NVInteriors Project

Post » Sat Oct 09, 2010 3:31 am

Good to see this being done. I couldn't help but notice all those boarded up places and what I really wanted was a crowbar to yank them off and go exploring inside :laugh:
Soon we can.

I just thought of something. I know, I'm quoting myself, but wouldn't that be an idea?

Are there any crowbars in NV? Maybe a shovel or tire iron would be alright instead. You wouldn't have to have the "pry off planks" animation, it could just be like the graves where all you need is that item in your inventory.

I would like to literally pry those boards off those doors so I can go inside to loot and explore :hehe:

That's my idea for the day :)
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Andres Lechuga
 
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Post » Sat Oct 09, 2010 1:53 am

I just thought of something. I know, I'm quoting myself, but wouldn't that be an idea?

Are there any crowbars in NV? Maybe a shovel or tire iron would be alright instead. You wouldn't have to have the "pry off planks" animation, it could just be like the graves where all you need is that item in your inventory.

I would like to literally pry those boards off those doors so I can go inside to loot and explore :hehe:

That's my idea for the day :)


This has ben done in a small interiors mod for FO3, I don't remember the name but, it had something to do with Bigtown. Bigtown Unbounded? Don't know but, I'll try to look it up. I'm sure by comparing it's scripts and, the shovel scripts, I could pull this off.

It could also use the static pick axe you sell laying around, I could easily turn that into a havok friendly item.

Thanks for the brainstorming.

cev
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lauren cleaves
 
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Post » Fri Oct 08, 2010 5:18 pm

The Idea of having the interiors encounters, clutter and, use's change over time is way to cool to not attempt. At least in one or, two test cells, this is how the glass windows cell started out. I'm not saying I would do this in every cell (I would never finish any new district if I did), I would't attempt to do this in every interior I'm going to build but, as they say "Change is good!"

The Idea of the OP is to have encounters change in something like 72 hours, In my opinion this is way to short! It should be over weeks or, even months of game time.

So, I'm going to put a little call out to any competent scripter who thinks they have an idea of how to pull this off. Think about the idea, think about how we could make it work. I'll do the cells, I can only do simple scripting so, if you think you can help, I really think this could be a cool feature in NVInteriors. I would give credits as a collaborator for any assistance and, you would have my heartfelt appreciation. No thats wrong, " Got it now.

cev


It's relatively simple, I did something like this for a test house for the Shivering Isles. Basically the house was meant to switch the decorations on the walls/floor etc every time the player enters the room.

For this case you have two options.

Option one is to put all of the objects in one cell. Option two is put the objects in two seperate cells (or three or four or whatever).

Then you create a quest and quest script with a timer that switches things over using enable/disable. For the single cell option it would be the objects themselves. For the multiple cell option it would be the doors that lead to the cells. I guess I can put my hand up again to script it if you would like. Send me the esp that you would like it for and I'll get the scripting set up in it.
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Jonathan Braz
 
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Post » Fri Oct 08, 2010 3:52 pm

It's relatively simple, I did something like this for a test house for the Shivering Isles. Basically the house was meant to switch the decorations on the walls/floor etc every time the player enters the room.

For this case you have two options.

Option one is to put all of the objects in one cell. Option two is put the objects in two seperate cells (or three or four or whatever).

Then you create a quest and quest script with a timer that switches things over using enable/disable. For the single cell option it would be the objects themselves. For the multiple cell option it would be the doors that lead to the cells. I guess I can put my hand up again to script it if you would like. Send me the esp that you would like it for and I'll get the scripting set up in it.


Lingwei,

thanks for the offer to do some scripting for me. :celebration:

At this point I'm still only in the pre-production stage of my new mod. I've ben creating a Core file to contain all of the assets for the project. This time you won't find multiple items in your lists like you saw in DCInteriors. I've already brought over as many of my collectables as I can or, should I say as I wanted. I'm not bringing all of the magazines, paintings because, I want to find new, fresh imagery instead of simply rehashing DCInteriors. Also, I've ben digging through the NV mesh folder finding objects to turn into all new collectables and, I've found some really cool stuff. :drool:

After I finish this portion then, I'm going to make my cell templets. (shouldn't take long, They will only be basic building shapes with minimal lighting.}

Once I'm up and running I'll be in touch, I'll most likely use the multiple cell method. I see this as easier to do because, I should be able to keep track of the changes without having all clutter in one cell. If the scrip could work over time, not on player enter would be better. This would keep the player from being able to go in and out of the cells to see the changes.

Thanks again,

cev
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dean Cutler
 
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Post » Sat Oct 09, 2010 3:17 am

Now I'm a happy bunny, good to see you again steel and bringing interiors project to NV no less, your work on DCInteriors was no less than incredible, I assume you remember my cinema mod, I was pleased to see it in your list of recommendations for DCInteriors.

I don't think I will be doing anything so grandios this time, but I have begun a smaller project on an exterior build, I don't believe there will be a clash because I'm building on an area that has no buildings.

I look forward to NVInteriors with much anticipation.
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Isabell Hoffmann
 
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Post » Fri Oct 08, 2010 3:37 pm

there is a little town to the north of Goodsprings called Bonnie Springs, that you could bring some life to.....please
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Tai Scott
 
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Post » Fri Oct 08, 2010 7:56 pm

there is a little town to the north of Goodsprings called Bonnie Springs, that you could bring some life to.....please

There's plenty of life there...well, there was, but one of them had something I wanted so things got messy.
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Umpyre Records
 
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Post » Fri Oct 08, 2010 8:58 pm

Once I'm up and running I'll be in touch, I'll most likely use the multiple cell method. I see this as easier to do because, I should be able to keep track of the changes without having all clutter in one cell.

The one concern I'd have with the multiple cell option (which does sound the simplest to me) would be not wanting a cell to "revert" to a previous state. Ie, go into a building and find some raiders - a week later find some rats - a week later an empty shack - a week later some strangely familiar looking raiders who happen to put furniture and clutter in the exact same way it was a few weeks ago...

If the scrip could work over time, not on player enter would be better. This would keep the player from being able to go in and out of the cells to see the changes.

Not a problem - start the timer the first time the door is used, and then start the timer. IMO the best way to do it would be to randomize (within certain parameters) how long before the cell swaps to the next one... like something between 3 and 21 days.


Anyhow, I'd also be up for helping with the scripting on this if it turns out to be needed.

In the meantime, check your email. :P :)

- DU
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kelly thomson
 
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Post » Sat Oct 09, 2010 12:26 am

There's plenty of life there...well, there was, but one of them had something I wanted so things got messy.

well after words of course, and yeah i know exactly what your talking about :)
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Lexy Dick
 
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Post » Sat Oct 09, 2010 3:45 am

A thought, but why not have one persistent ref object, attached to a trigger or invisible quest?

Take one item, find another item of similar size and slap it down with the first item as its parent and opposite state on? With a simple script check, to randomize the time in which the parent is enabled/disabled.

In theory, if you did this you could then have all your various cells hooked up to a few triggers. One persistent ref for a desk, one for a light source etc etc. Main hassle would be throwing down the alternate items and setting the parent.

Admittedly I have not tried something like this with permanent fixtures like desks and whatnot.
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djimi
 
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Post » Fri Oct 08, 2010 7:58 pm

Now I'm a happy bunny, good to see you again steel and bringing interiors project to NV no less, your work on DCInteriors was no less than incredible, I assume you remember my cinema mod,


How could I forget the Broadway Cinema . :o


The one concern I'd have with the multiple cell option (which does sound the simplest to me) would be not wanting a cell to "revert" to a previous state. Ie, go into a building and find some raiders - a week later find some rats - a week later an empty shack - a week later some strangely familiar looking raiders who happen to put furniture and clutter in the exact same way it was a few weeks ago...


This would be a concern of mine to but, I was going on the assumption that the quest could be ended after the last cell was loaded and, never reuse any of it's former versions. I was more worried that the player would be able to jump in an out of a cell to see the new versions immediately.

Not a problem - start the timer the first time the door is used, and then start the timer. IMO the best way to do it would be to randomize (within certain parameters) how long before the cell swaps to the next one... like something between 3 and 21 days.


Anyhow, I'd also be up for helping with the scripting on this if it turns out to be needed.

In the meantime, check your email. :P :)

- DU


3 days would be way too short of a time for me, I feel 7 days would be the minimum but, if there was a way to randomize the time before the new change, that would be even better. Also, if it was possible to pause the change if the player hasn't entered the new cell would be perfect. Example, player enters Building, it is in Cell A, the timescale for change is set to 7 days. they don't come back for three weeks. Since the 7 day timescale has passed 3 times would they miss Cell B, going directly to Cell C? Or, once sell B is set wold the timescale pause until the enter Cell B and, then restart to move onto Cell C.

(hope you got that, I might have started to confuse myself. :facepalm: )

I appreciate the offer of help,

I did get the email, sorry I keep forgetting to get back to you. this week has ben crazy with work and, on top of that I'm not sleeping properly so, I've ben forgetful. I go to bed early wake up in only a few hours, look at the treads, force my self to sleep again. :banghead: I'll get back to you soon. :wavey:



A thought, but why not have one persistent ref object, attached to a trigger or invisible quest?

Take one item, find another item of similar size and slap it down with the first item as its parent and opposite state on? With a simple script check, to randomize the time in which the parent is enabled/disabled.

In theory, if you did this you could then have all your various cells hooked up to a few triggers. One persistent ref for a desk, one for a light source etc etc. Main hassle would be throwing down the alternate items and setting the parent.

Admittedly I have not tried something like this with permanent fixtures like desks and whatnot.


I've used the enable, disable method in several cell In DCInterior, the problem is that once you start getting a lot of item in a single cell it starts to get confusing. It's hard to remember which items are for what version of the cell and, xmarker. Building the starter version, duplicating it (renaming it cell B and, so on) is much easier. I'd have all of the layout, lighting, items and, most of the navemesh, then it's only a matter of rearranging, adding or, removing items.

Adding, removing statics and, other objects with this method works just fine. Look at L'Enfant Plaza, I tied the changes to the destruction of Ravensrock, creating Enclave encounters only after you've gotten that far in game. You could also look at The wasteland Editions, Pawn shop. There I used many statics, NPC's the would change only after the player found the activator. There's even more examples but, thats enough for now.

I just feel the multiple cell method should save some effort and, frustration.

thanks for all the input and, comments.

cev
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Kaley X
 
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Post » Fri Oct 08, 2010 3:08 pm

hey there i just wanted to let you know that i made a mod which adds an interior to one of the poesidon gas stations, i just didnt want you to make something that would conflict with my mod because your mod is going to be more popular id imagine lol

not trying to steal your thread but heres the mod so you can work around it if you care to
http://www.newvegasnexus.com/downloads/file.php?id=36278
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Shannon Lockwood
 
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Post » Fri Oct 08, 2010 7:00 pm

hey there i just wanted to let you know that i made a mod which adds an interior to one of the poesidon gas stations, i just didnt want you to make something that would conflict with my mod because your mod is going to be more popular id imagine lol

not trying to steal your thread but heres the mod so you can work around it if you care to
http://www.newvegasnexus.com/downloads/file.php?id=36278


Don't worry about, that! I prefer when people let me know that they have done something. I will go out of my way to maintain compatibility with other mods that I know exists, there are enough vacant buildings to go around. (damn lazy DEV's) :swear: :rofl:

I'm not trying to take over the entire world, just the parts I can get my grubby little hands on first! :dance:

cev
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alicia hillier
 
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Post » Sat Oct 09, 2010 4:57 am

I'm not trying to take over the entire world, just the parts I can get my grubby little hands on first! :dance:

cev

hahahah good to know that, i just realised myself how much they left closed off. i was walking near the throne earlier and there was 2 apartment style buildings with at least 6 rooms per building and they are ALL sealed off.
the NVinteriors should make the wastes alot better to explore
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Ashley Clifft
 
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Post » Fri Oct 08, 2010 5:23 pm

hahahah good to know that, i just realised myself how much they left closed off. i was walking near the throne earlier and there was 2 apartment style buildings with at least 6 rooms per building and they are ALL sealed off.
the NVinteriors should make the wastes alot better to explore


I'll always announce the district I'm working on, when I start it. If you have done something there or, near there, simply post on the forums, shoot me a PM, with a link. If your mod is not released and, only a WIP, A screen or, editor ID will work.

I do like to move into districts and, flesh then out but, I'm always willing to work with you. Modding in my opinion is not about stepping on others toes but, more of a communal party to make the game better. :celebration:

cev
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naana
 
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Post » Fri Oct 08, 2010 3:02 pm

This would be a concern of mine to but, I was going on the assumption that the quest could be ended after the last cell was loaded and, never reuse any of it's former versions. I was more worried that the player would be able to jump in an out of a cell to see the new versions immediately.

That was my thinking as well, just wasn't sure if it was your plan. Having a fixed number of cell possibilities, with it staying on the last one (and never repeating) would really be ideal in my mind.

3 days would be way too short of a time for me, I feel 7 days would be the minimum but, if there was a way to randomize the time before the new change, that would be even better. Also, if it was possible to pause the change if the player hasn't entered the new cell would be perfect. Example, player enters Building, it is in Cell A, the timescale for change is set to 7 days. they don't come back for three weeks. Since the 7 day timescale has passed 3 times would they miss Cell B, going directly to Cell C? Or, once sell B is set wold the timescale pause until the enter Cell B and, then restart to move onto Cell C.

Yeah, all of that should be doable. More to the point:

First time player uses a door (on day1): script randomly determines which cell he goes to: A, B, or C --- random pick is B. Script also determines how many days B will be there for: random pick is 10.

On day 5 player comes back, and sees cell B.

On day 21 player comes back and the script runs again: randomize new cell between A or C --- random pick is A. Script randomly determines how long A will be around: 12 days.

On day 31 player comes back to see cell A again.

On day 60 player comes back, and the script puts him into the only remaining cell, cell C.

I don' have experience with scripts with doors, but I know it can be done, and I everything else I just described I already have some rough drafts of how to do it laid out in my head.


(hope you got that, I might have started to confuse myself. :facepalm: )

That's OK. I'm used to you doing that. :P :) (/joke)

I did get the email, sorry I keep forgetting to get back to you. this week has ben crazy with work and, on top of that I'm not sleeping properly so, I've ben forgetful. I go to bed early wake up in only a few hours, look at the treads, force my self to sleep again. :banghead: I'll get back to you soon. :wavey:

No worries. It is less of a "I need feedback now" sort of thing, than it is a "want to make sure you at least got the email and don't forget about it". :)

As it stands, I've had some real life stuff pop up this week as well - resulting in my not being ready for the beta release of a couple of my mods right now like I'd been hoping to. *sigh*
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Mackenzie
 
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Post » Sat Oct 09, 2010 3:37 am

Yeah, all of that should be doable. More to the point:

First time player uses a door (on day1): script randomly determines which cell he goes to: A, B, or C --- random pick is B. Script also determines how many days B will be there for: random pick is 10.

On day 5 player comes back, and sees cell B.

On day 21 player comes back and the script runs again: randomize new cell between A or C --- random pick is A. Script randomly determines how long A will be around: 12 days.

On day 31 player comes back to see cell A again.

On day 60 player comes back, and the script puts him into the only remaining cell, cell C.

I don' have experience with scripts with doors, but I know it can be done, and I everything else I just described I already have some rough drafts of how to do it laid out in my head.


I like the idea of having the random timescale chances but, I would rather build the cells in a more linear fashion. This way I could use the visuals and, encounters to tell a bit of a story as they progress but, we're on the same page (for the most part) as always.

Using my example from an other thread,

"The first thing that comes to mind is, you stumble across a small trading outpost, Where one NPC can repair well and, the other is selling chems. You come back in one week to find there bodies crucified outside and, the interior ransacked by the Legion. If it takes you two weeks to get back the rats or, roaches have moved in, taking longer to get back to the cell maybe even something more sinister has moved in. Oh, and the bodies would still be up on the crosses, possibly over time changing into skeletons."

After further thought it would be best if the cell changes stop until the player encounters the next cell, then the timer restarts.

With the random cell chance, the player may first run into the ransacked by the Legion cell, then come back to find the occupants miraculously resurrected, could they possibly walk on water now? :laugh:

I was thinking this could be a new way to try to tell a story.

I hope I'm a bit more clear this time.

I just got home from a 14 hour day, I'm going to poke around on the treads, have a few beers. I'll get back to your email later this weekend. :P

cev
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Da Missz
 
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Post » Fri Oct 08, 2010 7:12 pm

That would be neat, but I think it'd get complex, the more cell variations you included. Personally, the smaller settlements I tend to just breeze through and never step foot in again. The Cell Variation might be lost on players like me. Now an NPC that repairs well, absolutely I'd trek back to him every so often, but ultimately unless their some ulterior motive such as going to repair to revisit a cell, I'm not going to poke my head into every building to see if anything's changed. And I can't be alone in that type of play style.
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luis dejesus
 
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Post » Sat Oct 09, 2010 4:52 am

That would be neat, but I think it'd get complex, the more cell variations you included. Personally, the smaller settlements I tend to just breeze through and never step foot in again. The Cell Variation might be lost on players like me. Now an NPC that repairs well, absolutely I'd trek back to him every so often, but ultimately unless their some ulterior motive such as going to repair to revisit a cell, I'm not going to poke my head into every building to see if anything's changed. And I can't be alone in that type of play style.


GC Rist,

How good are your hot wings? (Just kidding) Your name reminds me of a chain restaurant. Oh! T.G.I.F. has just replayed to my thread! :celebration:

I'm only being a smart a**! no offense intended, this concept (I guess, has to do with supporting the OCD people like me, :drool: ) If you don't go back it really wont affect you in the least. I want to build something bigger and better with every installment. I want to add surprises for the folks who want to continue to explore. My first cells will be at least the same quality of DCInteriors if not better.

I'm looking for new ways to tell a story, if you want to miss that, well it's your loss.

cev

Edit: And if you missed it I was already talking about setting up NPC's that could give repair's on the cheap, giving the player the reason to reenter the interior. Once you come back you'll find a totally different situation!
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Mr. Ray
 
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Post » Fri Oct 08, 2010 8:39 pm

GC Rust,

Edit:

Drunk babble sorry! :facepalm:

cev
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clelia vega
 
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Post » Fri Oct 08, 2010 4:58 pm

Glad to hear that Interiors are hitting the Nevada Wasteland, Cev, you're truly a messiah of modders.
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JESSE
 
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Post » Fri Oct 08, 2010 3:12 pm

Glad to hear that Interiors are hitting the Nevada Wasteland, Cev, you're truly a messiah of modders.


It will come bigger and better than I've done in the past. :brokencomputer:
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Taylor Bakos
 
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Post » Fri Oct 08, 2010 9:05 pm

It will come bigger and better than I've done in the past. :brokencomputer:

:liplick: Cant wait.
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Jeneene Hunte
 
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Post » Fri Oct 08, 2010 3:20 pm

well after words of course, and yeah i know exactly what your talking about :)

http://instantrimshot.com/index.php?sound=rimshot&play=true
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Claudz
 
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Post » Fri Oct 08, 2010 8:22 pm

I like the idea of having the random timescale chances but, I would rather build the cells in a more linear fashion. This way I could use the visuals and, encounters to tell a bit of a story as they progress but, we're on the same page (for the most part) as always.

Yup yup. I can see the advantage both ways - my example was designed to illustrate the maximum amount of flexibility. Of course not all of it needs to be used.

Also note that not all instances of multiple cells need to be the same - that is, some can be linear to tell a story, others could be non-linear to help stop repeated players from knowing what they'll encounter in what order (which was my thought on the random side -- for non-story based cells, but ones that just happen to have different inhabitants move in and change things around a bit to suit them... make it so that when someone is playing through, even going through NVInteriors for the 20th time, they don't know which one they'll get when they first go through that door).

After further thought it would be best if the cell changes stop until the player encounters the next cell, then the timer restarts.

My example was designed to show this by the fact that the first time the player goes in, the timer is set to 10 days to change. The next time he comes back 16 days later, only then does the script rerun to set a new number of days to change. So yes, no matter what, the player would have to enter each cell at least once for it to change to the next one - even before you mentioned it, that is how it fairly obviously needed to be IMO (not to mention it is actually more straightforward / simpler to implement that way).

I hope I'm a bit more clear this time.

You weren't unclear before - apparently I was. As usual for you and I, we're on the same page more than it appears at first glance. :)
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Mrs shelly Sugarplum
 
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