Wednesday, April 14, 2010

NosCo Vault 1 Remodel, v2 Upcoming, Part III

Progress to report.

Resolves several of the issues last night before giving up and going to bed.

Got the rest this afternoon. Switches work now (turns out I had forgotten to recompile one after resetting all the references), and as a bonus, they copy each other's state.

Meaning, you turn one switch to 'on', and the one across the room will switch itself over to on, as well. No more mismatched lights on the switch-fronts.

I've also implemented this scripting layout with the two switches in the hall leading to the museum and former player's bedroom; now more foyer than anything, I suppose.

New cell is behaving wonderfully. It loads fast, runs with a minimum of chop, and the navmesh has no issues that I can tell.

I had forgotten what it was like to work in a cell not burdened down by useless bullshit.

Also wrote my own 'strip script', for the sauna in the private bath area off the player's bedroom.

Oh, did I forget to mention that? Yeah; it's gonna have a huge jacuzzi, possibly a small pool as well, toilet and sink, and sauna.

This really illustrates one of the prime differences among modders. I've tried time and again to use ttomwv's strip script from the pool, and it just does not work for me.

ttomwv liked effects. Take a look through the mod sometime in the GECK, and you'll see an effect for everything. Swim effect, jail effect, guard package effects...

Me? I hate effects. They're just one more thing to go wrong. I prefer to do my schemin' via direct script commands.

Consequently, I abandoned my attempted copying of the "known good" system he set up for the pool, and just wrote my own trigger script freehand.

Set up the trigger, and it worked on the first fucking try.

Damn I'm good.

Beauty of it is, my script completely strips them. It doesn't leave weapons equipped, or accessories, or anything like that. I think I'm going to investigate switching the pool and showers in vault 1 over to my model, and see how it works.

There's also going to be a direct-access hatch to bypass the vault completely. I have the tunnel and door set up, but still have to decide where to place the other end. I've got the north marker set up already, and am trying to keep the directions straight in my head across the three cells and the wasteland. With the way it's all laid out, the access point needs to go somewhere east-southeast of Springvale. At the moment I'm thinking somewhere near the Super Duper mart, but I've got to do some legwork around the area and scout spots before I can give a definite plan on that.

A spot inside Megaton might do, as well, but I'm not sure where would be good. Not really plausible for there to have been a hatch there for two hundred years and no one just noticed it but the player...

Also apparently made a slight error in my choice of cells to copy to create this one, as the test cell I copied had no water wave texture. Rather than redo the entire cell, though, I'll just extract a texture from the BSA and drop it into the proper directory. Won't be a big deal to include it with the next archive.

No comments:

Post a Comment

Note: Only a member of this blog may post a comment.