Trykz Posted December 21, 2022 Author Posted December 21, 2022 Pardon these, I'm still sorting my ENB/Reshade setup This is a brand new test character I made for a complete playtest of the mod. Before: After: In this shot is the carbon fiber texture set. The shot above it is Cridowskin for FG. I made a few sets of textures using the Cridowskin FG texture as a base. Carbon Fiber Camo Black I also still have all the colored texture archives I made a few years ago. These are actually overwriting the diffuse textures from one of those. The normals, subsurfaces, and speculars are all being displayed directly from the archive for the body, hands, and face. At release I won't be adding all of the archives to the mod. Likely just one or two. I'll release all of them over time and by request after posting screens of them. When included in the package, they really bloat the size of the mod, and take forever to upload. I also still have all the cubemaps for the armors. I'll need to sort through them to make sure they get released with the right material files. If necessary I'll make new material files after the mod is released. I also have a level 33 test character which has already played through the 1-15 pre-upgrade portion of the mod. This character will re-run that part to make sure everything is still right. I'll sort my ENB/Reshade setup tomorrow and get some better shots from this playtest session so I can better detail the pre-upgrade vs post-upgrade content. Once this character hits level 15, I'll switch to highlight the post-upgrade stuff. Trykz 6
BAB PEEG Posted December 21, 2022 Posted December 21, 2022 Will it be an entire new body to blodyslide to or cbbe etc?
Trykz Posted December 21, 2022 Author Posted December 21, 2022 (edited) 11 hours ago, BAB PEEG said: Will it be an entire new body to blodyslide to or cbbe etc? The body is a custom Fusion Girl model I built in Outfit Studio adding the dogtags and fusion core as permanent pieces. The armor pieces were then rebuilt using that body so everything works together. The body will of course be overwritten when you equip a body slot item that hasn't been rebuilt using this body. The textures will display normally, but you'll lose the dog tags and fusion core. The body is fully BodySlide compatible. These are the camo textures I made from Cridowskin FG that I mentioned last night: I also use the base Cridowskin textures for all the females in my game. As you can see, the character retains near identical appearance to her pre-Droid look I posted last night. If you want a more human appearing Droid, the default textures are easily overwritten with whatever human female texture set you prefer. The dogtags and fusion core will display fine regardless. When you climb out of the vat after becoming a Droid, you will find the Systems Operation 1.0 holotape in your inventory: The ONLY thing that will display on the screen will be the message telling you to deploy the Subsystems Docking Module. The deployed docking module is REQUIRED to see anything else. But once deployed: Then just go from there: Voila! In the Mainframe Control Menu is a user manual. Read it. Read ALL of it. By the time I'm finished adding to it, it will tell you EVERYTHING you need to know about your Droid, it's wide range of system functions, and all of it's capabilities. If you choose NOT to read it, don't bother asking how to get out of the Weapons Factory. I'll just laugh at you ? Trykz Edited December 21, 2022 by Trykz 6
Nuka Cherry Posted December 21, 2022 Posted December 21, 2022 I run a different set of textures - am I right in understanding that your mod will have its own texture set: Quote I also use the base Cridowskin textures for all the females in my game. As in: you also have the cridow set installed alongside droids? Great to see the developments, looking forward to a new playthrough as a droid!
Trykz Posted December 21, 2022 Author Posted December 21, 2022 1 hour ago, Nuka Cherry said: I run a different set of textures - am I right in understanding that your mod will have its own texture set: As in: you also have the cridow set installed alongside droids? Great to see the developments, looking forward to a new playthrough as a droid! My setup uses a replacer folder to overwrite the textures in the texture archive. When I release the mod, the replacer folder will contain the camo texture set pictured above, and one of the texture archives I made a few years ago. Using your preferred textures is simply a matter of replacing those textures with your diffuse and normal map textures for the body, face, and hands. The texture archives that I release over time can be swapped out any time you want to change things up. I originally built the mod to be as modular as possible, and so it remains. The only non-modular parts of the mod are the Edition and addon portions. I posted a list of what the mod requires earlier in the thread. These are hard requirements as much of the latest work is done on the addons for those required mods. At the time of release, I'll be posting my complete load order so users can see everything this mod is built around, and what balances everything out to keep the player from being waaaay too overpowered. It's a TON of stuff that makes Fallout 4's Survival mode a lot more tolerable, yet supremely challenging. Trykz 2
Trykz Posted December 22, 2022 Author Posted December 22, 2022 So I finally got my ENB/Reshade sorted: All that's left is a good grass mod. I figure that 200 years after the bombs fell, things would be quite a bit more green than Bethesda thought ? Work tomorrow, so I won't likely get a lot done. But after that it's a 4 day weekend, and then 4 days on the Clearwater job, so I'll be out of town until the weekend ? Trykz 4
CrantiusColto Posted December 22, 2022 Posted December 22, 2022 (edited) Just a little thought; playing with my old version, I thought it might be a good idea to have a lore reason for the constant systems intrusion (I don't remember if it was touched upon in Thermal Edition). Maybe China or a private sector competitor before the war found out about the transference program and wanted to sabotage it, but left it running endlessly after the bombs dropped. Maybe a small location with lore tidbits in it to expand upon what's happening on that end? It's a minor thing, but I enjoy the small story details, and I usually break things when I try to add them myself. =/ Edited December 22, 2022 by CrantiusColto
Trykz Posted December 22, 2022 Author Posted December 22, 2022 33 minutes ago, CrantiusColto said: Just a little thought; playing with my old version, I thought it might be a good idea to have a lore reason for the constant systems intrusion (I don't remember if it was touched upon in Thermal Edition). Maybe China or a private sector competitor before the war found out about the transference program and wanted to sabotage it, but left it running endlessly after the bombs dropped. Maybe a small location with lore tidbits in it to expand upon what's happening on that end? It's a minor thing, but I enjoy the small story details, and I usually break things when I try to add them myself. =/ You'll find lots of little things like that in the new version. Like the loadscreen messages that touch on that specifically. I added about a dozen or so other LS messages along a similar vein. I thought about conditioning them to be Droid race specific, but figured they be a nice touch when playing as a Human with the mod installed. I'm also adding some miscellaneous notes around the areas important to the mod. The Fort Strong portion leads you into it at level 30+. Which then leads you into the Far Harbor portion, and ultimately into Lunar Edition at 45+. I went with a 15 level spread so as not to be too invasive to the vanilla game and quests. It's meant to be played beside the vanilla game, and any other quest/story mods you might have installed. I had thought about tying it into South of the Sea, but ultimately decided not to as I felt it might be too distracting from that mod. I also stayed away from any direct links to The Institute and Brotherhood of Steel, which I wished I had done with A.S.I.A.. I don't plan on recommending any Alternate Start mods, though the mod will work fine with any of them. Or none. SKK's Institute Start (which I was using for a while) seemed like a good one at the time, but I eventually came to the conclusion that it didn't make a whole lot of sense since the idea is that you start as a Gen 3 Synth in that mod. So now it's totally up to the player to decide how they want to start their game. Vanilla or modded makes no difference to this mod. Anyhoo, it's bedtime. 5AM comes too fast these days ? Trykz 4
Miauzi Posted December 22, 2022 Posted December 22, 2022 2 hours ago, Trykz said: Also habe ich endlich mein ENB/Reshade sortiert: Alles, was übrig bleibt, ist ein guter Gras-Mod. Ich denke, 200 Jahre nachdem die Bomben gefallen sind, Dinge wäre um einiges grüner als Bethesda dachte ? Morgen arbeiten, also werde ich wahrscheinlich nicht viel erledigen. Aber Danach ist es ein 4-Tage-Wochenende und dann 4 Tage auf der Job in Clearwater, also bin ich bis zum Wochenende nicht in der Stadt ? Druck please take a look at these mods - I'm using them myself on my current run https://www.nexusmods.com/fallout4/mods/57319 https://www.nexusmods.com/fallout4/mods/11267 https://www.nexusmods.com/fallout4/mods/62129 Here are a few examples of what the landscape looks like Spoiler
Trykz Posted December 22, 2022 Author Posted December 22, 2022 7 hours ago, Miauzi said: please take a look at these mods - I'm using them myself on my current run https://www.nexusmods.com/fallout4/mods/57319 https://www.nexusmods.com/fallout4/mods/11267 https://www.nexusmods.com/fallout4/mods/62129 Here are a few examples of what the landscape looks like Hide contents Thanks for the suggestions. I went with Grasslands because I liked still finding patches of dead, brown grass here and there. For trees, I already had BNS Trees installed. I also grabbed Vivid Fallout for higher detail, and FOLIP for LOD. I really like the current setup. Certainly more than what I had before. Days are bright and a little gloomy. Nights are not so dark that I can't see at all, but dark enough to necessitate using the Twilight Mode subroutine (which only works in low light levels btw). Speaking of Twilight Mode, bear in mind that most ENBs mess up FO4's night vision. I ultimately decided to pull the ENB I had for that reason, and now I'm running just ReShade on the Vulkan Renderer with the ray tracing add-on. Overall, I'm much more pleased with the game's appearance now than I ever was. Well, off to work.... ?? Trykz 3
Miauzi Posted December 22, 2022 Posted December 22, 2022 Vor 1 Stunde sagte Trykz: Danke für die Vorschläge. Ich habe mich für Grasslands entschieden, weil ich es mochte, hier und da immer noch Flecken von totem, braunem Gras zu finden. Für Bäume hatte ich bereits BNS Trees installiert. Ich habe mir auch Vivid Fallout für mehr Details geholt und FOLIP für LOD. Das aktuelle Setup gefällt mir sehr gut. Auf jeden Fall mehr als ich vorher hatte. Die Tage sind hell und a wenig düster. Die Nächte sind nicht so dunkel, dass ich überhaupt nichts sehen kann, aber dunkel genug, um es zu erfordern mit der Dämmerungsmodus-Subroutine (die übrigens nur bei schlechten Lichtverhältnissen funktioniert). Apropos Dämmerungsmodus, denken Sie daran, dass die meisten ENBs die Nachtsicht von FO4 durcheinander bringen. ich Letztendlich habe ich mich dazu entschieden, die ENB zu ziehen, die ich aus diesem Grund hatte, und jetzt laufe ich einfach ReShade auf dem Vulkan Renderer mit dem Raytracing-Add-On. Insgesamt bin ich mit dem Erscheinungsbild des Spiels jetzt viel zufriedener als je zuvor. Na, ab an die Arbeit.... ? ? Druck Topic "Night vision" - a few thoughts on this as a "spoiler" Spoiler When I discovered a mod on Nexus about a year ago that brought "vampirism" into the Fallout universe https://www.nexusmods.com/fallout4/mods/47931 I also decided to follow the recommendation of a mod for "darker nights". https://www.nexusmods.com/fallout4/mods/191 The consequence was -> without night vision devices you are completely helpless at night https://www.nexusmods.com/fallout4/mods/12220 Now, this "Vampire" mod was never finished - the game mechanics (vampirism, etc.) work - but the intended quest lines are pretty rudimentary. I've decided to keep both "vampirism" and "darker nights" anyway... ..on the one hand, it was much too bright for me in the post-nuclear world - the whole nocturnal light magic seems completely out of place in view of an almost completely destroyed infrastructure (including power grids). The vampires have remained in play as an additional component for a "lurking" threat in the background - which can never be completely eliminated... ..which, due to the nocturnal "random" attacks as a solo player, lets you act much more cautiously or make companions useful and give certain indoor locations a very special atmosphere. - "Dunwich Borers" by the "Umbra" vampire clan - the insane asylum by the "Okulus" vampire clan there are optical and acoustic effects that, in my opinion, are really ripe for a horror game here are a few pictures I wish you a lot of success in your work on the mod
Trykz Posted December 22, 2022 Author Posted December 22, 2022 4 hours ago, Miauzi said: Topic "Night vision" - a few thoughts on this as a "spoiler" Reveal hidden contents When I discovered a mod on Nexus about a year ago that brought "vampirism" into the Fallout universe https://www.nexusmods.com/fallout4/mods/47931 I also decided to follow the recommendation of a mod for "darker nights". https://www.nexusmods.com/fallout4/mods/191 The consequence was -> without night vision devices you are completely helpless at night https://www.nexusmods.com/fallout4/mods/12220 Now, this "Vampire" mod was never finished - the game mechanics (vampirism, etc.) work - but the intended quest lines are pretty rudimentary. I've decided to keep both "vampirism" and "darker nights" anyway... ..on the one hand, it was much too bright for me in the post-nuclear world - the whole nocturnal light magic seems completely out of place in view of an almost completely destroyed infrastructure (including power grids). The vampires have remained in play as an additional component for a "lurking" threat in the background - which can never be completely eliminated... ..which, due to the nocturnal "random" attacks as a solo player, lets you act much more cautiously or make companions useful and give certain indoor locations a very special atmosphere. - "Dunwich Borers" by the "Umbra" vampire clan - the insane asylum by the "Okulus" vampire clan there are optical and acoustic effects that, in my opinion, are really ripe for a horror game here are a few pictures I wish you a lot of success in your work on the mod I loved vampires in Skyrim so much, that I built Daughter of Coldharbour to run with Sacrosanct and Better Vampires to avoid playing as a vanilla vampire. Bethesda really screwed the pooch with their ideas of how vampires should function. I can't really square vampires being in the Fallout universe though. Perhaps if they'd been introduced in a lore friendly way right from the beginning, I'd feel differently. But..... Bethesda in their infinite ass-backwards wisdom elected not to. Had it been my choice, I'd have used Bloodbugs to explain their introduction to Fallout. Human gets stung by a post-apocalypse bloodbug, which slowly leads to a highly infectious hunger for blood, etc., etc..... I can't wait to see how I might need to work around decisions like this when Starfield launches. iHuman, A.S.I.A., and now Droids is my response to the unplayable Synth decision. Developers these days spend so much time pining over their starting stories, that they leave any semblance of choice out of it entirely. Fallout 4 being a perfect example. The vanilla lawyer/wife/stolen kid scenario, a playable Institute Synth, or even a BoS or Railroad start could have been quite handily worked into the vanilla game as starting options for the player. All they would have needed was relatively short, but well though out backstories. Don't get me started on the choice to leave out a raider or Gunner start ? Anyway, finished early today, and getting ready to dive back into the CK..... Trykz 3
Trykz Posted December 22, 2022 Author Posted December 22, 2022 So I jumped into the game to test what I'm working on and got lucky. TWO load screen message boxes: There are 12 messages in total, with most conditioned to the Droid race. 4 or 5 will show up for Human characters as well. 3
Miauzi Posted December 22, 2022 Posted December 22, 2022 Vor 3 Stunden sagte Trykz: Ich habe Vampire in Skyrim so sehr geliebt, dass ich Daughter of Coldharbour zum Laufen gebaut habe mit Sacrosanct und Better Vampires, um nicht als Vanilla-Vampir zu spielen. Bethesda mit ihren Vorstellungen davon, wie Vampire funktionieren sollten, wirklich den Arsch auf den Kopf gestellt. Ich kann Vampire jedoch nicht wirklich im Fallout-Universum finden. Vielleicht, wenn sie es täten von Anfang an Lore-freundlich eingeführt wurde, würde ich das anders empfinden. Aber..... Bethesda hat sich in ihrer unendlichen Arsch-Rückwärts-Weisheit dagegen entschieden. Wäre es gewesen meiner Wahl hätte ich Bloodbugs verwendet, um ihre Einführung in Fallout zu erklären. Menschlich wird von einer Blutwanze nach der Apokalypse gestochen, was langsam zu einer hochansteckenden Krankheit führt Hunger nach Blut, etc., etc..... Ich kann es kaum erwarten zu sehen, wie ich Entscheidungen wie diese umgehen muss, wenn Starfield startet. iHuman, ASIA und jetzt Droids ist meine Antwort auf den unspielbaren Synth Entscheidung. Entwickler verbringen heutzutage so viel Zeit damit, über ihren Anfang nachzudenken Geschichten, dass sie jeden Anschein von Wahlmöglichkeiten vollständig auslassen. Fallout 4 ist ein perfektes Beispiel. Das Vanilla-Szenario Anwalt/Ehefrau/gestohlenes Kind, ein spielbares Institut Synth, oder sogar ein BoS- oder Railroad-Start hätte ganz einfach eingearbeitet werden können das Vanilla-Spiel als Startoptionen für den Spieler. Alles, was sie gebraucht hätten war relativ kurz, aber gut durchdachte Hintergrundgeschichten. Lass mich nicht anfangen die Wahl, einen Raider- oder Gunner-Start wegzulassen ? Wie auch immer, ich bin heute früh fertig und bereite mich darauf vor, wieder in den CK einzutauchen ... Druck Your vampire mod for Skyrim?? Love this part - the current char is such a "daughter of coldharbour". -- Thread: Vampires for the fallout world? What do I need their lore to introduce to the world of New England aka the Commonwealth Vampire. They are already so popular that 5-10% of the citizens of the (real) USA think that vampires really exist. So in an "alternative" USA - that's exactly the world of Fallout - it can also exist in real life. I don't even have to do major mental contortions in my blog story - since I don't intend to explain their origins anyway and I also don't intend to fight them. The Vampire mod offers so many approaches for a lore-friendly integration - that it's really a shame that it will never be finished. That's enough for me - I have no problem picking up these threads and "spinning" them further in my thoughts in order to integrate them into my game. The gaps in the "official" lore are so big that a lot of "other stuff" fits in there. You do your own thing with your mods... ..I stop with the story I'm trying to tell. And when I'm done with this blog project in spring/summer - I'll think up my own background story for your mod.
BAB PEEG Posted December 22, 2022 Posted December 22, 2022 Before I start new game number 6,473 will the mod need a new game?
Oldwolf58 Posted December 22, 2022 Posted December 22, 2022 (edited) 4 minutes ago, BAB PEEG said: Before I start new game number 6,473 will the mod need a new game? uh yeah, since it's basically an alternate start mod. You could probably install it on a current game but I don't know that you'd be able to use all of it's features that way. Trykz would know for certain. Edited December 22, 2022 by Oldwolf58
Trykz Posted December 23, 2022 Author Posted December 23, 2022 4 hours ago, Oldwolf58 said: uh yeah, since it's basically an alternate start mod. You could probably install it on a current game but I don't know that you'd be able to use all of it's features that way. Trykz would know for certain. A new character is always best. But in this case, not absolute. I phrase it this way for two simple reasons: if the pre-existing character is above level 15, you miss out on the content at the lowest levels of the mod. The mod will work fine, but levels 1 - 15 are the most important, because they're what I like to refer to as "the learning levels". You get the race, a holotape which provides quite a bit of detail, and just a few abilities until your Droid is upgraded. And that's when I throw a shitload of new stuff on top of what you've already learned and gotten accustomed to using. Your Droid is pretty basic at low level, because I allow you to become a Droid as soon as you leave Vault 111 and arrive in Sanctuary, but also give you time to get used to those basics. The other reason a new character is best, should be pretty obvious. If your character is level 50, you've already completed a lot of the game's content, leaving you with very little to run this beside. This mod is not intended to be run like a typical quest or story mod. It's designed to be run alongside the vanilla game (and whatever quest/story mods you may have installed). It's entirely terminal driven, with no "formal" quests. It guides you from terminal to terminal and place to place, where you learn a bit more, and then proceed toward the next objective. Higher level characters that have already completed an area's content, won't have much to do from this mod's perspective. This mod's intent is simply to give you an alternative way to PLAY the game. For example: as soon as you exit the vault (or arrive in Sanctuary by whatever means), you may find a holotape "application" in one of the mailboxes. From that moment, you can become a Droid, and until level 15, you simply play the game, while also playing the mod's content. Level up to 30, I send you off toward the next objective area, where you repeat the process until level 45, which ultimately leads you into the Lunar Edition portion of the mod. Having said all that, YES. I would absolutely recommend a NEW character. Because in my opinion, you're going to NEED those lower levels to prepare for what I drop on you at 15+. Like when I take away your ability to requisition repair kits from The Mainframe. Remember, stimpaks WILL NOT work on your Droid. They used to repair limbs, but not anymore. I removed their ability to repair Droid limbs, and added those effects to repair kits. But again, an existing character CAN play this mod. But I won't be building any further content for this mod because higher level characters have nothing to do. I'll be moving on to modding Starfield, and only providing any potential fixes that may crop up in the future. Trykz 4
Trykz Posted December 24, 2022 Author Posted December 24, 2022 (edited) The level 1 - 15 testing went largely uneventful. I leveled up mostly through clearing out the dogs from Fort Hagen, killing the ghouls at Fiddler's Green, and then setting up the Fort Hagen settlement. I did notice however, that I need to make a few minor tweaks to the Duty Roster. It's supposed to tell you to do these things once you're level 5, and then begin working your way toward the waterfront to start your upgrade on the Charlton. I think it's just a condition issue. But I also want to make it a bit more descriptive in detail. The "waterfront" is quite vague given it runs the full length of the map ? Once you're level 15+, upgraded, and aboard the Watson, the Duty Roster changes. Telling you to investigate Fort Strong for potential Human settlement, but warning that it's infested with Supermutants and should be delayed until you undergo more intense "training" with your new capabilities (leveling up to 25+ is HIGHLY recommended). But once cleared: you can set it up for settlement and as a formal base of operations ? I recommend using the settlers that arrive here as guards BEFORE anything else, as the Supermutants respawn if I remember correctly. Both Fort Hagen and Fort Strong are valid attack locations. There are "some" turrets already set up at both forts, but their power needs to be connected and turned on. The Weapons Factory (which is situated beneath the Fort Hagen motorpool) AND the roof of the barracks to the left in the shot above are both valid Relay points listed in the holotape. The relay points require a bit of learning how to use map coordinates. So I recommend a "grid" map that can be used to identify the relay locations. There are 11 locations in total: the 7 refrigerated trailers (5 in the Commonwealth, 1 in Far Harbour, 1 in Nuka World) the Weapons Factory (Fort Hagen) the Fort Strong barracks roof the Charlton interior the Watson exterior The Charlton and Watson have map markers. As do Fort Hagen and Fort Strong. The trailers do not. So with Fort Strong out of the way, I decided to explore the area to the north of Fort Strong around the prep school and Easy City Downs. So here's a few gratuitous shots: Make note of the clock time in red. This is a feature of the Active Effects on Hud mod (which is an invaluable tool to have and a requirement of the Droid Stats on Hud mod). The clock turns red every 15 minutes, to remind me to "Upload to the Mainframe" (save my game). Yes, it's a survival mode workaround built directly into your Droid's abilities ? Anyway, back to the CK and more play testing..... Trykz Edited December 24, 2022 by Trykz 4
Trykz Posted December 25, 2022 Author Posted December 25, 2022 (edited) I dumped out my ENB because it messed with the game's night vision. Doing so caused the loss of nearly all reflections. Having already gotten the ReShade near-perfect for my liking, and THEN discovering this, I went hunting for a new "minimalistic" ENB so as not to drastically change the look. I didn't install the Lightweight Lighting mod though. I prefer Vivid Weathers, True Storms, and the Synergy patch so they work together. So I decided to try Spectrum, and after a few tweaks, here is the result: Reflections and puddle reflections were turned off by default, so I just turned them back on. Okay, getting back to the mod, I'm considering this for the Infiltrator Profile. After converting the armor for the Droid body: I like the full-on black in the Nexus screenshots, so I need to figure out which material file displays it. The conversion from the CBBE mesh was a breeze. I'm also considering three "placeholder" slots in the Civilian Profile for the user to choose what to fill with. I figure the torso (underarmor), hands, and helmet slots should be enough to make the profile more "functional", while also allowing the user to fill those slots with whatever they want within the profile, while also leaving other slots open for further customization and the appearance they want while not in a combat profile. The profile currently only loads/unloads the Cognitive Accelerator. One last thing: I'm looking into the possibility of adding a "sleep mode". I don't know how doable this is. It involves advancing the game clock ahead the desired number of hours, and I'm not quite sure if that can be a scripted event. But I think it would be a cool feature to have as long as it's not something that requires a long-winded script to pull off. I'd like to get it working with the synth shutdown idle, but we'll see. Anyway, leave your thoughts on the profile changes so I can better decide how to proceed. I'm NOT looking for "alternatives" to the Ashara pieces, just thoughts and opinions, thanks. Trykz Edited December 26, 2022 by Trykz 3
Trykz Posted December 25, 2022 Author Posted December 25, 2022 I didn't exactly find the material file, but I did find this: Definitely more "infiltrator like" now ? Trykz 2
Trykz Posted December 26, 2022 Author Posted December 26, 2022 These are "landing pads": Whenever you select a location to relay to, this is your Relay Accelerator Beacon's target. Without the Beacon deployed, the landing pads don't show up to select. Once deployed and a target coordinate selected, it takes 60 seconds for the relay to fire off. So no using it to escape an otherwise bad situation ? I need to tweak the power consumption of the Profiles as well. The General Duty profile consumes more power than I care for. As do the Assaultron and Infiltrator profiles. Right now they're roughly on par with the self-cancelling Assaultron "mode". And that's far higher than I want the profiles to be. I should simply need to remove the effect from some of the armor pieces to slow things down. I'll run some numbers tomorrow and get it straight. I'm also looking to create a new "air conditioner" workshop item to provide the same cooling effect as the trailers, ships, and factory, but for exterior spaces like the settlements. The radius of the effect is scalable in the CK, but I doubt this can be achieved in the game. The effect in the factory is from a single, scaled up radius. The effect in the trailers is the same, but scaled down for the smaller space it covers. So I'll likely scale it to the same size as the factory radius. At that scale, 8 would just about cover all of Fort Strong, and 10 would just about cover all of Fort Hagen. When I placed one in the now defunct Spire I was able to scale it up enough to cover it's entirety. It's been a long day. Time for some much needed sleep ?? Trykz 6
Trykz Posted December 26, 2022 Author Posted December 26, 2022 Spent a rather large part of the day trying to figure out why the Duty Roster terminal failed to display correctly for my character level and current condition state. I was pretty certain that the character had met all the conditions the terminal required, but such was not the case. The level requirement condition on the terminal was backward. Flipping the condition resolved the issue, but cost me several hours of face-planting my desk before I noticed my error ? While I was in the CK, I decided to build out the last cell of the mod. The cell is not the last I need to build, but the last your character will discover as a Droid. There is one cell before it that I still need to build. It will be a combat cell pitting you against multiple enemy types: Feral Ghouls Droid Deserters Droid Rogues among other things It's also going to be BIG. Which is why I've saved it for last. The cell will be built in a damaged vault-style with multiple levels. It will also be quite dark with very little lighting to speak of. I want to make it as "situational" as possible. Some areas will be rad hazardous. Others will have no lighting at all, placing you in near total darkness. And traps everywhere. I'm also creating a new hazard type that works like the cooling in the trailers etc., but just the opposite. This location will truly test your skill as a Droid. And at the end? A choice. And that's all I'm willing to reveal. The rest you'll need to discover for yourself. ------------------------------------------------------------------------------------------------------------- I also grabbed a couple of shots of the Droid's "Twilight Mode": Inactive: Active: I still need to make adjustments to armor power usage to bring the profile system more in line with what I intend. I should be able to sort it by week's end. Trykz 8
Trykz Posted December 29, 2022 Author Posted December 29, 2022 So I sort of touched on a bit of the Lunar Edition stuff here. Not a lot has changed, except that I cancelled the "two" dungeon crawls, in lieu of "one" really big one. So now it's time for a bit more on what's going on here: First, the entire surface in covered in conflict: Especially this area: You will find everything from minor skirmishes to major battles for control of individual sites here, and even just one on one battles that inevitably occur when two roamers happen across each other. The entrance to the dungeon is in place. The first two levels are structurally complete, and waiting to be cluttered and populated. I'm thinking I'll likely finish the structure before getting to the clutter, lighting, and populating it. Finally, it will need to be nav- meshed so the npcs can move about. I'm going to place a robot workbench in the cell you arrive in as this location won't be very follower friendly. There will be enemy robots wandering all over the surface for you to source parts and other items like repair kits, Biomass Injectors, and coolant. ALL of the Enemy Droids are set "protected" and can only be killed by the player. They also carry (but will use in combat) repair kits and ammo for their weapons. More to come..... Trykz 7
Trykz Posted December 30, 2022 Author Posted December 30, 2022 Just some random shots of the first level of the dungeon. This is about 50% completed: The shot above is one of the loading screens that is only seen when playing as a Droid. This cell will be 15 levels deep, with 2 areas of respite for the player on sub-levels 6 and 11. Fighting will be cramped and intense. So don't let the openness of this first level fool you ? Trykz 6
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