[BETA] Ridable Hover-Chair

Post » Sat Feb 19, 2011 4:34 am

i got some vehicles that are closed but a majority are open so you can sit in them and see the player aswell as veichle at the same.

helis flying high?. thats cool, im shure that if i stick to the confines to what we are reatricted to then that will be fine. there a bit in broken steel where you go into the verti an it travels a bit "cut sceen" i guess thats high enuth? if not for flying, i could use then for simmilar parts to the mod?.


i could praise my mod and say this and that but you should see for yourself. ps: that was an invite for when your finished your curant project :D, you might be suprised aswell as intreagued.

also it a fantasic opertunity for you to showcase your skills!.
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*Chloe*
 
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Post » Fri Feb 18, 2011 9:31 pm

i got some vehicles that are closed but a majority are open so you can sit in them and see the player aswell as veichle at the same.

helis flying high?. thats cool, im shure that if i stick to the confines to what we are reatricted to then that will be fine. there a bit in broken steel where you go into the verti an it travels a bit "cut sceen" i guess thats high enuth? if not for flying, i could use then for simmilar parts to the mod?.


i could praise my mod and say this and that but you should see for yourself. ps: that was an invite for when your finished your curant project :D, you might be suprised aswell as intreagued.

also it a fantasic opertunity for you to showcase your skills!.

I look forward to seeing it :goodjob:! I'll definitely get in touch again when I've got a bit more time, in the meantime feel free to use anything from my mod that you think would be useful - though if you want to use Falcon's hoverchair model please ask him first :).
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lolly13
 
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Post » Fri Feb 18, 2011 9:05 pm

:)
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gary lee
 
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Post » Sat Feb 19, 2011 12:40 am

I've just uploaded version 0.4.1 to Nexus. This adds support for mounting the Flamer and the Missile Launcher on the hoverchair.

0.4.1 is potentially buggy, Falcon8204 did find some stability problems, and I'm going to be fixing these as soon as I reproduce them. In the meantime, if anyone would like to give it a try and offer their opinions or suggestions, that'd be a great help :)!

The flamer sets enemies on fire properly, and the rocket launcher has a neat laser sight to help with aiming :D. It'd be good to know if the sight is a worthy addition, and if people's framerates stay up. I wasn't getting any noticeable slowdown on my system, but I'm not running any other mods right now.

The weapons now give XP for kills (except the Fatman) and the minigun and flamer have magazines which stop the weapon firing for 3 seconds when they're empty. I'll be putting in some kind of magazine display to show when it's getting low, and a reload key!

Some new screenshots and a video of the flamer and rocket launcher will be up in a day or two.

[edit]
Ah, yes, 0.4.1 requires Fallout-3 patch 1.7. If you aren't already playing with patch 1.7, make sure to clean the old hoverchair mod out of your savegame (instructions in the first post of this thread) before you upgrade to 1.7, then to install the new hoverchair version after upgrading.
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Bird
 
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Post » Fri Feb 18, 2011 9:18 pm

i've also been working on a hangar for awhile now. i posted a really nice (imho) teaser some time ago, but i think its progressed enough for public consumption. check it out http://picasaweb.google.com/Falcon8204/HCHangar#, i'd love to know what y'all think. the hangar and other meshes currently have no custom textures, so bear with us for now...


Edit:
we are also in the process of making a quest to acquire the hoverchair. once we've got a basic outline done we'd like to get some feedback on that as well.

Edit2:
big thanks go out to the NifTools team for their continued support. Artisten also deserves major kudos for making the http://www.fallout3nexus.com/downloads/file.php?id=9700, which i used to make the doors that are on the hangar.
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Sammi Jones
 
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Post » Sat Feb 19, 2011 1:04 am

:EDIT: okay, and now, I've come to the best looking (in my head, anyways) idea for a hover-cart : One of those Murray go-karts' roll cages, with the chair stuck inside of it. It just seems perfect when I think of it.

http://picasaweb.google.com/Falcon8204/HoverChairScreenshots#5410537228917514226
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Carolyne Bolt
 
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Post » Sat Feb 19, 2011 1:01 am

http://picasaweb.google.com/Falcon8204/HoverChairScreenshots#5410537228917514226

:D :goodjob:
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benjamin corsini
 
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Post » Sat Feb 19, 2011 11:14 am

I'm currently sorting out an intermittent crash caused by the missile launcher, hopefully I'll have a fixed version up tomorrow or Saturday.

While I'm messing around with the code, has anyone tried this test version out? Any requests, comments or complaints?

Roll-up, roll-up! This is your chance to shape the course of this mod :D!
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FITTAS
 
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Post » Sat Feb 19, 2011 4:05 am

for any of you still interested in this mod, i've got some http://picasaweb.google.com/Falcon8204/HCPrototype# of the new model in-game.

we'd appreciate any feedback.

cheers
falcon
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Jack Moves
 
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Post » Sat Feb 19, 2011 10:20 am

for any of you still interested in this mod, i've got some http://picasaweb.google.com/Falcon8204/HCPrototype# of the new model in-game.

Looks nice, a lot more thuggish than the current chair :D. Possibly have two pairs of lifters, one pair a bit further forward and another on either side of the thruster? If they can be fitted round the mount animation and weapons, of course :).

I'm working on some fairly hefty re-working of the weapons code, but I think I'll have a 0.4.2 uploaded tomorrow.
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Darren
 
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Post » Sat Feb 19, 2011 2:21 am

*Sigh* Well, work and poor health are ganging up on me, so it'll be a few more days before I can upload the next version - and it looks like I broke the flamer in 0.4.1 too :facepalm: :rolleyes:.

In the meantime, a question for anyone who's tried the different weaponised versions of the hoverchair... is it too powerful?

Testing it, I think the weapons are reasonably balanced because the hoverchair's ability to ram enemies and run away fast are balanced by the difficulty of aiming and manoeuvring. But what do other people think?

I'm planning for the current weapon selection (minigun, rocket launcher, flamer & fatman) to be the final selection before implementing a quest to get the hoverchair, with support for plasma rifle coming a bit later. Is there any particular desire for plasma rifle to be added before a quest is written?

Thanks.
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joseluis perez
 
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Post » Sat Feb 19, 2011 10:52 am

Having fixed a couple of bugs in the Hoverchair (problems with sometimes not being able to mount the chair properly, and issues with the battery compartment), I'll be releasing a new version as soon as Falcon8204 and I have done some more testing.

In the meantime, here's a video of the new - http://www.youtube.com/watch?v=1ZkSC8TxqSU It doesn't show up very well in the video, but the missile launcher has a red laser sighting aid.

Some older videos are

http://www.youtube.com/watch?v=WNOd9vllKvs
http://www.youtube.com/watch?v=Td3WMRPV6EM
http://www.youtube.com/watch?v=ozH-DTqFADU

If anyone would like to help Falcon and me with testing the new release, I'd be delighted to hear from you :). Just PM me.
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Marguerite Dabrin
 
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Post » Sat Feb 19, 2011 8:17 am

for any of you still interested in this mod, i've got some http://picasaweb.google.com/Falcon8204/HCPrototype# of the new model in-game.

we'd appreciate any feedback.

cheers
falcon

:clap: :goodjob:

*Sigh* Well, work and poor health are ganging up on me, so it'll be a few more days before I can upload the next version - and it looks like I broke the flamer in 0.4.1 too :facepalm: :rolleyes:.

In the meantime, a question for anyone who's tried the different weaponised versions of the hoverchair... is it too powerful?

Testing it, I think the weapons are reasonably balanced because the hoverchair's ability to ram enemies and run away fast are balanced by the difficulty of aiming and manoeuvring. But what do other people think?

I'm planning for the current weapon selection (minigun, rocket launcher, flamer & fatman) to be the final selection before implementing a quest to get the hoverchair, with support for plasma rifle coming a bit later. Is there any particular desire for plasma rifle to be added before a quest is written?

Thanks.

nope.. not to powerful.. fatman and plasmarifle are just what it needs :rolleyes:
:lol:

Looks really good guys.. uhh.., like it belongs in the game :nod:
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Erin S
 
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Post » Sat Feb 19, 2011 8:40 am

:clap: :goodjob:


nope.. not to powerful.. fatman and plasmarifle are just what it needs :rolleyes:
:lol:

Looks really good guys.. uhh.., like it belongs in the game :nod:

Thanks for the feedback :).

As for your scurrilous implication (" :rolleyes: ") that a Fatman is too powerful... good luck finding lots of ammo for it :D.

Seriously though, although letting it mount the Fatman is a bit over the top, I reckoned that wasn't too unbalanced because 1) there's limited Fatman ammo in the game and 2) you can't swap hoverchair weapons in the middle of a fight... which means you'll only mount the Fatman in advance for planned encounters. If I'm wrong though, it'd be good to know :).
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ImmaTakeYour
 
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Post » Sat Feb 19, 2011 1:04 am

Thanks for this fantastic Hover Chair, andyw.
I love it .... and I'm not alone....

http://img5.imagebanana.com/view/elje9g3g/FO79.jpg

The new version looks great, falcon :twirl:
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Enny Labinjo
 
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Post » Fri Feb 18, 2011 11:34 pm

Thanks for this fantastic Hover Chair, andyw.
I love it .... and I'm not alone....

http://img5.imagebanana.com/view/elje9g3g/FO79.jpg

The new version looks great, falcon :twirl:

Ah, it'll always be the same... dogs will always chase cars :D!

Any suggestions for improvements are always most welcome :). Things have slowed down horribly lately, due to the holidays and sickness, but the mod is most certainly not in hiatus! I'm pretty sure I've got the mistakes in the Flamer sorted out, and I've added a basic on-screen clip/ammo count for the mounted weapons, as well as a reload key. I'm just waiting for my beta-testers to find any howlers I may have left in there before releasing.

The next version will also have a second .esp using Falcon's new model :). It's still subject to alteration, and hasn't been textured yet, but it is much easier to drive the chair in first-person mode using his new model :goodjob:.
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Niisha
 
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Post » Sat Feb 19, 2011 9:52 am

You know yesterday i was running around the National Depot and saw all those cars...how much i wished to be able to drive them, next thing i saw was your mod :D
Now its not a car...but its probably the next best thing and i love it !! :D So good work !
As for suggestions, well i usually walk around with a companion...and she kinda wants to get a seat on there as well :P Any chance of making 2 seats on that thing ? :)
To go even further, how about the player drives that thing and the companion shoots at things ?
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Alex [AK]
 
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Post » Fri Feb 18, 2011 8:03 pm

You know yesterday i was running around the National Depot and saw all those cars...how much i wished to be able to drive them, next thing i saw was your mod :D
Now its not a car...but its probably the next best thing and i love it !! :D So good work !
As for suggestions, well i usually walk around with a companion...and she kinda wants to get a seat on there as well :P Any chance of making 2 seats on that thing ? :)
To go even further, how about the player drives that thing and the companion shoots at things ?

Thanks for the kind comments, and the suggestions :).

I've been thinking about how to have a companion along for a while now, and I'm still pondering possibilities. A second seat is surprisingly tricky, both where to put the companion's seat and how to implement it. If I can't work out a good solution, my fall-back plan is to have a second hoverchair for the companion which would either follow you or (if all else fails) warp to you when you dismount.
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Astargoth Rockin' Design
 
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Post » Fri Feb 18, 2011 9:11 pm

Now available - http://www.youtube.com/watch?v=1ZkSC8TxqSU

Other videos are

http://www.youtube.com/watch?v=WNOd9vllKvs
http://www.youtube.com/watch?v=Td3WMRPV6EM
http://www.youtube.com/watch?v=ozH-DTqFADU

--------------------------------------

Now updated to 0.4.2, new features are;

Flamer and Missile Launcher can now be mounted.
The Missile launcher has a laser sight, this will cut off when moving at more than a slow drift.
Minigun and Flamer now have clips with on-screen clip & ammo counters.
A reload button has been implemented fro Minigun and Flamer.
Installing batteries has been simplified.
A User Manual and Quickstart Guide can be found in the HoverChair's storage.

I've included in this version a Hoverchair 0.4.2 - MK2.esp which uses Falcon8204's brand new HoverChair model. This model includes a roll-cage which makes the chair much easier to use in 1st person view. It isn't fully textured yet, and may be altered in future, but opinions and feedback on it are most welcome.

This version isn't savegame compatible with earlier versions; please uninstall any other version and clean your savegame before installing 0.4 (see http://www.gamesas.com/bgsforums/index.php?s=&showtopic=960580&view=findpost&p=13877387 - thanks Martigen!)

============================

My ridable Hover-Chair modification has another release, and version 0.4.2 is available to download from http://www.fallout3nexus.com/downloads/file.php?id=4501.

I'll be starting on adding a side-car for a companion, though that might take a while. In the meantime, though, please do let me know what you think of it so far.

Any opinions or suggestions are very welcome.
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Andrea P
 
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Post » Sat Feb 19, 2011 10:39 am

Slow progress continues, and I now have a little http://www.youtube.com/watch?v=3od4nCW78tA of the side-car feature for the hoverchair.

Any thoughts, suggestions or opinions?
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Nany Smith
 
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Post » Sat Feb 19, 2011 8:51 am

LOL! Nice.
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stevie critchley
 
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Post » Sat Feb 19, 2011 5:51 am

Nice work Any chance there will be a raider buggy or something similar? :)
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Kelvin
 
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Post » Sat Feb 19, 2011 7:22 am

Nice work Any chance there will be a raider buggy or something similar? :)

You mean a buggy that raiders drive? That'd be sweet to have, but I'm afraid the combat AI would be beyond me :(.

If you mean a raider-style buggy for the player to drive, then Skykappa very kindly gave me permission to use his Raider Kart model, and once the mod is a little more settled I'm planning to modify that for hover operations. I'm afraid my script isn't really suitable for wheeled vehicles; too many ground-detection problems to overcome :shrug:.
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joseluis perez
 
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Post » Sat Feb 19, 2011 10:48 am

Any possibility of a regular car?
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Add Meeh
 
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Post » Sat Feb 19, 2011 5:14 am

Any possibility of a regular car?


I'm afraid my script isn't really suitable for wheeled vehicles; too many ground-detection problems to overcome :shrug:.


:)
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carley moss
 
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