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New Mod Development: McEnhancements

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

AC, here's a quick construct

Post by Mystical Panda » Mon Jul 04, 2016 3:27 am

AC, here's a quick construct on the dead body cleanup I was working on. The idea is to have them sink into the ground, which can cause visual problems in some circumstances- like when half on a cliff on on top a shelf. If graves are selected in the MCM, a grave with their name on it is placed where the body was laying. The player can pick up and carry only 1 body at a time. This allows the player to "bring" a favored companion back to their home cemetary, or they can just be left in the wilderness marknig where they fell. Creatures don't normally have graves unless they're a companion, friend or ally.


https://youtu.be/Nn-d4OLwZ10


There's still lots of work to do on this one, and a few "branches" I'd like to explore as additions for creatures and favored fallen comrades. I'll either do an "array-redress" as a workaround or need to find another way (like moving the body to a "hidden" location then do a move to with fade) since disable, enable triggers a reset on the npc re-rolling their inventory.



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pintocat
Posts: 576
Joined: Sun Apr 07, 2013 12:50 am

Is the mod name supposed to

Post by pintocat » Tue Jul 05, 2016 10:38 pm

Is the mod name supposed to sound like a McDonalds menu item?



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

Lol! In the tradition of

Post by Mystical Panda » Tue Jul 05, 2016 11:21 pm

Lol! In the tradition of Mickie Dees- McAtererialConcrete Value Meal: It's pure unadulterated game bloat...  at it's finest! Lol!



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

Here's the custom power armor

Post by Mystical Panda » Wed Jul 06, 2016 7:27 pm

Here's the custom power armor station so far. It's crude, but looks fairly balanced- it's just half so far.



 


 


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

Just wanted to say that I

Post by Mystical Panda » Sun Aug 21, 2016 12:24 pm

Just wanted to say that I didn't abandon this project, I'd gotten pulled off into a few other projects (music related) that cropped up on me recently; modding a guitar for my daughter, fiddling around with an newly purchased inexpensive tube amp and pedals- getting back into playing. I'm picking this back up today, since this is the first mod I've ever done, and want to see it to completion. I should be releasing an Alpha to tinker around with today. There's still a few functions that aren't in the script/code yet, and some more efficient ways to do things. It was coded for Fallout New Vegas, but should work for TTW (what I use when I play F03/FNV) just fine. I think it has some pretty cool features. :)


If you get a chance, check it out and let me know what you think. Suggestions are always welcome.



paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

Watched your video on this

Post by paragonskeep » Mon Aug 22, 2016 1:29 pm

Watched your video on this and it looks really cool. Looking forward to the updates.


If life is but a test, where's the damn answer key?!?!?

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

paragonskeep wrote:

Post by Mystical Panda » Mon Aug 22, 2016 5:35 pm

[quote=paragonskeep]


 


Watched your video on this and it looks really cool. Looking forward to the updates.


[/quote]


Thanks! I'll see what I can do over the next few weeks, as time permits, to continue improving it. There's so many features I want to add to it if I can, and keep it lightweight if possible.


I haven't released it on the Nexus yet; wanted to give everyone here at TTW a first shot to play around with it. :)



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