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Showing results for tags 'proof of concept'.
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Version 0.71
13,483 downloads
Obsolete, use AbductionLite instead. This is a very work-in-progress WIP project and as such comes with no guarantees or warranty regarding safety or function. Please make sure to read this description before deciding to use it and do not run it on that super important save you have no backups for or expect the mod to be uninstallable without problems either immediately or down the road. WHAT IS THIS? This mod allows the player to subdue, abduct and control encountered NPCs. They can either be put to work at a settlement or be ordered to act like a simple follower/bodyguard. This is done through a system similar to the Intimidation perk and works as follows * Player crafts the holotape at any chem station * Player makes sure the control quest is running in the MOD menu after which they can add the perk * Player approaches NPC and when close enough issues the "SUBDUE" command while looking through iron sights * While subdued the player can issue the next command in the same manner by aiming and issuing the "ABDUCT" command * The shock collar is equipped and the NPC can now be send to the settlement of your choice and will start to travel there as soon as the selection is done When the equipment requirement option is active the above actions are done with the Abduction Baton equipped with the extra options like dismiss/recruit displayed by BLOCKING After being set to a settlement the player also have the option to immediately RECRUIT, again by aiming, and naturally also DISMISS the NPC similar to a follower. While in a settlement the NPC will function as any other settler and can work farming, scavenging, guarding etc. They can also work as a trader but since the enemy NPCs have no recorded dialogue for this they'll do so silently, just pretend they're sulking and giving you the silent treatment you evil slaver you. The player will address them similar to what the Intimidation perk does and the NPC should also respond in the same manner, at least when active as follower. They'll also keep their default quips so you'll hear their faction specific shouts when in combat. Keep in mind they also seem to retain the "infinite grenade" option enemy NPCs have so things can get messy. Besides that they're also given the keywords for infinite ammo and to be stimpackable. The customization options are fairly extensive ranging from changing voice, outfits, combat style and is continuously updated. For a complete and current list please see the changelog entries. Regarding doctor or vendor assignment dialogue Mod not working? SO WHAT'S THE DISCLAIMER ALL ABOUT THEN? Two main areas, implementation and completeness Implementation issues * The workshopnpc script necessary to allow settlement functions is attached to template actors. This means you might potentially have a whole lot of (enemy) NPCs running scripts in your game. I do not know if they actually take any resources or even are active when the NPC isn't in a settlement but anyone familiar with the vanilla game bug where settlers break in pretty much every way possible except imploding you know the workshop/settlement system is unstable as it is. * Since the scripts are attached to template actors it also means any mod that relies on them being intact and behaving as they should (that is, shooting the player in the face rather than tending to their mutfruits) might have problems * And naturally since the mod changes rank 1 and 3 of the Intimidation perk any mod that does the same might also have problems * NPCs does not have the stimpak option - It's there but not shown, "E" still works * NPCs does not have "STAY" dialogue command when set to follower - It's there but mislabeled as a second "Talk" option * If you have no settlement to send them to the NPC will linger - Keep them as a follower until you capture/get one * NPCs will sometimes attack "free" settlers - Unknown why, they have their faction affiliations stripped and are assigned to the workshop-faction on abduction. If it's a problem make separate settlements for those you capture * Not all NPCs are capturable - You can only capture NPCs equal to or under the player character level. Also, any NPC that doesn't use the template, most random encounter ones and hand placed for specific events/quests/scenes/etc for example, wont have the necessary workshop-script attached and the SUBDUE command won't show for them. * NPCs act differently in settlements - I haven't touched their sandbox packages so they'll use whatever default they have * NPCs run off in combat when companions - It seems some are set to sandbox/linger in a specific location and it might draw them back. Their combat AI isn't modified either so in any situation where they'd normally flee they'll still pick the option regardless if it means leaving the player fighting alone. * The perk is overwritten or overwrites the Intimidation one - pick one or the other. * NPCs assigned as doctors and other unique dialogue vendors only have the trade/barter option - There is no recorded dialogue for enemies to work as these rather unsurprisingly. Set a default voice supporting these functions Completeness issues * While being able to subdue someone with a gun is plausible making them abductable might not be, changing the requirement to a stun gun/rod similar to Fallout 2 might be more realistic. * NPC wandering off to a settlement instead of simply running away as soon as the player is gone isn't good either, adding a requirement for the player to craft and attach an explosive slave collar or other restraint would be an option * A faction to trade slaves should be added so the player can sell captured ones or buy to work in their settlements * Affinity should be added to companions, negative across the board mostly * Reactions should be added to other factions/NPCs, for example the Railroad or Minutemen probably wouldn't like if the player came to pay them a visit with a bunch of slaves in tow. Certain NPCs would also have an issue with the whole thing. * Having many slaves from one side should prompt increased frequency and level of threat from the associated faction, they probably want their friends back right? And probably a bunch of other stuff I forgot. Stuff that's loosely planned to be added * Option to change the voice type of NPCs so they get the recorded lines to function as doctors Added in 0.41 * Option to change combat variables so they work better fighting in follower mode Added in 0.41 * Option to change facial expression and body language * Option to remove the NPC from the intimidation quest which would remove the related threat / mercy dialogue. Added in 0.41-
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- proof of concept
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Version 0.2
1,915 downloads
Basic animation player with support for external sources to add more idles, idle length, randomization, tags, naming and stuffs This is functionality was originally integrated in my PuppetMaster mod but I decided to break it out for ease of development and reuse. It is not a stand-alone mod and will do nothing on it's own, it simply provides some convenience functions to other addons. WHAT IS THIS An idle player with some extra features over the usual "playidle" command * Custom events - "VoyeurIdleStart" and "VoyeurIdleEnd" allows detection of when an idle starts or ends making it possible to make sure idles can finish or aren't blocked by an already ongoing one * Randomization - Keyword tagging allows playback from a select group of idles. * Expansion - "registerIdle" allows external sources to expand the library of idles * Labels - Give any idle a description making it easier to identify. * Duration - Specify idle duration to make control and chaining of several easier, requirement for the start and end events to work since there is no way to detect the duration from the idle directly AFAIK. This requires you to play the idle first, time it and then pass the duration in the register command. HOW TO ADD MORE IDLES I've included a sample mod "VoyeurAnimationLoader" showing how this can be done. Core function with type and default value below. function registerIdle(idle inIdle, int inDuration = 10, keyword inKeyword = none, string idleName = "unnamed", bool waitForFinish = true) To access the script from another mod you need to add the Voyeur:VoyeurAnimationHandler quest referance cast it as Voyeur:VoyeurAnimationHandler. Sample below from the loader will create the handle and add the magnolia dance idle to Voyeur. There are other ways to do this but they're not covered in the source currently. Voyeur:VoyeurAnimationHandler handle = voyeurHandle as Voyeur:VoyeurAnimationHandlerhandle.registerIdle(IdleMagnoliaSong05, 10, none, "Magnolia" ) OTHER FUNCTIONS Checks if the idle is registered. bool function findIdle(Idle inIdle) Returns the id of the passed idle, -1 if not found. int function findIdleNumber(Idle inIdle) Returns an int array with all idles with the matching keyword (not tested) int[] function getAllAnimationNumbersWithKeyWord(Keyword inKeyword) Returns number of registered animations, useful if you want to use your own selector rather than the default built in int function getNumberOfanimations() Returns the name of the matching idle id String function getAnimationName(int idleId) Plays the specified idle on the actor bool Function playRegisteredIdle(Actor inActor, int idleId) Play a random idle from all registered (not untested) bool Function playRandomIdle(Actor inActor) Play a random idle tagged with matching keyword (not untested) bool Function playRandomIdleWithKeyword(Actor inActor, Keyword inKeyword) Shows the default animation selection menu int Function showAnimationSelector(int inCurrentChoice = 0) BUILT IN SUPPORT Dave's Poses HALP PLZ NO WORK! Well I have no idea what I'm doing, I just make random edits and slam that compile key until the errors are gone. Plus this is more a resource than a mod and currently it isn't prioritized for any support whatsoever since I'm focusing on other projects. Try it out, poke around in the source, add or remove functions, use it as a base for your own mod or make a superior version or whatever. Just link back to this page if you use anything from it. If you fix/optimize something or have reasonable suggestions feel free to leave a comment about what and how and I'll see if it can be integrated on the next (if any) update. SHOULD DO LIST * Try to change idle definition from an integrated struct to it's own class/object separating functions and making things easier to update/manage * Add a Message object to the idle struct (or class) meaning a notice can be registered and displayed even in environments where debug.notification isn't availible * Add a holotape interface to compliment the Message menu, combined with the addition of the message variable above the name could be displayed in top left corner when toggling through idles making it easier to keep track of what's selected * Maybe add some way/mode to have the game start a timer on idles without a set duration and a way for the player to issue a "break" when they end. This would allow the user to set/modify duration without having to use stopwatch or similar ancient methods * Add some way to delete idles and/or the option to move them to a "disabled" storage * Make it possible to register more than 128 idles * Add a custom event mods can send to inform Voyeur they've added new idles to the registration queue rather than the current oninit/onload variant. CREDITS DocClox for help and ideas-
1
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- WIP
- proof of concept
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View File Obsolete, use AbductionLite instead. This is a very work-in-progress WIP project and as such comes with no guarantees or warranty regarding safety or function. Please make sure to read this description before deciding to use it and do not run it on that super important save you have no backups for or expect the mod to be uninstallable without problems either immediately or down the road. WHAT IS THIS? This mod allows the player to subdue, abduct and control encountered NPCs. They can either be put to work at a settlement or be ordered to act like a simple follower/bodyguard. This is done through a system similar to the Intimidation perk and works as follows * Player crafts the holotape at any chem station * Player makes sure the control quest is running in the MOD menu after which they can add the perk * Player approaches NPC and when close enough issues the "SUBDUE" command while looking through iron sights * While subdued the player can issue the next command in the same manner by aiming and issuing the "ABDUCT" command * The shock collar is equipped and the NPC can now be send to the settlement of your choice and will start to travel there as soon as the selection is done When the equipment requirement option is active the above actions are done with the Abduction Baton equipped with the extra options like dismiss/recruit displayed by BLOCKING After being set to a settlement the player also have the option to immediately RECRUIT, again by aiming, and naturally also DISMISS the NPC similar to a follower. While in a settlement the NPC will function as any other settler and can work farming, scavenging, guarding etc. They can also work as a trader but since the enemy NPCs have no recorded dialogue for this they'll do so silently, just pretend they're sulking and giving you the silent treatment you evil slaver you. The player will address them similar to what the Intimidation perk does and the NPC should also respond in the same manner, at least when active as follower. They'll also keep their default quips so you'll hear their faction specific shouts when in combat. Keep in mind they also seem to retain the "infinite grenade" option enemy NPCs have so things can get messy. Besides that they're also given the keywords for infinite ammo and to be stimpackable. The customization options are fairly extensive ranging from changing voice, outfits, combat style and is continuously updated. For a complete and current list please see the changelog entries. Regarding doctor or vendor assignment dialogue Mod not working? SO WHAT'S THE DISCLAIMER ALL ABOUT THEN? Two main areas, implementation and completeness Implementation issues * The workshopnpc script necessary to allow settlement functions is attached to template actors. This means you might potentially have a whole lot of (enemy) NPCs running scripts in your game. I do not know if they actually take any resources or even are active when the NPC isn't in a settlement but anyone familiar with the vanilla game bug where settlers break in pretty much every way possible except imploding you know the workshop/settlement system is unstable as it is. * Since the scripts are attached to template actors it also means any mod that relies on them being intact and behaving as they should (that is, shooting the player in the face rather than tending to their mutfruits) might have problems * And naturally since the mod changes rank 1 and 3 of the Intimidation perk any mod that does the same might also have problems * NPCs does not have the stimpak option - It's there but not shown, "E" still works * NPCs does not have "STAY" dialogue command when set to follower - It's there but mislabeled as a second "Talk" option * If you have no settlement to send them to the NPC will linger - Keep them as a follower until you capture/get one * NPCs will sometimes attack "free" settlers - Unknown why, they have their faction affiliations stripped and are assigned to the workshop-faction on abduction. If it's a problem make separate settlements for those you capture * Not all NPCs are capturable - You can only capture NPCs equal to or under the player character level. Also, any NPC that doesn't use the template, most random encounter ones and hand placed for specific events/quests/scenes/etc for example, wont have the necessary workshop-script attached and the SUBDUE command won't show for them. * NPCs act differently in settlements - I haven't touched their sandbox packages so they'll use whatever default they have * NPCs run off in combat when companions - It seems some are set to sandbox/linger in a specific location and it might draw them back. Their combat AI isn't modified either so in any situation where they'd normally flee they'll still pick the option regardless if it means leaving the player fighting alone. * The perk is overwritten or overwrites the Intimidation one - pick one or the other. * NPCs assigned as doctors and other unique dialogue vendors only have the trade/barter option - There is no recorded dialogue for enemies to work as these rather unsurprisingly. Set a default voice supporting these functions Completeness issues * While being able to subdue someone with a gun is plausible making them abductable might not be, changing the requirement to a stun gun/rod similar to Fallout 2 might be more realistic. * NPC wandering off to a settlement instead of simply running away as soon as the player is gone isn't good either, adding a requirement for the player to craft and attach an explosive slave collar or other restraint would be an option * A faction to trade slaves should be added so the player can sell captured ones or buy to work in their settlements * Affinity should be added to companions, negative across the board mostly * Reactions should be added to other factions/NPCs, for example the Railroad or Minutemen probably wouldn't like if the player came to pay them a visit with a bunch of slaves in tow. Certain NPCs would also have an issue with the whole thing. * Having many slaves from one side should prompt increased frequency and level of threat from the associated faction, they probably want their friends back right? And probably a bunch of other stuff I forgot. Stuff that's loosely planned to be added * Option to change the voice type of NPCs so they get the recorded lines to function as doctors Added in 0.41 * Option to change combat variables so they work better fighting in follower mode Added in 0.41 * Option to change facial expression and body language * Option to remove the NPC from the intimidation quest which would remove the related threat / mercy dialogue. Added in 0.41 Submitter LazyGirl Submitted 08/18/2016 Category WIP / Beta Requires Automatron DLC, Nuka World
- 351 replies
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2
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- wip
- proof of concept
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I'm probably far too late on the bandwagon for this one, but... So Agarest is a Compile Heart game that it turns out can easily have its character bust-ups unpacked and repacked using the brapack unpacker. It is also a game that has a lot of women that the player is encouraged to increase affection for. So after messing around a bit, it turns out that editing such bust-ups is simply a case of unpacking the images, and editing the .dds with one's preferred image editor. As a bonus, the bust-ups are static, meaning they don't constantly move like the Neptunia games. I posted an extremely basic example edit below. Unfortunately, I don't have the artistic ability to make more appealing mods myself (or I would have posted them myself. Sorry!), but if anyone wants to DM me or reach out to lend a hand (or even just post tutorials on how to get started), That'd be nice. You can get a sneak peek at the kinds of characters in Agarest at this link: https://agarest.fandom.com/wiki/Party_Members. As far as I'm aware, each character's art is nigh-identical to their bust-up
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View File Basic animation player with support for external sources to add more idles, idle length, randomization, tags, naming and stuffs This is functionality was originally integrated in my PuppetMaster mod but I decided to break it out for ease of development and reuse. It is not a stand-alone mod and will do nothing on it's own, it simply provides some convenience functions to other addons. WHAT IS THIS An idle player with some extra features over the usual "playidle" command * Custom events - "VoyeurIdleStart" and "VoyeurIdleEnd" allows detection of when an idle starts or ends making it possible to make sure idles can finish or aren't blocked by an already ongoing one * Randomization - Keyword tagging allows playback from a select group of idles. * Expansion - "registerIdle" allows external sources to expand the library of idles * Labels - Give any idle a description making it easier to identify. * Duration - Specify idle duration to make control and chaining of several easier, requirement for the start and end events to work since there is no way to detect the duration from the idle directly AFAIK. This requires you to play the idle first, time it and then pass the duration in the register command. HOW TO ADD MORE IDLES I've included a sample mod "VoyeurAnimationLoader" showing how this can be done. Core function with type and default value below. function registerIdle(idle inIdle, int inDuration = 10, keyword inKeyword = none, string idleName = "unnamed", bool waitForFinish = true) To access the script from another mod you need to add the Voyeur:VoyeurAnimationHandler quest referance cast it as Voyeur:VoyeurAnimationHandler. Sample below from the loader will create the handle and add the magnolia dance idle to Voyeur. There are other ways to do this but they're not covered in the source currently. Voyeur:VoyeurAnimationHandler handle = voyeurHandle as Voyeur:VoyeurAnimationHandlerhandle.registerIdle(IdleMagnoliaSong05, 10, none, "Magnolia" ) OTHER FUNCTIONS Checks if the idle is registered. bool function findIdle(Idle inIdle) Returns the id of the passed idle, -1 if not found. int function findIdleNumber(Idle inIdle) Returns an int array with all idles with the matching keyword (not tested) int[] function getAllAnimationNumbersWithKeyWord(Keyword inKeyword) Returns number of registered animations, useful if you want to use your own selector rather than the default built in int function getNumberOfanimations() Returns the name of the matching idle id String function getAnimationName(int idleId) Plays the specified idle on the actor bool Function playRegisteredIdle(Actor inActor, int idleId) Play a random idle from all registered (not untested) bool Function playRandomIdle(Actor inActor) Play a random idle tagged with matching keyword (not untested) bool Function playRandomIdleWithKeyword(Actor inActor, Keyword inKeyword) Shows the default animation selection menu int Function showAnimationSelector(int inCurrentChoice = 0) BUILT IN SUPPORT Dave's Poses HALP PLZ NO WORK! Well I have no idea what I'm doing, I just make random edits and slam that compile key until the errors are gone. Plus this is more a resource than a mod and currently it isn't prioritized for any support whatsoever since I'm focusing on other projects. Try it out, poke around in the source, add or remove functions, use it as a base for your own mod or make a superior version or whatever. Just link back to this page if you use anything from it. If you fix/optimize something or have reasonable suggestions feel free to leave a comment about what and how and I'll see if it can be integrated on the next (if any) update. SHOULD DO LIST * Try to change idle definition from an integrated struct to it's own class/object separating functions and making things easier to update/manage * Add a Message object to the idle struct (or class) meaning a notice can be registered and displayed even in environments where debug.notification isn't availible * Add a holotape interface to compliment the Message menu, combined with the addition of the message variable above the name could be displayed in top left corner when toggling through idles making it easier to keep track of what's selected * Maybe add some way/mode to have the game start a timer on idles without a set duration and a way for the player to issue a "break" when they end. This would allow the user to set/modify duration without having to use stopwatch or similar ancient methods * Add some way to delete idles and/or the option to move them to a "disabled" storage * Make it possible to register more than 128 idles * Add a custom event mods can send to inform Voyeur they've added new idles to the registration queue rather than the current oninit/onload variant. CREDITS DocClox for help and ideas Submitter LazyGirl Submitted 04/20/2017 Category WIP / Beta Requires
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- WIP
- proof of concept
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