[BETA] Ridable Hover-Chair

Post » Sat Feb 19, 2011 9:00 am

Hey dude. I just downloaded the latest version on a clean save and everything but there is still no compass. I also have FOSE so I don't know whats wrong. Help?
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Adriana Lenzo
 
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Post » Sat Feb 19, 2011 1:15 am

Hey dude. I just downloaded the latest version on a clean save and everything but there is still no compass. I also have FOSE so I don't know whats wrong. Help?

Did you use the remote control to re-map your controls? You only get the compass if the controls have been customised via the remote.

By the way, are people hearing sounds ok? A user has posted on Nexus to say sounds have vanished.

[edited for lack of reading]
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Charlotte Henderson
 
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Post » Sat Feb 19, 2011 5:19 am

I have a problem. I got on my hover chair while in the wastelands then fast traveled to megaton. When I got there my hover chair was gone but my controls are still disabled, and I can't do anything but stand still even when I tcl. I'm going to reload but you might want to look into this andy.

Also, the controller thing is glitched to hell. When I activate it it does nothing but when I drop it a screen comes with options comes up and won't go away until I reload....
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Katie Louise Ingram
 
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Post » Sat Feb 19, 2011 1:55 am

I have a problem. I got on my hover chair while in the wastelands then fast traveled to megaton. When I got there my hover chair was gone but my controls are still disabled, and I can't do anything but stand still even when I tcl. I'm going to reload but you might want to look into this andy.

Also, the controller thing is glitched to hell. When I activate it it does nothing but when I drop it a screen comes with options comes up and won't go away until I reload....


yea i also experienced the fast travel problem. i think this only happens when you fast travel when you are on the chair. if you are off it fast travel is okay.

the controller i think has a slight issue when you are re-assigning keys; if you try to assign a key that is already bound, it just asks for the key again. i'm not sure if there is any way to check if a key is already in use or not. can't remember if there is one but you should add an exit button.

i have also experienced issues where the chair clipped through an entire building. i managed this twice; once on the super-duper mart & another building just to the south of it (2nd building has no entrance). although at this point i was operating in more of a active beta test mode than anything; i was looking for glitches. see the screens. i should mention this ocurred when i rammed headfirst into the building and held the throttle button down. at first you just bounce back but then the distance of the bounce gets less and less. after awhile you just clip right through. this is also how i was able to get on top of the SD-Mart except i jinked back and forth to induce the 'floating up effect'.

also in the chair mesh if you flip it upside-down there seems to be a portion where the mesh is not 'closed'. this has the effect of being able to see through the entire thing. i screenshoted this so you can take a look. i loaded the .nif in blender and i think there should be poly to cover the hole. if you aren't to handy with blender i may be able to do some quick edits for you.

i encountered a molerat that was trying to chase me down; it followed me for a couple of yards, then died out of the blue. i thought 'whoa the engine exhaust killed it... that was cool'. turns out it was killed by a BOS outcast. do'h. i wasn't expecting to run into one of those guys @ lvl 2.

issues aside, this thing is still hella fun. :D

EDIT:
http://picasaweb.google.com/Falcon8204/HoverChairScreenshots
sorry screens are rather large .bmp files @ ~2.5MB each.

falcon

ps fwiw here (in order) is my mod list for additional testing or w/e:

Fallout3.esmSelected Containers Respawn.esmMoreMapMarkers.espDarNifiedUIF3.espFWE_00_QUEST.espFWE_01_COMBAT.espFWE_02_COMBAT_II.espFWE_03_CHARACTER.espFWE_04_CHARACTER_II.espFWE_05_ITEMLOOT.espFWE_05_ITEMLOOT_II.espFWE_05_ITEMLOOT_III.espFWE_06_SPAWNS.espFWE_07_IMMERSION.espFWE_08_FEATURES.espVintorez.espOwned!.espFalcons_Foodstuffs.esp (simple one i did that alters food HP/RADS. nothing special)

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Mr. Allen
 
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Post » Fri Feb 18, 2011 8:48 pm

you should also mention http://picasaweb.google.com/Falcon8204/HoverChairScreenshots#5318499353316453554 (noclip console command) is http://picasaweb.google.com/Falcon8204/HoverChairScreenshots#5318493580885247010 http://picasaweb.google.com/Falcon8204/HoverChairScreenshots#5318493582540183778.

not sure where the eyebot came from but it became attached to the chair. as soon as i tried to get off the chair: insta CTD. i'll try to replicate this again as i'm not sure if it was in my hasty testing that this happened.
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evelina c
 
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Post » Sat Feb 19, 2011 4:01 am

you should add a fridge on the side of the chair with a massive supply of potato crisps.
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Ana Torrecilla Cabeza
 
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Post » Fri Feb 18, 2011 7:57 pm

I have a problem. I got on my hover chair while in the wastelands then fast traveled to megaton. When I got there my hover chair was gone but my controls are still disabled, and I can't do anything but stand still even when I tcl. I'm going to reload but you might want to look into this andy.
Thanks for letting me know about this, I'll put a fix in for the next release :).
Also, the controller thing is glitched to hell. When I activate it it does nothing but when I drop it a screen comes with options comes up and won't go away until I reload....
From the readme - "drop the remote (right click) and close your inventory to activate the remote". I could get round this by putting the remote in the aid inventory, but that just feels wrong to me. If there are lots of people being thrown by this I'll change it. There is a 'Done' option on the first remote-control menu that will close it. Err... doesn't it?

the controller i think has a slight issue when you are re-assigning keys; if you try to assign a key that is already bound, it just asks for the key again. i'm not sure if there is any way to check if a key is already in use or not. can't remember if there is one but you should add an exit button.
Thanks for pointing that out, I'll try and figure a way round it. I deliberately want to avoid people accidentally hijacking keys bound for some other purpose, and (to get the compass working when you've re-mapped the chair controls) all the controls have to be re-mapped, not just one or two.
i have also experienced issues where the chair clipped through an entire building. i managed this twice; once on the super-duper mart & another building just to the south of it (2nd building has no entrance). although at this point i was operating in more of a active beta test mode than anything; i was looking for glitches. see the screens. i should mention this ocurred when i rammed headfirst into the building and held the throttle button down. at first you just bounce back but then the distance of the bounce gets less and less. after awhile you just clip right through. this is also how i was able to get on top of the SD-Mart except i jinked back and forth to induce the 'floating up effect'.
Well, if you're determined to break my mod, far be it from me to frustrate you :D. Seriously though, there's not a lot I can do about that without going back to first principles and implementing this thing as a creature... which would be much too hard for me, and has other limitations. By the way... please, please, please tell me the collision probes (those tyres) only appear in screenshots.
also in the chair mesh if you flip it upside-down there seems to be a portion where the mesh is not 'closed'. this has the effect of being able to see through the entire thing. i screenshoted this so you can take a look. i loaded the .nif in blender and i think there should be poly to cover the hole. if you aren't to handy with blender i may be able to do some quick edits for you.
Thanks for the generous offer, that would be a great help. I'm slowly finding my way round Blender, but as I first opened any modelling package less than a month ago... :blink:. I'll PM you my email.
issues aside, this thing is still hella fun. :D
Thanks!

you should also mention http://picasaweb.google.com/Falcon8204/HoverChairScreenshots#5318499353316453554 (noclip console command) is http://picasaweb.google.com/Falcon8204/HoverChairScreenshots#5318493580885247010 http://picasaweb.google.com/Falcon8204/HoverChairScreenshots#5318493582540183778.

not sure where the eyebot came from but it became attached to the chair. as soon as i tried to get off the chair: insta CTD. i'll try to replicate this again as i'm not sure if it was in my hasty testing that this happened.
I shall put a big 'NO TCL' comment in the readme :). Yeah, the eyebot is actually part of the chair. If you haven't re-mapped your controls, then I have to use the DisablePlayerControls command and that makes NPCs ignore you. The eyebot is in the player faction to attract their aggression.

you should add a fridge on the side of the chair with a massive supply of potato crisps.
Of course! Why didn't I think of that :D.
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josie treuberg
 
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Post » Sat Feb 19, 2011 3:22 am

With the remote, I drop it and the menu with things like 'done' and 'remap controls' comes up and then I click remap controls, but then can't get out of it. I select the key I want but the notification just keeps popping up telling me to select a key.

But anyway, this thing is very cool and I can't wait for a less glitchy version, because I really love the whole idea of this. Thanks for an awesome mod!
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Genocidal Cry
 
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Post » Fri Feb 18, 2011 10:38 pm

With the remote, I drop it and the menu with things like 'done' and 'remap controls' comes up and then I click remap controls, but then can't get out of it. I select the key I want but the notification just keeps popping up telling me to select a key.

But anyway, this thing is very cool and I can't wait for a less glitchy version, because I really love the whole idea of this. Thanks for an awesome mod!

Ah, yes, falcon8204 also pointed this out. It only lets you use keys that aren't mapped to other controls - that's actually a technical requirement imposed by Fallout 3, FOSE, and trying to have the compass visible. Also you have to redefine all 4 hoverchair controls. I'll try and work out a better way of doing this (or one that tells you what's happening, at least :embarrass:), but in the meantime just choose four keys that aren't used for anything else. I personally use Y (forward), G (turn left), J (turn right) and Alt-Gr (dismount), but what you choose will depend how you have your Fallout keys set up.

And thanks to all early adopters for their patience and feedback, I really do appreciate it.
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Kelly Osbourne Kelly
 
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Post » Fri Feb 18, 2011 7:50 pm

i would like to see fusion batteries necessary to use it. maybe even a process where by the more fusion batteries you have installed the faster it will go up to a limit. a couple of auto axes on the sides of it would be awesome for slicing up opponents. i myself wouldnt use any guns on board since if i want a vehicle to blow something up i just use the chimera tank. thank you very much this is an awesome mod.

on a side note if you do decide to lower the sound of the robot thrusters for lack of a better term i would be your superfan. i hate how loud wadsworth is to the point i spend as little time as possible in the megaton house.
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Kyra
 
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Post » Sat Feb 19, 2011 12:40 am

Thanks for letting me know about this, I'll put a fix in for the next release :).

Looking forward to it :) I'll try to have an updated mesh so you can include it in the next release if you want. let me know when you are close to the next REL.

Well, if you're determined to break my mod, far be it from me to frustrate you :D. Seriously though, there's not a lot I can do about that without going back to first principles and implementing this thing as a creature... which would be much too hard for me, and has other limitations. By the way... please, please, please tell me the collision probes (those tyres) only appear in screenshots.

Yea i figured as much, just thought i'd let you know. but yea the tires (aka tyres :P ) do appear during normal ops. i just thought that it was part of the beta/debugging process.


Thanks for the generous offer, that would be a great help. I'm slowly finding my way round Blender, but as I first opened any modelling package less than a month ago... :blink:. I'll PM you my email.
Thanks!

no prob. i'll have to add a disclaimer however; i'm no wizard in blender (far from it). i can fix some basic stuff and maybe do some minor optimizations on it but that's about it. maybe you can get in touch with some of the other guys/gals here and see if they can do some work on it.


I shall put a big 'NO TCL' comment in the readme :). Yeah, the eyebot is actually part of the chair. If you haven't re-mapped your controls, then I have to use the DisablePlayerControls command and that makes NPCs ignore you. The eyebot is in the player faction to attract their aggression.

This may be the problem with the fast travel issue, i dunno. the eyebot is a pretty slick workaround though.


a mini fridge would be awesome :D Maybe i can try to squeeze in a fridge looking thing in the mesh....

falcon
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Isaac Saetern
 
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Post » Sat Feb 19, 2011 10:33 am

Yea i figured as much, just thought i'd let you know. but yea the tires (aka tyres :P ) do appear during normal ops. i just thought that it was part of the beta/debugging process.

No way should those be appearing :(. If other people are getting it then I must have mucked up. Anyway, I should be able to avoid that problem in the next release (using modified purpose made .nifs) and maybe improve the collision detection a touch.
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Joanne Crump
 
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Post » Fri Feb 18, 2011 9:53 pm

Whoa!
This is superb, absolutely superb!
Kudos'd in Nexus
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Steph
 
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Post » Sat Feb 19, 2011 10:03 am

got the NIFs updated for you. No more see-through meshes FTW. also added a little 'mount' that goes back to the engine, let me know what you think of it.
I didn't know what to do about the tires, so they are still there. you'll have to take care of that from your end.

I can upload the NIFs on nexus if you want or somewhere else. or just PM me your e-mail.

http://picasaweb.google.com/Falcon8204/HoverChairScreenshots have also been updated:
http://picasaweb.google.com/Falcon8204/HoverChairScreenshots#5319608226065297042
http://picasaweb.google.com/Falcon8204/HoverChairScreenshots#5319608236021182594
http://picasaweb.google.com/Falcon8204/HoverChairScreenshots#5319608247806699074

in your mod you have 2 models: deadchair & hoverchair. i am assuming you needed 2 of them for scripting purposes. from a modeling perspective there is obviously an extra step involved to C&P the updated mesh to the other NIF. not really a big deal but if you could consolidate the 2 together it would save that extra step.


cheers
falcon
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Sasha Brown
 
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Post » Sat Feb 19, 2011 2:47 am

got the NIFs updated for you. No more see-through meshes FTW. also added a little 'mount' that goes back to the engine, let me know what you think of it.

[snip]

I can upload the NIFs on nexus if you want or somewhere else. or just PM me your e-mail.
I've PM'ed you. Thanks so much for the help, I really appreciate it :D :thumbsup:
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Agnieszka Bak
 
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Post » Sat Feb 19, 2011 6:48 am

Finally (Finally :D!), there's a new version!

:celebration: :foodndrink:

The first post in this thread has the latest details, but in summary...

Now updated to 0.3, new features are;

New HoverChair model by Falcon8204.
Added ability to ram enemies.
Added ability to make modest leaps into the air (10 second cooldown).
Added limited storage.
HoverChair now needs fission batteries to run.
Added inertial dampers to improve handling at the cost of shorter battery life.
Reduced volume of lift and thrust jets.
Improved control re-mapping menus.
Somewhat improved collision detection.

Yes that's right, the Hoverchair can now ram enemies and send them flying :evil:. And it can jump :).

The HoverChair runs on fission batteries, which can be found scattered sparsely throughout the Washington DC wastelands, and can be retrieved from the wrecks of some robots by experienced travellers. This abandoned test vehicle has one battery in its on-board storage, along with a useful remote control. If you're finding it hard to locate enough fission batteries, Echonite's Echo_BatteryCharger (http://www.fallout3nexus.com/downloads/file.php?id=1696) can produce new fission batteries from various weapon energy cells, and Highsight's Solar Charger (http://www.fallout3nexus.com/downloads/file.php?id=2021) can produce new weapon energy cells from sunlight.

Activate the HoverChair while crouched to access the maintenance options. These give you access to the chair's storage (limited to a weight of 50), to the battery compartment, and to the inertial dampers (easier driving, shorter battery life).

Activate the HoverChair while standing to mount. The default controls are;

Forward key to accelerate
Strafe keys to steer
Activate key to dismount
Jump key for 'Leap' facility

Have fun, and please do give feedback - I will be improving this further, but would love to know of any problems with this version or requests for future ones.
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Red Sauce
 
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Post » Sat Feb 19, 2011 11:11 am

I just watched the videos and this thing looks really cool. :)
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jasminε
 
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Post » Fri Feb 18, 2011 8:40 pm

I just watched the videos and this thing looks really cool. :)

Thanks :). Do give it a try, and let me know if there are any problems or if you have any ideas for improvements.
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Dalley hussain
 
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Post » Sat Feb 19, 2011 2:17 am

Forward key to accelerate
Strafe keys to steer
Activate key to dismount
Jump key for 'Leap' facility


My hero! No WASD! :wub:
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Kortniie Dumont
 
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Post » Sat Feb 19, 2011 8:47 am

My hero! No WASD! :wub:

Even better, you can remap the keys to whatever you prefer :D.

Actually, for obscure AI/HUD/furniture related reasons, it's recommended.
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Anthony Diaz
 
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Post » Sat Feb 19, 2011 5:13 am

just a quick note for people who are using this: don't use the "TFC" command while on the hoverchair. the game gets confused between trying to control the camera and the chair. you may or may not be able to recover. i'm not sure if there can be a workaround for this but if anyone has ideas please share.

in other news we are working on a weaponized version of the HC. can't promise an ETA but i can say that it integrates nicely with the hoverchair. /teaser

cheers
falcon
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Nathan Barker
 
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Post » Sat Feb 19, 2011 5:40 am

Finally, finally, I've got a new version released! Download from http://www.fallout3nexus.com/downloads/file.php?id=4501

As before, full details are in the first post of the thread, but the major new changes are

  • Weapons can be mounted on the Hoverchair (Minigun & Fatman initially)! See the demo video of these in action http://www.youtube.com/watch?v=WNOd9vllKvs.
  • The Hoverchair can now travel over water! This can also be seen in the video.
  • The Hoverchair has a map-marker (vault icon) that can be fast-travelled to.
  • Choice of accurate or responsive turning added.


I'll be adding a bunch more weapon options soon, but in the meantime, please do let me know what you all think :). Any suggestions or criticisms are gratefully received.
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Invasion's
 
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Post » Fri Feb 18, 2011 11:11 pm

Finally, finally, I've got a new version released! Download from http://www.fallout3nexus.com/downloads/file.php?id=4501

As before, full details are in the first post of the thread, but the major new changes are

  • Weapons can be mounted on the Hoverchair (Minigun & Fatman initially)! See the demo video of these in action http://www.youtube.com/watch?v=WNOd9vllKvs.
  • The Hoverchair can now travel over water! This can also be seen in the video.
  • The Hoverchair has a map-marker (vault icon) that can be fast-travelled to.
  • Choice of accurate or responsive turning added.


I'll be adding a bunch more weapon options soon, but in the meantime, please do let me know what you all think :). Any suggestions or criticisms are gratefully received.


That is really, really good news. I'm especially excited about the ability to hover over water, which I really thought was needed. The new features really make it a must-have mod in my book, great work guys.
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Jeff Tingler
 
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Post » Fri Feb 18, 2011 11:49 pm

YEEEHA! Return of the bouncing maniac from Fairfax!



I swear, I clocked the trip from Fairfax to Tenpenny with around 14 seconds once. I felt like SuperFrog.

Glad to hear about the update. I've been considering using this as my modus of transportation again, but I kept remembering the trips to the bottom of the Potomac. Wicked sweet.
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Sweets Sweets
 
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Post » Fri Feb 18, 2011 8:39 pm

I think a submersible option would be cool (if possible). That, and a missile launcher pod. A Fatman seems too overkill.
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latrina
 
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