[RELz] Randomized Snow Globes

Post » Wed Aug 26, 2009 10:54 am

As I work on the Randomized Snow Globes mod, I'm curious as to what folks think about the lengths that I should go to for moving them around. Should I keep them within throwing distance of the original location, move them around in the same cell or adjoining cells, or go wild and play hide-the-globe across the entire map?

(I'm leaning towards same cell or a nearby cell. The first two or three spots near to the original location, then spiraling outwards for locations 4/5/6/etc.)
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Jonny
 
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Post » Wed Aug 26, 2009 8:10 am

http://www.newvegasnexus.com/downloads/file.php?id=35512, we'll see if it flies.

Added 9 copies of each snow globe, so there's a 10% chance to show up at each of the locations (including the original). For the most part, I went with a mix of same cell / nearby cells - depending on which globe and what the original location was like. The locations should all make at least some small amount of sense.

The script was written in a way that it will leave alone any snow globes that you have already found (or any that were in cells that you've already visited). I still suggest moving from one cell to another (indoor to outdoor or vice-versa) at least once after adding the mod to an existing game before you go looking for them. Especially if you are anywhere near one of the locations where the original snow globes were placed.

GECK for NV is... buggy. There's a lot of cells that I simply cannot get the 3D view window to properly render, so I was unable to use the larger and more complex locations as places where I could put additional spawn points.
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Channing
 
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Post » Wed Aug 26, 2009 10:14 am

I would suggest, if you already haven't touched it, that you leave the first snowglobe everyone finds alone. That would be the one in the bone garden above Goodsprings.
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Mason Nevitt
 
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Post » Wed Aug 26, 2009 1:58 am

http://www.newvegasnexus.com/downloads/file.php?id=35512, we'll see if it flies.

Added 9 copies of each snow globe, so there's a 10% chance to show up at each of the locations (including the original). For the most part, I went with a mix of same cell / nearby cells - depending on which globe and what the original location was like. The locations should all make at least some small amount of sense.

The script was written in a way that it will leave alone any snow globes that you have already found (or any that were in cells that you've already visited). I still suggest moving from one cell to another (indoor to outdoor or vice-versa) at least once after adding the mod to an existing game before you go looking for them. Especially if you are anywhere near one of the locations where the original snow globes were placed.


That was quick. Definitely grabbing this for my next playthrough.

GECK for NV is... buggy. There's a lot of cells that I simply cannot get the 3D view window to properly render, so I was unable to use the larger and more complex locations as places where I could put additional spawn points.


Yep, encountered that problem a lot too. I saw your post about in that one GECK thread, but if you didn't see http://www.gamesas.com/index.php?/topic/1126478-geck-not-rendering-certain-interiors/ it offers a (silly, annoying, and tedious) workaround for the issue. :brokencomputer:
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Avril Louise
 
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Post » Wed Aug 26, 2009 9:57 am

I would suggest, if you already haven't touched it, that you leave the first snowglobe everyone finds alone. That would be the one in the bone garden above Goodsprings.

I was wondering about that - is there a lore reason that particular snow globe was placed there? (No spoilers please... just indicate whether it matters to the main plot. I'm only at level 10 and barely into the Vegas strip.)

(There's a 2nd spawn point up there that I added, the other 8 are spread around the town.)

...

The mod is not technically difficult - except for making sure that I don't stomp over existing globes that had already been discovered or added to the display rack.

1. Create 9 additional copies of all the globes, give them unique names. Set them to disabled by default (and do the same to the original globe, along with giving that a name as well).

2. Create a quest that runs once.

3. For each globe type, roll a random number, turn on one of the N globes that have been placed by referencing their unique name and calling the ".Enable" method on that globe.

4. Set the "do once" variable to 1 so that we never execute the script again in this save.

Took an hour or two to figure out and test the initial concept and get the bugs out of the script's skeleton. Then a few hours to place 9 additional of each type in obvious and non-obvious places.

(Next, I'll probably tackle skill books and skill magazines this weekend. That's actually easier in some ways because of how I did that in FO:3.)
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evelina c
 
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Post » Wed Aug 26, 2009 2:24 am

No lore reason, to me it just "feels" right.
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glot
 
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Post » Wed Aug 26, 2009 5:53 am

Aye, I thought it was a nice touch to have that sitting there where it was placed. A "parting gift".

I'll have to think about it and whether it feels right. What I can do is weight that particular spawn location more heavily (give it a 30% or 50% chance instead of a 10% chance). All I would have to do is modify the values in the following code block. The "SnowglobeGoodsprings01" object is the original spawned object.

Set RandomChanceGS to GetRandomPercentIf (RandomChanceGS < 10) 	SnowglobeGoodsprings01.EnableElseIf (RandomChanceGS < 20)	SnowglobeGoodsprings02.EnableElseIf (RandomChanceGS < 30)	SnowglobeGoodsprings03.EnableElseIf (RandomChanceGS < 40)	SnowglobeGoodsprings04.EnableElseIf (RandomChanceGS < 50)	SnowglobeGoodsprings05.EnableElseIf (RandomChanceGS < 60)	SnowglobeGoodsprings06.EnableElseIf (RandomChanceGS < 70)	SnowglobeGoodsprings07.EnableElseIf (RandomChanceGS < 80)	SnowglobeGoodsprings08.EnableElseIf (RandomChanceGS < 90)	SnowglobeGoodsprings09.EnableElse	SnowglobeGoodsprings10.EnableEndIf


...

Right now, I'm thinking about attacking unique schematics, weapons, armor. Some of them make sense to move around (like the Powder Charge schematic). I may also tackle things like unique quest items that are in a general area and you aren't told "go 3 doors down, make a left, look on the green box" to get it. The only hand-placed schematic is the Powder Charge though, so moving around the unique weapons/armor would be the majority of it.
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NAkeshIa BENNETT
 
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