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Requesting a mod crew to train on (Port Lookout preferred)

General mod discussion and requests.
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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

charwo wrote:

Post by chucksteel » Tue Apr 23, 2013 12:52 am

[quote=charwo]


You say that everyone is real busy. I completely understand that, but that also means that you're short handed. Also, self taught people, beyond being elf motivated, aren't always great for working on collaborative projects. I've seen this in real life: there's a lot of ego. But even when there's isn't ego and drama, you're still short handed.


[/quote]


Everyone is really busy, I myself am working on TTW it self, updating the transit method, adding harvest-able plants to the Capital waste, adding magazine boxes to the capital waste, fixing random bugs as they come up and, much much more. I'm also updating TTW Interiors, Adding new themes to the FO3 player homes and, working on bringing some gambling to the capital waste. 


We may be a bit short handed but that is only for lack of qualified volunteers. We however don't have an issue with ego's! Everyone that is regularly active on the this site seem to be here for one reason and one reasoned only to make TTW the best mod it possibly can be. 


I have to do this and I truly hope you don't take offense. "Yes we are all elf Motivated!" I have an elf standing behind me poking me with a stick scramming mod! Mod Now! cheeky sorry just thought of the little Kebler elves and, had to laugh. (cartoon elves in the states that sell cookies if you don't know.)


[quote=charwo]


Someone like me is an investment: its not just teaching me to fish so I can feed myself, its so I can fish for you too. On a simple project, your concerns are absolutely justified. On a long term project where it's mostly about enduring the hump, I'm the girl you need.


[/quote]


People here on the site will help you learn. You need to start your project and when you run into trouble or need to help just hop onto the chat or post a thread. Look at the little community we have built here follow the chats a bit and you will see that every one is more then willing to go out of there way to help others. 


 


[quote=charwo]


Now as far as a fleshed out project, I have one in mind that I should be able to do simply in the GECK. My long term projects are very visual: re-fur the pitbuls, use the trader's dog's to make wolves, someone's already beat me to making healthier Bears, adding fish to the FO3 watershed, adding American flags to pristine variants of the Riot Armors, the FWE Heavy and Light Combat Armors, fixing the Washington Monument fixing the Wright Flyer and putting it in the Capital Preservation Society, and of course, creating a healthy one headed cow alongside the two headed Brahmin.


I could do one of two things, if someone would be willing to look at them: one is taking the Cleaned Museum mod as a template, recreating its cleaned lobby, then adding the other wings. If I have time I will find the rough layout of the real American History Museum and design it with that in mind. Otherwise, simply it will be cleaning it up and making it look like the rough neck arcology it is.


The other is an interior hotel thing for the Point Lookout project. This one will again be a town in a building, no people as I can't do the scripting yet, but with the assets properly credited, Create a Madre -like interior, lobby, chapel floor, school, marketplace, hydroponics, administration and a refugee level where I plan to later put in Swampfolk refugees as there will be a quest involving and emphasizing the Swampfolks syncretism between Christianity and well....Elder God Worship, The issue is coming to a head as the LW arrives and the Refugees are the more or less unbending Christian folk. Because its already set to raid the bad temple, this is be an insertion that will make the Swamp People into Allies, possibly opening up Swamp folk Small town with any undamaged brick building assets I can find.


[/quote]


Like I said Pick something and start to build it I guarantee you will get the help you need if you just ask questions but like others have stated no one is going to hold your hand and, give you little jobs to do. 


[quote=charwo]


What I could also do, which might be simpler, is do the exterior. But that would depend on if there are exteriors of the Hotel that one could walk right up to. I don't know if those exist, but if they do, I will need to download them and directions (a link will be fine for something this simple) where I can import all the Dead Money Assets into Point Lookout. From there, beyond the Hotel, I will mod the whole Pier to look inhabited and if it actually is something of a tourist draw, if only for the Point Lookout Tower folk. Making a living Pier compatible with the inbuilt quests of PL, which requires no changing of scripts due to lack of ability, is a challenge I look forward to. Fortifications supply vehicles, what they would do with nearby leveled areas would be included and quite visible from the current parameter of the Pier buildings. 


[/quote]


I think your over thinking this one a bit, If you use the TTW.esm as a master to your new mod there is no need to import all the Dead Money Assets. By Using TTW.esm as a master you have access to all assets in both games All DLC's, You just need to start to play and have some fun modding. laugh


[quote=charwo]


Would anyone by willing to look at the assembly? It might be a couple of days, but I thrive on commission and a deadline.


[/quote]


I will look at your WIP if you need an opinion or just someone to check for errors. You can also PM me or, catch me in chat if you have a question. I am quite accusable and, around the site as much as possible and I always try to help new modders.  


Sorry about the "Elf joke" I'm not a spelling or grammar snob it just made me smile! laugh



charwo
Posts: 241
Joined: Sat Jan 19, 2013 1:14 pm

Hey, its OK, I needed to

Post by charwo » Tue Apr 23, 2013 1:02 am

Hey, its OK, I needed to learn to accept typo jokes a LONG time ago. Also, typos caused no end of trouble for simple script fixes in Paradox games. Man but it was worth it.


OK, I will get started on putting up TTW. SInce I have people's attention already, I know it takes a clean FONV: UE install. The question is can this be done without wiping out the current one, as in can FONV have a secondary install. In ye good olde days, not a problem, but now, I need to know. Also, I see there's been an update. Is the Alpha download section accurate in light of that update, or is there more to it?


And really, I thank you all. I'll try and have something in a couple of days then.



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

You can have more then one

Post by chucksteel » Tue Apr 23, 2013 1:13 am

You can have more then one install of FNV if you trick steam. Rename your current FNV folder to something like "Fallout New Vegas Old", Use steam to validate the integrity of game cache. 


Steam will not see the renamed game and, reinstall. 


If you want to switch back to your old game just rename the New Fallout New Vegas folder to something like Fallout New Vegas TTW, remove the old from the older version. 


this method works just fine with NMM and FOMM too, You may have to manage your saves a little more for the different version of the game by using the counsel command SaveGame to make sure you don't use a save for TTW In you non TTW game. 


TTW is currently on TTW 2.2a that is the most up to date version. If you don't have it you should get it and update. 


 



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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

I have similar problems when

Post by Risewild » Tue Apr 23, 2013 1:45 am

I have similar problems when learning how to mod (I just started to), I have concentration and focus problems, I have severe anxiety and social anxiety, and mild OCD and ADD (also mild), I can't learn from video tutorials, no matter how hard I try it never works, can't learn from reading either since I don't seem to register in my brain stuff I read very well, I also have a severe sleeping disorder that makes every of those problems even worst and many days I lack motivation and I am so tired/headachey/head floting/body pained that I can't even get out of bed and spend all day just watching movies or series. The only difference I seem to have is that I can learn better by myself, because I can set my learning times for when I feel like it, if I try to push myself to learn when I don't feel like it it never works and only un-motivate me, but when I hit a problem I just come here and ask about it in chat or something and everyone will try and help me laugh


I can understand quite well having all of this ideas for mods and projects and not be able to do them because we lack the knowledge, but I really don't know how to help you, my suggestion is like it was said before, try to do something small for yourself (really small like just start placing some objects in an interior or something like that) so you get used to GECK controls, then just do things one step at the time and post your work and how it's going and then ask advice and suggestions around here, I did that for my first ever attempt to make books look better in game, and I am already getting suggestions on how to make them look more ruined and scorched laugh which was a problem I am having.


I hope you can find a way that will work for you to learn wink I really know how hard and frustrating it is trying to learn and failing, but even if you don't get a personal teacher, I encourage you to try and then come here and ask for help laugh everyone will be happy if they can help you. angel


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charwo
Posts: 241
Joined: Sat Jan 19, 2013 1:14 pm

Hi! I renamed the Folder, and

Post by charwo » Tue Apr 23, 2013 1:51 am

Hi! I renamed the Folder, and tried to reinstall, and it still registered the game and wouldn't let me make a fresh install. What I did was rename the folder with the goods from steam/steamapps/Fallout New Vegas to steam/steamapps/Fallout New Vegas Old. I then saw you thing about having Steam check the cache. I know what that operation entails, it's an inventory check, but I don't know which command does that. Can I get the header -> command?



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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

You open Steam and go to your

Post by Risewild » Tue Apr 23, 2013 2:04 am

You open Steam and go to your games library, then right click on the fallout new vegas, choose properties, then on the new window that open click on the tab that says "local files" and then choose the last option "verify integrity of game cache".


I hope this is what you were asking smiley since iI am a complete zombie in the mornings.


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charwo
Posts: 241
Joined: Sat Jan 19, 2013 1:14 pm

It is. Thank you for both the

Post by charwo » Tue Apr 23, 2013 1:17 pm

It is. Thank you for both the kind words Riswald. I want to create but don't enjoy challenges. But I do enjoy the end product. So far I've had better successes with changing mechanics. Tedious as it is, I made up a decontamination recipe list for those Vegas interiors radiated stuff so they can be decontaminated. If I get good at the crafting thing, I to do a rationalization of the water and beer. In a lot fo the mods, beer takes away rads, so I got this idea that the beer is laced with small amounts of radaway, and that with the inherent diuretic properties of beer, that it would be a jury rigged way to make a bag of radaway go to its most efficient lengths. Have Purified Water require 10 Dirty Waters + 1 Rad-Ex for 10 Purified Water. And also 100 beers +50 credits to 100 empty bottles (which can be filled with dirty water with mods) + 1 US gallon Keg (worth 150 credits) . I figure that because a US Gallon Keg is 1,984 oz, the Beer bottles are of the 20 oz variety and it takes 99.2 20 oz containers to make 1 US gallon Keg. The crafting recipes write itself if you think what the mechanics are actually trying to represent.


Among other things. I'd need a keg mesh and texture to make it work, but maybe I'll be learning it. Also, you need to get back the lunchbox from a caravan lunch, doncha think? 



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LT Albrecht
Posts: 182
Joined: Wed Sep 19, 2012 8:50 pm

Purified water can already be

Post by LT Albrecht » Tue Apr 23, 2013 8:33 pm

Purified water can already be made from dirty water with two glass pitchers and some tubing (that you get back). Beer and other alcohols reduce radiation for two reason, #1 the diueretic properties accelerating the body's natural passing of any random junk it's picked up (in this case radioisotopes) and #2 as a nod to GSC Gameworld's S.T.A.L.K.E.R. series.


Don't mean to rain on your parade, though. Being able to brew booze sounds awesome, there's a model for a still ingame, if you use something similar to the RZW portable gadgets setup where you can drop it out of your inventory, position it and then lock it into place so it'll function having player-crafted stills and the bility to make beer, moonshine, whiskey etc would be a really neat addition to the game.


trollolololololol





 



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

uhm, fnv has wooden keg

Post by pintocat » Tue Apr 23, 2013 9:58 pm

uhm, fnv has wooden keg meshes already, why do you need to make one

charwo
Posts: 241
Joined: Sat Jan 19, 2013 1:14 pm

Sorry, still thinking if FO3

Post by charwo » Wed Apr 24, 2013 12:33 am

Sorry, still thinking if FO3 terms.



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