[WIPZ] Jacobstown Expanded

Post » Wed Mar 03, 2010 6:43 am

I had a bit of a fit of inspiration and expanded Jacobstown. It's very small and uncomplicated. I just need to test it all in-game.

I haven't touched the Lodge at all.

What I've done is unboard the boarded up bungalows and added the following:

- a player home
- a general store that offers repairs
- a cafe
- a hairdresser (yes, I know mutants wouldn't have much use for one, so it's manned by a robot)

I didn't want to mess around with any new dialogue, so I've just scripted it to bring the menus directly up when you click on the store owners.

No time for screenshots yet, but here are some editor pics:

http://princessstomper.files.wordpress.com/2010/10/jacobbistro.jpg <-- cafe
http://princessstomper.files.wordpress.com/2010/10/jacobhdresser.jpg <-- hairdresser (in case you wondered, those little bottles are "hair lotion"
http://princessstomper.files.wordpress.com/2010/10/jacobhome.jpg <-- Player Home
http://princessstomper.files.wordpress.com/2010/10/jacobstore.jpg <-- general store

Any unique/quest items have been given new IDs to avoid conflicts. The magazines in the hairdresser's (bar one) have new IDs and the effects removed.
User avatar
MR.BIGG
 
Posts: 3373
Joined: Sat Sep 08, 2007 7:51 am

Post » Wed Mar 03, 2010 2:49 am

hehe cool :>
User avatar
Sweet Blighty
 
Posts: 3423
Joined: Wed Jun 21, 2006 6:39 am

Post » Wed Mar 03, 2010 3:17 pm

Maybe it's just me.. But do they all use the same interior?
User avatar
luis dejesus
 
Posts: 3451
Joined: Sun Aug 19, 2007 7:40 am

Post » Wed Mar 03, 2010 2:26 pm

I know you didn't change the Lodge, but did anyone notice the Lodge and Camp Golf are the same? Like there's even the same Chem set in the same room, the same oscilloscopes on the same bed, the same tipped over shelf in the same room. It's not just the same base building.. they actually kept almost all the clutter the same.
User avatar
Curveballs On Phoenix
 
Posts: 3365
Joined: Sun Jul 01, 2007 4:43 am

Post » Wed Mar 03, 2010 12:15 pm

Maybe it's just me.. But do they all use the same interior?


If you mean the shape of the interior, I belive they do.
But they are bungalows at a resort. They're usually buit identical. :)

Thanks PS, great to see someone gave the muties some love.
User avatar
Tom Flanagan
 
Posts: 3522
Joined: Sat Jul 21, 2007 1:51 am

Post » Wed Mar 03, 2010 12:23 pm

This looks GREAT. I thought those bungalows should be used.

Could I be cheeky and ask for the script you attached to the robot to make it give the player a haircut? I would like to make my own :)
User avatar
Laurenn Doylee
 
Posts: 3427
Joined: Sun Dec 03, 2006 11:48 am

Post » Wed Mar 03, 2010 10:09 am

Oh, sure - it's just an adaptation of a script from my Hole In The Wall mod for Fallout 3:

scn ajwHITWRobotScriptshort Buttonshort captureButtonBegin OnActivateif ( IsActionRef Player == 1 )	showMessage ajwHITWRObotQ	set capturebutton to 1endifendBegin GameModeif captureButton == 1	set button to getButtonPressed	if button > -1	set captureButton to 0		if button == 0			; drink			player.additem WaterUnpurified 1		elseif button == 1			; haircut			ShowBarberMenu		elseif button == 2			; repair			showRepairMenu		elseif button == 3			; nothing		endif	endif 	;/ button > -1endif		;/ captureButton == 1end


(Obviously you have to create a corresponding message with the button options)

As to the bungalows, yeah, I did reuse them - but I realised that all the houses in my street are built to the exact same plan, so they would all be the same shape. I did try to make the interiors look distinct, though.

With regard to the clutter, yeah, I did copy over some of it from one of the bungalows to the player home, but that's just because I really liked it. I think there's enough variety to make it unique.

Oh yes - in the one I copied as my template (bungalow 3), I removed the dead body from the house. Scruffy, I thought was believable, but seriously - who would live in a house with a dead body on the floor? :blink:

Thanks for the compliments, all.

---------

:edit: Interestingly, you can barter with a dead guy using that script! I didn't include any check for death, so when I stole a lunchbox and then Veronica decided to punch the mutant's head clean off (I know!), I could still barter with its corpse.

Of course, that could be pretty handy, in a gruesome kind of way. Should I try to fix it? If so, how?
User avatar
Da Missz
 
Posts: 3438
Joined: Fri Mar 30, 2007 4:42 pm

Post » Wed Mar 03, 2010 9:10 am


(blah di blah)

:edit: Interestingly, you can barter with a dead guy using that script! I didn't include any check for death, so when I stole a lunchbox and then Veronica decided to punch the mutant's head clean off (I know!), I could still barter with its corpse.

Of course, that could be pretty handy, in a gruesome kind of way. Should I try to fix it? If so, how?


Begin OnActivateif ( IsActionRef Player == 1 )        if (getdead != 1 && player.isincombat != 1)	         showMessage ajwHITWRObotQ	         set capturebutton to 1        endifendifend(...)


I assume you're attaching this script to an Actor? If it's an Activator then it won't work.
User avatar
Nathan Risch
 
Posts: 3313
Joined: Sun Aug 05, 2007 10:15 pm

Post » Wed Mar 03, 2010 4:46 am

Neat Mod.

Kinda off topic, but out of curiosity what was the Form ID name of that Mister Handy? I'm contemplating another radio mod, but this time I want the DJ to be present in the game world, but I couldn't find the Robots IDs over the mountains of generic NPCs.
User avatar
Laura Hicks
 
Posts: 3395
Joined: Wed Jun 06, 2007 9:21 am

Post » Wed Mar 03, 2010 5:16 pm

I will definitely use this. Of course the building layout is identical but so are the broken walls, maybe you could add some variety to the broken walls too?
User avatar
Steven Hardman
 
Posts: 3323
Joined: Sun Jun 10, 2007 5:12 pm

Post » Wed Mar 03, 2010 8:38 am

I assume you're attaching this script to an Actor? If it's an Activator then it won't work.

Thanks

Neat Mod.

Kinda off topic, but out of curiosity what was the Form ID name of that Mister Handy? I'm contemplating another radio mod, but this time I want the DJ to be present in the game world, but I couldn't find the Robots IDs over the mountains of generic NPCs.

It's in the Creatures tab

I will definitely use this. Of course the building layout is identical but so are the broken walls, maybe you could add some variety to the broken walls too?

I'm not touching the exteriors - sorry
User avatar
Philip Lyon
 
Posts: 3297
Joined: Tue Aug 14, 2007 6:08 am

Post » Wed Mar 03, 2010 3:52 pm

Just a thought, why not a plastic surgeon? It seems that they have the science folks. Also, I'd think it be a booming trade with ghouls and mutants :P
User avatar
Benito Martinez
 
Posts: 3470
Joined: Thu Aug 30, 2007 6:33 am

Post » Wed Mar 03, 2010 5:35 pm

Looks awesome :D. One thing though... it may just be my personal preference, but it might look better if you put another light by the robot in the hair cuttery.
User avatar
Alex Vincent
 
Posts: 3514
Joined: Thu Jun 28, 2007 9:31 pm

Post » Wed Mar 03, 2010 5:28 pm

Release thread http://www.gamesas.com/index.php?/topic/1136527-relz-jacobstown-expanded/
User avatar
Dalton Greynolds
 
Posts: 3476
Joined: Thu Oct 18, 2007 5:12 pm


Return to Fallout: New Vegas