[WIP]Savage Wasteland 2.0

Post » Fri Nov 05, 2010 2:04 am

I found the cause of the problem and I can fix it. It seems that the raider base by Dukov's, and a few other places in that area, are set to disable when during the quest Take It Back! This way you don't have raiders running around during Liberty Primes' rampage. The camp and everything in it simply disappears, for some reason that setup causes my Unfound scripts not to work properly. I just need to disable the disabling feature and it works as intended.

Thank you Kingsheart for bringing this to my attention. Here, have some cake! :cake:
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Victoria Bartel
 
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Post » Thu Nov 04, 2010 10:04 pm

no problem there Stevedog, just glad I could be of some help, thanks for your hard work on the mod

if I find anything else Ill let you know

I love cake! :drool: and I have the body to prove it - LOL-
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Olga Xx
 
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Post » Fri Nov 05, 2010 7:19 am

I've not updated this thread in a while but that doesn't mean I've given up. I've been doing some work on some other mods as well as Savage Wasteland.

It seems that many of you like the idea of roleplaying starvation, so I've been working on applying Unfound Loot to all food and drink items in the wasteland. I am nearing completion on that from and will, hopefully, have my Unfound_Grub.esp out this weekend. In a few more weeks I hope to have a single Savage_Wasteland.esp out that will have all the Unfound Loot I've done so far as well as the new Fewer Gun Wielding Maniacs. It will very much be a WIP/Sneak Peak/Demo/Beta version as I'm still wrestling with the menu system but the new features will be configurable, for now I'm just changing globals through console.
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Bigze Stacks
 
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Post » Fri Nov 05, 2010 12:07 am

I've not updated this thread in a while but that doesn't mean I've given up. I've been doing some work on some other mods as well as Savage Wasteland.

It seems that many of you like the idea of roleplaying starvation, so I've been working on applying Unfound Loot to all food and drink items in the wasteland. I am nearing completion on that from and will, hopefully, have my Unfound_Grub.esp out this weekend. In a few more weeks I hope to have a single Savage_Wasteland.esp out that will have all the Unfound Loot I've done so far as well as the new Fewer Gun Wielding Maniacs. It will very much be a WIP/Sneak Peak/Demo/Beta version as I'm still wrestling with the menu system but the new features will be configurable, for now I'm just changing globals through console.

Great news Steve!
Looking forward to being hungry. Any rads for critters with that?

Aslo, did you manage to work out a way to reduce the grenade numbers in "...maniacs"?
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OTTO
 
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Post » Fri Nov 05, 2010 5:08 am

For Maniacs I have setup globals for each weapon type by faction, these globals are used by the Chance None on the leveled lists. This means you can set chances for each weapon type, including explosives, in game. No longer will fights with raiders seem like you accidentaly fired up an Unreal Tournament-Grenade Only-DeathMatch.

As to Radioactive meat on the wild life, that would have to come sometime later. As I was newly introduced to the idea my head is spinning rapidly in 5 different directions on how to implement it. But it is definatley something I would like to add.
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Amy Melissa
 
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Post » Fri Nov 05, 2010 9:21 am

I really love this concept. I have for a long time wanted to change what the different factions spawn with. I use FWE as well so I'm glad that this mod is designed work with it.

Since you can change what weapons the different factions have, will you also be able to change what armor they have as well? Such as power armor. I would love to see a wasteland without all the futuristic sci-fi gear (power armor, laser weapons, ect.). I know it's not fallout lore-friendly, and that's why I never took the time to create it. But with it being a configurable chance then it could suite everyone's personal wishes.

Speaking of which will you be able to specify if you don't want certain weapons to ever appear (for laser weapons for example)?

As far as custom junker-type weapons, check out Zealotlee's thread http://www.gamesas.com/index.php?/topic/1082493-reqwip-mini-flamer/ He's working on a mini-flamer weapon and looking for ideas for other unique fallout-style stuff. Maybe you could toss him some ideas about the kind of weapons you'd like to see.

Keep up the good work, this mod will be epic.
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Queen Bitch
 
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Post » Fri Nov 05, 2010 8:01 am

For Maniacs I have setup globals for each weapon type by faction, these globals are used by the Chance None on the leveled lists. This means you can set chances for each weapon type, including explosives, in game. No longer will fights with raiders seem like you accidentaly fired up an Unreal Tournament-Grenade Only-DeathMatch.



Sounds awesome! you have been working hard on this

I would not have guessed you were adding this much stuff though

looking foward to trying it out
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His Bella
 
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Post » Fri Nov 05, 2010 4:49 am

Hey VaiN, welcome to the forums

Regarding Armor, I have not considered the possibility of changing armor that way. It would certantly be doable. If you really want to elminate Power Armor and energy weapons from the wasteland then a stand alone mod could do that pretty easily. You'd just have to decide what armor you wanted the previously power armored factions to wear. I, for example, would put the Enclave in Antistars DTO armor if I were to make this for myself.

Weapons on the other hand are where my focus always was with Fewer Gun Weilding Maniacs. I'm giving all factions access to all weapon types, so whatever kinds of weapons you think a faction should use is what they will use. I'm taking very specific steps to use only weapon lists already found in the game, this means that any weapons added to the game from other mods will show up on whatever NPCs you assign that weapon class to.

I'm familiar with ZealotLees' work, especialy his ACR :)! I actually had the same thought when he asked if there were any weapon requests not from a Modern Warfare game. I've been looking at the work of a few different modelers to see about adding some new Savage weapons to the game.
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Unstoppable Judge
 
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Post » Thu Nov 04, 2010 7:06 pm

Okay, as promised I have uploaded my Unfound Grub mod. I decided to upload the variable version. There is no menu system at the moment so if you want to change the rarity settings you will have to do so in the console. There are two globals ULFoodChance and ULDrinkChance. They are currently set to 1 giving you a 1% chance per point of luck of finding a food or drink item. Feel free to set them any where you want but it works best with whole numbers between 1-10. You can use fractions in case you want to make it harder and set it to 0.5. You could also set the globals to zero and effectively romove all handplaced food and drink from the game. This is closer to how the final version will work so if you run accross any bugs let me know.

Enjoy
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Mrs shelly Sugarplum
 
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Post » Thu Nov 04, 2010 11:09 pm

Okay, as promised I have uploaded my Unfound Grub mod. I decided to upload the variable version. There is no menu system at the moment so if you want to change the rarity settings you will have to do so in the console. There are two globals ULFoodChance and ULDrinkChance. They are currently set to 1 giving you a 1% chance per point of luck of finding a food or drink item. Feel free to set them any where you want but it works best with whole numbers between 1-10. You can use fractions in case you want to make it harder and set it to 0.5. You could also set the globals to zero and effectively romove all handplaced food and drink from the game. This is closer to how the final version will work so if you run accross any bugs let me know.

Enjoy

Adding it to my game now, thanks. :)
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Toby Green
 
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Post » Thu Nov 04, 2010 7:40 pm

I cannot find the unfound grub mod?

Stevedog, are you still working on this?

I am very excited about a mod that will remove ALL the food in the wasteland that isn't made (mole rat, squirrel bits, brahmin)

J
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Sami Blackburn
 
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Post » Fri Nov 05, 2010 4:53 am

I cannot find the unfound grub mod?

It's under optional files on the http://fallout3nexus.com/downloads/file.php?id=9022.

I haven't explored a lot yet but so far I haven't run into much hand placed food. So it appears to be working! :)

Unless I run into major issues, which I doubt, it's a keeper for sure!
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MARLON JOHNSON
 
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Post » Fri Nov 05, 2010 5:30 am

Yep, thats where it is! There is not a section labeled WIP so I'm using the Optional catagory for now.

I'm still working on the new features, I've figured out ways of making all kinds of cool things happen, the down side is then changing the cool new feature so that it can be configured via global variable/in-game menu and then replicating it across all items/faction/cells/whatever. I also have a few non Savage Wasteland mods I'm working on, so it will just take a little bit of time to get the new version rolled out. (I wish I had a robot or a clone, or some scotch) But I do plan to release it in unfinished stages so that y'all don't have to wait months on end for the final product.
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Juanita Hernandez
 
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Post » Fri Nov 05, 2010 1:10 am

SteveDog,

Glad to you're makign progress on this mod :) I'll have to check it out when I can. How did your development workout with FWE in-mind 9per some of our prior discussions). I could see the unfound loot in particular working really well alongside FWE's reduced loot rates for stuff in containers, and would really lead to that harsher wasteland feel.

Also, do you have plans to extend the un-found loot to misc items (gas tanks, conductors, etc....) there is a lot of valuable stuff like that lying around too that good stand to be reduced.

Cheers!
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Brian Newman
 
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Post » Fri Nov 05, 2010 3:48 am

I've done some pretty cool stuff with random loot, for example in Unfound Meds if the game originally had a stimpak placed somewhere then passing the Luck check would cause random chance of finding any chem item, weighted first towards producing a stimpack, then towards any medicinal chems (Med-X, Rad-Away, ect) and then the more, lets say "recreational" chems (Jet, Buffout). For the vanilla items I've done this entirely through script. I then started playing with adding the FWE chems, because Heroin and Cocaine should be laying around in a raider camp. This required adding all those chems to the script, then I had the thought; what if someone has a mod that adds... :shrug: Ritalin to the game. You can't use leveled lists in a script, so I'm playing around with XMarkers again. Once that is figured out I really want to add FWE Worn Weapons to Unfound Guns.

As to the reduced container loot: the system in FWE is almost exactly like what I was going to do. (in fact I have a similar setup for Fewer Gun Wielding Maniacs) I'd add one more rarity option: "Custom". I think it will fit in quite nicely.

Then there is all the random junk laying around the wasteland, I do have plans to give it the Unfound Loot treatment as well. There are a few caveats however. Those of you with Unfound Grub may not have noticed but there are places in the game where a Nuka-Cola was used as a decorative piece (upsidedown on a milk bottle supporting a stack of books and supported by a book held up by pencils standing on end) where removal would actually take something away from the game play experience, so in some instances a Nuka-Cola is not removed but replaced with an empty bottle for asthetic reasons. When removing all other junk ittems from the game there are places where complete removal would not be desireable.

Oh and Mez, I love your new Avatar!
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Richard
 
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Post » Fri Nov 05, 2010 12:25 am

Looks nice :)
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roxxii lenaghan
 
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Post » Fri Nov 05, 2010 3:02 am

Hey SteveDog hows progress on this mod going
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stevie critchley
 
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Post » Thu Nov 04, 2010 10:32 pm

yea, been a while how goes it?

not rushing you just curious to know
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Latisha Fry
 
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Post » Thu Nov 04, 2010 11:01 pm

Well I've got a little bit more to do for Unfound CQC which covers all the Melee and Unarmed weapons throughout the game. Once thats done I plan to merge all the Unfound Loot mods together with the custom option I have in Unfound Grub. At a later date I'll also be adding all the miscellaneous junk items laying around. I'm playing around with the custom settings for the unfound weapons, I'd like to give you the option of picking and choosing what factors determine the health of the weapons if/when you find them. Ideally I want to give you the choice of each element to play No Factor, Minor Factor, Contributing Factor or Major Factor in deciding what condition the weapons are in when found, set all factors to none and all weapons will have a health of zero. The Factors I'm wanting to use are Game Design, Repair Skill, Weapon Skill and Random Chance. I'm also playing with the scripted version of Random Unfound Loot for meds, ammo and explosives. I'm looking at different factors that could be used for the random loot, I've kicked around the idea of using Player Level. I've also thought about adding an option to have Karma play a role in Unfound Loot. It's also a little slow going because I have a few smaller side projects going on as well, so don't be alarmed when you the occasional [RELZ] thread from me, I'm not giving up on Savage Wasteland its just the biggest mod I'm working on. (for now :ninja:)
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Claire
 
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Post » Fri Nov 05, 2010 8:02 am

Well I've got a little bit more to do for Unfound CQC which covers all the Melee and Unarmed weapons throughout the game. Once thats done I plan to merge all the Unfound Loot mods together with the custom option I have in Unfound Grub. At a later date I'll also be adding all the miscellaneous junk items laying around. I'm playing around with the custom settings for the unfound weapons, I'd like to give you the option of picking and choosing what factors determine the health of the weapons if/when you find them. Ideally I want to give you the choice of each element to play No Factor, Minor Factor, Contributing Factor or Major Factor in deciding what condition the weapons are in when found, set all factors to none and all weapons will have a health of zero. The Factors I'm wanting to use are Game Design, Repair Skill, Weapon Skill and Random Chance. I'm also playing with the scripted version of Random Unfound Loot for meds, ammo and explosives. I'm looking at different factors that could be used for the random loot, I've kicked around the idea of using Player Level. I've also thought about adding an option to have Karma play a role in Unfound Loot. It's also a little slow going because I have a few smaller side projects going on as well, so don't be alarmed when you the occasional [RELZ] thread from me, I'm not giving up on Savage Wasteland its just the biggest mod I'm working on. (for now :ninja:)


Steve thx for the reply and understand how big a mod this is, do you require help or is this something you like doing on your own.

I like your idea of random chance and think it should be classed as a main factor over the other factors instead of equal to them with only a characters luck affecting it in any way.
Also what about factoring in how secure the items are. The wasteland is full of terminal / lock secured rooms safes etc it would be cool if there was a chance of these being unlocked / hacked already and the items gone. :-)

Keep up the good work
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Angela
 
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Post » Fri Nov 05, 2010 4:12 am

Well some of the ideas I've been playing with are:

Lets say that Bethesda hand placed 2 boxes of 10mm on a table. With Savage Wasteland the players Luck will determine if the play finds that ammo, if it is there then the ammo could be any type of ammo, most likley ballistic ammo but could also be energy cells, flamer fuel, missles or a mini-nuke. Of all the ammo it will show up as the original 10mm most often, but the overall chance of 10mm will be les than 50%, I'm thinking closer to 10%-15%. When it's not the original ammo I thought I might skew the numbers so that lowere level characters have a greater chance of finding the weaker ammo, like .32 or BBs, but still have the chance to find it all. Conversley the higher level players will still find weak ammo but will have better chances of finding the more powerful or rare ammo. I had considered running another Luck check and giving the luckier players a higher chance of finding the ammo for the weapon they are currently using. But then I'd have to create a patch for every weapon mod ever made.

I have been thinking about giving locked areas and stores some special considerations. It wouldn't make a lot of sense to have the Wheaton Armory completely devoid of all weapons and ammo, so skewing the numbers a bit so that each piont of luck counts for a little more in those areas. I was also thinking that players with higher Karma would find that the store shelves are better stocked, sure you could take it but the hits to your karma would mean that store would leave less merchandise laying around. I'm still thinking about how I could balance that by giving some bonus to evil characters.

I'm also considering reviving my original concept for Unfound Loot and bringing the Scrounger perk into the equation, Maybe even giving it two more ranks.


I've thought about having someone help out with Savage Wasteland, but I'm not really sure what another person would do. I basically have a two step proccess, first is R&D where I playaround with different functions to try to get the game to do what I want, then I take whatever method I used and replicate it over and over. Thanks to an anolytical mind and OCD I have very specific methods of doing things that keeps them uniform. But I'm not against looking for shortcuts; in the case of scripts I use an Excel spreadsheet to setup all my variables and then use the Mail Marge function in Word to create a document with all the final scripts on it. I suppose if someone were really bored and didn't mind following precise directions then they would be a good candidate for some of the repetative work, like replacing every Teddy Bear in the game with an Unfound Teddy Bear. But that gets really old really fast may be against the Geneva Convention. Fewer Gun Wielding Maniacs still needs a lot of work, I've got the basic elements in place but it requires some abstract thought to ensure compatability with the myriad of weapon mods out there. I've not really started the menu system yet, I have written down how I want it to look but then I get a few ideas of what I could add and then have to rework the menu.
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Nims
 
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Post » Fri Nov 05, 2010 7:56 am

Hi Steve,
Bit of feedback (originally posted in the other thread you replied to, but probably more appropriate over here)

I've been using your Savage wasteland/Unfound stuff with new character and liking it alot.
On the other hand, I am finding that once I get some decent firearms I have a huge advantage over raiders, since I have also modded the balistics to give much more realistic accuracy and damage.
It's basically the old joke about 'bringing a knife to a gunfight'!
Without some sort of ranged ability, raiders really don't have much of a chance against a player who makes planned attacks from a distance.
So I am looking at adding some crude pipe rifles and maybe a crossbow, and bolstering their danger factor when they do get close by swapping out lame weapons like pool cues, tire irons and switchblades for Axes, machetes and spears.

Also, Ihave noted some anomalies.
I am finding a fair number of raiders who don't seem to have any weapons at all, while there are some others (e.g. the raiders on the overpass near sprinvale) who were half unaramed and the others had a sniper rifle and 3 flamethrowers!
A bit of surprise to say the least, especially since I was only 2nd level at the time.

**Update**
Since I posted that I realized that I also haven't been seeing the enclave and outcast boys with anything other than Powerfists and rippers either.
My character is only at 3rd level, but still it seems odd those lads don't have any firearms.
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Lily Evans
 
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Post » Thu Nov 04, 2010 9:52 pm

Yes, this was the main reason I created the Unfound Ammo mod, to further discourage the use of firearms by the player. But you're right that it can get a little unbalanced at times. The new version of Fewer Gun Wielding Maniacs will address this. The initial idea behind FGWM was to alter the leveled lists to give gun class enemies a chance of spawning with melee or unarmed weapons. This brought up the issue of compatability, so instead I left the leveled lists alone and altered the spawn lists, so now where there should be a gun enemy there is a chance to spawn a melee or unarmed enemy instead. While this had the desired effect of greatly reducing the presence of guns in the wasteland it is very static and cannot be easily tweaked for each players tastes. It also still gave a chance to to have the Special Weapons class enemies to spawn with thier special weapons, so that flamethrower raider on the overpass near Vault 101 could spawn with a pool cue, brass knuckles or a flamethrower. Thow in MMMs ++Spawns and you could have up to 5 flamethowers spawning amongst the cue stick and knuckles. I also created a new weapon class that was completley unarmed, these guys have no weapons at all, but if there is a weapon nearby they will grab it and use it. This was also part of the inspiration behind Unfound Loot.

For the new version my original concept was to add every single weapon leveled list to everysingle class of NPC and limiting the frequency using the Chance None variable. (When you look at the Chance None on the leveled list there is an option to usa a Global variable instead of a hard coded number) In playtesting this has brought a more homogenus feel to the weapons found in the wasteland. Some players like the idea of faction specific weapons, so I've been playing around with that concept. Personaly I feel that if a raider ices a Talon Merc or Enclave Officer then they would take thier weapon as a status symbol or prize. Faction specific weapons make sense in a civilized world, but not so much in a Savage Wasteland.

I do feel I was a bit over zealous with the Outcasts, but rather than going back and fixing the old mod I pushing forward and creating the new version.

In other news I have taken your suggestions for makeshift weapons and have been sketching out a few concepts. The last time I did any 3D modeling it was on my old 386, so I need to learn a few things but hopefully I can start work on a Savage Weapons Pack in the near future.
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Jessica Stokes
 
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Post » Fri Nov 05, 2010 10:54 am

Progress Update:

The core elements of Unfound Loot are finished. The core elements of Fewer Gun Wielding Maniacs are on schedule to be finished this week. I have begun working, in earnest, on the Savage Wasteland menu.

My original plan was to create an XML based menu that would be both more user friendly and intuitive. However, for any modder other than DarN tampering with gamesas XML is contraindicated. I’ve played with it a bit and feel I could create the menu; could even make it compatible with DarNUI, at least until the next update. I know that DarN is exploring the possibilities of allowing other modders to create XML based menus that would work in tandem with DarNUI (I know enough XML to not envy him in that), but until that is done I’m stuck with the ungainly message based menu system.

This opens up a new set of problems to contend with, the most prominent is the GECK script character limit. I recently ran head first into this issue while doing some scripting for Zealotlees ACR mod. (I normally don’t add guns to the game but the ACR is too cool to pass up, check it out if you’re not familiar with it) The good news is that Mezmorelda and the FWE team has already discovered a workaround for the character limit. The FWE menu is actually a quest, and pressing the various buttons takes you to different quest stages. I’m not 100% sure how this works, but I know it does. I’m planning to spend some time tearing apart the FWE menu system to learn what I can from it, I should then be able to make my own Quest based menu. Bottom line is that I can change my countdown to having a workable version of Savage Wasteland out of matter weeks, not months.
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joseluis perez
 
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Post » Fri Nov 05, 2010 9:03 am

Oh that sounds awesome. It'll be great to see guns are prized treasures to be fought over rather than the vendor trash they are now.
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Janine Rose
 
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