 
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Post » Sun Sep 26, 2010 2:41 pm

Looks great, itd be sweeter with mmm increased spawns to.


It works with increased spawns. The video was made with a mostly unmoded game (FNNCQ, and one of my own clothing mod was installed). I am now testing with MMM RC5 increased and daily respawn + FWE and had not a single crash caused by my additional Iguanas. I expected troubles with to much creatures active as at my first tests but all is running pretty smooth in the moment. I think I am near a release.
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ruCkii
 
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Post » Sun Sep 26, 2010 11:21 am

It works with increased spawns. The video was made with a mostly unmoded game (FNNCQ, and one of my own clothing mod was installed). I am now testing with MMM RC5 increased and daily respawn + FWE and had not a single crash caused by my additional Iguanas. I expected troubles with to much creatures active as at my first tests but all is running pretty smooth in the moment. I think I am near a release.


sweet!
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Roy Harris
 
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Post » Sun Sep 26, 2010 4:56 pm

It's time again for a new progress report.

The good news:
The mod for the base game is done (except a few icon edits) and play tested. Everything works now as planned. I found a pretty simple and compatible solution for the food mod 'problem'. If the player sells poisonous Iguana products to a vendor they 'cook' them and sell the healthy variant. So every modder is free to make their own Iguana recipes with my new items.

As promised here is a new more detailed video about this little creatures:

http://www.youtube.com/watch?v=JfpgAzef3sE

In the next video I show the pet Iguanas and the new food items in detail (warning it will include a lot of spoilers).

I made already the MMM compatibility esp (for RC5. It's a matter of minutes to adapt it to RC6 no worry) and it seems to work fine. But I want to do a bit more play testing before I release the mod. I also have to look if I have to make a FWE compatibility esp or if my new food items work already as I have intended in FWE.

The bad news:
Sorry but I think I don't make a terrarium. Not that I couldn't but the reason is simply compatibility. Changes in the traditional player homes are always critical because a lot of mods try to find there place there. I read the nexus comment thread for the wonderful mirelurk tank mod and I don't want to go through the same support hell as the modder who made the tank. Iguanas are mainly added creatures. Pet Iguanas are included so i try to keep it clean and better don't change anything in this overcrowded locations.


Awesome video :clap:

I can totally understand the compatibility issues with making a terrarium, so no worries about that :) I am going to have a blast with these for sure :wub:
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Rachael Williams
 
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Post » Sun Sep 26, 2010 4:26 pm

Ok! I have to rethink my spawn concept for MMM. After a lot of play testing I recognized two facts.

With increased MMM spawns & Iguanas the game got slower and slower. Simple reason: to many scripts active. A problem which also occurs with MMM only but not in this amount. I added my Iguanas so it's clear that the engine has more work.

The second one is that most of my Iguanas are shortly dead after they are spawned with increased MMM spawns & Iguanas. The main reason here is Iguanas are weak and there is always a Raider, Talon or Enclave around who goes for a hunt.

Without increased MMM spawns they work as I have them planned.

This means the best solution is to make them as full featured MMM creature and in MMM they are simply not so common as in the version for the vanilla game to solve this problem. Also updates for new MMM versions will take longer to make then.

To sum it up I have to work on them longer before I can release. Because it makes not really sense to release them without MMM integration.

At the end some good news. The FWE compatibility esp for my new food items was fast and painless to make and I assume that future updates for FWE are also easy.
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Devin Sluis
 
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Post » Sun Sep 26, 2010 7:42 pm

i think you could have them as followers only if you were carrying a special item like a igunana egg that they have to protect and instead of one maybe 20 that would be soooo cool
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Brandon Bernardi
 
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Post » Sun Sep 26, 2010 11:38 am

Thank you for keeping us update :D I don't mind waiting longer cause you have everything very well planned out and have a clear vision of what you want. I play FWE as well as MMM, so I am very pleased that you are testing with them in mind. Keep up the great work :woot:
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Christine
 
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Post » Sun Sep 26, 2010 6:42 pm

I'm certainly glad to hear that you're working on compatability with other major mods.. and I can certainly wait, though I confess that the comment about it not making any sense to release until the MMM compatability is done feels like a bit of a kick in the teeth to someone who doesn't run MMM. :(
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RUby DIaz
 
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Post » Sun Sep 26, 2010 9:15 am

@wanderers need satnavs
Nice idea about the egg protection. I think I use it. But in a little other way ;). Sorry but 20 Iguanas following would bring a lot of troubles. The engine can handle up to 5 followers pretty well. More would result in troubles especially with increased spawns. But I am sure you will be satisfied how I made the following Iguana Pets.

@Miss Sparkle
Thanks again for the motivation.

@DarkUncleBoh
Sorry I didn't mean to make non MMM player feel bad. The problem here is that there is (in my opinion) only one good compatible way (change the LvlWasteland... creatures) to add spawns to the wastes. MMM already uses it and my mod too (In a slightly different way then Martigen. I am a token addict and he loves spells. ;) ) So if a MMM player installs my normal Iguana version it would break MMM. This would be a support nightmare that I try to avoid with making the MMM version right form the start.

In the meantime I got my critters correctly working as MMM creatures. There is only one 'little' problem to solve about the 'Frozen Ones' and a lot of testing on my schedule. Thank good the weekend has arrived.
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Bethany Short
 
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Post » Sun Sep 26, 2010 9:48 am

Sorry I didn't mean to make non MMM player feel bad. The problem here is that there is (in my opinion) only one good compatible way (change the LvlWasteland... creatures) to add spawns to the wastes. MMM already uses it and my mod too (In a slightly different way then Martigen. I am a token addict and he loves spells. ;) ) So if a MMM player installs my normal Iguana version it would break MMM. This would be a support nightmare that I try to avoid with making the MMM version right form the start.

In the meantime I got my critters correctly working as MMM creatures. There is only one 'little' problem to solve about the 'Frozen Ones' and a lot of testing on my schedule. Thank good the weekend has arrived.

Oh it isn't a big deal. I'm not trying to whine or give you a hard time about it - I certainly know you weren't trying to be mean / make anyone feel bad / etc.

Having worked for software companies the vast majority of my advlt life, I have some pretty firm ideas on how to go about software releases - though obviously modding is a different beast since you have no "responsibility" to use, the users and fans. But still, I always advise caution when you find yourself not just catering to one side, but doing so at the expense of the other side. (Usually this is my "Don't make all of us suffer because you're concerned about supporting the lowest common denominator" argument, as I made to Imp of the Perverse just the other day --- but in this case it is more a matter of, "Why make non-MMM users wait just because you're afraid that MMM users won't be able to read a big warning that the mod isn't compatible with MMM _YET_")


Anyhow, I don't mean to sound like a whiner - just pointing out a different way of looking at your approach. I mean heck, you could be getting playtesting time from non-MMM users right now, that might provide some useful feedback that needs to be integrated into both versions. Who knows?

(The following is said in a totally light hearted way: Besides, if you have it done for non-MMM users but are intent on not releasing it yet, why bother telling us? Just trying to be a tease?) :P


Edit: It is also worth noting, in case you haven't figured this out already, your work looks AWESOME - which is why I care enough to post like this. :)
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alicia hillier
 
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Post » Sun Sep 26, 2010 9:54 pm

I learned with my previous published mods (Friendly New Neighbors and FNNCQ) that support is essential and you can use a giant sign in your readme, at the game start or the download page, some people simply ignore these warnings and install it anyway and complain that there game is destroyed. Thats why I made the decision to wait.

(The following is said in a totally light hearted way: Besides, if you have it done for non-MMM users but are intent on not releasing it yet, why bother telling us? Just trying to be a tease?) :P

No it wasn't meant for teasing. I wrote earlier that the release is near and I wanted to explain why it isn't done yet. As I made the first concept I was sure it is 100% MMM compatible, but as I playtested it for a while I found the problems. Sorry about that.

Edit: It is also worth noting, in case you haven't figured this out already, your work looks AWESOME - which is why I care enough to post like this. :)

Thanks!
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HARDHEAD
 
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Post » Sun Sep 26, 2010 10:06 pm

I learned with my previous published mods (Friendly New Neighbors and FNNCQ) that support is essential and you can use a giant sign in your readme, at the game start or the download page, some people simply ignore these warnings and install it anyway and complain that there game is destroyed. Thats why I made the decision to wait.

Yeah... the flip side of that is "Protect people from making mistakes, and they'll never learn from them" --- though that is awfully idealistic of me to think that people would actually take the responsibility to realize the mistake was their own and learn from it... and agreed that it isn't really your responsibility to put up with the complaints in the meantime.

(Instead you just get to put up with verbose and slightly antagonistic folks like me)

Either way... :foodndrink:
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Scott
 
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