Rayeks Mini Hideout - Player Home

Post » Thu Oct 29, 2009 3:24 am

Awesome mod, it looks great. :D



Thanks Creston, glad you liked it. :)

and a small thanks to Yevic for keeping my thread bumped at least ^_^
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oliver klosoff
 
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Post » Wed Oct 28, 2009 6:20 pm

Well, I looked though the mod in fo3edit, and it clearly says that there is a hidden dojo. Somewhere. I just can't figure out where, and that bugs me.
Unless this mod was built off of the some katanas, in which case that would explain why there is info for a hidden dojo(old data).
I'll have to check out the location that is mentioned in Some Katanas, just to be sure.
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Ashley Clifft
 
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Post » Thu Oct 29, 2009 12:44 am

The hidden dojo is part of the original mod that the katanas came from. You will actually find it in game with this mod installed. I was quite surprised when I stumbled across it. I had seen the original mod a while back and knew about it, but never downloaded it. You can find it in one of the abandoned buildings west of Tenpenny Towers. find one that you can enter and go into the basemant. That's the hidden dojo, the place where you could originally pick up the katanas. There's nothing else there though.
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tiffany Royal
 
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Post » Wed Oct 28, 2009 7:00 pm

Yeah, I had figured that might be why it was in the mod, but not mentioned.
In which case, you might want to clean out those entries in fo3edit.
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Hannah Barnard
 
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Post » Thu Oct 29, 2009 7:51 am

Yeah, I had figured that might be why it was in the mod, but not mentioned.
In which case, you might want to clean out those entries in fo3edit.


I need better version control, unfortunately this isn't the first time. I know I deleted it at one point...will do for the next version.

Thanks for pointing that out...your Dojo comment makes more sense now, I just thought it was an idea originally. :slap:
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Bonnie Clyde
 
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Post » Wed Oct 28, 2009 7:00 pm

Well, it's also a suggestion now. Why? Because that idea is awesome. A hidden dojo for training, in a small little vault, which very well may have secret areas hidden through it.
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Conor Byrne
 
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Post » Thu Oct 29, 2009 3:51 am

Even though I don't play on the PC you should mod the caravan routes to pass right through Springvale, Also it would be cool if there were Sentry bots, Mr Gutsies,, Turrets, etc that were controlled by a terminal in the house, that would make it feel cozier.
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Enie van Bied
 
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Post » Thu Oct 29, 2009 6:49 am

Well, it's also a suggestion now. Why? Because that idea is awesome. A hidden dojo for training, in a small little vault, which very well may have secret areas hidden through it.


You know...the more I think about this the more I like it. I'm already running out of room...something hidden/secret to open up another room doesn't sound too shabby. :wave: Will see what my head comes up with.

Even though I don't play on the PC you should mod the caravan routes to pass right through Springvale, Also it would be cool if there were Sentry bots, Mr Gutsies,, Turrets, etc that were controlled by a terminal in the house, that would make it feel cozier.


You should get the PC version if possible...opens up a whole new game within a game. That being said...there is 1 caravan route that passes right by the Megaton sign in front of my hideout.

Sentry Bots, Turrets, security type system has crossed my mind...and yes it would help add that cozy secure feeling. Will look into it.

Thanks for the feedback/suggestions. Good stuff.
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Rhiannon Jones
 
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Post » Thu Oct 29, 2009 1:19 am

Hiya Rayek,

Well it's my turn now to post some compliments, excellent work and idea! Look forward to seeing more good things I love the animated Aquarium!

Keep up the good work!
Happy Modding

CJ :celebration:
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Joey Avelar
 
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Post » Wed Oct 28, 2009 5:01 pm

*Finally comes out of just lurking on this thread*

I love your ideas and all the work you are putting into this! I think with all the neat features that this has, the hidden rooms would make sense and like you said, allow you to make it a bit bigger to add more cool features. Keep up the great work! :celebration:
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Jesus Lopez
 
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Post » Wed Oct 28, 2009 8:01 pm

*Finally comes out of just lurking on this thread*

I love your ideas and all the work you are putting into this! I think with all the neat features that this has, the hidden rooms would make sense and like you said, allow you to make it a bit bigger to add more cool features. Keep up the great work! :celebration:


Sneaky sneaky...thanks Miss Sparkle. Appreciate it. :)

I do believe my next addition may do something on the hidden side...
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Farrah Barry
 
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Post » Wed Oct 28, 2009 11:23 pm

Version 008 has been released. Any bugs please let me know.

-Adds Jacuzzi/Hot Tub (25 Rad removal per click)
-Adds Mannequin and Display (Male mannequins included in hideout, females can be bought via Moira, Bannon, etc.)
-Adds moveable Miniature Gnome Trigger (to open entrance hatch - ID 0102425C if lost)
-Removes chain fence behind hatch entrance
-Removes Dojo from necKros original mod (haven't added my own...yet)

Very interested on feedback regarding the moveable gnome "remote control" and especially the Mannequins. The Mannequins are themselves are a bit buggy and my original idea to shrink them and make them "action figures" did not work out. In fact I couldn't even place them permanently in there...had to leave the holotape so you could drop it yourself. So please...if you like/dislike them let me know...as I may try to fix what I can or scrap the Mannequins completely depending on feedback.

Jacuzzi removes rads through "drinking" (25 at a time) but I prefer to imagine that I'm splashing/washing. (intent is to Area effect remove eventually if I figure it out)

Careful with the moveable Gnome Trigger for the entrance Hatch. I shot the car and exploded it...Gnome trigger go bye bye...nowhere to be found. But I added the ref ID to add via ~ in my mods description. Again contemplating just anchoring the trigger for the hatch down...moveable has some advantages but I might prefer just a plain trigger.

As always any other feedback, good or bad please fire away. Hope the additions are at least "likeable".

Thanks.
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Imy Davies
 
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Post » Thu Oct 29, 2009 12:30 am

You did it, you made me download it to try it out finally :P I loved it! I did have one small issue and I am not sure if it has been brought up. The displace case texture flickers. I don't know what the situation may be, or if it happens for anyone else. I use the latest patch (though doubt that would have anything to do with it). If you are not sure why, or no one else has the issue, I can try to figure out for myself :) I may have to take out the top ceiling fans cause they cause some lag for me. I am guessing that is what it is cause I tried to use them in my mod and it caused lag for me. It isn't bad though, and it is tolerable. Awesome job! Thank you!
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trisha punch
 
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Post » Thu Oct 29, 2009 5:06 am

You did it, you made me download it to try it out finally :P I loved it! I did have one small issue and I am not sure if it has been brought up. The displace case texture flickers. I don't know what the situation may be, or if it happens for anyone else. I use the latest patch (though doubt that would have anything to do with it). If you are not sure why, or no one else has the issue, I can try to figure out for myself :) I may have to take out the top ceiling fans cause they cause some lag for me. I am guessing that is what it is cause I tried to use them in my mod and it caused lag for me. It isn't bad though, and it is tolerable. Awesome job! Thank you!


Woo hoo! ^_^ Thank you for trying it out. Really really glad you liked it. :)

The Flicker happens to me too...and after troubleshooting it for what seems an eternity I at least found what's causing it...no idea how to fix it. See thread below. (this bug is the "drive me nuts" bug) My hero is the one who knows how to fix it..(besides the obvious removing the water streams)


http://thenexusforums.com/index.php?showtopic=126300&st=0&p=1067069&#entry1067069

Thank you very much for the feedback, super appreciate you stopping by and rating as well. :D

Now hurry up and finish your mod so I can test it out... :lmao:

Seriously though yours is looking great...love the custom labeled moveable containers. :goodjob:
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Amy Siebenhaar
 
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Post » Wed Oct 28, 2009 5:55 pm

The heck with my mod, it is much more fun trying to debunk the flickering display case :D But in all seriousness, I have tried a few things out and haven't found a solution yet. I want to try to figure it out, even if I have to alter the mesh and/or texture. I will spend a few days to try different solutions.

Things I tried so far:
Moved the ambient lights out of the way
Turned off the flicker for the wall scone ambient light
Altered and then removed the 2 extra textures in nifskope (there are 4 texture files for this object)
Moved the little light in the case out of it
Took sword out
Gave it a water type

I guess the reason why I really want to help you with this, is cause when I looked at your mod, it was mostly the type of design and look that I would create. I will try doing a few searches and see if we can debunk this issue.
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Kieren Thomson
 
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Post » Thu Oct 29, 2009 6:00 am

Hiya Rayek,

Well it's my turn now to post some compliments, excellent work and idea! Look forward to seeing more good things I love the animated Aquarium!

Keep up the good work!
Happy Modding

CJ :celebration:


Oops, I missed your reply cj577...thank you very much. Looking forward to your Casino as well so I can go broke in game quicker. :biglaugh:

The heck with my mod, it is much more fun trying to debunk the flickering display case But in all seriousness, I have tried a few things out and haven't found a solution yet. I want to try to figure it out, even if I have to alter the mesh and/or texture. I will spend a few days to try different solutions.

Things I tried so far:
Moved the ambient lights out of the way
Turned off the flicker for the wall scone ambient light
Altered and then removed the 2 extra textures in nifskope (there are 4 texture files for this object)
Moved the little light in the case out of it
Took sword out
Gave it a water type

I guess the reason why I really want to help you with this, is cause when I looked at your mod, it was mostly the type of design and look that I would create. I will try doing a few searches and see if we can debunk this issue.


Wow thanks very much for the effort...but don't stop on yours! :)

I guess you've seen the things I've tried in the thread I mentioned...it's a doozie isn't it? I literally deleted 1/4 of my mod till I found out the streams were doing it. If you notice...it's almost like the water animation is somehow coinciding with the case...all the water movement flickers the case. Oh well I continue to play with it... I don't want to remove either. Maybe I'll put the case on a mini cabinet or something so only the top part shows...that would at least reduce it.

Either way a big thanks :bowdown: for trying.
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Cash n Class
 
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Post » Thu Oct 29, 2009 5:26 am

Good news! You can have your cake and eat it too! I got the base to stop flickering. I had to edit the texture, but when I created new textures, applied to the mesh with only using the namefile.dds and the namefile_n.dds (I took out the namefile_e.dds and the namefile_em.dds),saved it as a new name, then added it to the game as a new activator, it didn't flicker :dance: I will see if I can work with it to keep the textures, but we have made a bit of progress :D

[edit] Try http://rapidshare.com/files/247205407/DisplayCase_Fixed.rar.html. I included basic directions, if you need help, just ask :)
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April
 
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Post » Wed Oct 28, 2009 9:55 pm

Good news! You can have your cake and eat it too! I got the base to stop flickering. I had to edit the texture, but when I created new textures, applied to the mesh with only using the namefile.dds and the namefile_n.dds (I took out the namefile_e.dds and the namefile_em.dds),saved it as a new name, then added it to the game as a new activator, it didn't flicker :dance: I will see if I can work with it to keep the textures, but we have made a bit of progress :D

[edit] Try http://rapidshare.com/files/247205407/DisplayCase_Fixed.rar.html. I included basic directions, if you need help, just ask :)


It's almost surreal...I can't believe it's fixed....you are indeed, my hero. :bowdown: :bowdown: :bowdown: I'm having my cake...and eating it too. :cake:

Did you just re-do the textures for the display case?

I cannot begin to thank you enough...I have been working on ways to fix that for...feels like forever. I will include it in my next update with big thank you and credits to you. If you don't mind I'd like to at least add your name to the letter...it's just my way of including people who have made a contribution to the mod...

Very selfless of you and just typing "thanks" on a forum feels lame...but because it's what I got..."Thanks". You are a mod angel. :angel:
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Laura Richards
 
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Post » Wed Oct 28, 2009 9:33 pm

Awe shucks :embarrass: It was nothing, and believe it or not, I got more joy trying to figure out why the texture was flickering, than anything I ever created for fallout 3 yet ( I had 3 files uploaded, but I took them down for awhile). I guess I really like solving problems (as well as helping out others when I can). I also figured that one day I may run into the same problem myself, so it was good practice for future use :) You are very welcome! I can tell how much work you have put into this mod, cause it really shows with all the little details that you add. I know something like this must have always been nagging at you, and I know that can be a pain when you (nor anyone else) didn't have a way to fix it.

All I had to do was remove those 2 extra textures (I probably could have kept them, but I didn't know how to make them, and taking them out didn't seem to change the look anyways) and then open up the http://cs.elderscrolls.com/constwiki/index.php/Retex_Guide in photo shop, then re-save it as the 8.8.8.8. ARGB. I then applied the normal map filter to make it a http://cs.elderscrolls.com/constwiki/index.php/Normal_Maps_Basics and saved it as a DXT 1. I changed the texture paths to the news ones in nifskope and saved as a new mesh.
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Matt Gammond
 
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Post » Wed Oct 28, 2009 5:21 pm

I haven't had any mannequin bugs so far. I'd hate for you to remove them as I've always been a huge fan of mannequin mods since the Morrowind days. If you do decide to remove them maybe you could leave some space for them in case people wanted to download the mannequin mod separately?

I thought a good place for multiple mannequins would be along both walls of the first room with the ladder. Remove the yellow crates, move the trash can to near the bathroom stall and add three mannequin areas along each wall for six total. They'd look like sentries of sorts, guarding the entrance.

I suggested on nexus the idea of the automatic opening and closing of the exterior shutters. I think your idea is better: using the key itself as the item instead of having a second item like I suggested. The less inventory clutter the better.

Another suggestion: a means to get a haircut. Given the size of the hideout I don't think I'd want a Mr. Handy floating around getting in my way. They also make noise, which would somewhat mask the tranquil sounds of the running water. Perhaps a sink and a mirror near the bathroom stall? Could you attach the haircut script (or whatever) to the mirror?
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Grace Francis
 
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Post » Wed Oct 28, 2009 11:25 pm

As someone who is also annoyed by that flickering, I'd like to thank you, too, Miss Sparkle. Great to hear that this cool mod keeps getting better with the help of others.

For future updates... well, I would say before adding new stuff, try to solve the remaining problems and to get things working as you would like them to work. An area effect for the jacuzzi and 1 (!) functional mannequin (no holodisk, not movable, no posing, no drag and drop and no disappearing - just equippable) would be fine by me.

If you want to expand the mod just a bit more: A terminal with a little backround story and a hatch leading to a small generator room (maybe with a quest assigned) is what I would like to see, but on the other hand... I don't think the hideout needs much more new stuff in it. Maybe just one more room or so. You could replace the working bench in the main room with a dining table and add a working or hobby room, where you could play around with some more ideas. Don't care much about automatic doors, shooting ranges or another way to get a new haircut, though. ;-)

By the way Rayek: It's me, Daddel_Man :-P
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April D. F
 
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Post » Thu Oct 29, 2009 4:48 am

-Miss Sparkle

You are so right about it nagging me...I was really at a point of workarounds then trying to fix.

Thank you again...for the help and the compliments. If there is something I can help you out with please let me know...I mean it.

Also thank you for the information on how you fixed it...knowing/learning how to do it myself is a huge help as well...

-Bane

Glad you like the mannequins. :)

As far as adding more areas for mannequins, I'd consider it...and if I do it your suggestion is really good. I'm very leary however to go that route as I'm having problems with just 1 area now. If I get that 1 anchored and to the point where I'm comfortable with it then I'll start thinking along those lines.

If I add the haircut/plastic surgery options it will be very subtle...something small. I've seen people do it on books, sinks, etc. Wadsworth or the like will probably never be in my hideout...too small as it is.

Thanks for the feedback...appreciate it.

-Cerebro

Woot! Daddel_Man, good to see you over here too.

Miss Sparkle is a lifesaver eh? So relieved.

Yes, I'm working on refining what I have...I've already fixed the Aquarium bug and replaced the gnome trigger with what it was before...except it only works from that activator. Maybe I got used to it...but I just like it that way better. Mannequins is a different story...I may go to the forums looking for help. All my attempts to disable and permanently place the mannequins have been unsuccessful so far....everything from acting like NPCs and watching me as I cross the room "Creepy" to teleporting all over the place. There has got to be a simple way...but I will keep looking into it. If I can get them pre-placed and stationary I would be happy... (sounds as easy as just placing them doesn't it? I wish)

A hatch door to a generator room sounds good and it wouldn't break the feel of the hideout. Will have to include something more like you said, like a quest or interactive something to make it interesting. Computer terminal is on my list too...

It really is about refining at this point, I agree...perhaps a couple smaller additions. Have a nag to add a water purifier too...and make the bobble script work in all bobble areas.

Thanks again all for the feedback...appreciate it. :thumbsup:
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Irmacuba
 
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Post » Thu Oct 29, 2009 6:54 am

does it work with 1.5?? I had to many crashes with house mods and ufp with it so...
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Danger Mouse
 
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Post » Wed Oct 28, 2009 6:46 pm

does it work with 1.5?? I had to many crashes with house mods and ufp with it so...

Do you use Master Update?
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Pixie
 
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Post » Wed Oct 28, 2009 11:08 pm

does it work with 1.5?? I had to many crashes with house mods and ufp with it so...


Yes it does work with 1.5 if like most other mods you use FO3Edit...instructions below:

Steps for use:

1. Download FO3Edit
2. Copy the FO3Edit.exe to desktop
3. Rename to F03MasterUpdate
4. Open up FOMM (Fallout Mod Manager) and check a mod
5. Click the FO3MasterUpdate.exe (then close window when it's done)
6. Launch Fallout 3 through FOMM and voila!

You do not need to install the esp that comes with FO3Edit. And you will need to do this each time you install a new mod. If Bethesda ever fixes the problems caused by the 1.5 patch, then rename the .exe to FO3MasterRestore.exe and again run the program and it should do exactly what it says...restore your mods to .esp.

Hope that helps...any questions let me know.

Thanks.
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matt
 
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