Thursday, March 11, 2010

Redecorating Headaches, Part III

Still chipping away.

Had several hours' worth of problems because like an idiot, I listened to the "Tome of FO3Edit" about making the mod properly, and clean. Rather than the way I've been doing them for the last year.

Yeah, I knew I did it the way I do for a fucking reason...

Doing it "correctly" was leaving an ostensibly disabled light in place. Wouldn't have been an issue... except it was also moved so that it clipped through the floor of the entryway.

No, I don't know, either.

Tried getting the hex objectID and changing it to disabled in the holy FO3Edit. That got rid of it... unfortunately, it made three more appear in its place. Somewhat counter-intuitive, if you ask me.

After fighting with the GECK (which wouldn't show it there for me to remove) for a couple hours, I finally got frustrated and just deleted the whole mess of stuff I didn't want to appear in the vault anymore, rather than the "correct" method of disabling it.

Problem went away on the first try.

Will someone remind me why I keep putting up with that 50mb html file that passes for an FO3Edit manual? Fucking thing doesn't even work right with Firefox, and I detest IE at the best of times.

Anyhow.

Convoluted bullshit masquerading as a mod program aside, with that light out of the way I started making progress again.

I give you, the new and improved Vault 1 infirmary:




As seen from the doorway, facing right. There's now a small waiting room area with the desk and computer. Books, magazines (what self-respecting Doctor's office would be without two hundred year old periodicals?) a Nuka machine, even a potted plant.




Facing left from the door, you can see the patient treatment area. Cut it back to one surgical/exam table, cause really... V1 has a normal population of what? Twenty-five? Maybe thirty-five if you have a hell of a PC. How many surgeries are they going to need to perform at once? Added two light switches. One controls the main four lights, the second controls the special light over the surgical bed.




You can see the doc doing some lab tests here. Yes, I make her wear the Sexy Nurse outfit from LFT. Shut up. The locker you can see part of is one of two, they both contain a mess of medical equipment. Braces, crutches, surgical tubing, surgical tools and such. Not only for realism, but as a handy repository for people who run one of the many "realistic" overhauls that require you use more than stims to treat your wounds.




Here's a better view of the exam/treatment area, on the other side of the privacy screen. The kit on the wall is medical supplies (both it and the one next to the desk respawn), and the other kit on the cart is the one formerly from the player's bedroom; with the 'My First Infirmary' underneath it still. Figured it made more sense to have in the infirmary than your bedroom.

As you may have guessed, I expanded the infirmary. Added roughly 33% to the floor space, and put in a half dozen or so new idle markers. NPCs in the infirmary will now use the testing equipment, sweep the floor, and ponder the mysteries of the Nuka Cola machine. As well as the usual sitting and computer using and whatnot.

Tried to find an idle to get them to climb up on the exam table, but couldn't see one that would work.

Shame, coming in and finding one of the girls "examining" another would be pretty... err, or is that just a fantasy of mine?

Moving on.

Not sure when I'll be releasing it. I still want to tinker with it a bit more. Work over the lab, maybe. Decide what to do with the jail. Probably move the 'My First Laboratory' out of the bedroom, and into the lab, as well.

I'd like to put in another pool. A smaller one, sort of like a hot spring. I'm thinking the jail may be a good area for that, but I'm not sure yet.

A few details, though.

1) The mod will still require the custom textures from my existing redecorated plugin. No new ones, at the moment.

2) This plugin won't work with the sorters at all. No, I'm not going to modify it back so it can. It also won't work with Refurb (obviously). No idea yet how it plays with the RRQuest plugin.

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