[REQ] Piggy bank Grenafe and the Mason Jar Mine

Post » Thu May 27, 2010 9:19 pm

Hello people, I was wondering if anybody would like to make a mod that puts the Mason Jar mine, and the Piggy Bank nade into the game, they sound cool, but beth never did it :(

heres a link to the wiki pages :
http://fallout.wikia.com/wiki/Mason_Jar_Mine
http://fallout.wikia.com/wiki/Piggy_Bank_Grenade
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Jessica Phoenix
 
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Post » Thu May 27, 2010 10:32 pm

anybody wanna make it? pretty pretty please? lol =P ill give whoever makes it a :goodjob: :wub: :mohawk: :intergalactic: :bigsmile: :fallout: :hugs: and most of all a :cookie: lol, that was the longest string of emoticons I've ever made.
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FirDaus LOVe farhana
 
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Post » Fri May 28, 2010 12:22 am

nobodies interested?
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WYatt REed
 
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Post » Fri May 28, 2010 4:22 am

The best chance this has of getting made is if you do it. Seeing as though they were included in the artwork I'm surprised they weren't done already. The piggy bank grenade would just be basically a re-tex of a frag or plasma grenade. You might get lucky and find someone willing to make them. Though the only way you'll get them exactly as you want them is to do it your self. I should note that I have almost no texture/modeling experience so I cant really say.
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Rebecca Dosch
 
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Post » Fri May 28, 2010 3:48 am

I guess I COULD try and use one of my many 3d modeling programs to create a piggy bank and a mason jar, I couldn't do the script though, to make railway spikes do shrapnel damage after the mason jar mine explodes
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Scared humanity
 
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Post » Fri May 28, 2010 12:11 am

I guess I COULD try and use one of my many 3d modeling programs to create a piggy bank and a mason jar, I couldn't do the script though, to make railway spikes do shrapnel damage after the mason jar mine explodes


You could try and just make it so that multiple spikes come out at different angles at the moment of ignition. Basically as though there are a bunch of railway rifles pointing in random directions, but obviously without the actual rifles. Something tells me this wouldn't be hard to do but I don't know how to do it.

EDIT: I read your post again, do you want the spikes to act as shrapnel or as the spikes already in vanilla fallout 3? If you want them to act as shrapnel, just take a quick look at the bottlecap mine.
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Eliza Potter
 
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Post » Fri May 28, 2010 3:27 am

I guess I COULD try and use one of my many 3d modeling programs to create a piggy bank and a mason jar, I couldn't do the script though, to make railway spikes do shrapnel damage after the mason jar mine explodes

I think you'll find that if you make the piggy bank, and make it look cool, there will be scripters more than happy to help you out. People get motivated around here when they see greatness.
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Dawn Porter
 
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Post » Thu May 27, 2010 10:28 pm

I'd love to see the mason jar, I've always wanted a time bomb.
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Jonathan Braz
 
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Post » Thu May 27, 2010 7:10 pm

i could donate a model of the mason jar mine. if someone could script a timer for it, that would be really sweet.
i also have an idea to use empty soda bottles instead of the jar. it would save some time with the model, plus if you could make it at a workbench, the bottle could be one of the parts. although from the sketch, it looks to me like regular nails are being used instead of railway spikes.

another idea:
would it be possible to script it so that the mine would only detonate when something passed in front of it (maybe attaching a sensor module for effect)? i'm thinking a claymore-type mine could be made.


tbh, i really don't see the point in the piggy bank grenade. i dunno, if it functioned as a poor man's grenade that you could build at a workbench, using really cheap, readily available parts, that might be cool. other than that i think its too similar to the regular grenade.


ps:
i svck at scripting/texturing, so other people would have to do those. :(
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luke trodden
 
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Post » Thu May 27, 2010 7:04 pm

I could wip up a timer script. Someone ales would need to make the explosion though. If you want it to shoot nails, that is.
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Becky Cox
 
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Post » Thu May 27, 2010 3:26 pm

I could wip up a timer script. Someone ales would need to make the explosion though. If you want it to shoot nails, that is.

would it be possible to use the bottlecap mine as a template and just change the projectiles that come out? if not, imho any vanilla explosion (ie from a missile, grenade, etc) would do.
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Ricky Meehan
 
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Post » Fri May 28, 2010 2:28 am

Sure. How long do you want it to take? For the mine to explode. Want it to bleep to? Like a tiking mine?
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Gracie Dugdale
 
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Post » Fri May 28, 2010 4:45 am

Sure. How long do you want it to take? For the mine to explode. Want it to bleep to? Like a tiking mine?


Standard timer for rearmed mines (mailbox mine, baby carriage mine) is 10 seconds.
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CHangohh BOyy
 
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Post » Thu May 27, 2010 11:51 pm

Okay, ten seconds it is. I've decided not to include the beeping if I can help it. It works with a cigarette. Not some mechanics :)

We still however, need someone to do the texture. According to Falcon he can't make textures, I can't make textures, so if anyone want's to make a texture after Falcon is done with the model, go ahead :)
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Joey Bel
 
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Post » Thu May 27, 2010 9:38 pm

stupid textures... :banghead:
almost makes me want to go out and buy photoshop just to learn texturing. i can't stand GIMP's UI.
almost. :P

anyway, i've got a mock-up of it.
http://picasaweb.google.com/Falcon8204/MineMineMiiine#

what do you guys think?


yea i think 10 seconds sounds reasonable. although i think it would be awesome if we could have a variable timer, based on how much of the cigarette was left. :D
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Bereket Fekadu
 
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Post » Thu May 27, 2010 11:42 pm

To make the piggy bank grenade distinct from the frag grenade, it should maybe use the missile launcher's explosion, and be set to always knock down actors; essentially, a grenade that acts mainly on concussive force instead of shrapnel or unleashing hot plasma or nuka juice.. Give it that special interesting twist. Otherwise, it's just something that can be solved with a few more normal frag grenades.

Say, require the explosive powder from five frag grenades to craft, give it the damage of 3x the frag grenade, but have some really heavy force and always knock down actors. Maybe also do heavy head damage (eardrum blasting, etc) via an object effect.
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JUDY FIGHTS
 
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Post » Thu May 27, 2010 11:15 pm

Love the look of the soda-bottle mine. :) :) :) (Love the look of the mason jar mine as well, but since there are already soda bottles in the game...)


Personally, I'd say do something along the lines of have it require 3 soda bottles, 30 rail spikes, a sensor module, and a frag grenade to make it --- then give it the damage of a bottlecap mine, but double or triple the explosion radius. Would be great for those wide open spaces that you just KNOW a Talon Company hit-squad is about to chase you through...


(Side note: If made with bottles, in would be awesome if the creation script would allow EITHER of the two types that are in the game now -- something like "empty soda bottle" and "empty nuka-cola bottle" --- I forget the exact naming, I just recall being irritated when noticing the two different stacks when on a character using the rock-it a lot)
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Nina Mccormick
 
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Post » Thu May 27, 2010 9:51 pm

Can be done. The bottles part. But I'm only the scripter though. Until we get a texturer we're stuck.

If Falcon wants to do the Piggy Bank Grenade too, then Madcats suggestions would be perfect.

I'll PM Falcon soon about the details.
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Toby Green
 
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Post » Fri May 28, 2010 5:25 am

this is great guys, yeah the piggy bank mine can be forgotton, as i can see why it wasn't included with the original game, so lets work on that mason jar mine XD EDIT: JUST read madcats idea, i love it, why don't we do that too? also ,that mock up looks great man :)
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Arnold Wet
 
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Post » Fri May 28, 2010 6:49 am

i've handed over the initial model to harmy52. hopefully we'll have a test version before too long. :D

i'll probably give a shot at modeling the piggy bank as well, but don't be surprised if it looks like a baloon instead. :P my organic modeling skills are almost zero... i have a difficult time getting the proportions looking right.
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Roberta Obrien
 
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Post » Thu May 27, 2010 7:18 pm

I'm tweaking it to make it balanced now. :) I've set the radius to 3 times of the bottlecap mine, and 35% of the damage. I'll give you the test version soon Falcon :)
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Monika Fiolek
 
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Post » Fri May 28, 2010 5:45 am

I'm tweaking it to make it balanced now. :) I've set the radius to 3 times of the bottlecap mine, and 35% of the damage. I'll give you the test version soon Falcon :)

oh, man that's gonna be awesome!

and post it for everybody. i'm sure the other kids want to play with it too. :D :P


edit o/t:
[spoiler]i gots me a star!:woot:
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Curveballs On Phoenix
 
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Post » Thu May 27, 2010 10:05 pm

Falcon, just a question, do you know why it keeps using the Bottlecap mine texture? Because it looks kinda bad :)
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Benito Martinez
 
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Post » Fri May 28, 2010 7:10 am

Solved the issue. I added empty texture sets. I'm done with it. I'll upload it on rapidshare.
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Dezzeh
 
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Post » Thu May 27, 2010 4:55 pm

Uploaded. http://rapidshare.com/files/346426826/Mason_Jar_Mine.esp.html

Find them at Craterside Supply.
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I love YOu
 
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