Screwing with a driveable (Fallout-2-sort-driveable) Hummer

Post » Sat Feb 19, 2011 10:00 am

I thought I'd show this to you guys cause it is kinda neat.

These 2 guys named Lord Inquisitor and Weijensen made this Brotherhood of Steel hummer. I saw the screenshots and I thought it looked really damn nice.

http://www.yourfook.com/fook_team/LordInquisitor/FOOK%20STUFF/FOOKHUMMER/IMAGES/Hummer%20exterior.jpg

And see I had been kinda planning to put the Fallout 2 player-owned car into the game anyway. And this new hummer just looked SO damn good I was like, alright, let's do this.

So here is a download if anyone wants to see. It's totally "demo" - - not even beta - - not even alpha. http://www.finhosting.fi/~fallout/downloads/development/Hummer-Demo3.zip . It is an .esm and 2 .bsa files. It is parked in front of Vault 101 and you 'own' it. Get in and drive, I guess.

When it's done, at my suggestion, Lord Inquisitor and Weijensen have said it can be released as a modders resource sort of deal. See, I don't necessarily want to force a particular aquisition quest on somebody, although I'm likely to make such a thing for a non-modders-resource standalone version of it.

I don't believe the hummer itself is in its completely final form, actually. They had mentioned doing something else to the mesh/texture or whatever.

Some basics on it - - -

If you have played Fallout 2 and owned the car, it will seem pretty similar.

You can use the car as your tool to fast-travel to areas you have never been before. Something I am doing with this - - your normal map markers are not visible while driving - - you pick your location on the World Map via a new set of map markers, and the map marker names are a general description of what the area is like. For example there is no "Rivet City" map marker, even though one of the configured locations is pretty much parked in front of it.

It's got a trunk. That was one of the bigger points to having the car in FO2. I can't weight-limit the trunk in the way I would prefer however, so in this demo its a container that can take everything and anything.

Its got the core ability to require fuel pretty much exactly like the FO2 car but that code is not in right now.

All followers who are in the vicinity and who are not waiting(guard)/sandboxing go with you. The follower move code has so far come out perfect and it works on ALL followers as long as they are set to playerteammate. From what I can tell - - I do mean ALL followers - - like Robco Certified or S&C or whatever else follower mod you have. The only malfunctions I've seen are because the real game's fast travel screws one of them up now and then, and that's not on me.

I've got 3 locations done. Only 3, yeah. It's not extremely hard to make the locations but it does have to be done with care. its not instant to set up each location.

Random encounters are not in yet but I am certain that this is straightforward to implement in this, if not easy. I am looking forward to that part of it. And also, your auto save puts you back into your car. So if you got out of your car and died, your auto save would reload back to before you started your uhhhhh tragic trip.

There are some questions on stability and things. I've seen one CTD while getting into the hummer in my own testing (very infrequent buuuut yeah). We will see how it goes. If you want to see what state it is in atm, file is linked.

I don't know if its possible for something to knock the car out of its parked position. it is a moveable static (no wait it's an activator)... so, it seems that it could be. If it can be, things will get a bit weird, but you will be able to at least get into it and it'll seem to be upright and fine, and you'll be able to "drive" it to another location to normalize it. You won't have trunk or fuel access if something moves the car really far tho.

Edit: does not require FOSE.
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Céline Rémy
 
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Post » Fri Feb 18, 2011 9:10 pm

:clap:

Oooh, I wanna try it. It does look good and it sounds really fun. I'm DLing now.

:) llama
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Alan Cutler
 
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Post » Sat Feb 19, 2011 12:10 am

Got ninja'd by your Hummer :banghead: . I planned to make a 'driveable' car for FNNCQ2 to get to Wildwoods the main quest location for the new update. http://www.flickr.com/photos/sesom_07/4931753774/in/photostream/ a picture of it.
I think I have to think about a different method or use your Hummer instead ;).
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Emily Shackleton
 
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Post » Fri Feb 18, 2011 9:41 pm

Got ninja'd by your Hummer :banghead: . I planned to make a 'driveable' car for FNNCQ2 to get to Wildwoods the main quest location for the new update. http://www.flickr.com/photos/sesom_07/4931753774/in/photostream/ a picture of it.
I think I have to think about a different method or use your Hummer instead ;).


Well, that thing looks interesting. It maybe looks more in-place in a blasted-out wasteland than a hummer huh? But I am told that some of the post-fallout-2 addons had hummers, so, maybe it is not really that far out of line.
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Jade MacSpade
 
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Post » Sat Feb 19, 2011 10:00 am

Tarrant,

It worked great. I might not have given it the most vigorous test. I'm modding right now and only have less than 15 active mods, but I do have Charon in tow. I traveled between the three locations for a total of about 12 trips or so and he failed to follow me twice but I got him back with no problems.

The only thing I can think that would make it better (besides more places to go, obviously) would be if two followers could go in the two passenger seats. It was really, really fun to have a car and I can see how the trunk would be very useful. :)
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Lynette Wilson
 
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Post » Fri Feb 18, 2011 11:06 pm

Well, that thing looks interesting. It maybe looks more in-place in a blasted-out wasteland than a hummer huh? But I am told that some of the post-fallout-2 addons had hummers, so, maybe it is not really that far out of line.


It's not the final model. It was made as proof of concept if it can be done. I take a look at the 'Hummer' as soon as I finished my ongoing scripting work (waiting for GECK to load is always a good time to look at the forums ;) and report back.
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tiffany Royal
 
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Post » Sat Feb 19, 2011 1:59 am

Tarrant,

It worked great. I might not have given it the most vigorous test. I'm modding right now and only have less than 15 active mods, but I do have Charon in tow. I traveled between the three locations for a total of about 12 trips or so and he failed to follow me twice but I got him back with no problems.

The only thing I can think that would make it better (besides more places to go, obviously) would be if two followers could go in the two passenger seats. It was really, really fun to have a car and I can see how the trunk would be very useful. :)


Well good that it's mostly working right! Glad you like it so far hehe :>

I am guessing the wait-one-hour thing brought Charon back. 12 trips with the follower final arrival failing twice, I actually don't like that. That may point away from fast-travel itself glitching and more toward something which requires more optimal timing in my move sequence. I'll definitely take a closer look at that.

That move sequence BTW, I wonder if it is maybe the most complicated follower move ever made. haha. It has no choice but to move followers between 2 worldspaces and a total 3 arrival locations and it cannot explicitly script the refs, its all triggers and tokens semi-managed by a quest script. And, the final destination is not known at the beginning. There were CAVIATS GALORE in setting this up let me tell you. I should post in the GECK forum all the things I saw while doing this.

Having a certain follower load into the passenger seat can be done, but, it requires the travel system to take control of the follower. With this hummer-mod currently in the structure of being standalone - - - some followers don't take that sort of interference gracefully (Phalanx for example would not). But if this mod were merged into a follower mod, it's straightforward to do that.
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Lexy Dick
 
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Post » Fri Feb 18, 2011 9:17 pm

Ok I made a quick test. Detailed test follows tomorrow I have to get some scripting work done and can't change my configuration right now.

:goodjob: I like the concept very much. Sitting in the car bringing up the Pip-Boy and travel. Very well done.

As I brought up the PDA pipboy a lot of troubles happened. The Pip-Boy was not visible the first time I tried (I know a typical PDA problem ;) ). So I got out of the car and tried simply again. Strangely enough it worked this time and I traveled to Rivet City. As I arrived I get out but wasn't able to move. 'Enableplayercontrols' didn't help either.
Then I tried an earlier safe before Vault 101 got in the car, opened the Pip-Boy, which was gone again. Get out of the car and was stuck again.

I am sure a typical PDA problem. But as always popular mods ... :banghead:
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Charlotte Buckley
 
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Post » Sat Feb 19, 2011 5:18 am

Well good that it's mostly working right! Glad you like it so far hehe :>

I am guessing the wait-one-hour thing brought Charon back. 12 trips with the follower final arrival failing twice, I actually don't like that. That may point away from fast-travel itself glitching and more toward something which requires more optimal timing in my move sequence. I'll definitely take a closer look at that.

That move sequence BTW, I wonder if it is maybe the most complicated follower move ever made. haha. It has no choice but to move followers between 2 worldspaces and a total 3 arrival locations and it cannot explicitly script the refs, its all triggers and tokens semi-managed by a quest script. And, the final destination is not known at the beginning. There were CAVIATS GALORE in setting this up let me tell you. I should post in the GECK forum all the things I saw while doing this.

Having a certain follower load into the passenger seat can be done, but, it requires the travel system to take control of the follower. With this hummer-mod currently in the structure of being standalone - - - some followers don't take that sort of interference gracefully (Phalanx for example would not). But if this mod were merged into a follower mod, it's straightforward to do that.



I got Charon back, actually, by just travelling back to where I'd come from. I wasn't sure what you had done with the travelling (I figured something very clever) but since followers will usually show up when we FT I figured I would try re-travelling to where I'd come from (maybe he got left behind? I wasn't sure what the problem was) and see what happened. It worked both times. I figured if it didn't I would FT to see if that would bring him back. He isn't the vanilla version, and normally I have a teleporter thingie to use to move him to me, but don't since I'm working on him at the moment.

Ya, having followers in the passenger seat would be great, but considering that the Phalanx followers wouldn't like it, nor would my version of Charon, and that's who I travel with all the time, so it wouldn't work for me either.

You should post what you've done in the GECK. It would be interesting to see. And ya, I like it a lot. I could see always having it in my load list. The trunk...well, there are so many possible uses for that.
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saharen beauty
 
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Post » Sat Feb 19, 2011 4:42 am

Ok I made a quick test. Detailed test follows tomorrow I have to get some scripting work done and can't change my configuration right now.

:goodjob: I like the concept very much. Sitting in the car bringing up the Pip-Boy and travel. Very well done.

As I brought up the PDA pipboy a lot of troubles happened. The Pip-Boy was not visible the first time I tried (I know a typical PDA problem ;) ). So I got out of the car and tried simply again. Strangely enough it worked this time and I traveled to Rivet City. As I arrived I get out but wasn't able to move. 'Enableplayercontrols' didn't help either.
Then I tried an earlier safe before Vault 101 got in the car, opened the Pip-Boy, which was gone again. Get out of the car and was stuck again.

I am sure a typical PDA problem. But as always popular mods ... :banghead:


To my knowledge I don't do anything that would hose the player's controls that 'enableplayercontrols' wouldn't fix. I do call a mode of disableplayercontrols while sitting in the vehicle which prevents the player from taking 3rd person view, it also seems to prevent waiting. I also call a full disableplayercontrols a bit later.

I'm guessing you can't check without that PDA-thing.
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Mel E
 
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Post » Fri Feb 18, 2011 11:07 pm

Not in the moment. I try it tomorrow without it after I have slept. I assume the Player is still sitting for some strange reason after he was moved out of the car and that's the problem. I can tell you more tomorrow.
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Mrs. Patton
 
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Post » Sat Feb 19, 2011 12:31 am

I got Charon back, actually, by just travelling back to where I'd come from. I wasn't sure what you had done with the travelling (I figured something very clever) but since followers will usually show up when we FT I figured I would try re-travelling to where I'd come from (maybe he got left behind? I wasn't sure what the problem was) and see what happened. It worked both times. I figured if it didn't I would FT to see if that would bring him back. He isn't the vanilla version, and normally I have a teleporter thingie to use to move him to me, but don't since I'm working on him at the moment.


Yeah just hit wait and he'll pop in, unless something quite nasty's up.

Ya, having followers in the passenger seat would be great, but considering that the Phalanx followers wouldn't like it, nor would my version of Charon, and that's who I travel with all the time, so it wouldn't work for me either.


What i'm saying is, it CAN work but the hummer mod has to be merged in with yours or at least mastered to it so that it can participate in the follower's native sort of controls, access the variables, etc. Same for Phalanx followers. Just saying the standalone one can't do a good job at it.

You should post what you've done in the GECK. It would be interesting to see. And ya, I like it a lot. I could see always having it in my load list. The trunk...well, there are so many possible uses for that.


Making the move work was a little nuts at first. Yeah I should post some info in the geck forum later, I figure it could help someone.
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Heather beauchamp
 
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Post » Fri Feb 18, 2011 7:55 pm

Oh that looks (and sounds) cool! Must try this out :hehe:
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Sista Sila
 
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Post » Fri Feb 18, 2011 9:16 pm

This is very cool Tarrant !!! I will definately dl and test the beta, and wait eagerly for the rc!
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Lily
 
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Post » Sat Feb 19, 2011 8:13 am

Tarrant,

I didn't do much of the scripting for it, but you might look at FWE's optional Alternate Travel module. Among other things, it adds a motorcycle that basically works the same way, as a mechanism for governing fast travel. It also incorporates some fun extras like wear n' tear, fuel requirements, and weight limits. We were able to have a weight limit for the motorcycle's saddlebags implemented. Basically, a script checks the difference in player weight when they add/remove items to the motorcycle, and uses that as a basis for determining how much is in the vehicle.

Anyway, this looks cool. Cheers!
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evelina c
 
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Post » Sat Feb 19, 2011 7:25 am

We were able to have a weight limit for the motorcycle's saddlebags implemented. Basically, a script checks the difference in player weight when they add/remove items to the motorcycle, and uses that as a basis for determining how much is in the vehicle.


I'm not aware though of any geck scripting commands that allow me to do weight evaluations. I saw a FOSE command for it but I kinda won't use FOSE. One thing on that is - - in Fallout 2 the cargo capacity of that trunk was absolutely huge. It had a limit but you were reeeeeeaaally cramming a ton of stuff if you hit it. I'm not positive which direction I'll take that, I may just let it go.

Does the motorcycle move all followers just wondering :D That was the harder thing to make work properly in all of this (k at least it is almost right, now). I don't know if FOSE simplifies that but it might because maybe it can add the follower REFs to a formlist once it gets them and then pull entries out of that formlist (quest script controller) to perform operations on them. In this thing I'm never able to do follower moves via the controller quest script (which would override many, many caviats if it were possible). I end up using things which are sensitive to being in the player's same loaded area, and needing to do it in several steps (same steps as the player actually) and parts of the operation have to be timed right.
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Emma Copeland
 
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Post » Fri Feb 18, 2011 10:31 pm

I'm not aware though of any geck scripting commands that allow me to do weight evaluations. I saw a FOSE command for it but I kinda won't use FOSE. One thing on that is - - in Fallout 2 the cargo capacity of that trunk was absolutely huge. It had a limit but you were reeeeeeaaally cramming a ton of stuff if you hit it. I'm not positive which direction I'll take that, I may just let it go.

Does the motorcycle move all followers just wondering :D That was the harder thing to make work properly in all of this (k at least it is almost right, now). I don't know if FOSE simplifies that but it might because maybe it can add the follower REFs to a formlist once it gets them and then pull entries out of that formlist (quest script controller) to perform operations on them. In this thing I'm never able to do follower moves via the controller quest script (which would override many, many caviats if it were possible). I end up using things which are sensitive to being in the player's same loaded area, and needing to do it in several steps (same steps as the player actually) and parts of the operation have to be timed right.

Yes our motorcycle's weight evaluation and moving is written without FOSE commands.
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Miguel
 
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Post » Sat Feb 19, 2011 10:09 am

I'm not aware though of any geck scripting commands that allow me to do weight evaluations. I saw a FOSE command for it but I kinda won't use FOSE. One thing on that is - - in Fallout 2 the cargo capacity of that trunk was absolutely huge. It had a limit but you were reeeeeeaaally cramming a ton of stuff if you hit it. I'm not positive which direction I'll take that, I may just let it go.

Does the motorcycle move all followers just wondering :D That was the harder thing to make work properly in all of this (k at least it is almost right, now). I don't know if FOSE simplifies that but it might because maybe it can add the follower REFs to a formlist once it gets them and then pull entries out of that formlist (quest script controller) to perform operations on them. In this thing I'm never able to do follower moves via the controller quest script (which would override many, many caviats if it were possible). I end up using things which are sensitive to being in the player's same loaded area, and needing to do it in several steps (same steps as the player actually) and parts of the operation have to be timed right.


The player's inventory weight is an ActorValue, so you can use the normal player.getav inventroyweight etc.... to determine an initial and post weight, then take the difference and store it as one of the vehicles quest variables.

Lastly, I don't remember what exactly was done (can't look now) . . . but we did add a number of additional checks and security measures to ensure that your companions follow you properly. I've been using the motorcycle for a while with six compnaion's (four vanilla, 2 from Talkie's CSR) and they all follow correctly.
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Brooke Turner
 
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Post » Fri Feb 18, 2011 7:58 pm

The player's inventory weight is an ActorValue


Now THAT I had not noticed, and I did do a GECK wiki search on it. I can most certainly work with that, thanks!

At first, the follower moves worked with no special handling for them at all. But then, as I began to add locations, that fell apart. I then had to positively force and control each move at every stage.

BTW in basic form how it works - I'm using an alternate worldspace with the same pip-boy backdrop as Wasteland, and my own set of map markers in there. The hummer is an activator which draws the player there, and he's put into a static of the hummer. Then he can fast travel within that worldspace and when he arrives at his destination there, that tells me where in Wasteland to send him and his humer activator. And his followers. Its straightforward until you have to move followers (whose refs you can only gather via a refwalk, so, the quest script cannot touch them directly). The followers introduce 100,000 caviats into the whole process. hehe.


Hey Sesom can you try this replacement .esp plz: http://www.finhosting.fi/~fallout/downloads/development/Hummer-Demo3.esp . I would be interested to know if the PC has the same getting-stuck sort of problems with that one.
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Laura Shipley
 
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Post » Sat Feb 19, 2011 1:17 am

I answered your PM. It works now with the update. No more stuck player.
Only the PDA pip-boy isn't shown in 1st person. In 3rd person all is perfect. That's a common pda pipboy problem as far as I know.
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sam westover
 
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Post » Fri Feb 18, 2011 8:25 pm

Hey Sesom can you try this replacement .esp plz: http://www.finhosting.fi/~fallout/downloads/development/Hummer-Demo3.esp . I would be interested to know if the PC has the same getting-stuck sort of problems with that one.


He PMd me and said this fixed him. The problem was - - there was a circumstance where I was grabbing the player with a moveto before a get-up-from-chair animation had completed, and he was arriving glitched at the destination. Has never happened to me but yeah, in the replacement .esp that move is more careful with that.
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Devin Sluis
 
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Post » Sat Feb 19, 2011 10:01 am

I answered your PM. It works now with the update. No more stuck player.
Only the PDA pip-boy isn't shown in 1st person. In 3rd person all is perfect. That's a common pda pipboy problem as far as I know.


I force 1st person because there's an angle you can sit in the hummer where, if you are in 3rd person, your camera backs out of the vehicle and you can see the um .. area. .. for real.. and it's not pretty.

hmm. Will have to think about this.
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Riky Carrasco
 
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Post » Fri Feb 18, 2011 7:42 pm

I know I have seen it ;) . The force didn't really work with the PDA and I was able to zoom back and look around when I entered the hummy in 3rd person.
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Spencey!
 
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Post » Fri Feb 18, 2011 10:49 pm

I know I have seen it ;) . The force didn't really work with the PDA and I was able to zoom back and look around when I entered the hummy in 3rd person.


ahhhh okay.

So my force to 1st person was not gamebreaking for you, but, your PDA mod in effect ruined my visuals!!!!!

I can actually live with that.
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Rob
 
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Post » Sat Feb 19, 2011 6:19 am

I had to get out of the car, change the view, get in again and then I could bring up the pip-boy.
Btw. it's not about me I only try to help to debug. I personally don't play with the pda but I am working on 'See you: It's time for bed!' in the moment to make it better compatible with the pda. Because I have a lot of requests for it.
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Jhenna lee Lizama
 
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