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TTWInteriors DC Gambling

General mod discussion and requests.
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JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Loving it already Chuck, good

Post by JaxFirehart » Sat Jun 08, 2013 7:51 pm

Loving it already Chuck, good call on making it TTW interiors.



Resausk
Posts: 27
Joined: Thu Jun 06, 2013 12:30 am

Now you just need to add a

Post by Resausk » Sat Jun 08, 2013 10:35 pm

Now you just need to add a shit ton of smoke particles, because of the amount of smokers that'll be in the casino xD


http://www.twitch.tv/resausk

Hoppy Head
Posts: 4
Joined: Tue Apr 09, 2013 10:02 pm

Defiantly excited and looking

Post by Hoppy Head » Sat Jun 15, 2013 10:43 pm

Defiantly excited and looking forward to this being complete! 


Can't wait until it is finished! :D



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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

Ok guys I've run into a snag

Post by chucksteel » Sat Jul 27, 2013 8:16 pm

Ok guys I've run into a snag with my Tenpenny Casino, The snag is what to do about the Attack? I've set up the cell but after looking at the quest script I realized editing it is way beyond my skills. Therefor I thought I would use triggers that enable and disable my NPC's to change out the humans for Ghouls during the attack. This leave the issue of helping the Ghouls move in because they still kill the humans. I was going to add an enable ref to Roys Dialog but I did that in the player home themes to get both homes and this would cause a conflict.


I kink of feel I have only two choices to make this work




  1. Add the Player home themes as a master to the Gambling mod


  2. Merge the two so gambling and player home themes come in one package.


thoughts, and remember I do intend to add this to the combo I just wanted to have a standalone version but I don't see a way.



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

Why not just tie the new

Post by Gribbleshnibit8 » Sun Jul 28, 2013 10:11 pm

Why not just tie the new ghouls to the existing ones with enable parenting? Then your new ones get enabled when the existing ones do, and it should all work. Do the opposite for removing the humans.



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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

That is an interesting Idea!

Post by chucksteel » Sun Jul 28, 2013 11:04 pm

That is an interesting Idea! I hadn't thought about it in that way I was using triggers to enable them and it wasn't working as well as I thought it would.


I'll try this thanks.


Edit: Thanks Gribb your way worked like a charm and also works for all three outcomes of the quest. Guess I was over tinking things a bit. indecision



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

Gribbles does that, he just

Post by JaxFirehart » Mon Jul 29, 2013 1:13 am

Gribbles does that, he just takes shit and makes it simple.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

JaxFirehart wrote:Gribbles

Post by TJ » Mon Jul 29, 2013 1:59 pm

[quote=JaxFirehart]Gribbles does that, he just takes shit and makes it simple.[/quote]


Ain't that the truth.


My project Dash is on Kickstarter!



Cadillac
Posts: 38
Joined: Wed May 08, 2013 12:11 pm

Can't wait for the outcome,

Post by Cadillac » Wed Jul 31, 2013 9:22 am

Can't wait for the outcome, still lurking around the thread laugh


a.k.a altairmw on Nexus

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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

Just realized this morning

Post by chucksteel » Wed Jul 31, 2013 8:57 pm

Just realized this morning that I should do some gambling in the Pitt but I may do that in an update because it would be it's own makeshift casino with it's own chips not connected to the wasteland gambling. 


I'm getting very close to a first release. I still have to finish some NPC work and that is about it. 



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