[RELz] See you... Time for Bed!

Post » Sat Feb 19, 2011 8:25 am

See you... Time for Bed!
this mod changes the way you sleep, literally

The black screen that appears when you go to bed is maybe realistic but it is absolutely boring to. What if… you could watch your character while sleeping? What if... the world doesn't suddenly stop while your character lies helpless in a makeshift bed in the middle of the dangerous wasteland?
See it all and more in 'See you... Time for Bed!'

http://www.fallout3nexus.com/downloads/file.php?id=14354 http://www.youtube.com/watch?v=euMKgWcKHZw

Where to start?
In a small open shack at the raider infected overpass north of Vault 101, you can find what you are looking for. A special teddy and a cardboard bed that's all you need ;).

Features:
Like most of my mods it is fully voice acted (you see what I mean if you get there), includes a few 'new' meshes (I am especially proud of the fully havok enabled Teddy) and features a lot of new music so that your sleep doesn't get boring.

O The obvious one
If 'See you... Time for Bed!' is enabled you can see your character enter the bed and sleeping while the time is passing. The 'Sleep' dialogue box appears as normal if you activate a bed and it lets you choose how long you plan to sleep. You could say you adjusted your inner alarm clock ;). What you are wearing while sleeping is configurable (more details about the configuration later).
Then the 'fun' begins. I made it not 100% realistic because it would be boring to watch your character sleeping 4 hours or more in realtime even it is game 'realtime'. The world (weather, light conditions,...) progress faster, but NPCs including yourself stay at a normal rate while your character is sleeping. So you can watch 'yourself' moving while sleeping, hear your snoring and observe what NPC nearby doing in the meanwhile. Yes! You snore depended on your constitution attribute.
If you want to use a bed shortly after you slept in it, you have to wait for a few seconds. It has to cool off ;).

O Wait there is more (Dreams & Encounters)
Beside the normal chaos that can happen in the world I added a few 'special encounters' like dreams and visitors at your bed. Their appearance depend on your luck attribute, randomness and some adjustments you can make (more details about this feature later). You are not able to influence what happens to your character until he/she is fully awake while the encounter are happening.
There is a small unlikely possibility to be killed while sleeping. I left this one in because it make the whole mod a lot more realistic. I tried to make them as entertaining as possible. More details about each encounter in the spoiler section (I write this one later. I think it's more fun to be surprised by them).

O I am not done yet (Beds & Configuration)
Because this mod has to change all the beds to work properly I added a additional portable cardboard bed for your enjoyment because most portable bed mods (except FWE) won't work with 'See you... Time for Bed!'. This bed is configured like a double bed so your companion (if he/she has a sleep option) can use it to. Your companion always has to take the right side (the filthy one) if you want to share the bed. Don't ask me why it's a engine glitch. You can pick it up while sneaking and drop it from your inventory if you want to place it somewhere else.
Another new item is the 'Sleepy Teddy Bear' with his help you can adjust your sleepwear, configure the frequency and appearance of random encounters in detail, stop your snoring and completely disable 'See you... Time for Bed!'. The default setting is 'disabled' by the way. The menus should be pretty self explainable. Don't loose this little fellow. There is only one of his kind in the whole game.

O One more thing (FWE compatibility)
This mod I fully compatible with few if you use the optional esp. Which means you get the same effects while sleeping as if you using FWE alone. Don't wonder if you recognize full hit points directly after getting up it corrects itself in a short time. As always FWE needs a bit to adjust your attributes correctly.
As I wrote earlier FWE's portable bedroll is fully supported by 'See you... Time for Bed!'.

O A short glance in the future (more encounters and dreams)
In the moment there are two dreams and four encounters included. I plan to add more but at first I have to see if all is working as it should. There are simply to many situations that can happen in game while your character is sleeping as that I can test them all myself (and believe me I tested a lot).

Requirements:
Fallout 3 ;) and nothing more.
To be serious I recommend 'FWE FO3 Wanderers Edition' to use with it.

Incompatibilities:
It is well tested and there shouldn't be any problems but this mod changes every single bed in the game. So if another mod does the same then there are incompatibilities. I also used a little bit of the Springvale Ranch navmesh to keep your followers with you after dreaming. Any mods that change this Interior are incompatible. This mod needs no cleaning (I did it already) and shouldn't be changed with FO3Edit if you don't know exactly what you are doing.
Sorry I am not able to test FOOK2 because I simply don't use it.

Installation:
Make sure you have installed the latest version of ArchiveInvalidation Invalidated! or use FOMM to switch the invalidation if needed.
Unzip the mod to your Fallout 3 Data directory -- make sure you have extracted the Sound, Meshes and Textures folders as well.

1. base game installation:
Use FOMM to select the 'FNNsys.esm' to load. It should be placed at the end in your load order. Don't select any 'FNNsys – xxx.esp' files. You can delete them if you don't plan to use FWE in the near future.

2. (optional) installation with FWE Release 5:
Use FOMM to select the FNNsys.esm to load. Make sure it is placed after 'FO3 Wanderers Edition – Main File.esm'.
Use FOMM to select 'FNNsys – FWE.esp' and place it after any 'FO3 Wanderers Edition – xxx.esp' file in your load order.

Disclaimer:
Don’t use any elements of this mod in any of your own mods you plan to publish in any form without permission. If you want to use it in an compilation you have to ask for permission first.

Tools I used and Credits:
Blender, NIFSkope, GIMP, Audacity, GECK, FOSE, FO3Edit

Special Thanks to:

Saidenstorm
For the havok enabled cardboard bed which is based on a marvelous mesh which was made by him while ago for another mod. It is used with his permissions.

Kevin MacLeod
For all his wonderful music that can be used for free projects.

Included in this mod are excerpts from:
Arcadia, Dance of the Sugar Plum Fairy, Dirt Rhodes, Investigations, Long Stroll, Right behind you and The Bandit

Please support him with donations so he can keep up his work if you enjoyed this mod. More details and music at http://incompetech.com/

All grammar and spelling errors that are found in this mod are exclusively mine (and I keep them, because I like them ;) ). I am not a native speaker! And last but not least thanks to Bethseda for making this magic possible.

History:
v 0.8b first public release (all my first releases don't get a v1.0)
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Saul C
 
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Post » Sat Feb 19, 2011 4:23 am

trying out for sure.
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Matt Terry
 
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Post » Sat Feb 19, 2011 4:51 am

Have fun and don't let he bed bugs bite you :evil: .
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Chavala
 
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Post » Sat Feb 19, 2011 7:15 am

Hmm... little problem.

I get to the site, all is going well, but alas, I see 2 red diamonds off in the distance. Upon inspection I find them to be the bed and bear. Ive reinstalled twice just to be sure, but no good.
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Chrissie Pillinger
 
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Post » Sat Feb 19, 2011 12:38 am

I am an idio... and made a packing error. Put the meshes from the zip (FNNsys_....nif) file in meshes/FNNsys in your Data folder.
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Stephanie Kemp
 
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Post » Fri Feb 18, 2011 11:04 pm

:goodjob: Back in business!

Edit: Okie, so that fixed that problem, however, now I am getting a CTD when I try and sleep...
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Micah Judaeah
 
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Post » Sat Feb 19, 2011 8:16 am

Strange... :brokencomputer: ? Load order? Which FWE version if you use it and on which bed did you sleep (cardboard bed, vanilla or mod added)?
Sorry for the lot of questions. It was tested on four completely different configurations before I made it public. So I want to find out what went wrong.
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Anna Beattie
 
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Post » Sat Feb 19, 2011 8:58 am

Don't use FWE so thats not an issue. I tried on the cardboard bed.

Load order:
Spoiler

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] HairPack.esm
[X] EnclaveCommander-OA-Pitt-Steel.esm
[X] Unofficial Fallout 3 Patch.esm
[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp
[X] Unofficial Fallout 3 Patch - The Pitt.esp
[X] Unofficial Fallout 3 Patch - Broken Steel.esp
[X] FNNsys.esm
[X] Unofficial Fallout 3 Patch - Point Lookout.esp
[X] Unofficial Fallout 3 Patch - Mothership Zeta.esp
[X] DarNifiedUIF3.esp
[X] UWWUT.esp
[X] UWWUT - The Pitt Addon.esp
[X] UWWUT - Broken Steel Addon.esp
[X] UWWUT - UF3P Addon.esp
[X] eye_hair_en.esp
[X] Sprint Mod.esp
[X] Ammo Box Respawn.esp
[X] Toasty's Rooved Megaton, Holey Light.esp
[X] WeightedCompanionCube.esp
[X] DCInteriors_Georgtown.esp
[X] MaywireMassEffectMod.esp
[X] FPS Grenade Hotkey.esp
[X] FPS Grenade Hotkey - Zeta addon.esp
[X] PowerArmorGloves-Core,Anchorage,Pitt.esp
[X] Realistic icons.esp
[X] T3T_MiscItemIcons.esp
[X] PureWater-VeryClearNoRad-.esp
[X] JessiCompanion.esp
[X] Tailor Maid.esp
[X] Tailor Maid Anchorage.esp
[X] Tailor Maid Brokensteel.esp
[X] Tailor Maid PITT.esp
[X] Tailor Maid ZETA.esp
[X] PlerrME2Armour.esp
[X] Impervious Power Armour.esm
[X] 1PipboyPDA.esp
[X] Realistic Interior Lighting.esp
[X] Realistic Interior Lighting - BS.esp
[X] Echo_UseBothGloves.esp
[X] Echo_BatteryCharger.esp
[X] Echo_NightVisionAttachment.esp
[X] Echo_TestItems.esp
[X] TheOutbreak - WMS Vol 1 - IDoV.esp

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Flesh Tunnel
 
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Post » Sat Feb 19, 2011 6:55 am

I check it it must be something player altering. It's 7 o'clock in the morning here and I was up all night. I take a break now and look after 'I' ;) have slept.
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David Chambers
 
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Post » Fri Feb 18, 2011 11:29 pm

Coming back to the http://www.gamesas.com/index.php?/topic/1106594-wipz-see-you-%E2%80%A6/page__st__40 little discussion:
Btw. I achieved all this completly without FOSE. So it will not be needed.

There is a simple 1 thing that you lose without FOSE. As I can understand, your sleep mod simple change timescale setting, so NPCs still move and stay at their positions like they do it with normal timescale. One of the mods of Oblivion I was talking about doing it differently: NPCs doing all they business and moves *n time faster. So, if you use "WAIT" function in Fallout now and some NPC stay front of you, after any time you choose NPC still stay front of you and remember about their business after your "WAIT" HUD disappear lol. Your mod works the same as vanilla, as I see. Using FOSE you can bring your mod to the logical integrity :drool:
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noa zarfati
 
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Post » Sat Feb 19, 2011 9:04 am

@Echonite
I see the Unofficial Fallout 3 Patch in your load order which isn't compatible with newer Patch versions of the main game as far as I know. Do you use Patch 1.7 of the main game? I use a lot of the new script commands. Performing them in older patch versions can lead to a CTD.

@CTABP
I think it is ok how it looks in the actual version and it doesn't force the engine to perform a lot of scripts and AI packages on highspeed on surrounding actors. Which makes it hopefully less crashie.
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Alycia Leann grace
 
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Post » Fri Feb 18, 2011 11:45 pm

I left some feedback regarding a bug on the Nexus comment thread. Aside from that bug, this is awesome :)
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Kat Lehmann
 
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Post » Fri Feb 18, 2011 5:55 pm

I have seen it thanks! I take a look at the timescale management for the next update.
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Kate Murrell
 
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Post » Sat Feb 19, 2011 5:37 am

great mod!! I love it

only thing could ya put the teddy and bed in a more level 1 friendly place that overpass is murder to clean out straight out of the vault

thanks for the mod
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Jaki Birch
 
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Post » Sat Feb 19, 2011 7:16 am

great mod!! I love it

only thing could ya put the teddy and bed in a more level 1 friendly place that overpass is murder to clean out straight out of the vault

thanks for the mod


Huh? That overpass is cake fresh out of the vault. Well, maybe not cake, but it's not tough. You might want to grab the sniper rifle from behind Megaton to make things easier, but it's not really necessary.
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Red Sauce
 
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Post » Fri Feb 18, 2011 8:16 pm

Huh? That overpass is cake fresh out of the vault. Well, maybe not cake, but it's not tough. You might want to grab the sniper rifle from behind Megaton to make things easier, but it's not really necessary.



uh, yea, well.. its a little harder when your running some other mods and not just vanilla
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Aliish Sheldonn
 
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Post » Fri Feb 18, 2011 6:59 pm

@Echonite
I see the Unofficial Fallout 3 Patch in your load order which isn't compatible with newer Patch versions of the main game as far as I know. Do you use Patch 1.7 of the main game? I use a lot of the new script commands. Performing them in older patch versions can lead to a CTD.

Yes, I use 1.7

Ill see about UFP.

Edit: Well I tried without UFP, but to the same effect.
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Stacy Hope
 
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Post » Sat Feb 19, 2011 12:50 am

In the next update I simplify how the player is shown and hidden while going to sleep (I was over cautious which can lead to CTDs) and add a override esp which simply overrides any changes that are made by other mods to my essential assets (beds for example). So it gets a lot easier to find out what mod isn't compatible and what I have to change because this mod is failing then. This is not meant as a solution it is meant as debug tool.
It should be ready by tommorow evening.
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Nick Swan
 
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Post » Sat Feb 19, 2011 2:52 am

Ingenious!
Trying this out at once!

I love this concept!

Edit:missread, never mind.:)
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Alan Cutler
 
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Post » Fri Feb 18, 2011 10:30 pm

On levelup the game crashes once you select a perk. PPA had this issue awhile back so I guess you could contact Imp and figure out how he fixed it.

I'm also using the FWE plugin by the way.

Load order:
Spoiler
Active Mod Files:00  fallout3.esm01  anchorage.esm02  thepitt.esm03  brokensteel.esm04  pointlookout.esm05  zeta.esm06  imcn.esm07  the librarian.esm08  impervious power armour.esm09  craft.esm0A  calibr.esm  [Version 1.4]0B  xcalibr.esm0C  vault 101 revisited.esm0D  fo3 wanderers edition - main file.esm0E  mart's mutant mod.esm0F  companion core.esm10  dcinteriors_comboedition.esm11  fo3 performance enhancer.esm12  darnifieduif3.esp13  casm.esp14  craft - activation perk.esp15  tincancrafting.esp  [Version 2.0]16  feng shui.esp  [Version 0.9.1]17  purgecellbuffers.esp  [Version 2.1]18  galaxynewsradio100[m].esp19  prewar book titles and perks.esp1A  plweightadjust.esp1B  the mantis imperative - mantis.esp1C  the mantis imperative - jello.esp1D  aqfh_c_103.esp  [Version 1.03]1E  tubrrcompound.esp1F  backpacks - sedpl.esp20  d.c. confidential.esp21  moremapmarkers.esp22  mannequin.esp23  dcinteriors_dlc_collectables.esp24  mole rat maze.esp25  movinonup3.0.esp26  submarine wreck.esp27  fo3 wanderers edition - main file.esp28  fo3 wanderers edition - dlc anchorage.esp29  fo3 wanderers edition - dlc the pitt.esp2A  fo3 wanderers edition - dlc broken steel.esp2B  fo3 wanderers edition - dlc point lookout.esp2C  fo3 wanderers edition - dlc mothership zeta.esp2D  FO3 Wanderers Edition - Alternate Travel.esp2E  tailor maid.esp2F  tailor maid anchorage.esp30  tailor maid pitt.esp31  tailor maid brokensteel.esp32  weaponmodkits.esp33  weaponmodkits - fwe master release.esp34  weaponmodkits - operationanchorage.esp35  weaponmodkits - thepitt.esp36  weaponmodkits - brokensteel.esp37  weaponmodkits - pointlookout.esp38  weaponmodkits - zeta.esp39  zl-acr.esp3A  cs_ lightsaberquest.esp3B  Powered Power Armor.esp3C  PPA - FWE.esp3D  calibr ammo schematics - craft.esp3E  companion core dlc addon.esp**  Water Bottles 3000.esp3F  mart's mutant mod.esp40  mart's mutant mod - dlc anchorage.esp41  mart's mutant mod - dlc the pitt.esp42  mart's mutant mod - dlc broken steel.esp++  Mart's Mutant Mod - DLC Point Lookout.esp43  mart's mutant mod - dlc zeta.esp++  Mart's Mutant Mod - Natural Selection.esp++  Mart's Mutant Mod - Tougher Traders.esp44  mart's mutant mod - zones respawn.esp45  Mart's Mutant Mod - FWE Master Release.esp46  imp's more complex needs.esp47  imcn - 5 dlc merged.esp48  imcn - fwe compatibility and ingestibles.esp49  IMCN - MMM Meats, Bloods, and Eyeballs.esp4A  1pipboypda.esp++  ACRForFWE.esp4B  urwl.esp4C  sydney follower.esp4D  PPA - Operation Anchorage.esp4E  PPA - Broken Steel.esp4F  solarcharger.esp50  afrosnukacola.esp51  quantumpipev2.esp52  fgscrapmetalcrafting.esp53  childkiller.esp54  better rc church.esp55  the librarian - market comes alive.esp56  the librarian - market music.esp57  jsblack'snanoarmor.esp58  assault armor.esp59  plerrme2armour.esp5A  ashiuvo.esp5B  vehicle overhaul.esp5C  glow sticks.esp5D  canterbury commons interiors embiggened.esp5E  aqfh2.esp5F  geo_alien_hybrid_v1.esp60  Bashed Patch, 0.esp

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Miranda Taylor
 
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Post » Fri Feb 18, 2011 5:27 pm

uh, yea, well.. its a little harder when your running some other mods and not just vanilla

I likely had a tougher game then you. MMM greatly increased spawns, eXcalibrUniverse, and very low DR clothing, and most of them spawned with grenades. I could still take it at low levels, but straight out of the vault? Maybe not. But it's hardly impossible if you think about what you're doing. Most of the first "wave" got taken out when I blew up the truck, and the rest were wounded. Then I just took it slow.

Trust me, "some other mods" is not a problem. Unless you simply can't handle a hoard of poorly equipped morons with ease, in which case it's likely a problem with how you take them on.


In other news, I'm having next to no problem with it, aside from my character not sleeping after zones of massive lag(which are oddly new to my game).
Also somewhat sad that sleepy teddy holds onto my sleeping outfit for me, since I don't have that many outfits. Nothing another trip to ze shops can't solve, though.
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Bones47
 
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Post » Sat Feb 19, 2011 1:46 am

@all
I put a update on nexus which should take care with a lot of CTDs which are some user are experiencing.

A short excerpt from the new readme:

Update Instructions:
I recommend to perform a clean safe while updating from 0.81b.

1. disable your sleep options at the Teddy
2. safe your game & end it
3. disable FNNsys.esm and FNNsys - fwe.esp (if you use it) in FOMM
4. start your game & safe it
5. copy the update files in you data folder
6. enable FNNsys.esm and FNNsys - fwe.esp (if you use it) in FOMM
7. start your game again and enjoy

You have to get your the bed and the teddy again after this procedure. But you should already know where they are.

History:
v0.82
Bugfix: 4 different beta tester didn't recognize that I went somehow crazy with the quest delay time in v0.8. A lot of people had clearly troubles because other mods and the game want some scripting time too. Congratulation to Bethseda, the FWE team, Martigen and at last to myself. FO3, FWE, MMM, FNNCQ and the Iguanas survived my crazy script attack even at medicore PCs ;) but a lot of other configurations died with a CTD. This problem is solved now.
I changed the 'player dummy creation for the sleeping animation' completely and optimized the script to avoid further troubles and mod related influence on the dummy. A good side effect of the delay time disaster of v0.8.
The cardboard bed is fixed and can be stored normally in a container now (i should read my own scripts more often, this was already done correctly in my Iguanas. A messagebox is added to explain better how the cardboard bed works and to avoid use at the overpass (not glitchy but looks simply horrible).
The getaway distance for the encounter is now higher to make it easier to catch them after wards.
Timescale is now corrected and works with nonvanilla settings.
The stinky Dogspell is now casted on the dummy when it should and not always.


I hope this solves now the CTD problems finally.
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Heather M
 
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Post » Fri Feb 18, 2011 7:52 pm

@all
I put a update on nexus which should take care with a lot of CTDs which are some user are experiencing.

A short excerpt from the new readme:



I hope this solves now the CTD problems finally.

Thank you!!! My new game is 100% complete since I was waiting for the fix to this very much needed mod :twirl: :celebration: !
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D IV
 
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Post » Sat Feb 19, 2011 6:28 am

Can't wait to try out the update. Last time I slept in my bed in Megaton I had a run in with some bed bugs. Rather freaky to see a swarm of bugs spawning under you.
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Jade Barnes-Mackey
 
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Post » Sat Feb 19, 2011 5:58 am

Have fun with my 'little' annoyances.

Actually they spawn over you. I know no other way to do it clean. It's not easy to get gritters to your bed. Bethesda was pretty protective with their navmeshing around the player useable beds. But the effect is simply marvel... I mean ... horrible ;).
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Matt Fletcher
 
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