abandontricous' new traders npc, (and maybe faction) -1 reply

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Abandonator

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#1 10 years ago

well, i started this thread after the idea i got when playing with fcar, since as you are a merc or monolith , you can't get to the bar or siderovich in one piece, that's where I got the idea to make new traders : cmdr. strativaski for the mercs, he would be found near the tunnel with the burneranomalies ( around the campfire), he would be the trader and their faction leader. the monolith would be in their base, so if you have any suggestions or can give me help with the mod, post ! you self esteem spam machine!! :naughty:




Atrocious

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#2 10 years ago

I wanted to post lots of Spam Smileys, but there are none. :bawl:

I would put him onto the concrete building, honestly. He is safer from mutants there and it's the right place for mercs. Or maybe even better, to put him to army WH into the Merc outpost. Or into the little green house at the heli in WT, where Wolfhound spawns. Or .... :)

Oh, and about help. Just ask a concrete (didn't know it's written like Beton) question. :)

PS: I should let you know that we are planning to integrate FCAR into OL2.2 (if I have time to help doing it). We will add lots of new stuff regarding that then. New quests etc. Probably (from my point of view most probably) also traders for the factions.

PPS: There is a thread on GSC forum about adding new factions. I didn't read it though. Dunno if it's useful. Also I don't have the direct link, because the forum is dead for me atm. GSC Game World - Official Site




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#3 10 years ago

well, i think there will be a good load of work on it, i'm going to start to make the characters, that i will base myself on voronin, for the mercs i will make a seva suit with a unique face on it , that's just hex editing. :) but then comes it, scripts have to be made to make them spawn, and they will need protection, so new npc guards have to be there too. and in the right position of course. i don't know, but i believe they will need their own trader.ltx don't know this is possible, but they should have the animation of voronin imho because of course you have to fear them :D ;)




Atrocious

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#4 10 years ago
abandonator;4401633well, i think there will be a good load of work on it, i'm going to start to make the characters, that i will base myself on voronin, for the mercs i will make a seva suit with a unique face on it , that's just hex editing. :) [/quote] Dunno if it's so easy, because SEVA has a helmet, but you will find out.
abandonator;4401633 but then comes it, scripts have to be made to make them spawn, and they will need protection, so new npc guards have to be there too. and in the right position of course.[/quote] Isn't really a problem to find right positions and directions. But I never did it myself. Kany is the spawner. [quote=abandonator;4401633] i don't know, but i believe they will need their own trader.ltx
Pretty sure they will. [quote=abandonator;4401633] don't know this is possible, but they should have the animation of voronin imho because of course you have to fear them :D ;)

It is. At least if you retexture voronins mesh. Easy ltx configuration, but you have to use a mesh that offers the animation - as far as I know.

Also I think it wouldn't be good to have them all standing like that. Only the trader. The guards should have their guns in their hands. That's their job. :) But it's your call.




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#5 10 years ago

i totaly agree, i'm busy on strativasky's face now, it's gonna have a scar in his eye, but now i'll be gone for a minute a war is waiting for me :D




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#6 10 years ago

wel strativasky's face is done, but in the mesh of voronin, when i open it in Ogf viewer, there is no body, only his head and a backpack... so how can i see if i give him retextured or new suit that it is good? nono , it's ok i see in the ogf file the texture..




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#7 10 years ago

i thaught i found it but when i change it and want to look at it, it says it's out of memory... Ü\>.`Œ8.CY?.T.9QÒ ?....#...act\act_killer_nauchiny.models\model. this is what i changed and also this ..(...act\act_sold_bandan_head_9models\model.... originaly there stood : ..(...act\act_sold_bandan_head_6.models\model... and QÒ ?....#...act\act_stalker_black.models\model.. what did i do wrong?




Atrocious

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#8 10 years ago
abandonator;4403232 ..(...act\act_sold_bandan_head_9models\model.... ..(...act\act_sold_bandan_head_6.models\model...

Head nine has one character less than head six. You cannot change the count of characters in a hex editor. It has to stay the same, otherwise the file will be broken.




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#9 10 years ago
Atrocious;4403334Head nine has one character less than head six. You cannot change the count of characters in a hex editor. It has to stay the same, otherwise the file will be broken.

oh well then i know the problem, it's not in the head line, but to insert the act_killer_nauchiny i have inserted bytes into the ogf file. :uhoh: will make a new texture file, with a name with the same amount of characters, and that should solve the problem, but then the worst still has to come for me ... scripting :eek::assimilate: edit btw -->:spam::spam: ;)




Atrocious

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#10 10 years ago

:spam::spam::spam::spam::spam::spam::spam::spam: :spam::spam::spam::spam::spam::spam::spam::spam:

YAY!

Spawning by script isn't such a big issue. I will help you with that. But you need to find the coordinates, level vertex id, game vertex id and direction. I have to ask Kany about that.