The Fallout 3 Modding Wishlist Thread #2

Post » Sun Nov 14, 2010 7:12 am

There is a seasons mod for Morrowind that replaces the trees with other trees based on the season.


Which means that it is theoretically possible then?
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Scared humanity
 
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Post » Sun Nov 14, 2010 2:18 pm

No, no, no.. I want a mod whose only effect is making the Quantum spawn probability vary according to luck, whilst still keeping all the other things in the game as they are, i.e. I don't want the mod to do anything else besides what I described on the previous page. I could have probably worded post #22 a bit better...


Hm. While possible I'm no too good with changing things like that. Or things in general. I fail at scripting. I'm sure there's a mod out there like this somewhere

Which means that it is theoretically possible then?


If Morrowind can, I'm sure Fallout can. Has to be seriously complicated.
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Steeeph
 
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Post » Sun Nov 14, 2010 11:45 am

So I've made some progress on Cryogenic Awakening. I can make it at the beginning of the game, custom location, ect. Now just to make a new interior and figure out how to make a waking up animation and already made stats.
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Brooks Hardison
 
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Post » Sun Nov 14, 2010 3:09 am

I'm not sure you can disable the main quest, not even FWE did. And if you break any walls in the script, please post.



The problem is not disabling the quests, which is fairly easy. The problem with doing the particular scenario of a person who's been in cryostasis for 200 years is the main characters' dialogs, GNR, and some in-game options, which a ) wouldn't make sense for someone to be looking for hi/her dad 200 years later and wouldn't go with certain quests (like Trouble on the Homefront) and B) I don't know how they would behave after stopping the main quest.

I started dabbling with this, actually, and I think I have a "workaround" :) that would make the cryostasis scenario make sense. I'd still need to disable Trouble on the Homefront. I like it, actually.
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maya papps
 
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Post » Sun Nov 14, 2010 5:09 pm

The problem is not disabling the quests, which is fairly easy. The problem with doing the particular scenario of a person who's been in cryostasis for 200 years is the main characters' dialogs, GNR, and some in-game options, which a ) wouldn't make sense for someone to be looking for hi/her dad 200 years later and wouldn't go with certain quests (like Trouble on the Homefront) and B) I don't know how they would behave after stopping the main quest.

I started dabbling with this, actually, and I think I have a "workaround" :) that would make the cryostasis scenario make sense. I'd still need to disable Trouble on the Homefront. I like it, actually.


Agreed. I figured out...well...found tutorial...To rid of the main quest. And what's this workaround? The only solution I can think of is deleting parts of conversations, which would take quite some time.
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biiibi
 
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Post » Sun Nov 14, 2010 7:22 am

Update

It turns out that I was both wisher and wish-granter; for those interested in a mod which makes Nuka-Cola Quantum vending machine spawns dependent on the player's luck attribute, http://www.fallout3nexus.com/downloads/file.php?id=12859. I toned down the probabilities from those listed on the first page of this thread, since they were a bit too high. Now they are just perfect however, and incentivize investing all 10 S.P.E.C.I.A.L points into luck. Thanks to FoxtrotZulu and schlangster for helping me with the script!
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Alkira rose Nankivell
 
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Post » Sun Nov 14, 2010 2:31 am

I've actually downloaded and installed this. Perhaps they'll use a similar system in Vegas, seems like a fit to me. Kudos, Decane.
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JLG
 
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Post » Sun Nov 14, 2010 6:14 am

I really can't stand the Beth version of the American assault rifle. I wish for a replacer mod that would use this black version instead:

http://www.fallout3nexus.com/downloads/file.php?id=6820

Or a sightless version of this:

http://www.fallout3nexus.com/downloads/file.php?id=9402

EDIT: And while I'm asking, replacing the Infiltrator and Perforator with "cut off" versions would be nice also :)
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SexyPimpAss
 
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Post » Sun Nov 14, 2010 1:48 pm

I shall reiterate my wishes here also.

I wish for a mod that would spawn scavengers and carrion eaters at corpses and for those corpses to become skeletons due to being eaten.

I wish for a mod that would, is you chose to use the linament at Oasis, gradually bring green trees back to the Capitol Wasteland.

*Throws two pennies into the well*


I think MMM has something similar to that first wish, a day after death flies appear around the corpses and they eventually turn into skeletons.

On a side note, whats the most valuable thing you've thrown into a well? I once threw in a Toonie (Canadian $2 coin) and a couple Dominican Pesos.
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Rich O'Brien
 
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Post » Sun Nov 14, 2010 12:15 pm

I think MMM has something similar to that first wish, a day after death flies appear around the corpses and they eventually turn into skeletons.


Yeah it's been mentioned before, but I would really like to see a wider variety of mobs spawn at a corpse. Perhaps even be able to burn fresh corpses to prevent attracting scavengers if you will be retracing your steps and want to prevent having to fight your way back.
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lacy lake
 
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Post » Sun Nov 14, 2010 1:33 pm

I think I'll repost some of mine too.



Ok, dude. Hopefully this does it for you.
http://rapidshare.com/files/393830331/CryoAwakening.7z.html

Couple of things to be aware of, so there's be some flow to the mod :)
- There are 4 holotapes which are in plain site as you exit the new dungeon. They kind of like set this alternate start so it makes some sense along the main quest.
- I couldn't entirely change the dialogs, but I edited the main character choices a bit, again, so it'll make sense with the main quest. Just don't ask to many questions about mom :)
- When you leave the new dungeon, you will be placed in VaultTec's reception area. Don't go exploring the building just now, just leave the building. You'll see why.
-The medicine bobblehead, since you won't be going back into vault 101, is now near a doctor.

Oh, and when the time comes, just remember, it's not the radiation, is the explosion :)
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Emilie Joseph
 
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Post » Sun Nov 14, 2010 4:36 am

I'd like someone to create a mod which alters the probability of a Nuka-Cola Quantum spawning in vending machines based on the player's Luck attribute. Namely, I think the spawn probabilities should be like so:

Luck ............. Spawn Chance
...1......................0.00........
...2......................0.05........
...3......................0.10........ (vanilla default spawn % for all luck levels)
...4......................0.15........
...5......................0.20........
...6......................0.30........
...7......................0.45........
...8......................0.65........
...9......................0.90........
..10......................0.95........

I think a mod like this would make the Luck attribute more important and would incentivize investing in it, especially since each skill point after 5 progressively increases the spawn chance. Thanks in advance!



This would be a simple script to make. It would look something like this:

scn NukaQuantumLuckSpawnScript

short myLuck
short DoOnce
short random

Begin OnActivate
if DoOnce == 0
set myLuck to player.getAV luck
set random to getRandomPercent
if myluck == 2
if random >= 95
additem MS05NukaColaQtm 1
endif
else if myluck == 3
if random >= 90
additem MS05NukaColaQtm 1
endif
else if myluck == 4
if random >= 85
additem MS05NukaColaQtm 1
endif
else if myluck == 5
if random >= 80
additem MS05NukaColaQtm 1
endif
else if myluck == 6
if random >= 70
additem MS05NukaColaQtm 1
endif
else if myluck == 7
if random >= 55
additem MS05NukaColaQtm 1
endif
else if myluck == 8
if random >= 35
additem MS05NukaColaQtm 1
endif
else if myluck == 9
if random >= 10
additem MS05NukaColaQtm 1
endif
else if myluck == 10
if random >= 5
additem MS05NukaColaQtm 1
endif
endif
set doOnce to 1
endif
end




attach that script to NukaCola vending machines and you should be good to go.

Replied before realizing you'd already done it. Good job and great initiative.
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Lexy Dick
 
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Post » Sun Nov 14, 2010 2:09 pm

Hey renick, I've always wondered, why is it necessary to put

short [word here]

then the script follows.

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vanuza
 
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Post » Sun Nov 14, 2010 12:28 pm

Hey renick, I've always wondered, why is it necessary to put


Variables.

I believe there's Short, Long, Float and Ref.

Short, Long and Float each have a different maximum of digits. Ref is used to target a function on a different actor each time.

For instance:

Ref Victim

Begin OnHit
Set Victim to Getself
Victim.Kill
End
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Emzy Baby!
 
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Post » Sun Nov 14, 2010 11:31 am

Perhaps someone would be willing to work on a new custom armor for me? I'm not really all that fond of any power armor types In fact only the Tesla Armor looks anywhere near cool. As it stands I'm just looking for an armor that I can use throughout the game. If you would be willing to hear my idea please feel free to send me a PM and we can discuss if want is even feasable. Just throwing a rock into the cave to check for bears :)
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Tracey Duncan
 
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Post » Sun Nov 14, 2010 2:59 pm

I asked this on the character screen shot thread, no luck over there:

"Is it possible to go into 3rd person after I hit the tilde key? Sometimes I wont know till the instant it happens that I want a screenshot of something that is happining with my character. So I hit tilde, type tfc 1 and tm .... then realize I'm not in third person so I cant see my character when moving the camera around. And of course after undoing tfc 1 and tm, the action is over before I can go into 3rd person and type in commands I'd like to use on screenshots."

Is it even possible to make a mod for something like that?

I made a mod for Oblivion that allows you to bind a single key to the TFC and TM console commands (http://www.tesnexus.com/downloads/file.php?id=12556).

I've received a request to port it over to F3 (no, I've not forgotten...), and have submitted a request to the FOSE crew for the needed "CON_*" functions. Once those functions have been implemented in FOSE, I'll only need to compile the scripts in GECK, and upload it to Nexus.

In the Oblivion version, the scripts already check to see if you are in 3rd person before toggling TFC active, and will switch you if necessary.

===

Edit:
I'd like to see a mod that makes the Harmonica squeal and squawk as it flies through the air when it has been fired from the Rock-it Launcher (imagine, if you will, a mean cat stuffed into a small box with a set of bagpipes)...
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His Bella
 
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Post » Sun Nov 14, 2010 6:08 pm

I want a working third-party-plugin example . That would be a FOSE .DLL with a new simple script function and will work with the game and editor.

The reason I ask is, everything I have tried to make mine work (which is based on a template) ends in failure. No precise errors are given, but the editor and game just won't run.

FOSE 1.2.2
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Emma Pennington
 
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Post » Sun Nov 14, 2010 8:01 am

Posting in another thread reminded me of a wish I have wanted for about a year now.

A script (FOSE) to allow armor and weapons to be sorted into containers exactly as they are, when they were in your inventory. Right now the armor and weapons get sorted as fully repaired which is both unrealistic and a big time cheat for me. Thank you :)

P.S. Added bonus would be if people added modified weapons to the sorter script, if it would work on them also (a gun that has a scope, silencer, etc attached)..
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Louise Lowe
 
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Post » Sun Nov 14, 2010 1:12 pm

A script (FOSE) to allow armor and weapons to be sorted into containers exactly as they are, when they were in your inventory. Right now the armor and weapons get sorted as fully repaired which is both unrealistic and a big time cheat for me. Thank you :)
You do know that's not a case of 'nobody's done it', it's a case of 'it can't be done', right?
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Stay-C
 
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Post » Sun Nov 14, 2010 4:03 am

You do know that's not a case of 'nobody's done it', it's a case of 'it can't be done', right?


Ok, thank you. I wasn't sure if there was a script command that could be added to FOSE that would allow this feature in a future release. Now I know it just can't be done :)
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Dan Stevens
 
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Post » Sun Nov 14, 2010 9:11 am

It could be done with a FOSE script command, but it's a complicated bugger that I don't think we even have in Oblivion yet, and if you /did/ want it there'd be no point posting here because anyone here would just have to repost your request in the FOSE thread.
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Carlos Vazquez
 
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Post » Sun Nov 14, 2010 3:35 pm

It could be done with a FOSE script command, but it's a complicated bugger that I don't think we even have in Oblivion yet, and if you /did/ want it there'd be no point posting here because anyone here would just have to repost your request in the FOSE thread.


Good point...whoops :blush:
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Mari martnez Martinez
 
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Post » Sun Nov 14, 2010 6:33 pm

Posting in another thread reminded me of a wish I have wanted for about a year now.

A script (FOSE) to allow armor and weapons to be sorted into containers exactly as they are, when they were in your inventory. Right now the armor and weapons get sorted as fully repaired which is both unrealistic and a big time cheat for me. Thank you :)



That reminded me that I would like a script (fose) that would allow me to sort the entries in you pipboy notes.
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Sabrina Schwarz
 
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Post » Sun Nov 14, 2010 5:07 am

You do know that's not a case of 'nobody's done it', it's a case of 'it can't be done', right?


Actually it has been done. I can't remember the name, but I know for a 100% certain that it has been done.
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Ricky Rayner
 
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Post » Sun Nov 14, 2010 8:32 pm

Posting in another thread reminded me of a wish I have wanted for about a year now.

A script (FOSE) to allow armor and weapons to be sorted into containers exactly as they are, when they were in your inventory. Right now the armor and weapons get sorted as fully repaired which is both unrealistic and a big time cheat for me. Thank you :)

P.S. Added bonus would be if people added modified weapons to the sorter script, if it would work on them also (a gun that has a scope, silencer, etc attached)..

You do know that's not a case of 'nobody's done it', it's a case of 'it can't be done', right?

Actually it has been done. I can't remember the name, but I know for a 100% certain that it has been done.

I just skimmed over the GECK wiki, the FOSE Docs, and the OBSE Docs.

It can be done in Oblivion with OBSE, but the GetCurrentHealth function hasn't been implemented in FOSE... yet.
If it is being done in Fallout3, I don't see how the script is acquiring the inventory item's health, in order to set the sorted item's health.

@Miss Sparkle:
The way a sorter works is, the script walks through the items in your inventory looking for a particular item type. When an item of the desired type is found, that item is removed from your inventory, and a new (duplicate) item is added to the appropriate container. The duplicate item will, by default, have 100% health. In order to modify the duplicate item's health to reflect the health of the item in your inventory, the script would first get the inventory item's health before removing it, then set the duplicate item's health accordingly. But without the GetCurrentHealth function, that is not possible (is it?).

ianpatt and behippo are really good about adding functions to their script extenders as requested, when possible. Just post your request (and maybe a short description of what you're trying to achieve) in their thread, and they will do what they can to make it work.
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Kevin S
 
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