My First Month Modding Fallout

Post » Tue Sep 21, 2010 10:59 am

Hi all, second post here and I'd like to share a few mods I've made over the past month.
This is the first time I've modded a Bethesda game, but I did play and used other people's mods for Oblivion and Fallout 3, and I'd like to thank all modders here for their great work.

Here's what I've put out so far, ordered by release date:

  • http://www.newvegasnexus.com/downloads/file.php?id=37536 : a learning experience, this one was my implementation of the concept http://www.thenexusforums.com/index.php?/topic/176968-immersive-timescale-endorsemants/page__view__findpost__p__1524378 by "nomad", with a couple of addons for it for those who play in hardcoe mode.
  • http://www.newvegasnexus.com/downloads/file.php?id=37973 : a bugfix release that prevents NPC's from verbally acknowledging companions that aren't near you, which was quite annoying when it happened.
  • http://www.newvegasnexus.com/downloads/file.php?id=38185 : an underwater enhancement mod, which adds blurring based on whether or not the player is wearing goggles/masks, with an optional addon that adds crepuscular rays (AKA godrays) to underwater scenes.
  • http://www.newvegasnexus.com/downloads/file.php?id=38482 : a dynamic camera system designed to make the camera less off-centered without hindering gameplay.

All these mods have one thing in common in that they are mostly script-based tweaks that alter some part of the gameplay, and designed to feel natural and part of the original game.

Perhaps one of these is of use to you? Thanks for reading, anyway. :smile:
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Lewis Morel
 
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Post » Tue Sep 21, 2010 6:04 pm

I love your mods, I use all of them. Dynamic Timescale is great.
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Maeva
 
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Post » Tue Sep 21, 2010 9:36 am

Is Dynamic Time Scale and its recommended add-ons working with Arwen's New Vegas Realism Tweaks?
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Cameron Garrod
 
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Post » Tue Sep 21, 2010 12:12 pm

I love your mods, I use all of them. Dynamic Timescale is great.


Thanks, good to hear!

Is Dynamic Time Scale and its recommended add-ons working with Arwen's New Vegas Realism Tweaks?


I've received reports that it doesn't, and indeed I've tried it with v1.6 myself and there's some issues with hardcoe mode. The dynamic timescale itself works OK, though.

The trouble with hardcoe mode is that DTS operates under the assumption that the hardcoe settings are such that the game won't by itself increase or decrease the player's needs (the mod handles that by itself).
When Arwen's mod initializes it changes those settings, which causes the game to start managing the needs and throwing DTS's need tracking into a fritz.

I can think of three solutions for this:

  • I create a version of DTS which leverages NVSE to revert the hardcoe settings when some other mod changes them (this would make the add-ons work properly too).
  • I create a simplifed version of DTS tailored for Arwen's NV Realism (would inherit her .esp and keep her hardcoe rates system, which would adapt to whatever timescale is active at the moment);
  • We all just accept the fact that NV Realism is quite a complex modification that was carefully designed and balanced by a gamer and modder that is both more experienced and skilled than I am, and just play her mod as she intented it to be played. :tongue:


I'd probably take door number three myself if I was using that mod, since a fixed timescale really isn't all that bad (the default 4 is quite alright, actually), but if there is a demand for an adaption I will certainly oblige.
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Jessie Butterfield
 
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Post » Tue Sep 21, 2010 10:43 am

There's a non-NVSE way around that compatibility problem - what you can do is use your own variables to keep track of hunger/thirst/sleep, and then set the game's actor values based on your variables. The game's hardcoe rates become irrelevant, since any changes that the game makes are reset the next time your script updates the AVs. There are apparently some other issues though related to New Vegas's problems with non-default timescales, that post-sleep/wait CTD seems to start happening again when Arwen's timescale scripts conflict with other timescale scripts.

Really like your Underwater FX by the way.
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James Wilson
 
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Post » Tue Sep 21, 2010 3:04 pm

Thanks, that could work. I'd still have to watch out for any needs decreasing due to food/drink/stimulant use and factor those in but I can see that working well. An elegant solution, indeed. :thumbsup:

I do something similar to that in http://www.newvegasnexus.com/downloads/file.php?id=37538, where some needs are set to be deferred in DTS so the addon can do some additional manipulation before applying it to the player's stats. So there's already a mechanism built into DTS to do it and with a few tweaks could be fully decoupled from the game's hardcoe system.

As for CTDs I'm a bit lost there. The problem for me is that I find it hard to trace a CTD after sleep/wait to any specific mod since it sometimes also happens without any mods installed (I'd say 1 in 20 chance). So unless the mod causes crashes on a fairly regular basis I won't necessarily recognize it.
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Nicola
 
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