Rayeks Mini Hideout - Player Home

Post » Thu Oct 29, 2009 9:28 am

conflicts:
i got one report, but that report didnt imply that it was necessarily a conflict with my mods as i dont mod anything you mod, but since removing your mod worked for that guy and after checking your mod and finding it to be "unclean" i came up with that wild idea that it might conflict with a lot of other mods or at least the vanilla game in parts...

items you modified accidently:
white eyes
9 container
entrancelight01 and 02 (statics)
thats for v10 of your mod... seems like you fixed most of it yet
also i dunno if these actually replace vanilla items and you just forgot to add your prefix but the containers at least sound quite like the vanillla itemids, but i could be wrong on this...
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Alycia Leann grace
 
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Post » Thu Oct 29, 2009 12:09 am

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)
Oh, I see, but at least I am not able to do things ahead of its time - or be too tempted. This will still be "my hideout" for roleplaying immersion. When all is done, I can put vers. 10 back on.

I will give you a rating on Nexus asap. Thanks for being so cool.
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Kat Lehmann
 
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Post » Wed Oct 28, 2009 6:20 pm

conflicts:
i got one report, but that report didnt imply that it was necessarily a conflict with my mods as i dont mod anything you mod, but since removing your mod worked for that guy and after checking your mod and finding it to be "unclean" i came up with that wild idea that it might conflict with a lot of other mods or at least the vanilla game in parts...

items you modified accidently:
white eyes
9 container
entrancelight01 and 02 (statics)
thats for v10 of your mod... seems like you fixed most of it yet
also i dunno if these actually replace vanilla items and you just forgot to add your prefix but the containers at least sound quite like the vanillla itemids, but i could be wrong on this...


Cool, thank you for clarifying, and definitely not a "wild" idea :P...

All the items you mentioned above are newly created...including all 9 containers, they were early so I forgot my Prefix. The White Eyes are for the Mannequin mod so I believe I'm all set.

Appreciate the feedback and taking the time to verify, I just wanted to make sure...

Also, I happened to download your mod looking for conflicts with mine and have ended up checking it out...looks incredible so far. Funny how that works.

-Ghostwind

No problem happy to help :)

Appreciate your feedback and taking the time to check it out in the first place. :thumbsup:
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Kate Murrell
 
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Post » Thu Oct 29, 2009 6:05 am

@ Everyone - I am really sorry, the case is just going to have to stay the way it is unless I can come up with another idea. I just tried almost 10 other ways with the textures and I only seem to make it worse (back the way it was with the constant flicker). I even tried to test it out without the Normal Map (the namedfile_n) and it still flickered. It has to be either, the set up in nifskope, or the mesh itself. The other things in nifskope are above my head, and meshes... that is like trying to tell me to build a car from scratch, just out of my league right now.

Maybe in the future someone will provide a display rack resource that can take the place of the display case (sure wish Hel Borne was modding for fallout 3 right now). I am very sorry I can't fix this issue further :(
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Jaki Birch
 
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Post » Thu Oct 29, 2009 7:45 am

@ Everyone - I am really sorry, the case is just going to have to stay the way it is unless I can come up with another idea. I just tried almost 10 other ways with the textures and I only seem to make it worse (back the way it was with the constant flicker). I even tried to test it out without the Normal Map (the namedfile_n) and it still flickered. It has to be either, the set up in nifskope, or the mesh itself. The other things in nifskope are above my head, and meshes... that is like trying to tell me to build a car from scratch, just out of my league right now.

Maybe in the future someone will provide a display rack resource that can take the place of the display case (sure wish Hel Borne was modding for fallout 3 right now). I am very sorry I can't fix this issue further :(


Don't be sorry...

Again thank you for your fix, it's still a ton better then it was (I can't even see it unless I crouch).

The fact that you even dived into looking for a fix further is way above and beyond.

Appreciate all the help you've given. :nod:
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Red Sauce
 
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Post » Wed Oct 28, 2009 8:46 pm

You could extend the 'vault' with a small garden/greenhouse room full of plants in the style of the whole home. (all vault should have this kinda rooms..), with a pungafruit incubator in the middle like this mod: ( http://www.fallout3nexus.com/downloads/file.php?id=7315 ) If the author lets you, this would be a neat feature to integrate (with the same conditions so it'd be only availible if certain PL quest is completed). Although it'd be best off in a separate version as its point lookout dependant.
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Aliish Sheldonn
 
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Post » Wed Oct 28, 2009 7:30 pm

Your mod has come a long way from when I first downloaded it, Rayek. (My username on the nexus is duderino)

I like the water purifier, and the rad pool is unique. There's a lot of functionality packed into this mod, it's great.
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Stacy Hope
 
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Post » Thu Oct 29, 2009 1:22 am

You could extend the 'vault' with a small garden/greenhouse room full of plants in the style of the whole home. (all vault should have this kinda rooms..), with a pungafruit incubator in the middle like this mod: ( http://www.fallout3nexus.com/downloads/file.php?id=7315 ) If the author lets you, this would be a neat feature to integrate (with the same conditions so it'd be only availible if certain PL quest is completed). Although it'd be best off in a separate version as its point lookout dependant.


That Punga plant is a pretty cool idea...will have to look into that as you are right it is Point Lookout dependant. Nice suggestion...

-durandal (Duderino)

Heya good to see you lurking around. Version 2 of my hideout was based off your suggestion...so if I never thanked you for that....thanks :)

Appreciate you checking in again, means alot that you like the progress it's made. :D
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Nick Swan
 
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Post » Thu Oct 29, 2009 3:27 am

Well I have to say this is looking very nice. I haven't had a chance to play it in game yet (getting married soon... yipes! :ahhh: ), but here are some of my thoughts:

* Working bobblehead script: for me this is a must or I wouldn't use the display.
Needs to be the ones that 'copy' from your megaton/tenpenny stands, so you don't wind up with missing bobbleheads at any of your houses. As a side note, I really like the way you've done the bobblehead display, it looks nice.
* Light Switches: If you haven't finished the light switches yet that would definitely be a good addition. I like the atmosphere you have done so far, but sometimes I just need more light to get out of the typical gloomy feel of the game. This is especially true in an armory/display area, since I want to be able to actually see the items I display. ;)
* Katana waterfall display: Not sure how many people remove/change the swords here, but you could make the swords un-movable (cant be picked up) and change the stand itself into a container, with the swords inside. That would allow the use of the swords without having to worry about messing up the display.
* Purchasable upgrades: I like the idea of having the hideout be basic when you start and buy the upgrades as you go. The 'backstory' terminal could make reference to the previous inhabitant finding a contact that could provide the upgrades for a price. If you don't want to mess with NPCs the items could be ordered from the terminal itself, and even have a delay on when they showed up to give time for them to be delivered/installed.
* Radio selections: I've never seen a home mod that did this, and as such don't know if it is difficult, but it doesn't make sense to me why none of the radios in game are 'tunable' to the radio station you want. Seems to me that you should be able to choose any radio station your PIPBoy can pick up on your house radio. I really like the previous posters idea of tying the radio antenna into the gas station tower (for storyline obviously... would be hard to get good signal underground ;))
* Workbench sorter: it would be nice to have a script to move all the items usable with schematics to a container at the workbench. Personally I don't care for sorters that move your items into tons of different containers. I prefer 1-2 containers per vanilla item class(weapon/armor/aid/misc), since it makes it easier to then go through the container getting what I need, instead of finding each item among 20+ containers in the game world :) Same goes for ammo/weapon/armor sorters, but I don't tend to offload my ammo since its' weightless and I want it there for when I need it in a fight :D
* Themes: I'm sure themes are something that can be a nightmare to do, considering all the items placed and scripted for which ones are enabled/disabled, but nonetheless they would be cool. They could be as simple as different posters that would be put over the brotherhood symbols depending on which theme you choose.


Mod conflicts/inclusion:
Could you clarify the status of the mannequin mod you included? Have you just copied elements of this mod, so that we could run both at the same time, or does this mod contain the same components which would conflict with/overwrite the other? If you completely include the mannequin mod in yours, then please indicate what version of it you're using in case updates get made to the original. There is also another mannequin mod in the works which would allow for more of them to be placed, so avoiding conflicts here would be great.

Well I'm sure that's enough babble on my end for now. Great job on the mod and keep up the good work!

Cheers,
Vaul
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Alan Cutler
 
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Post » Wed Oct 28, 2009 11:06 pm

Well I have to say this is looking very nice. I haven't had a chance to play it in game yet (getting married soon... yipes! :ahhh: ), but here are some of my thoughts:

* Working bobblehead script: for me this is a must or I wouldn't use the display.
Needs to be the ones that 'copy' from your megaton/tenpenny stands, so you don't wind up with missing bobbleheads at any of your houses. As a side note, I really like the way you've done the bobblehead display, it looks nice.
* Light Switches: If you haven't finished the light switches yet that would definitely be a good addition. I like the atmosphere you have done so far, but sometimes I just need more light to get out of the typical gloomy feel of the game. This is especially true in an armory/display area, since I want to be able to actually see the items I display. ;)
* Katana waterfall display: Not sure how many people remove/change the swords here, but you could make the swords un-movable (cant be picked up) and change the stand itself into a container, with the swords inside. That would allow the use of the swords without having to worry about messing up the display.
* Purchasable upgrades: I like the idea of having the hideout be basic when you start and buy the upgrades as you go. The 'backstory' terminal could make reference to the previous inhabitant finding a contact that could provide the upgrades for a price. If you don't want to mess with NPCs the items could be ordered from the terminal itself, and even have a delay on when they showed up to give time for them to be delivered/installed.
* Radio selections: I've never seen a home mod that did this, and as such don't know if it is difficult, but it doesn't make sense to me why none of the radios in game are 'tunable' to the radio station you want. Seems to me that you should be able to choose any radio station your PIPBoy can pick up on your house radio. I really like the previous posters idea of tying the radio antenna into the gas station tower (for storyline obviously... would be hard to get good signal underground ;))
* Workbench sorter: it would be nice to have a script to move all the items usable with schematics to a container at the workbench. Personally I don't care for sorters that move your items into tons of different containers. I prefer 1-2 containers per vanilla item class(weapon/armor/aid/misc), since it makes it easier to then go through the container getting what I need, instead of finding each item among 20+ containers in the game world :) Same goes for ammo/weapon/armor sorters, but I don't tend to offload my ammo since its' weightless and I want it there for when I need it in a fight :D
* Themes: I'm sure themes are something that can be a nightmare to do, considering all the items placed and scripted for which ones are enabled/disabled, but nonetheless they would be cool. They could be as simple as different posters that would be put over the brotherhood symbols depending on which theme you choose.


Mod conflicts/inclusion:
Could you clarify the status of the mannequin mod you included? Have you just copied elements of this mod, so that we could run both at the same time, or does this mod contain the same components which would conflict with/overwrite the other? If you completely include the mannequin mod in yours, then please indicate what version of it you're using in case updates get made to the original. There is also another mannequin mod in the works which would allow for more of them to be placed, so avoiding conflicts here would be great.

Well I'm sure that's enough babble on my end for now. Great job on the mod and keep up the good work!

Cheers,
Vaul


First off...congratulations on the marriage! :celebration:

Ask for feedback and ye shall receive....

Wow :blink: ...thanks for taking the time...really appreciate the suggestions and I'll try to address each one below:

* Working bobblehead script:
Already done and will be in version 11...glad you like the display.

* Light Switches:
This has been on my "ta do" list for a long time...since the beginning really. I'll see if I can't at least get 1 switch in that will brighten up the place for starters.

* Katana waterfall display:
Really good idea, it's on my radar. Good solution as I've had a couple reports of "oops I bumped them off the stand...anyway to get them back up there?"

* Purchasable upgrades:
Good idea as well and something I'd like to do...but it's not even on my list yet as it's a whole new area of modding I haven't explored yet. So I'll mark this one down as something to look into once I've reached an inner peace. ^_^

* Radio selections:
I haven't seen this done either...but sounds possible. Yup, Gas Station Antenna is a great idea too...but this falls into the same category as the upgrades.

* Workbench sorter:
This is already in the works too. Might be ready for version 11. I don't have alot of containers in the hideout, but sorting is still nice, especially with Ammo and explosives for me. So this is coming soon.

* Themes:
Great suggestion but unfortunately I don't see this one ever happening. The hideout itself is a singular theme...and again the know how and putting the effort in to do it just doesn't appeal to me...

The Mannequin mod has been removed but is entirely compatible with my hideout...and should be for updates. The only effect that may carry over on updates is new textures that I can see...

Awesome suggestions, and thanks very much for taking the time to check out (at least visually) the hideout :D

G'luck with the wedding :thumbsup:
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Miranda Taylor
 
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Post » Wed Oct 28, 2009 6:05 pm

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...


Holy crap Cerebo...I missed this response!

Glad to hear about the textures...was sweatin it upon first reading.

The flicker may be a lingerer indeed...but I am very thankful for the fix by Miss Sparkle...it improved it a ton for alot of users and myself...and I hope it's at least improved for you too.

I never take your comments as nitpicky...totally appreciate them..thanks for taking the time to provide feedback ...you've earned cookie. :cookie:
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Bones47
 
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Post » Thu Oct 29, 2009 2:26 am

Hey there Rayek, I just went through this thread checking all the ideas, and i think i have a few that might help you out with this awsome mod.

AoE Rad Removal
When you talked about having the water remove the rads per second, I thought of something that may work (though i have 0 modding experience whatsoever, so it is only an Idea) Would it work to change the script so the same thing that happens when in radiated water (Rads bar goes up) could be made to do the opposite? Maybe up the top where it says Rads: it could say -10, meaning it goes down 10 per second. I also thought of the way punga fruit makes your rads drop, but that doesnt really relate because it doesn't do it per second, it simply takes them away. Strange, seing eating irradiated food comes up with the bar... but still, i will try and find the solution from a person who knows these kinda things.

Lights + switch
I know you dont want to get too ahead of yourself, as the lights still arent fully functional yet, but if you do get them working i think it would be cool for all the lights to turn on in a row from the ones closest to you, to the ones furthest, along with the 'CHUNK...CHUNK' as each turns on, It really adds to the immersion... (a la those scenes in movies when people enter warehouses) I know i dont make sense, but if anyone else knows what type of thing im talking about, and know a better way to describe it, that would be great.

Aquirable features
As for Ghostwind wanting the features of the house to be unlockable, i think it is an awsome idea to make each one obtainable by finding them in the game (e.g. finding the Wonder-meat creator in the metro, should make it unlockable in the house with enough repair skill ((or enough of a relating skill to the item, maybe medicine for this)), or if you find the Punga incubator thingys, and if you fix the Purifier in 101, or destroy it, you unlock the Purifier in the house.

Thanks, i think this mod is awsome, and i hope you consider my ideas.
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Heather M
 
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Post » Wed Oct 28, 2009 8:34 pm

Hey there Rayek, I just went through this thread checking all the ideas, and i think i have a few that might help you out with this awsome mod.

AoE Rad Removal
When you talked about having the water remove the rads per second, I thought of something that may work (though i have 0 modding experience whatsoever, so it is only an Idea) Would it work to change the script so the same thing that happens when in radiated water (Rads bar goes up) could be made to do the opposite? Maybe up the top where it says Rads: it could say -10, meaning it goes down 10 per second. I also thought of the way punga fruit makes your rads drop, but that doesnt really relate because it doesn't do it per second, it simply takes them away. Strange, seing eating irradiated food comes up with the bar... but still, i will try and find the solution from a person who knows these kinda things.

Lights + switch
I know you dont want to get too ahead of yourself, as the lights still arent fully functional yet, but if you do get them working i think it would be cool for all the lights to turn on in a row from the ones closest to you, to the ones furthest, along with the 'CHUNK...CHUNK' as each turns on, It really adds to the immersion... (a la those scenes in movies when people enter warehouses) I know i dont make sense, but if anyone else knows what type of thing im talking about, and know a better way to describe it, that would be great.

Aquirable features
As for Ghostwind wanting the features of the house to be unlockable, i think it is an awsome idea to make each one obtainable by finding them in the game (e.g. finding the Wonder-meat creator in the metro, should make it unlockable in the house with enough repair skill ((or enough of a relating skill to the item, maybe medicine for this)), or if you find the Punga incubator thingys, and if you fix the Purifier in 101, or destroy it, you unlock the Purifier in the house.

Thanks, i think this mod is awsome, and i hope you consider my ideas.


First off...your avatar is really cool :thumbsup: Trying to figure out a way to get a painting of it in my hideout... :biglaugh:

Woot suggestions...

AoE Rad Removal
Great suggestion and that's exactly what I've been trying to do...take the radiation marker and reverse it to remove rads. Unfortunately I can't seem to get GECK to accept negative number edits let alone it informing in the same manner that it's removing rads tick by tick. Here's hoping!

Lights + switch
I know exactly what you are saying and I really like it...can totally picture it, and it sounds possible to do. Will look into it after or when I'm completing light switches.

Aquirable features
I really like this suggestion as it's an alternate way of making the items obtainable...upon first reading it I'm thinking I might be able to do something along the lines of the bobblehead display...make them initially de-activated and add activators around the world. Not sure it can be done, but from what I understand it may be. This is a bit further down the line but you've opened my eyes.

Great feedback, thank you...appreciate the positive remarks.
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D IV
 
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Post » Thu Oct 29, 2009 7:11 am

I really like the new additions youve made Rayek. Despite the cold vault setting it feels home-y. Just one thing though, Ive been making a few personal changes and I cant for the life of me get it to snap to grid correctly. What numbers/settings did you use?


EDIT: I figured out what was wrong with the snap-to-grid. But theres something else. I crtl-D'd to make some more manniquins but they became alive!! they were talking and if I shot them they would run around, creepy as hell and annoying. How did you do it?

Good work and Thanks,
Rydain
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Jade Barnes-Mackey
 
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Post » Thu Oct 29, 2009 6:42 am

I really like the new additions youve made Rayek. Despite the cold vault setting it feels home-y. Just one thing though, Ive been making a few personal changes and I cant for the life of me get it to snap to grid correctly. What numbers/settings did you use?


EDIT: I figured out what was wrong with the snap-to-grid. But theres something else. I crtl-D'd to make some more manniquins but they became alive!! they were talking and if I shot them they would run around, creepy as hell and annoying. How did you do it?

Good work and Thanks,
Rydain


Thanks and glad you like the updates. Snap to grid floors were set to 7583. I didn't use Snap to grid early on as I was just winging it...so could be messed up but sounds like you got it.

As far as the mannequin, yup :( you'd have to add other mannequins from the original mod more then likely. Script was edited to only handle one and through much trial and error I shudder to think about adding another. The easy way out is to use the Mannequin mod...and make sure it's navmeshed where you are placing them otherwise they teleport all over the place. I will look into it though and let you know if I figure out an easier way to add more stationary Mannequins.

Appreciate the feedback :)

Small Update:

-Universal Bobblehead Script is done (bobbles will show up at Megaton/Tenpenny/other houses you use as well as the hideout)
-Fixed Water Purifier showing as EMPTY
-Mystery Room is....well...still a mystery

I was lucky enough to have my hideout breach the top 50 at one point today (never saw but I heard) as well as (at least for the moment) be in the running for FoTM. Really made my day...even if it was only briefly. Thanks all for the feedback/ratings/votes/support/suggestions. :bowdown:

Also make sure to check out http://www.fallout3nexus.com/downloads/file.php?id=7465 Miss Sparkle did a really nice job on it...teleporter, moveable labeled containers, custom pictures, mannequin displays in the bedroom and more...
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Matt Fletcher
 
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Post » Thu Oct 29, 2009 9:11 am

Thanks and glad you like the updates. Snap to grid floors were set to 7583. I didn't use Snap to grid early on as I was just winging it...so could be messed up but sounds like you got it.

As far as the mannequin, yup :( you'd have to add other mannequins from the original mod more then likely. Script was edited to only handle one and through much trial and error I shudder to think about adding another. The easy way out is to use the Mannequin mod...and make sure it's navmeshed where you are placing them otherwise they teleport all over the place. I will look into it though and let you know if I figure out an easier way to add more stationary Mannequins.


Appreciate the feedback :)

Small Update:

-Universal Bobblehead Script is done (bobbles will show up at Megaton/Tenpenny/other houses you use as well as the hideout)
-Fixed Water Purifier showing as EMPTY
-Mystery Room is....well...still a mystery

I was lucky enough to have my hideout breach the top 50 at one point today (never saw but I heard) as well as (at least for the moment) be in the running for FoTM. Really made my day...even if it was only briefly. Thanks all for the feedback/ratings/votes/support/suggestions. :bowdown:

Also make sure to check out http://www.fallout3nexus.com/downloads/file.php?id=7465 Miss Sparkle did a really nice job on it...teleporter, moveable labeled containers, custom pictures, mannequin displays in the bedroom and more...



Jeeze those mannequins must have given you hell while you were implimenting them. Ill take a look at the original mod and see if I can do anything. And as some one else said, you should make the katana shelf a container, but still have it display the katanas when they are inside. I have no idea how that would be done but ill look around, and if you figure it out id love to know what you did. Im planning on making a similar sniper display for my assassin RP :shifty: .


Thanks,
Rydain

Oh one more thing. You very much deserve to be on the top 50. Well done, very well done.
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Darrell Fawcett
 
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Post » Thu Oct 29, 2009 3:42 am

I just posted on Nexus comments that you are now #42 on the top 50 list :woot: Congrats! :bowdown: :cake: :celebrate:
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anna ley
 
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Post » Thu Oct 29, 2009 4:18 am

Jeeze those mannequins must have given you hell while you were implimenting them. Ill take a look at the original mod and see if I can do anything. And as some one else said, you should make the katana shelf a container, but still have it display the katanas when they are inside. I have no idea how that would be done but ill look around, and if you figure it out id love to know what you did. Im planning on making a similar sniper display for my assassin RP :shifty: .


Thanks,
Rydain

Oh one more thing. You very much deserve to be on the top 50. Well done, very well done.


Yes, yes they did. For others it may be cake...but with my "know how" it was not on my top 10 list. The Katana idea is really cool...the way bobbleheads work is similar so it seems possible...and is definitely on my list. Just got to make sure I get to it. When I do I'll be sure to let you know...a sniper display sounds awesome.

And thanks very much on the top 50...even if it is only for a bit I can at least say I was there once! :)

-Miss Sparkle

:embarrass: Thanks! :twirl:
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Kelly Upshall
 
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Post » Thu Oct 29, 2009 12:02 am

I think http://img3.imageshack.us/img3/6844/pungagarden.jpg fit in nicely http://img3.imageshack.us/img3/2263/pungagarden1.jpg ;)
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Devin Sluis
 
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Post » Thu Oct 29, 2009 4:59 am

I think http://img3.imageshack.us/img3/6844/pungagarden.jpg fit in nicely http://img3.imageshack.us/img3/2263/pungagarden1.jpg ;)


Man, that is cool B) ...that's the Punga plant right? Came with which expansion, Point Lookout?

The placement is perfect too...

Once I'm finished with the basis of my hideout I plan on adding new location entrances at some other gas stations...and now, some DLC specific items.

Thanks for sharing S3RR4T...if you don't mind, once and if I get there I may use that idea (will give you credit of course)
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P PoLlo
 
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Joined: Wed Oct 31, 2007 10:05 am

Post » Thu Oct 29, 2009 8:14 am

Before you take up all that space with plants I think we need the rest of the bathroom! A sink, mirror and shower/bathtub are definitely required items for a shelter you plan to spend some time in. Granted they don't really have a function in terms of gameplay, but they certainly add to the realism/immersion/believability of the shelter. Maybe you could turn the current bathroom area into an actual, separate bathroom with plants of some sort outside the room where S3RR4T shows them in the screenshots. :shrug:

Also, making your mod reliant on DLC may negatively affect it's popularity. The portion of the user base without the DLC won't be able to use your mod. I'm sure you thought of this, but I wanted to throw it out there just to be sure.
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Phillip Hamilton
 
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Joined: Wed Oct 10, 2007 3:07 pm

Post » Thu Oct 29, 2009 7:08 am

Before you take up all that space with plants I think we need the rest of the bathroom! A sink, mirror and shower/bathtub are definitely required items for a shelter you plan to spend some time in. Granted they don't really have a function in terms of gameplay, but they certainly add to the realism/immersion/believability of the shelter. Maybe you could turn the current bathroom area into an actual, separate bathroom with plants of some sort outside the room where S3RR4T shows them in the screenshots. :shrug:

Also, making your mod reliant on DLC may negatively affect it's popularity. The portion of the user base without the DLC won't be able to use your mod. I'm sure you thought of this, but I wanted to throw it out there just to be sure.


Yup...would only add it as an optional file, and only after I'm basically finished with the hideout...will always have the basic vanilla file available.

Good points on the bathroom, might extend it slightly...will think on it once I get to that point. I kinda already consider the Jacuzzi a shower/bath. It just has special advanced chemical cleaning properties :nuts: :lmao:

Thanks for the feedback. :thumbsup:
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naomi
 
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Post » Thu Oct 29, 2009 7:27 am

I think http://img3.imageshack.us/img3/6844/pungagarden.jpg fit in nicely http://img3.imageshack.us/img3/2263/pungagarden1.jpg ;)



They fit in superbly! very nice S3RR4T :coolvaultboy:

That would be nice to show up once you have done the 'Spoonful of Whiskey' Quest, an optional plugin maybe? You could use only one trough and have a Mirror/Sink on the otherside?
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Mrs shelly Sugarplum
 
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Joined: Thu Jun 15, 2006 2:16 am

Post » Thu Oct 29, 2009 6:33 am

I do like the punga fruit planters too. I use the one mod that places a tray in Megaton house right now. That, the Ammo Press and the Quantum theme are the reasons it's getting used these days. :) It will be nice when someone get a still working. I'd attempt it myself.. placing the still is easy enough, but I have no idea how you would go about setting up the moonshine producing script since it's done as a quest in Point Lookout.

I agree that a more separate bathroom/toilet area would be nice. The jacuzzi does take care of the bathing needs at this point... but that hallway is starting to get crowded. :)

The Hideout is starting to change 'flavor' to it.. Less of a survival bunker feel and more like a luxury spa resort. Clearly the guy who had it built was stinking rich and wanted to hide out the apocalypse in style...
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joeK
 
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Post » Thu Oct 29, 2009 10:10 am

I just downloaded this yesterday after seeing it at ORE - really beautiful :tops:
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matt oneil
 
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