[WIPz] Power Armor Redone

Post » Sat Oct 10, 2009 1:29 am

lol

I like the idea.
Still looking forward to the mod!
(in fact I still delay getting PA for that reason in my current playthrough)
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Lucie H
 
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Post » Sat Oct 10, 2009 8:45 am

You know, I find it really funny. I have made it this far in my mod, tackling obstacles that, while trivial now, I couldn't fathom the way to best them at the time. Of all these things, you know what I cannot get done for the life of me? Figuring out lines for a female character.

Don't get me wrong, I don't have any condescension going on with a Susie Homemaker mindset, far from it. Every time I sit down to write these lines all I can hear in my head is the 22 years worth of [censored]ing I've heard from my sister xD

Yeah, the last thing I want is creating a digital likeness of my sister in game, so I may have to take more than a little bit of time writing these lines(man, I keep hearing her call me a stupid kid in my head lol).


Edit: well, I have a few lines down, most of this is during the introduction to her character(radio distress beacon then after you deal with the initial problem).

So far she is intelligent and smart mouthed, the little dialog to begin with could prove to be humorous. These first few lines have really helped to get the creative juices flowing, I don't know why.
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kevin ball
 
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Post » Fri Oct 09, 2009 8:51 pm

Wow, just realized I am coming up on the 200th post...most of them by me xD.

Well, just doing another update here. I have the radio lines, intercom lines and dialog completed. I am going to go ahead and write up a few extra lines for when you steal and knock stuff over(and all those crazy lines) they will be fairly generic but it is just for continuity purposes so that you don't get two different voices going at once. I have a little family get together type thing going on today(not entirely sure what is going on, but family is family -_- ) but when I get back I should have a fresh view point on my writing so I can go through and finalize the lines I have now and then write up the few remaining lines.

Hopefully tomorrow I can begin looking for a VA for the second NPC. Then after all the tedium of getting the voice/quest implemented and sorted out(and there is quite a bit, intercom systems are a new thing to me from this side of the mod xD) I will begin work on bringing the DLC in line with this.

Also, as a final note: turkey omelets rock yeah, nevermind ever having one of those omelets again :o
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sam westover
 
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Post » Sat Oct 10, 2009 12:40 am

The writing is technically done, I just have to do the combat and detection type lines(still not sure on this subject, I have a thread already going on it though).

On to the next part, I have the quest pretty much done aside from the actual testing of the quest(much easier to test when everything else is done so that I can just check the quest objectives/scripts etc.) and the NPC's that are causing the problems for the quest giver are being made, just working out a few details on whether or not to name some of them.
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FLYBOYLEAK
 
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Post » Fri Oct 09, 2009 8:45 pm

Alas, if only Fallout 3 had a random name generator built-in. Hm, could just look for some famous figures in the DC area and use their names as a basis?
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Andrea Pratt
 
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Post » Sat Oct 10, 2009 3:22 am

Writing is done, I will implement my side of the quest so that when I find a VA I can just drop the voice and .lip files in without much troubleshooting. I even have combat style dialog and that other misc. type junk added in too. Going to hold off on looking for the VA just yet simply because this quest and its script is pretty convoluted and I want that to at least be figured out before I have to worry about voice files

Alas, if only Fallout 3 had a random name generator built-in. Hm, could just look for some famous figures in the DC area and use their names as a basis?

That is why I use http://www.kleimo.com/random/name.cfm to make names. Was thinking about making one of the NPCs causing problems for the quest giver use my name and then have the others use other realistic names and see if anyone could figure it out.
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Benito Martinez
 
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Post » Fri Oct 09, 2009 9:03 pm

Just a little bump here to let people know this is still in the works, just have a snag in my quest I am working through atm. I should have a real update tomorrow.
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Matt Gammond
 
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Post » Fri Oct 09, 2009 8:02 pm

Just a small update, I think I have the second quest working. I still need to go through and test everything but I am hopeful that everything was done right on this run through and that the quest stages are set up right.

After looking into it, I had a nagging feeling I was forgetting something. I decided there will be a modest strength bonus on some of the stronger armors(if a weaker armor wont fully carry itself, why would you be stronger for it?) to help compensate for rarity(and a touch of realism). Anything normal T-51 and up has a str bonus of at least 1. Another reason I changed my mind is because I felt adding perception to helmets would be playing favorites a little bit, so I added str in too.
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carla
 
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Post » Fri Oct 09, 2009 5:34 pm

Sorry for the delay here people, RL has been kicking my ass lately so modding has slowed. I should hopefully have this next week free to do some more modding, until then I wont have but maybe ten minutes here and there.

Really svcks how this is so close and it just keeps dragging on. But like I said I am working on the bugs in the second quest now so that hopefully it will run smooth when I do finally get to release time. Sorry for the delay here people -_-
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Jade Barnes-Mackey
 
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Post » Sat Oct 10, 2009 7:52 am

Sorry for the delay here people, RL has been kicking my ass lately so modding has slowed. I should hopefully have this next week free to do some more modding, until then I wont have but maybe ten minutes here and there.

Really svcks how this is so close and it just keeps dragging on. But like I said I am working on the bugs in the second quest now so that hopefully it will run smooth when I do finally get to release time. Sorry for the delay here people -_-


Hey don't worry about it! Just keep up the good work and release when you know it's ready!
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i grind hard
 
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Post » Fri Oct 09, 2009 10:49 pm

Well, it was a while in the making but I am another step closer. I have the quest stages planned out, I will be setting up all of the markers and getting those to play nice and make sure every quest stage points to where it is supposed to point. The way I have things setup now, you could find and rescue the NPC before you even become aware of the other quest. I've got a little list here of things to do, and after that I will be able to get a voice actor and have this whole thing tested then released!
    Get the radio beacon to behave properly and to start the second quest
    Create the ~14 "target" NPCs
    Ensure the quest recognizes the NPCs and goes from there accordingly
    Find a VA
    make all things pertaining to speech and drop them in place
    playtest everything

As you can see, that is a very short list. My big hangups right now are getting the radio signal to start the quest(http://www.gamesas.com/bgsforums/index.php?showtopic=976075) and testing. Recently my GPU took a dump so all I can manage is ~15 minutes(at best) before I get a CTD, if I am lucky, or a BSOD. That just means I will have to do all of this work and save everything religiously, test the things that can be done in ten minutes(dialogue options, quest stages and the like) but I will have to recruit a tester or two to ensure larger things behave properly(I will refrain from details here because spoilers are bad).

I may have the money to get a new graphics card by the end of this month, but I am not holding my breath(I'd rather have dinner than a working FO3). I am not taking PMs on the subject of testers yet but I more than likely will as soon as list items 1-3 get taken care of.
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sara OMAR
 
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Post » Sat Oct 10, 2009 1:20 am

Well, I am sick today, but that is a good thing, means a whole day of modding. The distress radio has been giving me some issues, either the radio doesn't work at all, the radio works fine and doesn't start the quest, or the quest starts without having received the radio transmission. I will be working the radio and its script first just because it is the hardest part.

Next would be the quest script, the one I had was really convoluted so I am starting over with it. Quest NPCs need to be made and placed, just going to go with unnamed semi generic NPCs(raider, ghoul, dog, chicken, etc.) for ease in the script department.

Once the scripting work is done then everything else will fall into place, so hope my scripts work xD


    Get the radio beacon to behave properly and to start the second quest
    Create the ~14 "target" NPCs
    Edit quest script to function properly
    Find a VA
    make all things pertaining to speech and drop them in place
    playtest everything

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Beulah Bell
 
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Post » Sat Oct 10, 2009 8:37 am

GAAAAAAAAAAAAAAAAH, I hate being sick, I keep getting sidetracked by funny crap my cat is doing ^_^

I havethe quest script rewritten, just have to figure out the radio script so I can playtest everything.

Before I can do either of those, I am going to run(er, drive, its cold outside xD) to the store and get me some DayQuil :bolt:

    Get the radio beacon to behave properly and to start the second quest
    Create the ~14 "target" NPCs
    Edit quest script to function properly
    (or at least I think, haven't been able to test yet...stupid cat...)
    Find a VA
    make all things pertaining to speech and drop them in place
    playtest everything

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Katey Meyer
 
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Post » Sat Oct 10, 2009 5:34 am

I am pausing this for a few days. I'm running a fever and everywhere I go I feel like "Slimer" from ghostbusters. Going to hopefully sleep it off. WHen I get back the radio script will be getting finalized, then radio and quest will get tested(should only take a day or two tops to do all that) then voice actor and final test.
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phil walsh
 
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Post » Sat Oct 10, 2009 2:07 am

Awesome, Tarrant just helped me get the radio and quest to work together. The quest starts properly now!

Now comes the testing and fixing of everything actually in the quest!!!!! I have my friends laptop(and it can play FO3) for a day or two, so I can probably get this part of it all sorted out. Once the dialog works properly and everything advances the way it should I am going to make a thread about looking for a VA. If anyone sees this and would like to try for the role, PM me. Must be female, able to make the voice sound like a smartassed mid to early 20 year old who basically has a degree in mechanical engineering and theory. Yeah, I know making the NPC female is probably a stretch but I don't want to leave the ladies out xD
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Manuel rivera
 
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Post » Fri Oct 09, 2009 11:47 pm

Awesome, Tarrant just helped me get the radio and quest to work together. The quest starts properly now!

Now comes the testing and fixing of everything actually in the quest!!!!! I have my friends laptop(and it can play FO3) for a day or two, so I can probably get this part of it all sorted out. Once the dialog works properly and everything advances the way it should I am going to make a thread about looking for a VA. If anyone sees this and would like to try for the role, PM me. Must be female, able to make the voice sound like a smartassed mid to early 20 year old who basically has a degree in mechanical engineering and theory. Yeah, I know making the NPC female is probably a stretch but I don't want to leave the ladies out xD



Greenwarden, or is she already doing one of the voices in your mod?
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D IV
 
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Post » Sat Oct 10, 2009 8:33 am

Greenwarden, or is she already doing one of the voices in your mod?


Nope, I haven't PMed her either because I don't want to be presumptuous.

Right now I am having some trouble with my quest script and getting it to work well with the dialog. I have the quest script working up to a certain point, have to get some of the dialog to behave now before I can test the tail end of the script.

More concerned with getting the actual quest to work at this stage than the VA of the NPC.
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Rachie Stout
 
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Post » Fri Oct 09, 2009 8:33 pm

Nope, I haven't PMed her either because I don't want to be presumptuous.


Well, being presumptuous would be sending her the script and saying "I need this done by next week"

Not being presumptuous would be sending a PM and asking her if she would be interested in voicing
a character for your MOD. :P

I'm sure at least 100% of the female VA's on this messageboard would jump at the chance to voice act a 20 something
tech-head, as most get stuck doing sixy, breathy, "do-me-now!" female companions most of the time :facepalm:
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JeSsy ArEllano
 
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Post » Sat Oct 10, 2009 7:02 am

Well, being presumptuous would be sending her the script and saying "I need this done by next week"

Not being presumptuous would be sending a PM and asking her if she would be interested in voicing
a character for your MOD. :P

I'm sure at least 100% of the female VA's on this messageboard would jump at the chance to voice act a 20 something
tech-head, as most get stuck doing sixy, breathy, "do-me-now!" female companions most of the time :facepalm:


That last part made me laugh til it hurt.

Alright, I'll PM her once I get this intercom to behave *smacks the intercom and screams "WOOOOOOOOOOORK!!!!"*


Edit: Well I'll be...intercom works :embarrass: guess I just had to "hold my tongue right".
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Latino HeaT
 
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Post » Sat Oct 10, 2009 8:15 am

That worked out better than I hoped, Greenwarden is going to be the voice for the second NPC. All I can say after hearing a few samples is "wow :o "
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Carys
 
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Post » Fri Oct 09, 2009 5:25 pm

Been a while since I updated, so here goes.


The last quest so far has been a bit of a doozy. I am having two problems, both of them outlined in detail http://www.gamesas.com/bgsforums/index.php?showtopic=976075&st=20&start=20. If anyone could possibly help with those issues it would be grand.

Right now I am just trying to fix both of ^ those issues. Greeny is working on some other VA projects she has going, but since I still have these hurdles I told her not to rush. Once these are fixed I will inform Greenwarden and while she gets the files worked on I'll be bug hunting and finishing everything.

To do list:
    Get Quest and its Script working properly
    Get distress signal to stop behaving oddly
    Find/fix bugs with the quest, NPC
    Receive voice files
    make .lips
    drop .lips and .oggs in place
    test

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Sebrina Johnstone
 
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Post » Fri Oct 09, 2009 9:24 pm

Hey! Looks like an awesome mod in the works. Thumbs up! :thumbsup:

I have one question regarding the changes made to the power armor variants added by the DLC's The Pitt and Broken Steel, being the Tribal PA and the Hellfire PA respectfully; will you take these armors into account and change their stats and add them in a seperate esp, or will they be left untouched?
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Daramis McGee
 
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Post » Fri Oct 09, 2009 8:50 pm

Just a wee bump for a worthy project. VA work submitted. I'm happier with this batch. ;)
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Kelly Upshall
 
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Post » Sat Oct 10, 2009 9:54 am

(pokes thread) Had there been any progress?
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Alexander Lee
 
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Post » Fri Oct 09, 2009 8:30 pm

If you need any voice acting, do tell.
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SHAWNNA-KAY
 
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