[WIP]Savage Wasteland 2.0

Post » Fri Nov 05, 2010 12:37 pm

Hey steve nice to see work progressing, and Unfound Loot being finished.
:-)
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Steph
 
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Post » Fri Nov 05, 2010 12:15 am

In addition to polishing up the new version over the next several weeks, I’d like to start working on the compatibility for FWE as well as the DLC. I’m planning to add the new ammo and chems from FWE to random Unfound Loot and add a category for Worn Weapons to Fewer Gun Wielding Maniacs. I’m also looking at maybe adding the Classic Fallout Weapons and Worn Weapons to random Unfound Loot. This leaves the DLC. I’m thinking that the feel of Savage Wasteland would not fit in quite as well in Operation Anchorage and Mothership Zeta so they are out. (for now) This leaves Point Lookout, Broken Steel and The Pitt. Most of the enemies in Broken Steel are the same as in the main game, so in theory the new Fewer Gun Wielding Maniacs should already be in effect. (I’ll be testing this later on) The Pitt is mainly story driven and doesn’t have a lot of hand placed items (other than the steel ingots, but I have other plans for those, maybe) so Savage Wasteland should be fairly quick and easy to port over. Point Lookout seems to be most in need of the Savage Wasteland treatment, which means that it will take the most work. So if anyone has any input into which DLC you most want or a special feature that you would like to see specific to any DLC, now would be a good time to let me know.
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Jah Allen
 
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Post » Fri Nov 05, 2010 8:56 am

Just a quick update:

One minor set back. Apperently I don't know what I'm doing with FO3Edit, my efforts to merge all the pieces together has not been going a smoothly as I had planned. So I'm grabbing the latest version and reading all materials I can find on it. Hopefully I can get it all figured out in the near future.

So bide your time and hold out hope.
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Talitha Kukk
 
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Post » Fri Nov 05, 2010 12:39 am

Steve, just started going through Broken Steel, and started have all kinds of CTD on saving and moving to indoor/outdoor cells.
After a ton of hairpulling and experimenting I have isolated the problem to your "unfound..." mods.
Any ideas on this?
I am currently running without them, but am getting so much stuff it is making me sick!
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DAVId MArtInez
 
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Post » Fri Nov 05, 2010 12:24 pm

I have yet to bring Unfound Loot to the DLC, but I would have guessed that having Unfound Loot active while going through the DLC would just not do anything. CTDs surprises me a bit, though I have a few thoughts as to why it would effect Broken Steel a bit differently. I will put Broken Steel at the top of my list to expand Savage Wasteland to the DLC.

I did not get a chance to work on my FO3Edit issues as I had planned, I was served a nice steaming pile of real life instead. Maybe I should find someone to help me out a bit on this mod.
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Miss K
 
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Post » Fri Nov 05, 2010 6:09 am

I have yet to bring Unfound Loot to the DLC, but I would have guessed that having Unfound Loot active while going through the DLC would just not do anything. CTDs surprises me a bit, though I have a few thoughts as to why it would effect Broken Steel a bit differently. I will put Broken Steel at the top of my list to expand Savage Wasteland to the DLC.

I did not get a chance to work on my FO3Edit issues as I had planned, I was served a nice steaming pile of real life instead. Maybe I should find someone to help me out a bit on this mod.

I am guessing that the "Unfound..." mods use a different system than "Gun wielding maniacs", cos that one seems to pose no problems.
Its unfortunate though, because I had forgotten how unwasteland-like the stock game is!
I have been using Arwen's 'Less is more', but even that is a bit soft.
I have enough bloody stimpacks, food and ammo to start my own shop!
I have given up looting bodies or searching boxes till I get down below 100 rounds or so, then I stock up again.
Bit of a joke really. Can't imagine how I managed to play the vanilla game, but there is definitely no going back.

On another related note, I doubled the daily food requirement for my needs mod (I use the very excellent and aptly named "Simple needs") which means that finding food is now a very real concern. I've also bumped up the rads in 'wild' meat quite dramatically to give a reason by actually buy food from venders and carry a decent supply on long expiditions
It feels appropriate and immersive, but without your unfound grub, there does seem to be no shortage of salisbury steak and cupcakes lying about...


No pressure or anything, but the sooner you can sort things to make me hungry and impoverished, the more content I will be!
Cheers mate!
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Bitter End
 
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Post » Fri Nov 05, 2010 2:13 am

Gurachn, thank you for the kind words! My goal is to make Savage Wasteland feel like an option under "Difficulty" that should/could have been in the game originally. I saw that New Vegas is supposed to have a hardcoe Mode option, but I'm not holding my breath for them to put in a Savage Mode.

I spent some time searching the boards for FO3Edit issues like the one I'm having so I have a few different options to try. I tried to merge my 6 Unfound esps together into 1, but that one wants the original six as masters, once I figure out how to fix that all thats left is to add some Globals and put together the menu. Then, hopefully, I can have the next version of Unfound Loot out in the very near future.
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Project
 
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Post » Fri Nov 05, 2010 12:34 pm

Gurachn, thank you for the kind words! My goal is to make Savage Wasteland feel like an option under "Difficulty" that should/could have been in the game originally. I saw that New Vegas is supposed to have a hardcoe Mode option, but I'm not holding my breath for them to put in a Savage Mode.

I spent some time searching the boards for FO3Edit issues like the one I'm having so I have a few different options to try. I tried to merge my 6 Unfound esps together into 1, but that one wants the original six as masters, once I figure out how to fix that all thats left is to add some Globals and put together the menu. Then, hopefully, I can have the next version of Unfound Loot out in the very near future.

No problem Steve!
As you know, I have been using your savage wasteland stuff since almost the beginning, and I appreciate that you have been very responsive to my suggestions and feedback.
It seems we have a very similar idea of what a wasteland should be like (desolate, impoverished and brutal) so I am indebted to you for all the work you have put into this.

Want a bit more feedback/suggestions?
Decrease the numbers of Rippers for the BOS/Enclave/Outcasts. I am seeing more than 70% of dudes in power armor fielding turkey carving knives! In fact to make them seem a bit less lame a increased the length of the blade in nifskope to look more like a proper chainsword, and upped the damage by 50%. Still, a few more guns would be nice for these boys.
Talons could stand a bit higher percentage of guns also.

Raiders are pretty much spot on, although I wouldn't mind seeing a few sawed off shotties appearing now and then. That is a close as it gets to an crude improvised weapon, and they could use a bit of ranged firepower, or they turn into sniper bait.
To give them a bit more melee bite, I have swapped out lame and unlikely weapons like pool cues, tire irons and switchblades for machetes, spears and axes. This still leaves them vulnerable from a distance, but makes them very nasty indeed if they get close!

Apart from that all is pretty damn spot on... Oh, I might reduce the amount of MF and energy cells lying around. I figure that type of ammo would be a bit rarer.

Looking forward to the next incarnation!
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lucile
 
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Post » Fri Nov 05, 2010 7:31 am

Hello there. Two things that might help:

1) I don't use FO3Edit for merging plugins, but instead use FO3Plugin (search nexus for it). It's a much simpler tool for merging, and it dynamically re-assigns + re-references FormID's when you merge things together. It works really well. Just open the mod you want to be the "master", select "merge plugins" from the menu, and pick the file you want to merge in.

2) A little insight on FWE's menu system. All the menu's are handled by a series of quest scripts that run in MenuMode. When you activate the "FWE Control Panel" item, in launches the first menu quest FWEConfigMenu000. When you pick one of sub menu options (i.e. combat), it stops the FWEConfigMenu000 quest and starts the FWEConfigMenu300 level menu quest. We did this just to break up the menu into big chunks that avoid hitting the character limit for scripts.
A word of warning though, FWE's menu is more complicated than what you would need, since it's changing gamesettings for the most part. Gamesettings are a pain because they are not saved into your saves like globals are. So, FWE's menu choices instead set a global for a particular config item, and another quest script runs every time the game loads (i.e. re-loading a save) which checks the value of all the config globals and re-assigns the proper gamesettings as needed.
Unfortunately we just hit the script limit on the gamesetting definition script, so we now need to chain a sequence together in quest stages! Lol.

Looking forward to the next versions of Savage wasteland.
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Jordyn Youngman
 
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Post » Thu Nov 04, 2010 11:03 pm

Thanks for the input Mez.

I'll checkout FO3Plugin. I think I may have spent more time playing with the latest release of FWE in GECK than I have in game, so I've been studying your menu system. Gamesettings have been giving me grief on my Better Jet mod for several weeks, but with all the time I spent digging in other mods and with what you posted I think I may have found the way to move forward.

Gurachn are you making weapons of your own or just tweaking what you have available?
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naome duncan
 
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Post » Fri Nov 05, 2010 7:29 am

Thanks for the input Mez.

I'll checkout FO3Plugin. I think I may have spent more time playing with the latest release of FWE in GECK than I have in game, so I've been studying your menu system. Gamesettings have been giving me grief on my Better Jet mod for several weeks, but with all the time I spent digging in other mods and with what you posted I think I may have found the way to move forward.

Gurachn are you making weapons of your own or just tweaking what you have available?

Good tip on the merging program, Mez. I've never gotten much satisfaction with merging with either FOMM or FO3Edit, so I will definitely give FO3Plugin a shot.

Steve, I don't have any skill with Blender, but I am reasonably handy with nifskope and Photoshop, so I'm afraid my weapons making is restricted to tweaking and bashing models together and playing around with textures.
That being said, I find that there is a fair bit you can do with nifscope, if you have some spare bits to play with and a bit of imagination.
A few examples:
http://i237.photobucket.com/albums/ff292/VonGrantoven/DartCrossbow-1.jpg
http://i237.photobucket.com/albums/ff292/VonGrantoven/PipeRifleMk2.jpg
http://i237.photobucket.com/albums/ff292/VonGrantoven/HandAxe.jpg
http://i237.photobucket.com/albums/ff292/VonGrantoven/Long-ripper.jpg

In addition to crude/melee stuff I also tweak some weapons like the plasma rifle, which I just dont like the look of.
http://i237.photobucket.com/albums/ff292/VonGrantoven/reconcowl.jpg
...or sometimes adjust ones that I feel the dimensions arent quite right, and/or the texture is a bit weak.
http://i237.photobucket.com/albums/ff292/VonGrantoven/m2019.jpg

Actually, I must admit I am a bit of a compulsive tweaker. I dont think there is a weapon left that I haven't changed to some extent!
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He got the
 
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Post » Fri Nov 05, 2010 11:25 am

Those look nice! Are these only for personal use or will you be releasing a weapons pack of your own?

I recently sat myself down with a pencil and pad of paper while watching Mad Max, Doomsday and Deadliest Warrior. I came up with a lot of cool sketches of weapons ranging from the mundane to the exotic. Sadly most would not fit into the Fallout world for both astehtics and game engine limitations (I would love to give raiders chains) however I do have a few goodies I'd like to try to create and put in the game, that will be at a later date though.

Also FO3Plugin worked out great. I wish I had known about that program weeks ago, I could be releasing the new version by now if I had. I wonder what other utilities I might not know about.
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Marcin Tomkow
 
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Post » Fri Nov 05, 2010 2:31 pm

Those look nice! Are these only for personal use or will you be releasing a weapons pack of your own?

I recently sat myself down with a pencil and pad of paper while watching Mad Max, Doomsday and Deadliest Warrior. I came up with a lot of cool sketches of weapons ranging from the mundane to the exotic. Sadly most would not fit into the Fallout world for both astehtics and game engine limitations (I would love to give raiders chains) however I do have a few goodies I'd like to try to create and put in the game, that will be at a later date though.

Also FO3Plugin worked out great. I wish I had known about that program weeks ago, I could be releasing the new version by now if I had. I wonder what other utilities I might not know about.

Well, I'd feel a bit cheeky releasing a pack of stuff as my own work, considering that all the individual bits were made by someone else. All I did is move and twist stuff around a bit.
Still if you are interested in anything for "Gunwielding maniacs...", I would be happy to provide (assuming ofcourse the original creators don't object).
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koumba
 
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Post » Fri Nov 05, 2010 12:11 pm

For then next version of Maniacs I'm wanting to add an option for FWEs Worn Weapons so that only the really deserving factions get nice shiny guns. If I can get a Savage Weapons pack together I'd want to do the same thing there. Then a player like you or me could turn down the chances for the vanilla weapons to 0-3% and crank up the frequency on the savage variety. But that will take a while, right now I'm pouring my effort into Unfound Loot. I discovered an oversight in my Maniacs plugin and I debating wether to try to fix it or if it might not be quicker to start over.
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Natalie Harvey
 
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Post » Fri Nov 05, 2010 7:59 am

In my original concept for Savage Wasteland I had a medical overhaul planned, I abandoned that idea because 99% of what I wanted had already been done, and done better. But I still have a few smaller tweaks that need a little polishing. While I had not planned to release these as a part of Savage Wasteland they were born out of the original concept so I thought I’d mention them here to see if anyone would be interested in a separate release. I’ve made the basics scripts, it’s just a matter of tweaking the variables.

These particular mods were aimed at making crippling injuries have more crippling effects. There is already a mod that make you unable to wield weapons with crippled arms, so I’m not doing that. For crippled legs I’ve made a mod that periodically damages your fatigue until you collapse. Rather than just having the character get knocked over every 2 minutes I went with the slow fatigue drain as the fatigue loss animation looks a lot better. Whether walking, strafing or going up/down stairs you tend to fall in whatever direction is most natural for your current movement. (In testing I fell backward at the top of the stairs by the Megaton entrance and tumbled to the very bottom, it was hilarious) How often your fatigue gets hit and how much are completely random, but I’m planning to bring Agility and Endurance values into play. For a crippled torso I was trying to drop the players max health until healed, no matter how many stimpaks they used or how much they slept their health would be never go above say 50-60%. I never got that to work out quite right, what I ended up with is a mod that when you’re chest is crippled you lose Y amount of health every X number of seconds, effectively you need to keep healing while on your way to seek medical attention or you “bleed out” and die. I’m thinking of making Y=11-Endurance and X=Medical Skill (divided by 5 or 10 maybe?) If I can get the max health cap working right I’d like to have the game roll a random number against a player stat, Luck maybe, and then have the crippled message state You are crippled and in Stable/Serious/Critical/Grave Condition. That would determine if your injury is serious enough to bleed out or if you health is capped at 25%, 50% or 75%.

Anyway I’m just throwing these out in case some of you find them interesting enough to offer some input or suggestions.
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~Amy~
 
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Post » Fri Nov 05, 2010 1:51 pm

For then next version of Maniacs I'm wanting to add an option for FWEs Worn Weapons so that only the really deserving factions get nice shiny guns. If I can get a Savage Weapons pack together I'd want to do the same thing there. Then a player like you or me could turn down the chances for the vanilla weapons to 0-3% and crank up the frequency on the savage variety. But that will take a while, right now I'm pouring my effort into Unfound Loot. I discovered an oversight in my Maniacs plugin and I debating wether to try to fix it or if it might not be quicker to start over.



I love the idea of the Savage Weapons, and, it's too bad a chain can't work, that would be an awesome addition. And Steve, your crippling body parts mod sounds very interesting. Are you talking about capping health for the life of the character or only until proper healing from a doctor can be obtained?

@ gurachn - I love that model of the dart crossbow. It's gorgeous and the other things are great too.
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ILy- Forver
 
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Post » Fri Nov 05, 2010 12:11 am

Max health would only be capped until the torso is no longer crippled. The idea was that having a serious wound in the gut and having a punctured lung would both qualify as "crippled" but with varying effects. Once you're healed up you can go about your normal life, you just now have some cool scars to showoff!
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Fanny Rouyé
 
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Post » Fri Nov 05, 2010 12:16 pm

Max health would only be capped until the torso is no longer crippled. The idea was that having a serious wound in the gut and having a punctured lung would both qualify as "crippled" but with varying effects. Once you're healed up you can go about your normal life, you just now have some cool scars to showoff!



I love it! I really, really love the idea of the fatigue drain too. I want to topple over and roll down a hill. How immersive, frustrating and hilarious all at the same time.

And if you are only NOT doing arms because someone else has done it; well is their system the same as yours or did you not want to mess with the weapon thing? Which mod were you thinking of with the arms anyway?
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Guinevere Wood
 
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Post » Fri Nov 05, 2010 3:46 am

I use Weapon Restriction while Crippled by LittleGinger. If your left arm is crippled you can't equip two handed weapons, if your right arm is crippled you can't equip any weapon as the lone wonderer is right handed. This is exactly what I was going to do, so unless I can come up with something better I'm happy using this. I've also seen some mods that effect head injuries but I've not tried any and I'm not sure what effects I would use.
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Sheila Reyes
 
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Post » Fri Nov 05, 2010 3:16 am

I love it! I really, really love the idea of the fatigue drain too. I want to topple over and roll down a hill. How immersive, frustrating and hilarious all at the same time.


I'm the one that got him going on that one and have been using his prototype for awhile now. It works pretty well. If any of my legs are crippled, every so often I'll just topple over. One of the neat things about it is that this also happens with my enemies. I notice it especially if they walk over one of my mines, they'll fall to the ground and have to pick themselves up. Or sometimes I'll also go for a tumble if I walk over a mine and suddenly become crippled. It really adds a neat effect to the game.
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Mark
 
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Post » Fri Nov 05, 2010 2:31 pm

I'm the one that got him going on that one and have been using his prototype for awhile now. It works pretty well. If any of my legs are crippled, every so often I'll just topple over. One of the neat things about it is that this also happens with my enemies. I notice it especially if they walk over one of my mines, they'll fall to the ground and have to pick themselves up. Or sometimes I'll also go for a tumble if I walk over a mine and suddenly become crippled. It really adds a neat effect to the game.



Well, it's a great idea and I'm glad to hear it's fun to play. I've always hated that a crippled leg doesn't mean much mobility wise. It seems like it should slow you down or something.

@Steve, are you going to release it on Nexus anytime soon? I'd be interested in a separate release (since you asked). I like the way you've gone modular. I have played with different pieces of your mod collection in different characters and have yet to use all of them at once. I really love that flexibility. Oh, and I went and DL'd LittleGinger's mod to try out for arm crippling fun, which I've had in another mod, but I haven't seen this one before. Thanks for that info.
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MatthewJontully
 
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Post » Fri Nov 05, 2010 4:05 pm

I see no reason not to release the crippling effects on the nexus, like I said they just need a little polishing up first. I’ll see if I can’t throw a few of them out there this weekend. Also I’ve just combined all my Unfound Loot mods into one, but you can turn the severity up down or off through an ingame menu. That’s actually part of the delay on the next version of Maniacs, I forgot to put the globals and scripting in place to turn off Maniacs on a faction by faction basis. I want to keep it modular but without having to maintain 2 dozen different files.
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Stace
 
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Post » Fri Nov 05, 2010 11:38 am

I see no reason not to release the crippling effects on the nexus, like I said they just need a little polishing up first. I’ll see if I can’t throw a few of them out there this weekend. Also I’ve just combined all my Unfound Loot mods into one, but you can turn the severity up down or off through an ingame menu. That’s actually part of the delay on the next version of Maniacs, I forgot to put the globals and scripting in place to turn off Maniacs on a faction by faction basis. I want to keep it modular but without having to maintain 2 dozen different files.




Oh, yay, in game menu. That will be really useful; I was just getting ready to switch out my esps for a different level. Putting all the Unfound Loot into one mod makes sense too. Thanks!
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Jamie Moysey
 
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Post » Fri Nov 05, 2010 1:14 pm

So I just tried your Less Gun Wielding Maniacs SteveDog and I'm sorry to say that I don't like it. It's like that old saying goes "Never bring a sword to a gunfight." The first couple of Raiders I encountered tried to kill me with their Brass Knuckles but didn't last too long against my 10mm pistol. I really like the Unfound Loot mods though.
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kirsty williams
 
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Post » Fri Nov 05, 2010 7:45 am

No need to apologize, though I'm curious as to whether you tried it with an existing or new character. Fresh out of the vault I found myself actually thankful for having grabbed the BB gun. Used in conjunction with Unfound Loot and hopefully the player is faced with the difficult choice of using ammo vs using stimpaks. But I do understand that it may not be everyones particular brand of vodka, so I'm working to make sure that feature can be adjusted or turned off in the next version. My ultimate goal is to have Savage Wasteland consist of one file with everything adjusted in the menu.
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Catherine N
 
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