[WIP/REL] Savage Wasteland 2.0

Post » Fri Feb 18, 2011 11:39 pm

or you could ask The 3rd Type from FWE to do an icon for you i know Mezmorki has been keeping an eye to this mod as it develops
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xemmybx
 
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Post » Sat Feb 19, 2011 12:59 am

So any ETA on when you might have the next version available? I'm not trying to rush you at all, but I don't want to do another play through until you have the weapon components covered as well, and the Bobblehead and skill books if at all possible. I'm waiting for a couple of other mods as well though so I have some time to kill.
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Multi Multi
 
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Post » Fri Feb 18, 2011 11:10 pm

The next version will be a while in coming. I've been working on replacing all the remaining items found in the wasteland with unfound items, and really thats the biggest hurdle, meanwhile I've been experimenting with scripts in a seperate plugin for randomizing the skill books. I've also made a spread sheet of each miscellaneous item in the game and am sorting them through different catagories like Uses (Weapon Component, Quest Item), Weight to Value, Theme and Default Number found in the game. This way I can have things like Teddy Bears and Toy Cars could be interchangable with each other and also each could be a possible location for a Grognak Comic Book. The big thing I'm worried about with this method is balancing the amount of chances for each skill book. While it make sense to replace a hammer with a repair book and a fusion battery with an electronics book there are a lot more fusion batteries in the game than hammers. I'm thinking I'll get it setup so that it feels right and then even the odds by replacing some of the prewar books with skill books. The plan is to have all those details worked out and the scripting done by the time I've finished placing all the ULItems so I can just put them together and release.
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JAY
 
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Post » Sat Feb 19, 2011 2:00 am

I did a bit of GECK work today on randomly hiding skillbooks. I tied into the OnLoad event in a script, along with 2 global variables.

Global Variables:

RndSBBaseChance = 60
RndSBLuckScale = 3.00

The concept being that the % chance that a skill book will appear is (Base + (Luck * Scale)). So for a Luck of 8, there's an 84% chance that the book will appear. For an average Luck of 5, where there are 25 books seeded, they will see 18.75 books on average. A minimal Luck of 1 gets you 15-16 books, a maximum Luck of 10 gets you 22-23 books (out of a possible 25).

Naturally, as I add more manually placed skillbooks to the wastes, I plan on changing those values slightly so that an average luck gets you around 18-19 books, with a minimum down around 15-16 and a maximum around 23-24.

Debug message entity:

Randomized Skill Books - Book %.0f - OnLoad - Base %.0f - Luck Scale %.2f - ChanceMin %.0f - Rnd %.0f

I defined 12 global variables with values of 1-12 so that I can pass those to the debug line. That lets me spit out a debug message box every time the OnLoad event fires for a given skillbook. So the code ends up looking like:

scriptname RndSBBarter; Randomly controls whether a Barter skill book will appearshort DoOnceOnLoad		; make sure we only do things onceshort RandomChance		; 0-100 randomshort ChanceToAppear	; threshold; Gets run once when the scripted object's 3D environment loads.; For interior cells, this is upon first entrance.  For exterior cells,; they get loaded in a 5x5 grid centered on the player. It will not; run if you are re-entering a cell that you just left.  Executes; the first time that the player visits the cell where the skill book; is located.Begin OnLoad	If ( DoOnceOnLoad == 0 )			; Get number between 0 and 100		Set RandomChance to GetRandomPercent				; RandomChance has to be <= ChanceToAppear for book to appear		Set ChanceToAppear to RndSBBaseChance + (Player.GetAV Luck * RndSBLuckScale)		; Display debug message			ShowMessage RndSBDebugMsg RndSBIDBarter RndSBBaseChance RndSBLuckScale ChanceToAppear RandomChance 		If (RandomChance <= ChanceToAppear)			; Do nothing, leave the book alone		Else					; Disable and remove this skill book			Disable			MarkForDelete		EndIf				; Make sure we don't execute the contents of this loop more then once		Set DoOnceOnLoad To 1	EndIfEnd


I'm going to play with it for a while, it seems stable because it's so simple - but I need to verify some corner cases where skillbooks are not placed in the world, but are inside containers or carried by NPCs. I also need to add a lot of hand-placed skillbooks across the wastes so that there's less of a chance that a particular location will have the skill book show up. Unlike your Unfound scripts where you created new IDs for everything, I chose to just use the regular ID rather then go through and do a massive change.

Individual variables for each book type might be useful, but I'll just make sure to add an equal number of each book type. It's at least a start on something that I've been wanting to do for 9+ months now.

That being said... when I got the Big Book of Science from Moira as a quest reward and then dropped it on the ground, OnLoad got called. So gotta think about this a bit more.

(Later) Well, that was easy enough... OnDrop gets called before OnLoad, so I just set the "flag" variable to 1 in OnDrop, which short-circuits the OnLoad event as written.
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Kaylee Campbell
 
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Post » Sat Feb 19, 2011 8:57 am

@ Snabbik
One thing you might want to watch for, when you use GetRandomPercent with OnLoad it generates one random number for all the scripts loaded. Not an issue if you keep to one skill book per cell, other wise having multiple possible skill books in the same cell will either all be there or not. This is what I discovered and the reason why I use GetInCell instead. Just a friendly bit of information.
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scorpion972
 
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Post » Sat Feb 19, 2011 11:12 am

@ Snabbik
One thing you might want to watch for, when you use GetRandomPercent with OnLoad it generates one random number for all the scripts loaded. Not an issue if you keep to one skill book per cell, other wise having multiple possible skill books in the same cell will either all be there or not. This is what I discovered and the reason why I use GetInCell instead. Just a friendly bit of information.

I saw a note to that effect and I tested for this, and it does work properly. During testing, I had it flash a 3-sec message on the screen in each OnLoad() event. I got different RND numbers for each individual book. So I've been able to drop multiple books in a cell, and still use OnLoad.

So what may be true is that you are only allowed to call GetRandomPercent once in an OnLoad() event. (But I did not test for that.) So an individual object can't do two separate RND checks on itself.

I have a lot of cells where there are now multiple book spawns in "Randomized Skillbooks". Usually only 1 or 2 of the 3-5 will show up. Some of the bigger and more complex cells have as many as 6-7 spawn points, but most have 1-3.
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Svenja Hedrich
 
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Post » Sat Feb 19, 2011 8:12 am

I'm getting instant repeatable crashes when picking up ULJet or ULPsycho. I haven't found anything else with UL in front of it, so I don't know if it's across the board.
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Bird
 
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Post » Sat Feb 19, 2011 7:47 am

Any item with a UL infront is a dummy item and will crash the game. I thought I had fixed them all. Can you tell me in which cells you are finding them?
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Bad News Rogers
 
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Post » Sat Feb 19, 2011 9:24 am

I can tell you that it was the raider camp under the yellow stone bridge, north east of the Citadel. Not sure about the cell id though...
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Dan Wright
 
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Post » Sat Feb 19, 2011 4:14 am

I had problems with that cell and one across the river from it, but they should be cleaned up now. Are you using the latest version? I'ts 1.3 and has the menu item in the Aid section.
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Alexandra Louise Taylor
 
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Post » Sat Feb 19, 2011 8:24 am

Are you sure you have the latest version of this mod? That was an early problem that was supposed to have been fixed a couple of versions ago.
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DeeD
 
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Post » Fri Feb 18, 2011 8:23 pm

Yeah - I have the menu item. It's v1.3 alright...
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GLOW...
 
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Post » Sat Feb 19, 2011 1:00 am

For future reference, don't pick up anything with UL in the name. Save your game at that point, quit and then restart. All the UL items should be gone after you reload. I ran into issues there myself awhile back, and that's all I had to do to get rid of those items.
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m Gardner
 
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Post » Fri Feb 18, 2011 8:44 pm

I just looked at that cell and found that seemed to have skipped the Jet when I was fixing the other ULItems. I'll go through the mod again and see if I missed anything else. Just be sure not to pickup any items that say UL. I'll be putting out a fixed version in the near future.
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Rude_Bitch_420
 
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Post » Fri Feb 18, 2011 11:43 pm

I'll be putting out a fixed version in the near future.


Will the weapons components be included? :bowdown:
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Becky Palmer
 
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Post » Sat Feb 19, 2011 1:07 am

Will the weapons components be included? :bowdown:


I'm working on it! I have enough space to add one more catagory to the main menu before I need to redesign it. I will use this space to add Junk to the list, starting with weapon components then adding all the other useless stuff after that. Once I get the Random Loot scripts all sorted out I'll be doing a major redesign of the manu system, but until then I'll just tweak the one I've got.
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jess hughes
 
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Post » Sat Feb 19, 2011 12:24 am

Progress on the next version is humming right along, I’m taking it a bit slower than with the previous updates to try to avoid the issues with owned and ULItems. I’ve also been playing with some new scripts and I was looking for some feedback. I wanted to add bonuses for having the Scrounger and Fortune Finder perks, but I’m not sure which way to go with it. My thoughts were to either double your luck value for Unfound Ammo and Bottlecaps or double the amount found. In the first case someone with a luck of 4 will find Ammo at the same rate as someone with a Luck of 8, someone with a luck of 10 will have a luck of 20 for Ammo only. In the latter case when Ammo/Bottlecaps do spawn they will do so in pairs. If anyone has other thoughts or suggestions I’m open to them.

Also has anyone had any issues with the weapon health settings in the latest Unfound Loot? I've noticed a few things that I won't call bugs, just unintended effects.
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JeSsy ArEllano
 
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Post » Sat Feb 19, 2011 5:23 am

In the first case someone with a luck of 4 will find Ammo at the same rate as someone with a Luck of 8, someone with a luck of 10 will have a luck of 20 for Ammo only.


While I like the idea in principle, I think doubling your Luck value is way too much. I think you should just leave it at a +1 bonus instead of having such a drastic increase. And the bonus should apply to all items, not just ammo.
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Heather beauchamp
 
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Post » Fri Feb 18, 2011 10:52 pm

I'll put some more thought into the scavanger/fortunr finder bonuses, maybe I could figure out a way to make them configurable. It would be kind of silly to give you the option to turn the feature on/off because you don't have to take those perks in the first place, but adjusting the size and scope of the bonus could be done easily enough.
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quinnnn
 
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Post » Sat Feb 19, 2011 5:21 am

And here I was hoping that you were announcing the next release with the unfound weapon components. :cry:
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Tarka
 
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Post » Sat Feb 19, 2011 7:37 am

Soon. I'm working on it, it just takes time. Also I got sidetracked a bit by playing with the newest version of FWE, not Fallout per se I've just been going through the mod looking at all thier wonderful scripts. In case anyone missed it FWE version 6 has implemented it's own form of Unfound Loot, which I've been looking at for future ideas. The othe minor setback was that just when I thought I was making good progress on getting rid of all the weapon components I ran into something I wasn't quite expecting; Tin Cans! I should have sorted the misc items my Number of Items, there are several thousand tin cans in the game. Another unfound item I'm adding is cigarettes, right now I've got them in the Unfound Meds list. I know that cigarettes are not really considered medical items (except mabye in Mid-world) so before anyone goes all C. Everett Koop on me, I've got another mod waiting in the wings that gives a nice bonus to cigarettes, plus a few other items, that I will be releasing shortly after the next Unfound Loot.
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Adam
 
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Post » Fri Feb 18, 2011 8:51 pm

The othe minor setback was that just when I thought I was making good progress on getting rid of all the weapon components I ran into something I wasn't quite expecting; Tin Cans! I should have sorted the misc items my Number of Items, there are several thousand tin cans in the game.


Wow, I can't believe you're going to that extreme with the mod. Personally I think that's getting a bit carried away, but if you feel the need to satisfy your particular case of OCD, who am I to complain. It will certainly make for a very random game, though I don't envy the amount of work you'll need to do in order to accomplish all of that.
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kirsty joanne hines
 
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Post » Sat Feb 19, 2011 5:50 am

Well tin cans are a component of Nuka Grenades.

But a side effect maybe to make the wasteland a safer place to travel. I have come to the conclusion that Sam Warwick is actually just shooting at cans and the Lone Wanderer just gets in the way. :)

Stay Away From the Cans!!!
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Brandi Norton
 
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Post » Sat Feb 19, 2011 9:03 am


But a side effect maybe to make the wasteland a safer place to travel.



And no doubt much neater. :lol:
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Michelle davies
 
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Post » Sat Feb 19, 2011 5:59 am

So I just started a new game in order to do some beta testing for someone, and it occurred to me that it would be nice to have a global option in your settings menu. I had to go through each and every category to set the appearance value even though it was the same number for all of them. Having one setting option that affected all of the categories at once would be much more convenient. I'm not saying replace the individual settings, it's good to be able to manage each one individually if we so choose, just add a global one on top of the existing sections. You could even do the same thing for the weapon health settings. Maybe have a category called Global Values and inside that would be a couple of sub-categories for Appearance Chance and Weapon Health.

PS: A further thought on this idea. Have the settings menu open up with only 2 options, Global Values and Individual Settings. Individual Settings will take you to the screen you currently have while Global Values will have the options of Appearance Chance and Weapon Health.
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Hella Beast
 
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