[WIPz] Player-owned Hummer for FO3

Post » Sat Feb 19, 2011 10:36 am

Player Hummer for FO3 - - work in progress - -

Look at how good this thing looks!

http://www.finhosting.fi/~fallout/screenshots/Hummer1.jpg

http://www.finhosting.fi/~fallout/screenshots/Hummer2.jpg

Lord Inquisitor + Weijensen made this wonderful-looking hummer. They say this one is the 'final' mesh and texture but we will see on that, won't we. They keep saying that, and then sending an updated one out.

Elminster - - who is, I expect, the only person capable of this feat who not an official FO3/etc developer - - has made a custom worldspace copy of the Wasteland (and it did not take him long). He wrote one-off code within FO3edit for it. The mod uses this when you are sitting in the hummer and are 'driving' it. I am guessing a modders resource version of this worldspace will be on its way out (I don't know if he'll have me release it or if he'll do it). The Wasteland copy as he made it has been stripped of spawns, ammo, navmesh, and such. He made it to be a good visual representation of Wasteland but otherwise not functional (which is exactly what the mod needed).

I made scripts and placed stuff into the worldspaces to make things work together (Tarrant).

2 files to get:

Main download here: http://www.finhosting.fi/~fallout/downloads/development/Hummer-Demo5.zip . It is a 336 meg zipfile.
Update for that zip, much smaller: http://www.finhosting.fi/~fallout/downloads/development/Hummer-Demo5.esp . It is a replacement for the
.esp file in the zipfile.


It's big because it contains an extra copy of the Wasteland worldspace and duplicates of all of its LOD meshes and textures.

What is there:

- - A hummer sitting outside of Vault 101 which you get to use.

- - It should carry you and pretty much any and all followers. You do not see the followers in your vehicle (but you can hear them, if that helps).

- - Update Oct 12: 64 locations in the wasteland can be driven to. There might be a couple more added in later but what's there now is most of it.

- - A different set of map markers, with general descriptions of the destinations, is visible for "driving", and the regular ones can't be seen (this is by design)

- - The trunk stores items. It's unlimited storage, I don't know if I will change that in the future.

- - The alternate Wasteland worldspace (for when you are sitting in the hummer) should by and large look decent, including LOD, but excepting weird clouds/sky sometimes as mentioned below.

- - To get into the hummer you activate it on the driver's side (right-hand drive vehicle!).

How to use:

- - Get into the hummer, and bring up pip boy world map. Click stuff. To access the trunk, walk to the back and click the trunk. The hood and passenger side activation are placeholders.

What is not there, but will be later:

- - Random encounters while driving. I have it working internally in a proof of concept form. It is disabled in this .esp. The encounters will interrupt your journey, causing your trip to stop at a location somewhere between your start and your destination. The chance will be based upon the distance of your trip. Once the encounter is done, you'll be able to continue on to your original destination or pick a new one (not exact to fallout 2 btw).

- - Ability/requirement to refuel hummer. For now, you're driving for free.


What does not work well or breaks:


- - There is no handling at all right now for if you somehow manage to move your hummer while it is parked - - IE: pushing it out of place instead of driving it. Mothership Zeta's Drone Cannon for example can be used to bounce it about as far as you'd like. If you bounce your hummer out of position, get back into it and drive it elsewhere to normalize it's position.

- - While sitting in your hummer, the weather/sky cloudyness may be different from when you got in. Also, the outdoors may look brighter. Not sure if/what will come of that in the future.

- - If you blow up a destructable object that happens to be in the general area of the hummer, and then you get into it and look out the window, the object will be visible as though you had not blown it up. I may or may not fix this.

- - There is no handling for If you drop items out of your inventory while you are sitting in your hummer. Expect that anything you drop while in there will be permanently gone.

- - Now and then I see weird clouds in the sky while sitting in the hummer. Just saying: I know, maybe it's fixeable.

- - I would be interested to hear if anything strange in terms of sky colors is seen in the REGULAR WASTELAND with this mod loaded.
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Pawel Platek
 
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Post » Sat Feb 19, 2011 5:48 am

I tested the Hummer with my new scripts for FNNCQ2 and the slave transport works now flawless. No respawn is happening if I travel with captured common Raiders or Enclave Soldiers. Thanks for the changes.
I had no problems with the sky and hadn't the time yet to look a bit further to the 'new' wasteland and try my old scripts from FNNCQ. I report as soon as I know more.
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x_JeNnY_x
 
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Post » Fri Feb 18, 2011 11:57 pm

I tested the Hummer with my new scripts for FNNCQ2 and the slave transport works now flawless. No respawn is happening if I travel with captured common Raiders or Enclave Soldiers. Thanks for the changes.
I had no problems with the sky and hadn't the time yet to look a bit further to the 'new' wasteland and try my old scripts from FNNCQ. I report as soon as I know more.


What I am seeing is, when it is afternoon-ish, and I 'drive' to a location, and then I'm standing next to the hummer, and then I get into the hummer, then I get back out, then I get back into it, the clouds visible from inside the hummer might be black-ish and strange looking.
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Lizs
 
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Post » Sat Feb 19, 2011 12:49 am

I have no strange looking clouds here in the Hummer Wasteland. I looked at different day times (especially afternoon after your post), did a lot of travel and getting in and out of the Hummer. I don't use any weather mods in the moment.

What I noticed was that the weather is different in Hummer Wasteland and the normal one. If it is cloudy in normal wasteland there are clouds on a other position in Hummer Wasteland as tfc reveals. Not sure if there can be done something about this.

Some other minor issues: The equip/unequip pip-boy message is still in and my slaves sometimes appear in the Hummer but I am pretty sure this is my 'rude' moveto player which I use if the slave is to far away ;) nothing you should worry about. I am happy how it works in the moment with two completly different scripts fighting for the following slave to be transported.
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Natasha Callaghan
 
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Post » Sat Feb 19, 2011 7:55 am

Neat.
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Kaley X
 
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Post » Fri Feb 18, 2011 7:42 pm

I've put up a replacement .esp that should be used to overwrite the one that is in the large zipfile.

http://www.finhosting.fi/~fallout/downloads/development/Hummer-Demo5.esp

Changes:

- - 40 locations can be 'driven' to (was 20)

- - Activating door / trunk / front / passenger side now works properly, thx to Imp of the Perverse and otm (geck forum thread)

- - Trunk will no longer suddenly lose its items (was due to a cell resetting).

- - PDA pip boy users shouldn't see add/equip messages about pip boy any more

Also, made 2 screenshots, because the thing looks too good not to.

http://www.finhosting.fi/~fallout/screenshots/Hummer1.jpg

http://www.finhosting.fi/~fallout/screenshots/Hummer2.jpg
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Sheila Esmailka
 
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Post » Fri Feb 18, 2011 9:00 pm

Neat.


Very.
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Flesh Tunnel
 
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Post » Sat Feb 19, 2011 2:58 am

That hummer doesn't look out place in a post-apocalyptic world, but I'm not sure about Fallout's. I think it could look more in line with the designs of the other vehicles in FO3, but hey, it still looks good, damnit.
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Benji
 
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Post » Fri Feb 18, 2011 8:23 pm

That hummer doesn't look out place in a post-apocalyptic world, but I'm not sure about Fallout's. I think it could look more in line with the designs of the other vehicles in FO3, but hey, it still looks good, damnit.


I understand what you mean. It kinda looks like maybe it should be dirty, or something.

But hell it's hard to complain in a mod context when there's something nice looking!

Hey btw there is an outcast variant of this which Lord Inquisitor posted a screenshot of.

http://www.yourfook.com/fook_team/LordInquisitor/FOOK%20STUFF/FOOKHUMMER/IMAGES/Hummer%20outcast%20quick%20version.jpg

I think I like it! its not a high res screenshot obviously. I know the current BOS-themed one is quite refined and I'll presume this one hasn't had quite the same time in it (at least not yet).
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Sarah MacLeod
 
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Post » Sat Feb 19, 2011 1:45 am

I love the way it looks and don't feel a great need for it to be dirty or more Fallout-y. And I really enjoy coming back to it and seeing it all grand and gigantic and ready to go. Dunno why that lack of Fallout-y-ness doesn't bother me; maybe it's cuz it comes with coffee. :P
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Rinceoir
 
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Post » Sat Feb 19, 2011 1:53 am

Well, it looks like I'll be having a mod of Tarrant's in my LO again.

Still waiting on Phalanx though. Hehe.
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Noely Ulloa
 
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Post » Sat Feb 19, 2011 4:35 am

Well, it looks like I'll be having a mod of Tarrant's in my LO again.

Still waiting on Phalanx though. Hehe.


Yeah I got a little distracted with this hummer. I'd like to get this out in at least a modders-resource sort of version (no aquisition quest, IE: lames your game if you use it with a young player).

I'm only part author on this don't forget - - this mod wouldn't be quite the same if I had used one of the existing FO3 car models. It would be interesting and its not that the new-looking 60's car model wasn't maybe usable but... it wouldn't be a Hummer :D. Lord Inquisitor and Weijensen made that. And the worldspace that Elminster made for this contributes so much, and has made the creation of all of these driveable locations a snap as compared with what it was before.

btw, I have the feeling that, if you parked your hummer outside of the garage at the beginning of Tranq Lane, when later you escort Dad to Rivet City, he would travel with you in the hummer. I think I recall him being set playerteammate for that trip and, that's what makes the hummer snatch NPCs and drag them along. haha. If he's not, I COULD make the hummer move him with you anyway, if the correct quest stage is in progress. If such a thing seemed... for the best.. I'm not sure it is. maybe.

At least I put some sanity checks in which should prevent the hummer from making Take It Back's walk with Liberty Prime be stupid.
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Maria Garcia
 
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Post » Sat Feb 19, 2011 9:20 am

I uploaded another .esp if you want it

http://www.finhosting.fi/~fallout/downloads/development/Hummer-Demo5.esp

same spot and name etc.

That's got 64 locations, it might get a few more as I go along but, the bulk is there, now.

One new thing is that if you blew up Megaton, the ability to park outside of megaton will not be available.

What's next is random encounters and making it require certain types of fuel. Random encounters will not be particularly uncommon.
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Charlotte Henderson
 
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Post » Sat Feb 19, 2011 7:17 am

Wow - looks fantastic, and what a great idea! :D
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Cat
 
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Post » Fri Feb 18, 2011 9:54 pm

That's pretty awesome :tops:
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Adam Baumgartner
 
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Post » Sat Feb 19, 2011 5:41 am

Wow - looks fantastic, and what a great idea! :D


That's pretty awesome :tops:



Cool!!!! :)

I haven't worked on this in a bit - - I was kinda interrupted a bit ago by... well, there was a big patch to a completely different game and I had to do a TON of [censored] with my main, who is a hunter, they changed a ton of stuff about him and I had to learn a lot of different stuff, we use focus now instead of mana.... < ..... >

Well anyhow, this will be finished as I mean it to be, but I'm not working on it this sec. I'll get back to it before too long though.
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Logan Greenwood
 
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