Rayeks Mini Hideout - Player Home

Post » Wed Oct 28, 2009 11:27 pm

Unfortunately not :( I know..kind of lame really. In order to anchor one down and keep it permanent I had to pick one. But! I can make the same mod with a female mannequin as an option...not hard to do. :)

Good ideas for the radiation removal too...still trying to grasp what I can do and learning how spell effects work. For now though clicky on water = 25 rad removal. I spent so much time on it gonna take a breather before I revisit...little more motivated to finish the secret room (or am I already done? hmmm who knows...) maybe that's a mystery too...maybe not. :nuts:

Thanks Miss Sparkle, fixer of display cases :bowdown: ...as always...appreciate the feedback.


You don't need to, I would prefer to 'look' at a male, but if it wears what you add to it, then I am not sure how I would feel about a male wearing my clothing :blink: Either way though, I am happy that there is one :D

A breather is always nice, cause it clears your head and gives you a nice fresh perspective when you come back to look things over again. Who knows, maybe you will be searching for something else and run across the solution for the radiation removal. That has happened to me a few times lol
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Robert DeLarosa
 
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Post » Wed Oct 28, 2009 10:23 pm

Version 009 has been released

-Adds http://www.fallout3nexus.com/downloads/images/6394-1-1246174264.JPG
-Adds Workbench Storage
-Fixes Aquarium activator bug
-Fixes Display Case flicker (thanks Miss Sparkle :bowdown: )
-Removes Gnome Trigger and replaces with working switch
-Mannequin is now stationary and can only equip Armor/Helmets.

Next up is working on the mystery room and universal bobblescript. May get in one of the following: light switches, terminal, equipment sorter and that darned AoE radiation removal.

If I am forgetting any great ideas please remind me.

Any feedback, suggestions, bug reports are appreciated.

Thanks.

You don't need to, I would prefer to 'look' at a male, but if it wears what you add to it, then I am not sure how I would feel about a male wearing my clothing Either way though, I am happy that there is one

A breather is always nice, cause it clears your head and gives you a nice fresh perspective when you come back to look things over again. Who knows, maybe you will be searching for something else and run across the solution for the radiation removal. That has happened to me a few times lol


Hah I hope that's the case...it's like finding the flashlight when you don't need it...but when the power goes out...nowhere to be found. I do hope I stumble across it...

And if you find you prefer a female mannequin just let me know...I'll make an alternate version. :)
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Lil'.KiiDD
 
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Post » Thu Oct 29, 2009 7:35 am

Nice update, Rayek - as always. ;)

I still have found some bugs. The mannequin is missing some textures and the display case still flickers a bit. You can read it in detail (and with screenshots) at the Nexus.
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Dawn Porter
 
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Post » Wed Oct 28, 2009 11:26 pm

same post as at the nexus:

give proper credit for the aquarium!!!! you dont mention malo anywhere... bad boy, bad!

clean up the mod!
you accidently modified so many vanilla items like bannon for example and many more including containers and whole cells like tenpenny tower...
it is bound to conflict with many many mods unless tidied up.

use FOMM or somin to do that job...
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Bereket Fekadu
 
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Post » Thu Oct 29, 2009 4:39 am

I will look into the display case again. It may be a few days but I will see what else I can do to squash that bug.
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Claire Jackson
 
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Post » Wed Oct 28, 2009 7:38 pm

same post as at the nexus:

give proper credit for the aquarium!!!! you dont mention malo anywhere... bad boy, bad!

clean up the mod!
you accidently modified so many vanilla items like bannon for example and many more including containers and whole cells like tenpenny tower...
it is bound to conflict with many many mods unless tidied up.

use FOMM or somin to do that job...


Well first off the no credit for Malo is definitely a mistake...he was in the credits...and if there is a way to check the history you can see that. I even posted on his mod thanking and stating his name http://www.fallout3nexus.com/downloads/file.php?id=6263 (it's in the comments)

I copy paste from the readme alot to the attribute update...looks like I may have removed it. I take not crediting someone as a serious offense. Thank you for pointing out it's missing...rather embarassing really. :embarrass:

...I'm looking at the files in FOMM and it appears I inherited some "dirty" edits...:( my fault for not verifying so will clean up what I can.

Either way thanks for pointing out the problems.

-Cerebo

Double checking mannequin textures and will verify why they aren't showing. (It did before right?)

Also I'm stumped as to why the display case is still flickering...it's working perfectly on my system. Will play with t a bit and make sure I included the proper files...it did improve though?

-Miss Sparkle

I may have missed something with your fix because I can't get it to flicker on my system. Will verify...don't worry about it too...while it was great of you to help...don't have it turn into a burden :)

Thanks for the feedback all...
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NEGRO
 
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Post » Thu Oct 29, 2009 3:07 am

You did everything correct, you can't see the flicker unless you are as close to the display case as possible and look down. I didn't think of trying that when I tested it out. It is a very small issue, and not noticeable unless you are right next to it. I don't know if I can fix it, but I will try :)

As far as the mannequin, all the textures show, but he has a a human body and a white statue looking head.

But... This could be my end to. I mean I play the game (and Broken Steel DLC) with no mods (except yours, mine, and 1 mod that adds the perk to unlock all the map markers for testing) so I didn't do any fancy stuff with the ESM/Esp stuff. I do have patch 1.5 and Archive invalidated.

I will have more time later to check everything better. Oh, btw, love how you used the Workbench container! Very creative :clap:
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The Time Car
 
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Post » Wed Oct 28, 2009 11:32 pm

I love this mod, but it makes it very hard to resist not to cheat(usage of items you have yet not bought with own caps), so I only use it to store my items, but I still love it. I like it's small, and easy access to everything, and that it inspires tranquility is also very important. Usually I am full of ideas, but as it is now I got nothing, which should be a compliment I think :).

In the future I will make use of the items, instead of having to buy it all once again.

PS Is it possible to make one without any machines and other "cheats", so I can put my own there eventually? Sorry I am complete new to Fallout 3, and don't know if these machines actually exists without a mod. I am not a fan of cheating unless it spares me of a tedious process that I have done plenty of times before.
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SUck MYdIck
 
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Post » Wed Oct 28, 2009 10:53 pm

-Jaysus

As a side note you said on Nexus a "bunch" of NPCS, places, containers...I found 1 NPC, 2 places in one cell block, 1 armor, 1 container....when you say bunches that sounds like more. Did you see more then that? Not asking you to recheck, but would like to know off memory at least.

Also you said on Nexus that you are getting report(s) of conflicts with your mod. Are you really getting multiple reports or just 1?

I only ask for clarification as I'm concerned about my mod conflicting with others and what the real problems are.

Thanks :)

-Miss Sparkle

I still can't get it to flicker...and I'm I can't get any closer without starting a relationship.

Also I've grabbed the latest textures from AndyW's Mannequin mod and it fixes the body textures. :)

Thanks again for your help.

A new update will be up before too long today...will clean out the file and fix the Mannequin textures to look less "human" :)


Thanks.
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Lori Joe
 
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Post » Thu Oct 29, 2009 6:56 am

I love this mod, but it makes it very hard to resist not to cheat(usage of items you have yet not bought with own caps), so I only use it to store my items, but I still love it. I like it's small, and easy access to everything, and that it inspires tranquility is also very important. Usually I am full of ideas, but as it is now I got nothing, which should be a compliment I think :).

In the future I will make use of the items, instead of having to buy it all once again.


Thank you very much Ghostwind :) Comments like that keep me going.

Appreciate you taking the time to let me know...and I definitely take that as a compliment.
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Danial Zachery
 
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Post » Thu Oct 29, 2009 4:24 am

About the flicker: Hmm, would be good to hear other voices then, because it's really noticable in my game. I'm using several texture mods like "Retextured Clutter Collection". Maybe there are some files that don't like each other. I will test and see if anything makes a difference.

EDIT:
Okay, already back. I just deleted all textures an meshes beside the ones that come with your mod. I also disabled all mods in my load order (again, beside of yours.) And... well... it still flickers. :(
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Sian Ennis
 
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Post » Wed Oct 28, 2009 9:02 pm

This.. is.. AWESOME!

I totally wanna live in this "hole" if the bombs will fall :D
(Although its really 'mini' but definitely top quality)
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Vahpie
 
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Post » Wed Oct 28, 2009 10:52 pm

The display doesn't flicker at all for me.

Loving the changes in 009! I think the wall between the Nuka Cola machine and the workbench would be a more logical place for the water purifier, though.
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marina
 
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Post » Wed Oct 28, 2009 10:58 pm

About the flicker: Hmm, would be good to hear other voices then, because it's really noticable in my game. I'm using several texture mods like "Retextured Clutter Collection". Maybe there are some files that don't like each other. I will test and see if anything makes a difference.

EDIT:
Okay, already back. I just deleted all textures an meshes beside the ones that come with your mod. I also disabled all mods in my load order (again, beside of yours.) And... well... it still flickers. :(


Bummer! Tough to fix what's not broken for me...but I will play around with moving files, etc. to see if I have something extra. Thank you for trying though...

There has got to be that one "something" that I have that you don't...some setting, some file that is making the difference...I aim to find it.

-Ghostwind

I hear ya about it kinda feeling like cheating...most of these things are purchaseable through the Megaton or Tenpenny vendors with the houses they provide. That being said though, several are not...It is possible to add quests to add them to the hideout, but at the moment I don't think I have the skill to whip that up. Perhaps in time...

Either way I appreciate you checking it out and providing feedback. :)

-S3RR4T

You stopping by and commenting is ...AWESOME! :P Seriously though, every lil bit of feedback, especially positive puts a smile on my face. :)

-Bane

Thanks for the feedback on the Display Case and the Waterpurifer...glad you like the changes. :woot:

Good point on the Purifier...I actually thought about that as I had so little space to work with...but I really like the BoS symbol, and was worried it might start to feel cluttered in that small area...so I didn't. I'll play with it some more though.


Version 10 will be out within a couple of hours...just to clean out those edits and fix the mannequin textures.
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Greg Cavaliere
 
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Post » Wed Oct 28, 2009 6:45 pm

-Ghostwind

I hear ya about it kinda feeling like cheating...most of these things are purchaseable through the Megaton or Tenpenny vendors with the houses they provide. That being said though, several are not...It is possible to add quests to add them to the hideout, but at the moment I don't think I have the skill to whip that up. Perhaps in time...

Either way I appreciate you checking it out and providing feedback. :)



Thanks for your response.

I used your mod very early on in my gaming experience. In fact it was one of my first. However, as I wanted to have a harder game play, it felt redundant to offer me all the marvels of your mod. For a time I disabled it, but as I said earlier - I love your mod for the design, aesthetics and to stash things in an organisatory way, and since I often prefer to plan to blow megaton up, I don't get a house, and since I don't want to blow it up until I have finished all the quests I don't really get much from Tenpenny I think(even though I once helped them out clearing ghouls).

I am not entirely sure if you understand my request though(sorry if you did, english is not my native language) - I was asking for your mod without any machines attached, so I can put my own in as I obtain them - and then in time use your mod in its entirety. like I said earlier, it is hard not to "cheat", and use the wonder rat machine, or nuka-coke one, and especially the infirmery when you are crippled to hell, and lack funds, and dont heal crippling effect by sleep :D(my realisme mods hardly drops stimpacks). Of course it should only be, if you indeed had a early version of your hideout. Maybe there are more like me, who don't wish to use all the benefits of your mod - at least until they have completed fallout?

If not I guess I have to stay willstrong, or try to figure out Geck, so I can remove them.

I hate to sound like there is something wrong with your fantastic mod, but I hope you see my predicament.
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Alisia Lisha
 
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Post » Thu Oct 29, 2009 8:36 am

Thanks for your response.

I used your mod very early on in my gaming experience. In fact it was one of my first. However, as I wanted to have a harder game play, it felt redundant to offer me all the marvels of your mod. For a time I disabled it, but as I said earlier - I love your mod for the design, aesthetics and to stash things in an organisatory way, and since I often prefer to plan to blow megaton up, I don't get a house, and since I don't want to blow it up until I have finished all the quests I don't really get much from Tenpenny I think(even though I once helped them out clearing ghouls).

I am not entirely sure if you understand my request though(sorry if you did, english is not my native language) - I was asking for your mod without any machines attached, so I can put my own in as I obtain them - and then in time use your mod in its entirety. like I said earlier, it is hard not to "cheat", and use the wonder rat machine, or nuka-coke one, and especially the infirmery when you are crippled to hell, and lack funds, and dont heal crippling effect by sleep :D(my realisme mods hardly drops stimpacks). Of course it should only be, if you indeed had a early version of your hideout. Maybe there are more like me, who don't wish to use all the benefits of your mod - at least until they have completed fallout?

If not I guess I have to stay willstrong, or try to figure out Geck, so I can remove them.

I hate to sound like there is something wrong with your fantastic mod, but I hope you see my predicament.


I believe I see what you're saying...I could release a version, or at least send you the .esp of a version without any of the bonuses...you could then copy over the currently released version once you feel you've earned them. It may look a little funny without vending machines or workbenches...but it's definitely doable.

Can you provide me with a list of what you would like to see removed to keep the non-cheat feel?

Thank you again for the compliments...your English is great, I blame myself. :)
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Tracey Duncan
 
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Post » Thu Oct 29, 2009 4:34 am

Version 010 has been released. Please let me know of any bugs.

-Cleaned out several unnecessary files
-Adds latest Mannequin textures/eyes

If there are still mannequin texture problems please let me know. I've found that even though it's fixed on my system doesn't mean it's always working. <_<

I've vacumed, dusted, polished, waxed and scrubbed out all my edit files...so hopefully that helps with any mod conflicts.

Still looking into the display case partial flicker that some are experiencing.

Thanks again all for providing the feedback I needed to get this mod to where it's at. :bowdown:
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Matt Terry
 
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Post » Thu Oct 29, 2009 5:04 am

The player could have to solve a couple of mini-quests or meet certain requirements in order to use all the goodies in the hideout. The infirmary for example: All the medical instruments are there of course, but only a player with a high enough Medicine skill would know how to use them. Maybe some sort of skill check. 'Machines' like the Wonder Meat Maker or the Water Purifier could malfunction on their first use, so the player would have to repair them or collect some unique spare parts or energy cells. Maybe in conjunction with a generator room, where you would have to restore the power supply or something like that.

BUT: That's a ton of extra stuff and should be an optional download. I mean we are still talking about a 'a new player's home' mod and not a full fledged Side Quest. There are many cool possibilities, but I think we should not drift to far away before the hideout interior is finally finished.

Well... now it's time to test v10. ;)
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Chavala
 
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Post » Thu Oct 29, 2009 7:30 am

The player could have to solve a couple of mini-quests or meet certain requirements in order to use all the goodies in the hideout. The infirmary for example: All the medical instruments are there of course, but only a player with a high enough Medicine skill would know how to use them. Maybe some sort of skill check. 'Machines' like the Wonder Meat Maker or the Water Purifier could malfunction on their first use, so the player would have to repair them or collect some unique spare parts or energy cells. Maybe in conjunction with a generator room, where you would have to restore the power supply or something like that.

BUT: That's a ton of extra stuff and should be an optional download. I mean we are still talking about a 'a new player's home' mod and not a full fledged Side Quest. There are many cool possibilities, but I think we should not drift to far away before the hideout interior is finally finished.

Well... now it's time to test v10. ;)


That's an awesome suggestion...and the first part about skill checks might not be too hard to implement. But you are right...I'm going to finish the interior completely before entertaining what I'm sure will be a "learning" experience for me.

Good luck with v10, hope it takes care of that mannequin texture bug. If anything it's slightly smaller after the cleanout and will leave an itsy bit more hard drive space. :rolleyes:
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Chrissie Pillinger
 
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Post » Thu Oct 29, 2009 12:54 am

Testing finished. ^^

Results: Textures on the mannequin work. *yay* The head still has a much brighter color than the rest of the body, but I think that's how it was before in v8. I looked at the 'real' mannequin mod and was puzzled about this issue, because there it looks better. Take a look:

Mini Hideout: http://www3.pic-upload.de/29.06.09/ixwy3.png
Mannequin Mod: http://www.fallout3nexus.com/downloads/images/2060-1-1230077873.jpg

I tried using the vanilla mesh with the shirt - same result (for the legs and arms, as the torso is not visible). I also noticed that my mannequin has a health bar that can be lowered by shooting it. Nothing to worry though. He's invincible. ^^ (Oh, and the display case still flickers, but I guess there is nothing you can do about it. At least I am only one of few experiencing this bug after the fix.)

And please, don't take my nitpicking too serious. I am very happy with the improvement. :)

Important EDIT:
Well, I'm sorry, but I am an idiot! The textures work perfectly! It was a problem with patch 1.5. I forgot to do the MasterUpdate-thing with my .esp and this caused s*** for me. The mannequin works and looks as it should. I double checked the flicker and had hopes MasterUpdate would solve this little bugger too, but without luck. Still, one thing less to worry about. ;) Sorry again...
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Stephanie Kemp
 
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Post » Wed Oct 28, 2009 11:20 pm

I believe I see what you're saying...I could release a version, or at least send you the .esp of a version without any of the bonuses...you could then copy over the currently released version once you feel you've earned them. It may look a little funny without vending machines or workbenches...but it's definitely doable.

Can you provide me with a list of what you would like to see removed to keep the non-cheat feel?

Thank you again for the compliments...your English is great, I blame myself. :)
Thanks for the kind offer and words, Rayek.

Exactly, you understand perfectly now. I would like to have the following machines removed:

- Nuka-cola machine.
- Laboratory.
- Infirmery.
- Wonder-rat machine.
- Water purifier

I think I am able to avoid the Rad pool(but if you worked from an earlier edition it could be more easily removed). I do find it aesthetically pleasing, and it adds to my roleplaying experience. Same goes with the Katanas, and like you say so eloquently; you can never have too many katanas :).

I know I am able to keep them where they are set. ( I even put the Jingwei shocksword in the neat sword display at one point in an earlier game, alongside the one you already had - and it looked kind of neat - maybe that would be an idea for you? Or putting extra displays so people can put their best swords there, so it gets the feel of a collectors hideout(much like what you are doing with the dummy edition?) - unless you feel it gets too crowded)

I think the Workbench is alright to have there, as I don't think that is "game-breaking". It only adds to the secret hideout atmosphere, unlike those houses/rooms to do get eventually by vanilla.

Since I don't get any hp with my current mods from drinking tap water, I feel the sink is alright. But maybe others would like that removed, if you are doing a non-ghostwind-only-modified version :D :D. In short any "unfair" advantages removed really.

Thanks for your understanding, and interest in helping out, even if it is against your intensions with the mod.
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Micah Judaeah
 
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Post » Thu Oct 29, 2009 8:33 am

The player could have to solve a couple of mini-quests or meet certain requirements in order to use all the goodies in the hideout. The infirmary for example: All the medical instruments are there of course, but only a player with a high enough Medicine skill would know how to use them. Maybe some sort of skill check. 'Machines' like the Wonder Meat Maker or the Water Purifier could malfunction on their first use, so the player would have to repair them or collect some unique spare parts or energy cells. Maybe in conjunction with a generator room, where you would have to restore the power supply or something like that.

BUT: That's a ton of extra stuff and should be an optional download. I mean we are still talking about a 'a new player's home' mod and not a full fledged Side Quest. There are many cool possibilities, but I think we should not drift to far away before the hideout interior is finally finished.

Well... now it's time to test v10. ;)

Pretty cool suggestions.
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Anna Beattie
 
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Post » Thu Oct 29, 2009 9:18 am

Thanks for the kind offer and words, Rayek.

Exactly, you understand perfectly now. I would like to have the following machines removed:

- Nuka-cola machine.
- Laboratory.
- Infirmery.
- Wonder-rat machine.
- Water purifier

I think I am able to avoid the Rad pool(but if you worked from an earlier edition it could be more easily removed). I do find it aesthetically pleasing, and it adds to my roleplaying experience. Same goes with the Katanas, and like you say so eloquently; you can never have too many katanas :).

I know I am able to keep them where they are set. ( I even put the Jingwei shocksword in the neat sword display at one point in an earlier game, alongside the one you already had - and it looked kind of neat - maybe that would be an idea for you? Or putting extra displays so people can put their best swords there, so it gets the feel of a collectors hideout(much like what you are doing with the dummy edition?) - unless you feel it gets too crowded)

I think the Workbench is alright to have there, as I don't think that is "game-breaking". It only adds to the secret hideout atmosphere, unlike those houses/rooms to do get eventually by vanilla.

Since I don't get any hp with my current mods from drinking tap water, I feel the sink is alright. But maybe others would like that removed, if you are doing a non-ghostwind-only-modified version :D :D. In short any "unfair" advantages removed really.

Thanks for your understanding, and interest in helping out, even if it is against your intensions with the mod.


Okie doke...my last question before I do this is would you like the entire models for these gone...or can I just disable the script? Also can you PM me on the Nexus as to where you would like me to send the modified .esp file. You'll be able to just copy it over the other one...

I don't really mind doing this as it's fairly simple...and I understand personalizing a place a bit as it's how I started this mod in the first place. :)
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Flesh Tunnel
 
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Post » Thu Oct 29, 2009 7:15 am

Okie doke...my last question before I do this is would you like the entire models for these gone...or can I just disable the script? Also can you PM me on the Nexus as to where you would like me to send the modified .esp file. You'll be able to just copy it over the other one...

I don't really mind doing this as it's fairly simple...and I understand personalizing a place a bit as it's how I started this mod in the first place. :)
I would prefer they are removed, so there is room for those I purchase for money(I assume that disabling the script will make them unfunctionable). I'll PM you on Nexus, though I go under a different name there :S :D.
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David Chambers
 
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Post » Wed Oct 28, 2009 11:50 pm

I would prefer they are removed, so there is room for those I purchase for money(I assume that disabling the script will make them unfunctionable). I'll PM you on Nexus, though I go under a different name there :S :D.


No problem...can do.

Keep in mind when you buy these in Megaton or Tenpenny tower...you buy them and they appear in those houses...I don't believe they are moveable allowing you to drop them wherever you want. (unless there is a mod)
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noa zarfati
 
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