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New Mod Development: McEnhancements

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

Added some sounds for the

Post by Mystical Panda » Sat Jun 25, 2016 1:48 pm

Added some sounds for the breath hold scoping. The "inhale" sounds more like huffing *lol* but it'll help contextually as I'm testing. Also added a quick "breath hold" meter that only shows while scoping and "breath holding", and will tell you when your approaching 100% max hold. Let the gamer decide on the "breath hold" key, and max time to hold in the MCM. Also tossed in a quick "no auto aim"- might add some MCM options for that a bit later.


https://www.youtube.com/watch?v=yKB3zriBl5I&feature=youtu.be


On the to-do list for ^ :


1) Change the "meters" to graphic bars, or use a custom battery image and breath hold image (which would be much cooler!).


2) Re-do the "inhale".


3) Make the "move" indicator more "modular" to easily allow adding more indicators later and letting the gamer custom place them on the hud.



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

Here's the next to the last

Post by Mystical Panda » Sat Jun 25, 2016 11:29 pm

Here's the next to the last phase of the on screen (hud) indicators. The code is modular enough to allow easily adding more if need be, but I think this'll be about it for now, since I'd like to open up another project I've been talking about with my daughter for a few days now and divide some time out on that. I'll tackle the "event handler" functions tomorrow which is needed for the last remaining 2 features. The rest should be sound/ special visual effects and testing. I might finally actually get to play some- Lol!


https://youtu.be/QCG9BfPmNm0


The last things remainnig to do with the bar indicators is resize them based on the font, and right justify them next to their associated label.


 



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

I'll have to say for those

Post by Mystical Panda » Mon Jun 27, 2016 6:35 am

I'll have to say for those venturing into modding, using SETEVENTHANDER was by far, one of the most easiest, functions to use. Definitely a great programming function to have! This was done using an "OnHit" event handler. It's powered by fission batteries, so when they run out... 


Power Armor Repulsor Field, powered by the imagination of one Nikola Tesla:


https://youtu.be/ZeWzMaA9OmA


Next I'll need to break out the "battery" code and make it more common/modular for the different power armor features to share/ use. I really haven't been looking forward to doing this part, but it needs to be done.



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

Here's a quick 7m video that

Post by Mystical Panda » Mon Jun 27, 2016 11:44 am

Here's a quick 7m video that has both the companion mod and the "enhancement" mod in the same game; scripting things I've learned so far. The MCM splash page "image" for the enhancement mod I nixed off the net, but I'll replace that with one we've drawn here. I'll pick back up on the companion mod once I've gotten all the features in the enhancement mod at least in an alpha state; it's almost there. For quick testing, I gave myself the ability to wear PA and put items in the "Filbert's" toolbox that wouldn't normally be there. Arthur's "upgrades" you'll find in vaults throughout both wastelands. There's sounds and other fx to add to help flesh them out more but it's a good overall start.


https://www.youtube.com/watch?v=rejTyS2nBzY&feature=youtu.be


I'm thinking along the line of creating individual quests for each of the enhanced functions. It'll still let me have "local" variables like UDFs but it won't be polling out on the conditionals in the main quest (and keep that more manageable) unless the quest is running, and I'll also be able to assign different quest delays depending on the priority of the particular feature. I'll just use start and stop quests when the features are active/inactive.



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

Did a quick drawing of a

Post by Mystical Panda » Wed Jun 29, 2016 11:42 am

Did a quick drawing of a Vault Boy wearing partial power armor for the MCM splash page:



Going to working on some XML stuff today; adding a few more "indicators" under the main one that could be useful in more mods than just this one.



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

Here's a current video

Post by Mystical Panda » Fri Jul 01, 2016 4:33 pm

Here's a current video showing some of the changes to the MCM; added more features. Also an alpha test for the "auto" features, so the player doesn't have to keep going back and forth to his inventory using his pipboy- kinda of a buzz kill when in combat.


https://youtu.be/uiFmhonDy28


I need to add 2 more levels to the hud indicator with XML; didn't get to tackle that one yet. Hopefully soon.



Dead Sirious
Posts: 105
Joined: Tue Nov 19, 2013 5:37 am

Thanks for showing off the

Post by Dead Sirious » Sat Jul 02, 2016 5:13 am

Thanks for showing off the new test


We are so the baddest gang in the Wastes!

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

Thanks DS! I'm hoping to get

Post by Mystical Panda » Sat Jul 02, 2016 7:49 am

Thanks DS! I'm hoping to get this uploaded here before too long. It seems like right when I get something completed, and start testing it out... 2-3 more ideas crop up. 



CVB_Taihou
Posts: 67
Joined: Tue Jun 21, 2016 7:27 pm

Is mod going to be compatible

Post by CVB_Taihou » Sat Jul 02, 2016 12:47 pm

Is mod going to be compatible with this (http://www.nexusmods.com/newvegas/mods/61299/?)?


Description says it'll add some power armor stations. 



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

CVB_Taihou wrote:

Post by Mystical Panda » Sat Jul 02, 2016 1:05 pm

[quote=CVB_Taihou]


 


Is mod going to be compatible with this (http://www.nexusmods.com/newvegas/mods/61299/?)?


Description says it'll add some power armor stations. 


[/quote]


Right now it places any Power Armor helmet and armor the player is wearing at the station: if the "frame" has the PA flag set, it should place it, though it'll just look like a "frame" once placed. I'll check into the mod you linked and see what might be needed to make it compatible. I'm guessing he has his script setup so the player has to be wearing a "frame" before you can equip any power armor. Then once the player takes any power armor off, the script would re-equip the "frame". Otherwise, just let the player equip any non-pa (power armor) item they want.



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