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Mothership Beverages

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improvman
Posts: 50
Joined: Sat Jun 14, 2014 10:27 am

Mothership Beverages

Post by improvman » Mon Jun 16, 2014 6:20 am

I have a suggestion, if you would indulge me.  In the mothership there don't seem to be any water sources which poses a problem on survival mode.  So I was thinking of making two items named Alien Beverage [descriptive here].  My Idea was to take the cup you find as a prop and make filled versions.  They would have the hydration stats of a Purified Water.  I was originally thinking of having them be called Alien Blue Drink and Alien Red Drink.  That being to complement the Alien Squid Food and Alien Worm Food.  However it may be more useful to give them an extra effect. (Although then it is more like Rushing Water)


I.E.




  • Alien Red Drink: Dehydration -50, +1 Strength for 4 min


  • Alien Orange Drink: Dehydration -50, +1 Charisma for 4 min


  • Alien Yellow Drink: Dehydration -50, +1 Agility for 4 min


  • Alien Green Drink: Dehydration -50, +1 Endurance for 4 min


  • Alien Blue Drink: Dehydration -50, +1 for Perception 4 min


  • Alien Indigo Drink: Dehydration -50, +1 for Intelligence 4 min


  • Alien Purple Drink: Dehydration -50, +1 for Luck 4 min


My preference would be to add them in using TTW - Zeta Vending Machines by Senterpat.  However if S/He doesn't want me altering the mod.  Or if S/He wants do it, I'll respect the decision and find another way to add them, or step off.


*Edit 8:55pm MST 6/16/2014*


Opened up the files in Fallout 3 Archive extractor.  Extracted all of the meshes and textures from MZ.  But I can't find the textures used for dlc05alienutensil03.nif.


Also If I add water physics in Blender 2.7 would that translate to results in game?


*Edit 9:45pm MST 6/26/2014*


Is anyone reading this?  At this point it is very quiet.  Wondering, if it is because it was a bad title.  Is it a lack of intrest, or is this just a stupid idea.


Senterpat hasn't said anything on the mods page: http://www.nexusmods.com/newvegas/mods/50001/ , as to avoid going over their head I will wait for a response.


*Edit 2:20pm MST 12/30/2014*


Checked Senterpat's page and s/he gave the go ahead.  So work will begin after the holidays.  In the mean time I'm working on loading screens for TTW.


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"We have made and kept covenants with our Lord, God, to honor his laws. In exchange, we are promised eternal salvation after this life." ~ Joshua Graham



improvman
Posts: 50
Joined: Sat Jun 14, 2014 10:27 am

G.E.C.K. Won't load Zeta

Post by improvman » Wed Jan 28, 2015 3:15 pm

G.E.C.K. Won't load Zeta Vending Machine.esp giving the error message,



Multiple master files selected for load.  Load operation aborted.



How do I get around this?


(In a different comment as it is more of a side note as opposed to something relevant to the main log.)


"We have made and kept covenants with our Lord, God, to honor his laws. In exchange, we are promised eternal salvation after this life." ~ Joshua Graham



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

http://bit.ly/1tqiOKC

Post by JaxFirehart » Wed Jan 28, 2015 3:20 pm

http://bit.ly/1tqiOKC



It's Hex
Posts: 33
Joined: Mon Aug 04, 2014 2:24 am

In your GECKCustom.ini change

Post by It's Hex » Wed Jan 28, 2015 3:52 pm

In your GECKCustom.ini change bAllowMultipleMasterLoads=0 to =1 . But yes google is always the best first option.


[insert clever quote here]

JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Dammit hex, let me have my

Post by JaxFirehart » Wed Jan 28, 2015 4:27 pm

Dammit hex, let me have my sarcasm!



improvman
Posts: 50
Joined: Sat Jun 14, 2014 10:27 am

That link was pretty cool,

Post by improvman » Wed Jan 28, 2015 5:11 pm

That link was pretty cool, thanks for the help. ^_^


"We have made and kept covenants with our Lord, God, to honor his laws. In exchange, we are promised eternal salvation after this life." ~ Joshua Graham



User avatar
Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

*beverages

Post by Puppettron » Wed Jan 28, 2015 5:23 pm

*beverages


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

Didn't we set the healing

Post by Gribbleshnibit8 » Wed Jan 28, 2015 10:33 pm

Didn't we set the healing arch to provide rehydration as well as healing? Or was that only talked about? I thought this was done ages ago.



improvman
Posts: 50
Joined: Sat Jun 14, 2014 10:27 am

Healing arches fix RADS,

Post by improvman » Thu Jan 29, 2015 12:57 am

Healing arches fix RADS, Addictions, Limb condition, and health.  Everything else is untouched.


"We have made and kept covenants with our Lord, God, to honor his laws. In exchange, we are promised eternal salvation after this life." ~ Joshua Graham



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