Point Lookout Lighhouse

Post » Mon Feb 07, 2011 10:28 pm

Are there any mods that change the lighhouse in point lookout into a player home (adding a bed, maybe tables...)? I looked on Nexus and didn't find anything other than 1 that adds a lighthouse to the CW. And, if there aren't any out, perhaps one of these talented modders on the forum could do a request. (hint, hint)
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Sophh
 
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Post » Mon Feb 07, 2011 5:18 pm

Are there any mods that change the lighhouse in point lookout into a player home (adding a bed, maybe tables...)? I looked on Nexus and didn't find anything other than 1 that adds a lighthouse to the CW. And, if there aren't any out, perhaps one of these talented modders on the forum could do a request. (hint, hint)


I could work something up for ya. What you looking for exactly? I'm looking at the interior and there is plenty of room over near the jukebox for a bed and some storage. Not LOT's of room mind you, but enough for a couple of things.
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Love iz not
 
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Post » Tue Feb 08, 2011 4:13 am

I think the Lighthouse would make a great home. Makes sense as most Lighthouses had or have someone living at them. If nothing else, I would have expected those who took over the Lighthouse to have dragged some beds and storage into there.
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Brandon Wilson
 
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Post » Mon Feb 07, 2011 9:25 pm

The basics. Some tables, a workbench, a fridge,maybe a locker or gun cabinet in the foyer and a bed and shelves at the top near the door to the outside. And maybe move the skeletons and other crap out.
Not too extravagant, but not barren.
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evelina c
 
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Post » Mon Feb 07, 2011 9:21 pm

Don't forget to remove the NPC spawns. I think some people respawn there after completion of PL. It's been awhile since I have played though, I might be wrong.
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anna ley
 
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Post » Tue Feb 08, 2011 3:31 am

The basics. Some tables, a workbench, a fridge,maybe a locker or gun cabinet in the foyer and a bed and shelves at the top near the door to the outside. And maybe move the skeletons and other crap out.
Not too extravagant, but not barren.


Thank you! I was hoping you'd want that crap cleaned up!
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Flesh Tunnel
 
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Post » Mon Feb 07, 2011 2:21 pm

Thank you! I was hoping you'd want that crap cleaned up!


Yeah, can't stand the raider themes for the houses. :bolt:

Oh, and maybe put a rug on the floor of the landing at the top of the tower. That rusty metal grate does not look fun to have to walk on.
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Adriana Lenzo
 
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Post » Mon Feb 07, 2011 2:44 pm

Oh, and maybe put a rug on the floor of the landing at the top of the tower. That rusty metal grate does not look fun to have to walk on.


You know, That Rug Really Ties the Room Together...
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Rachel Tyson
 
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Post » Mon Feb 07, 2011 7:45 pm

You know, That Rug Really Ties the Room Together...


Well, that's just like... you know, your opinion, man.
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Noely Ulloa
 
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Post » Tue Feb 08, 2011 4:54 am

Well poop! Houston, we have a problem! It's been a long time since I actually played the main quest at PL, and I forgot that there is a huge hidden door that takes up a BUNCH - like MOST of the open floor area at the bottom of the lighthouse. Once the door is open, there's not that much room on the sides to put a bed, tables or much else. This could be the reason why it hasn't been done by now. Also, it seems that Smugglers also live there, and I was attacked outside heading up the path, and inside I got pwned by one WAY above me with a rocket launcher while I was trying to kill the other 2 shooting at me, lol. Personally, I don't like to have to fight my way into my own house, lol.

If it was straight up just adding a bed and such I could almost have it about finished by now, but this spot might be better off left vanilla, especially as buggy as it is messing with vanilla cells & their objects. An ambitious modder might do a complete overhaul, and to get it right that's possibly what it would need. It would be a lot of work.

I took some shots of the door in the floor: http://ypdesign.com/fo3/tent/lighthouse.htm Could I interest you in a cleaned up admin tent? The other pics on that page are of a quick tweak I did a while back on the admin tent. If you want it, I'll upload it and give you a link. It's not released or anything but if people want it, I'll release it.
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XPidgex Jefferson
 
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Post » Mon Feb 07, 2011 4:41 pm

Well poop! Houston, we have a problem! It's been a long time since I actually played the main quest at PL, and I forgot that there is a huge hidden door that takes up a BUNCH - like MOST of the open floor area at the bottom of the lighthouse. Once the door is open, there's not that much room on the sides to put a bed, tables or much else. This could be the reason why it hasn't been done by now. Also, it seems that Smugglers also live there, and I was attacked outside heading up the path, and inside I got pwned by one WAY above me with a rocket launcher while I was trying to kill the other 2 shooting at me, lol. Personally, I don't like to have to fight my way into my own house, lol.

If it was straight up just adding a bed and such I could almost have it about finished by now, but this spot might be better off left vanilla, especially as buggy as it is messing with vanilla cells & their objects. An ambitious modder might do a complete overhaul, and to get it right that's possibly what it would need. It would be a lot of work.

I took some shots of the door in the floor: http://ypdesign.com/fo3/tent/lighthouse.htm Could I interest you in a cleaned up admin tent? The other pics on that page are of a quick tweak I did a while back on the admin tent. If you want it, I'll upload it and give you a link. It's not released or anything but if people want it, I'll release it.


The smugglers are not there at the start, they randomly start spawning there during the game, so you could change the script that makes them spawn and just reword it so they aren't enabled during the game.

And for the door in the floor, I guess you could try adding in an electrical switch that's scripted to open the door when the player wants and not just open and stay open during the MQ, (there's a script that opens the door in the MQ, just kill it and attach one to the switch that changes the door instead.) then put wood planks across the edge of the door opening so that they are not visible when the door is closed, but they allow the player to walk across the opening when the door is open. Or just remove the script that opens the door in the MQ, and put in a hatch in the floor that loads the Medical Center and changes the door in the underground place to load on top of the hatch.

(The above suggestions are assuming the GECK works like the Morrowind and Oblivion CS, if they don't work in fallout, I would just delete the smugglers and replace the big door in the floor with a little hatch in the corner.)

I would do this stuff myself, but I don't have the GECK.

Edit: the wood planks I was talking about may have been a bit confusing. Here's a diagram:

________
1///////////1
1///////////1
1///////////1
1///////////1
1///////////1
1///////////1
1----------1
1----------1
1----------1

(it's from above, the slashes are planks, the hyphens are open space, the player can still walk down the steps, but now the space above the steps can still be used for furniture.)
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priscillaaa
 
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Post » Mon Feb 07, 2011 3:52 pm

Well, I could add some planks like you suggested, then put a small bed and workbench in there. But as far as messing with the door & scripts I don't feel like I'm the guy to do that. (I'm a noob modder) Those scripts and that door are a vital part of the main quest, and I'm sure someone with more scripting/modding experience could easily do it, but not me. Sorry, but I don't want to screw anything up.




The smugglers are not there at the start, they randomly start spawning there during the game, so you could change the script that makes them spawn and just reword it so they aren't enabled during the game.

And for the door in the floor, I guess you could try adding in an electrical switch that's scripted to open the door when the player wants and not just open and stay open during the MQ, (there's a script that opens the door in the MQ, just kill it and attach one to the switch that changes the door instead.) then put wood planks across the edge of the door opening so that they are not visible when the door is closed, but they allow the player to walk across the opening when the door is open. Or just remove the script that opens the door in the MQ, and put in a hatch in the floor that loads the Medical Center and changes the door in the underground place to load on top of the hatch.

(The above suggestions are assuming the GECK works like the Morrowind and Oblivion CS, if they don't work in fallout, I would just delete the smugglers and replace the big door in the floor with a little hatch in the corner.)

I would do this stuff myself, but I don't have the GECK.

Edit: the wood planks I was talking about may have been a bit confusing. Here's a diagram:

________
1///////////1
1///////////1
1///////////1
1///////////1
1///////////1
1///////////1
1----------1
1----------1
1----------1

(it's from above, the slashes are planks, the hyphens are open space, the player can still walk down the steps, but now the space above the steps can still be used for furniture.)

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Raymond J. Ramirez
 
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Post » Mon Feb 07, 2011 5:38 pm

Well, I could add some planks like you suggested, then put a small bed and workbench in there. But as far as messing with the door & scripts I don't feel like I'm the guy to do that. (I'm a noob modder) Those scripts and that door are a vital part of the main quest, and I'm sure someone with more scripting/modding experience could easily do it, but not me. Sorry, but I don't want to screw anything up.


Ok, whatever, I might try something with it when I eventaully get around to getting the GECK but for now I'll live somewhere else. Is the admin tent offer still standing? It looks nicer with the computer on the table again.
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JeSsy ArEllano
 
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Post » Mon Feb 07, 2011 9:27 pm

As a last resort, you could always use the http://www.fallout3nexus.com/downloads/file.php?id=9679 mod and place the items while you are in the game :) That way if you want to change something, you can just pick up the items, or just move them to another spot.
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Brandon Wilson
 
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Post » Mon Feb 07, 2011 6:29 pm

Ok, whatever, I might try something with it when I eventaully get around to getting the GECK but for now I'll live somewhere else. Is the admin tent offer still standing? It looks nicer with the computer on the table again.


Certainly! here is the link:

http://ypdesign.com/fo3/tent/PLTent.zip

And sorry that the lighthouse didn't pan out. And actually, my tent is rather nice... for a tent that is, lol, and has plenty of storage: 2 ammo crates, 2 med kits, desk & 4 metal boxes, and a bed to rest on. Also, I moved the fast travel marker a little closer to the tent, and rotated it to face directly at the tent when you warp in. Hope you like it!
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Brentleah Jeffs
 
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