Stormfront Studios Presents

Post » Sat Feb 19, 2011 7:54 am

Congrats on the beta release of ECM, this is definitly the best addition to Fallout 3 in quite a while. I like the implementation of the hitreactions, personally I was using an explosion for simulating the hitreactions, but that doesn't look anywhere as good.
Out of curiosity what was the problem with the dodging, since that seems to me to be much easier to implement? (aside of creating the animations of course, but overall it seemed fine when I used Oblivion acrobatic animations for testing)


Dodging for Oblivion was built in (As In already part of the game, its just it required a combo of buttons that most found hard to get to when you wanted to dodge hence the multitude of mods that altered how to trigger it), for FO3 Dodging is not supported in any way so I have to build the entire structure for it from the base coding to the animations -> but mostly I removed it because I am not done with the animations the Light Weapon Dodges are mostly done but I have had basically zero time to finish the Heavy Weapon/Armor Dodges.

The Cover Systems are not anywhere near complete in thier scripting there are just so many things to check for and script into situations -> its also tied into my OTS Camera Module which allows me to control the camera positions on the fly for aspects of the cover like looking around corners and over obstacles, I just have not had the time required to get everything working.

[edit 2] so after installing both the creature compendium and the combat esp I got crashes on exit. ::bummer:: Tested further and it is the creatures mod.

I then ran the esp though the FO3edit automatic cleaning procedure and removed the 17 identical to master (FO3.esm) records - still crashes. I then tested high and low in load order and it still crashes on exit.


My Girl started playing FO3 again and her computer has a similar issue but she crashes on Save (mine doesnt crash for anything using the exact same mods) so I have no idea whats causing the crashing if its the creatures themselves the scripts on them or the fact that I placed a bunch of spawners in the world and the game doesnt like one of those things.

1) The Creatures -> if this is the cause its going to be something I can not fix because all of my creatures are custom created and removing them would leave only the Brahmin and New Mirelurks even the GHouls would have to be removed because I restructured them from the ground up. :/

2) Thier Scripts -> the problem lieing in thier scripting I doubt because those scripts are basically identical to the version I used for Oblivion and not all that different from Martigans.

3) The Spawners -> this one is the most likely culprit as Oblivion had a 100% crash issue if you placed any objecs within wilderness area 3,3 and FO3 ever since patch 1.5 has been giving signs that its not liking all the objects I placed as well -> the problem being is my Computer (the one I create and test on) has zero issues with any of my mods, so I am play testing a bit mor eon all 3 of my computers to try to make sure I am not missing stuff to be honest its just hard to find the time to catch everything.

One suggestion for CC is to convert it into an ESM and just make sure it loads after FO3.ESM and SS Master File.ESM -> this is how I am testing on my girls comp now and have not crashed since I started playing an hour ago.

As for the 17 little issues I will take a closer look at those I tried to not toy with the world as I placed spawners but when you place hundreds of something...... I will look to make sure those are accidents and not something I did on purpose.

[edit 3] so first thing that made me wonder was after enabling the interface terminal through the arcane and somewhat dated method of console commands I was surprised to see that it was not an object in the sense of being a physical object that one might see in the wasteland, but rather it was a glowing ball of white/black energy that jumped around in place and would not sit still on a desk and fell on the ground every time (difficult havok). I thought "well I'll just keep it on me" but after picking it up I cannot find it in my inventory, after searching I found it in misc - many mod authors use a leading . or for easier recognition. just a suggestion.


Thats a good Idea to Bracket the Mics Item.

The Orb Terminal is actually very easy to settle down just grab it place it where ever and grab and release a couple times and it will settle down, if your wanting it to sit perfectly still I designed it not to ever sit still -> though it does sometimes anyways if you leave the cell its in at the right time and re-enter it will not regain its momentum.

Next I was able to set the alt attack button just fine as the 3rd button on my mouse. Very cool that I can now hit people with the but of my gun.


Any feedback on the damage done in compairison to melee weapons (too powerful, to weak, not enough secondary effects) and the like is always appreciated.

also if your interested you can hit your console button and all of the calculations will be shown so it will make some sence as to where the damage done is being taken from.
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Jennie Skeletons
 
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Post » Sat Feb 19, 2011 4:41 am

I updated the SSP-Creature Compendium to be an ESM as this seems to fix the issues people are having with crashing/errors on exit, I also removed 17 erroneous entries.

Important: the change requires a complete clean save to change over so go to a cell without any creatures save and delete all of the old ESM's and ESP's, enter the game and create a new save then you can place the new ESM's and ESP's into your data folder and enable them.
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kyle pinchen
 
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Post » Sat Feb 19, 2011 6:46 am

I love and use your OS Camera version 1.3 mod and was looking for updated files in my mod list. I noticed that you have since updated this camera mod to 1.4 as well as a 1.5 version. I checked the nexus page and only see the 1.3 version that I already have. I checked your home page under your download section and I can't find either of the 1.4 version or the latest 1.5 version. Have you uploaded them someplace where I can grab the latest available version? Thank you :)
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Kristian Perez
 
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Post » Sat Feb 19, 2011 7:24 am

I love and use your OS Camera version 1.3 mod and was looking for updated files in my mod list. I noticed that you have since updated this camera mod to 1.4 as well as a 1.5 version. I checked the nexus page and only see the 1.3 version that I already have. I checked your home page under your download section and I can't find either of the 1.4 version or the latest 1.5 version. Have you uploaded them someplace where I can grab the latest available version? Thank you :)


The updates are a part of SSP if all you want is OTS then only activate SS Master File.esm and from there you will need to read the n ote that gets added that will tell you the console code needed to create a Options Terminal -> open the terminal and enable OTS from there you can set the key you want to use to activate the camera swaping and to Enable Edit Mode -> the Updates from 1.3 to 1.5 are quite large and far more functional like moving the camera position in real time and being able to use a key instead of an armor.
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Davorah Katz
 
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Post » Sat Feb 19, 2011 8:07 am

Ahh, I understand now :) Thank you very much for taking the time to explain it to me.
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Skrapp Stephens
 
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Post » Sat Feb 19, 2011 2:10 am

SSP release 1.2
http://www.fallout3nexus.com/downloads/file.php?id=9396

SSP-ECM
0.4 Beta
1) Completely Overhauled all of the scripting to speed up the entire mod, and to help with eleminating any script halting that some functions cause.
2) Added the attacks for 2HH and 2HL Weapon Types.
3) Raised Default Target Min% Health allowed for a Melee Execution to occur.
4) Increased Fatigue costs to perform all Alternate Attacks and Increased the Damage all Alternate Attacks do to compensate for the increased Fatigue costs, this helps to make it more of a tactical choice on when to use the attacks when under heavy close quarters combat.
5) Re-Instated the GetAnimAction Check the old implementation was causing script halts, new way seems to not have that issue.
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Phillip Brunyee
 
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Post » Sat Feb 19, 2011 7:47 am

New Weapon almost ready for SSP 1.3/ WE 1.8

http://www.youtube.com/watch?v=4qMwradWw3Y

I have to go out of town for 4-5 days on work but when I get back I plan to finish updating one of the other Bow and Arrows versions to my new method and trying to track down if I can fix the annoying VATS bug that the game is infecting my Bows with then I will ready a release.
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Alan Cutler
 
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Post » Sat Feb 19, 2011 1:30 am

I tracked down the VATS bug apparently the game hated the fact that my arrows had a gravity value greater then 0 -> the second I set it to 0 VATS worked perfectly.

New problem though and its one I absolutely can not fix -> for some reason Bethesda thought it would be great if NPC's would NEVER use any AttackThrow anim except AttackThrow(1) and since my bows use AT4 NPC's look stupid like they are holding a bow and trying to throw the arrow instead of firing it ;/, that behavior can only be fixed with a patch from Bethesda (which I doubt will happen) -> there is a work around but it would require NPC's that are setup to specifically use my bows and never use normal grenades.
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sam
 
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Post » Sat Feb 19, 2011 1:34 am

Another New Weapon Type

http://www.youtube.com/watch?v=C44dK2UiQTg

these are slated to be released with the inclusion of my next new Module SSP-Weapons, currently when I have the time I am going through all of the weapons I have added/altered and setting them up for release I am also going over all of my own custom animations and cleaning them up (which is a large project in itself as I have created several hundreds of anims for FO3).

The First SSP-Weapons release will include http://www.youtube.com/watch?v=4qMwradWw3Y (I have completely redone the bow anims so they are smoother then the videos), http://www.youtube.com/watch?v=C44dK2UiQTg, and a few other Throwing weapons as I was hoping to have the time to scrap and recreate my 1 Hand Melee Throw Weapons animations and I have to completely re-tool all of the weapon that are included in this class like the Switchblade, Combat Knife, Knife, Hammer as I have altered how I handle my thrown weapons and the old way is not compatible.
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Lilit Ager
 
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Post » Sat Feb 19, 2011 1:13 am

Extremely awesome. I can see bows and spears totally remaking the game play dynamics of fallout.

guns and bullets will be a rare commodity. bows, spears and melee weapons will be the norm.

now all i need is a brahim for a steed, a garbage can for armor and shield and i can be a member of the knightly order of the cow !
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Lovingly
 
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Post » Sat Feb 19, 2011 2:00 am

This is all pretty impressive... how'd you get it to work? Bows & Arrows, I mean.
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Nancy RIP
 
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Post » Fri Feb 18, 2011 9:10 pm

This is all pretty impressive... how'd you get it to work? Bows & Arrows, I mean.


I've been animating and creating weapon systems for some time its just a matter of knowing what you have to work with (game/animation engine wise) and creating a plan on how to reach a destination with whats available -> even knowing pretty much everything someone outside of Bethesda can about the FO3 game/animation engine I still created several different Bow and Arrow setups and by this point hundreds of test animations testing which setup I could get to be the closest match to the destination I wanted for a Bow and Arrows weapon type.

I also reiterated through several setups for thrown weapons and multiple other new weapon types.
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Jonathan Windmon
 
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Post » Sat Feb 19, 2011 4:55 am

And what about those melee attacks with various firearms? Seems like your adding additional attack animations (possibly weapon types too) without replacing others. Seems pretty complex.
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Zach Hunter
 
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Post » Sat Feb 19, 2011 1:50 am

And what about those melee attacks with various firearms? Seems like your adding additional attack animations (possibly weapon types too) without replacing others. Seems pretty complex.


Can't make any real new weapon types as the game is hard coded with the 11 it has, but there is some room within each weapon category for expansion of quasi-new weapon types just have to know how to get it to work and the knowledge of how to properly animate those changes without fubaring the old weapons -> mostly I am using the damn near empty HandGrip animation slots to create new weapon held positions and from there I can make any attacks I want, its not just that simple though as you need to properly priority blend any all anims together or you will turn the player into a statue or worse some deformed mutant where nothing looks right.
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Chavala
 
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Post » Sat Feb 19, 2011 6:08 am

It would be great if you could add FWE compatibility patch :rolleyes:
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Juliet
 
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Post » Fri Feb 18, 2011 6:23 pm

It would be great if you could add FWE compatibility patch :rolleyes:


ECM doesn't need any patching to any other mods it looks for WeaponAnimType and the players current state to decide which attack to perform and since all weapons within each WeaponAnimType are all identical (no matter what weapons/mods with exception to my SSP-Weapons) all of the attacks will look and animate correctly as long as the weapon itself was made correctly to begin with.

Weapons is a set of new weapons that are either crafted, added to vender and npc loot lists (they are added by Quest Script so there will be no conflicts there) or both.
The actual throwing weapons themselves are completely new assets so all of the old FO3 assets that those mods are based on will not work without me importing and converting them all, does FWE even have dagger or spear type weapons ?
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Nathan Hunter
 
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Post » Sat Feb 19, 2011 1:29 am

The first public SSP-Weapons Release has grown by another Weapon Type Class.

http://sites.google.com/site/saidenstorm/fallout3weapons
http://www.youtube.com/watch?v=cOILLRjhkQU
http://www.youtube.com/watch?v=4qMwradWw3Y
http://www.youtube.com/watch?v=C44dK2UiQTg
http://www.youtube.com/watch?v=pP1jgr4PKyU

I still want to finish updating my Leaf Spring X-Bow Model and Animations which may take some time as I am actively looking for work ATM.

If there is any actual interest in the weapons that are already done I can clean up the ESM's/ESP's and make a release if not I will probably not be updating for a while.
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Rachel Cafferty
 
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Post » Sat Feb 19, 2011 4:00 am

I'm going to be honest with you. All of the weapons that are completed are really, really well done. The throwing knives and bow, especially. I am definitely a person that would enjoy using them, but that is entirely up to the creator of the mod.
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XPidgex Jefferson
 
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Post » Sat Feb 19, 2011 3:29 am

I like them, they're awesome.

You should make a tutorial how to do this stuff, so we can make weapons, perhaps while still depending on your Master File.

You know, since it's possible you could be leaving the scene for a while.
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Alex Blacke
 
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Post » Sat Feb 19, 2011 9:50 am

Of course there is interest. Bring it!
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J.P loves
 
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Post » Sat Feb 19, 2011 7:58 am

SSP Release 1.3
Almost every module has been updated and this is the first introduction of SSP-Weapons which at present includes:

Included Weapons Ammo Type Used
1) Flare Gun (40mm)
2) Ash Recurve Bow (Arrows)
3) Combat Spear (Melee)
4) Combat Spear (T) (Itself)
5) Spear (Melee)
6) Spear (T) (Itself)
7) Sharpened Rake (Melee)
8) Combat Knife (T) (Combat Knife Throw)
8) Knife (T) (Knife Throw)
8) Switchblade (T) (Switchblade Throw)
9) Battle Hammer (Melee)
10) Battle Wrench (Melee)

Included Ammos
1) 40mm Starburst illumination Round
2) 40mm Grenade Round
3) 40mm Skyfire Round
4) Iron Bodkin Arrow
5) Iron Broadhead Arrow
6) Iron Rambo Arrow
7) Combat Knife Throw
8) Knife Throw
9) Switchblade Throw

SSP-Weapons
This Module allows you to add the weapons I include inside of SSP to Leveled Loot Lists which means that NPC's will start to spawn with my weapons and loot containers will begin to give them out as well.

It also allows you to Craft some of the Weapons through my Options Terminal.

You will find that NPC's can be found using any of the Melee Weapons they can also use the Throwing Knives and Flare Guns without any issues -> to get NPC's that are using my Bows requires me to set up special Bow only NPC's but I did not have time to include any of them in this release, some point in the future I want to add them.

http://saidenstorm.googlepages.com/stormfrontstudiospresentsfo3
Download Link:
http://www.fallout3nexus.com/downloads/file.php?id=9396

Modules:
http://sites.google.com/site/saidenstorm/fallout3weaponeffects
http://www.fallout3nexus.com/downloads/file.php?id=5178
Creature Compendium Information
http://www.youtube.com/watch?v=TDW1cEitYd8
http://www.youtube.com/watch?v=t-YZRPzfeO4
http://www.youtube.com/watch?v=baPxLhI4aiQ

http://sites.google.com/site/saidenstorm/fo3otscamera
http://www.youtube.com/watch?v=xUbkBZJv4iE

http://sites.google.com/site/saidenstorm/fo3-enhancedcombatmaneuvers
http://www.youtube.com/watch?v=zxmI9w2TKoI

http://sites.google.com/site/saidenstorm/fallout3weapons
http://www.youtube.com/watch?v=cOILLRjhkQU
http://www.youtube.com/watch?v=4qMwradWw3Y
http://www.youtube.com/watch?v=C44dK2UiQTg
http://www.youtube.com/watch?v=pP1jgr4PKyU
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sas
 
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Post » Sat Feb 19, 2011 7:44 am

So... no tutorials then?
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leni
 
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Post » Sat Feb 19, 2011 10:44 am

Great, thanks SaidenStorm. Just checking on weapon effects, as the readme's a tad unclear- are the new weapons added to leveled lists, or craftable, or...?
E: Checked the separate Nexus page, am I right in assuming it doesn't actually include any weapons, and is a resource only?
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Zach Hunter
 
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Post » Sat Feb 19, 2011 10:11 am

So... no tutorials then?


Not sure any new Tutorials are needed -> the Throwing Spears are set up like Mines and the Throwing Knives and Flare Gun are set up like Pistols just make sure any new weapons created are aligned in the same manner as mine and they will work without any issues.

The Bows are basically Grenades (Had no Choice as this is the only Weapon Type that would properly read and play the AttackThrow Animations and I felt that a Bow absolutely needed the Hold Sequence Tag to work), as for a Tutorial I already created one https://sites.google.com/site/saidenstorm/part4thebowmorph only difference is I named my Bow Morph as "Bow Draw" instead of what Beth named theirs.

Great, thanks SaidenStorm. Just checking on weapon effects, as the readme's a tad unclear- are the new weapons added to leveled lists, or craftable, or...?
E: Checked the separate Nexus page, am I right in assuming it doesn't actually include any weapons, and is a resource only?


SSP-Weapon Effects -> adds some of my versions of Beth's Effects to vanilla weapons like plasma gooification skeletonifing enemies.

SSP-Weapons -> adds all of the weapons that NPC's can use to thier Loot Lists and it adds all of the weapons to vender and loot container lists, also many of the weapons are craftable through my Terminal interface (I did not go with messing with the workbench because 5milion other people mess with that and its to much of a pain to get that to work plus it does not offer the level of detailed control I wanted).

Its not a resource -> I do not allow re-distrubitions of my work, I do not want any of my Assets included in any of the BORG mods.
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Allison Sizemore
 
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Post » Sat Feb 19, 2011 7:39 am

SSP-Weapon Effects -> adds some of my versions of Beth's Effects to vanilla weapons like plasma gooification skeletonifing enemies.

SSP-Weapons -> adds all of the weapons that NPC's can use to thier Loot Lists and it adds all of the weapons to vender and loot container lists, also many of the weapons are craftable through my Terminal interface (I did not go with messing with the workbench because 5milion other people mess with that and its to much of a pain to get that to work plus it does not offer the level of detailed control I wanted).

Its not a resource -> I do not allow re-distrubitions of my work, I do not want any of my Assets included in any of the BORG mods.
I was basically wondering if it included any weapons using the Ice/Fire/Cryo spray effects, since they appear on the list of included effects, but not in the weapons mod.
I'd argue something being a resource doesn't automatically imply it can be redistributed- and given you include detailed instructions for how other modders can use it as a resource for their mods, it does kind of appear to be one.
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Sabrina Schwarz
 
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