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New Mod Development: McEnhancements

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Mystical Panda
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Joined: Wed Mar 30, 2016 2:02 pm

New Mod Development: McEnhancements

Post by Mystical Panda » Wed Jun 08, 2016 6:28 am

MCEnhancements: is a new mod for FNV, an exercise in modding, that will work with TTW. I'll keep this page open for status updates, and download links when it's ready for testing. Since it's a WIP, some features listed in the MCM might not be available right off, but will be as they are developed. Everything's MCM selectable/ configurable. Some of these features, like NV exist in other mods, but I want to consolidate them, in perhaps one that might not be so script intensive and reduce my load order.


 


Requires:


NVSE: http://nvse.silverlock.org/


JIP NVSE: http://www.nexusmods.com/newvegas/mods/58277/?


Lutana NVSE: http://www.nexusmods.com/newvegas/mods/55399/?


The latest versions of the above plugins are required, since the scripts contained in this mod package use functions exclusive to them.


UIO: http://www.nexusmods.com/newvegas/mods/57174/?


This is required to add the hud indicators into the game. You can add the xml files manually, but this is more of a auto-plug-n-play solution.


 


Features not yet implemented:


o - Auto-Waterbreathing (open) when wearing PA.


o - Allow Night Nision (open) when wearing PA.


o - Auto-Stimpak (open) when dropping below a certain level health.


o - Automatically place Power Armor Stations (open) near vanilla player homes (FNV and TTW's FO3)


o - Custom Power Armor Station Mesh and Texture (in progress).


o - Clean up dead bodies (testing phase) after looting if their inventory is empty.


o - More "knock-back" landing options (considering) that require other materials to work.


o - Possible quests (considering) to locate schematics to allow features like knock-back landings, tesla repulsor fields, etc.,.


o - Loading and saving MCM settings.


Pretty much everything else is in a early alpha state; working on balancing and testing out for areas that might need more "adjustment".


 


Installation:


o - Extract in your FNV Data folder if you don't use Nexus Mod Manager or Mod Organizer.


o - or... use Mod Organizer or NMM to install.


 



A current video: https://youtu.be/uiFmhonDy28


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Puppettron
Gary
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Joined: Sat Nov 23, 2013 10:47 pm

http://geck.bethsoft.com

Post by Puppettron » Wed Jun 08, 2016 10:43 am

http://geck.bethsoft.com/index.php?title=Pms


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.

Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

I have the Act I pretty much

Post by Mystical Panda » Thu Jun 09, 2016 6:26 pm

I have "Act I" pretty much done, including the various upgrades offered to the companion, if/when the player has those to offer. One thing that's cropping up I find interesting and problematic, is:


When I tell my new companion to "wait", switching him over to his Guard AI package, EVP him, he stands still as long as I don't go through any doors into a new cell. If I do, he "goes in" with me, though he's still in Guard mode. I have his initial location be set up as guarding a radius if I leave him there after the first meeting, otherwise, he'll stay put (if I'm understanding those two section of the guard package).


I'm guessing I could create a temporary marker when I set Guard, then OnLoad, move him back to his marker. It's kind of a round about way, and I thought that maybe I missed something, or there's something else I need to set to ensure he doesn't follow me into buildings, etc.,.


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Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

This is ACT I: When coming

Post by Mystical Panda » Thu Jun 09, 2016 7:08 pm

This is ACT I: When coming out of Vault 101, you notice a corpse (Kenny according to the note) that seems to have died fending off a mole rat attack, near a non-functional Protectron. Reading the note, it appears Kenny's buddy heard rumors from traders of a robot near Vault 101; he buys parts from the traders that might help bring it back online, possibly learning where it came from. He gives the parts to his buddy Kenny and asks him to locate the robot, which he did, but was unable to get it up and running before being killed. Using your pip-boy you interface with the Protectron, repair it, and learn of it's mission (starts the main quest for the companion). From this point he's a regular companion.


The quests will follow the story arc as the ACTS develop.


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Anacostia Crossing
Posts: 60
Joined: Mon Mar 24, 2014 7:45 am

Did you use as condition

Post by Anacostia Crossing » Thu Jun 09, 2016 7:12 pm

Did you use as condition "Waiting" variable attached to his reference?



Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

Anacostia Crossing wrote:

Post by Mystical Panda » Thu Jun 09, 2016 8:41 pm

[quote=Anacostia Crossing]


 


Did you use as condition "Waiting" variable attached to his reference?


[/quote]


I used the "basic" framework (from what I could gather from a few youtube examples) where one variable holds the followers state; 0 = sandbox, 1 = follow, 2 = wait. That's the variable I used in the condition check of the AI Package for him. He only has 3 packages so far, Sandbox (un-hired), Follow(hired) and Wait(guard). I'll upgrade him as I go along to the more complex a variable for each state when I can understand more about how the companion wheel input is read, how the variables are linked to it (either by name or something else). I'll need him in at least this "basic" state for testing as I add more to the main quest line.


Was that the variable condition you were referring to? the basic one?


 


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Anacostia Crossing
Posts: 60
Joined: Mon Mar 24, 2014 7:45 am

I suggest to pick a random

Post by Anacostia Crossing » Fri Jun 10, 2016 5:08 am

I suggest to pick a random vanilla companion (i.e. Boone) and copy from him, it should save you a lot of headaches.

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Puppettron
Gary
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Joined: Sat Nov 23, 2013 10:47 pm

Does he need to be a

Post by Puppettron » Fri Jun 10, 2016 6:18 am

Does he need to be a companion while staying?
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.

Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

Puppettron wrote:

Post by Mystical Panda » Fri Jun 10, 2016 6:50 am

[quote=Puppettron]


Does he need to be a companion while staying?


[/quote]


That's a good point. He's not really needed to "guard" certain areas per se. just thought it might be more "immersive" if he were to hold position when I enter areas that require stealth. Now that I think of it, on that note, I could make a stealth upgrade for him that when-ever I go into sneak mode, he automatically goes into stealth (chameleon) mode. That'd be pretty cool. I'll make a note on that one and see if I can get that implemented.


Here's the to-do list so far (most things past this point are more topic, npc placement, custom audio files, etc.,. which can be more easily done. I'm saving the new vaults, etc.,. towards the end, though I think we want to try and at least do the first 50' of entrance this week while I work on learning more scripting. Then we can write more of the story.):


o - Read the companion wheel and set the variables accordingly.


o - Add a "perk" that when your he's your companion, his upgrade card will "glow" to help you spot them.


o - An MCM option (going to start working on that here in just a few minutes...)


-----


I'll run the mod through FNVEdit, applying filter for cleaning, remove ITMs, then bounce it through "Generate bash tags for Wryrebash"; the GECK does some interesting stuff along the way. As I go along, I'm trying to work from the beginning to recognize where mod conflicts might occur, and learn upfront, a possible way to circumvent it best I can with scripting instead of hard-coding.



Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

Anacostia Crossing wrote:

Post by Mystical Panda » Fri Jun 10, 2016 6:59 am

[quote=Anacostia Crossing]


I suggest to pick a random vanilla companion (i.e. Boone) and copy from him, it should save you a lot of headaches.


[/quote]


Thanks for the suggestion AC. That's one thing I never could avoid -the headaches, kinda comes with the turf. Lol! I'm not really comfortable unless I can completely understand, to the best of my knowledge, how or why something works. That way, creativity isn't bound by ability only available technology, otherwise, it would keep coming back to haunt me on every project I do. Probably OCD :/


Most of my initial development time is spent looking up examples, trial and error, so productivity from a completed mod's pov is slow. But that's to be expected with something that's new. If I can get the general game engine work-flow down, at least mentally, the rest should quickly follow.



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