Jump to content

Kendo 2's Gomorrah Brimstone WIP Thread (DEAD)


Kendo 2

Recommended Posts

Guest carywinton

Nicely done and headed in a direction I would have gone in. I also believe this is more in line with the original vision that was going to be done but time did not permit it to be so.

Link to comment

Thanks man!   :)

 

Little update...

I have the waitresses working.  They vend (alcohol only), are fully voiced and you can exchange caps for NCR 20's (at no mark-up).  I wanted something special for the first time the player walks into the revamped Brimstone so I came up with this:

The VIP Treament

post-66546-0-54152600-1391381742_thumb.jpg

The first time you enter the club the waitresses are

waiting for you with a warm 'Hello'.  Those aren't

poses you see.  Their greeting is animated.

 

Other stuff is getting done too.  I have a scheme to get the dancers in and out of the cages, dancing on the stage and mingling in the club.  It's rough right now but it works.  Next on the agenda is doing all of the scripting and dialogue so you can tip the stage dancers and have the cash appear in their G-string.  Why else would you need to get NCR 20's from your waitress?

 

I also added more bar clutter and I have the base character done for the bartender.  Things are flowing, not very smoothly at times but they ARE flowing.

 

That's all for now.

 

 

 

Link to comment

A little more...

Finished all of the new animated objects

and the associated animation branches.

post-66546-0-97453100-1391490763_thumb.jpg

 

In other news... :P   I have the new NPCs talking to one another the way they do in FO3.  No more of that NV robot bullshit.  The new NPCs actually interact with one another.  It took a few tries before I figured out NV won't accept 'hellos' and 'hello responses' between NPCs unless it is specifically targeted.  Simply linking TO and FROM to form a dialogue tree won't fly.  After digging through the various dialogue quests in the GECK and the voice files in the BSA I discovered the Fiends have banter the way FO3 raiders do.  There is a quest for it and all of the voice files are there, they just can't do it the way it is set up in the GECK.  I also discovered that for all the fanboy bullshit about how superior NV voice acting is, the game has about half of the dialogue FO3 does and only a few of the voice types are actually complete.  And the ones that are complete stink on ice.

 

Anyway, since I've decided to ditch the lame vanilla gamblers I'm going to do a generic dialogue for the new ones.  You will no longer be greeted or pestered with stupid hello topics about shit you already know.  "Great Caesar is dead."  YEAH, I KNOW.  I'm the one that pumped him full of buckshot you dumbass.  Instead of stupid shit like that you'll hear..well, you'll hear nothing.  They might cough or clear their throat and they will talk to one another but you will not be in the mix of their conversations.

Link to comment

 Reading about your lighting problems, and finding the vanilla interior lighting in

Gomorrah hideous at times, I wonder if you couldn't apply a custom ENB to the

interior of the building. I mention this due to my observations of the lighting in

the 'Baja Island Home' mod, which made my characters all look amazingly

suntanned and healthy, as an example. The creator was definitely doing something

that was not affected by Fellout, and it was definitely not vanilla lighting.

 

 I've tried a few ENB's and they all made the interiors look even worse at

night; Gomorrah has a sickening amount of red and yellow to the lighting

in some areas during night time hours. The areas with the flaming wall sconces

are the worst.

Link to comment
Guest carywinton

Kendo is a true "Production" quality developer, this is the level of work expected by higher learning institutions for a degree in Game Production or by Game Development Companies. If your desire is to work with companies like this, I would pay close attention to his work and follow any tutorials he may be kind enough to do. How do I know this? I am not merely here to help folks, I have other motivations as well. :P

Link to comment
 

Kendo, are you some kind of God?

All your projects are very impressive   :D

You're giving me entirely too much credit, but thank you nonetheless.

 

Kendo is a true "Production" quality developer, this is the level of work expected by higher learning institutions for a degree in Game Production or by Game Development Companies. If your desire is to work with companies like this, I would pay close attention to his work and follow any tutorials he may be kind enough to do. How do I know this? I am not merely here to help folks, I have other motivations as well.  :P

The little details make all of the difference.  I've added things to Gomorrah that people would walk right by and never notice the change:

* 'closed' signs for the cashier windows

* wall and window plugs to patch where the NV versions of the FO3 office/facility meshes don't jive with what they added

* reduced material property emissives on all of the light meshes so they no longer glare into white fuzzy spots when viewed at a distance

* new light bulbs

* new fire meshes for better vid performance (not as taxing on my card, at least) and LP sound FX for the fires that actually work

* new furniture that LOOKS like it was always in the game

* and so on...

 

What I'm really doing is setting Gomorrah BACK to a FO3 standard and not the half-baked shit Obsidian came up with.  It's kinda funny, I deactivated the esp I'm making to uncheck some esms and make a clean save game.  Just for kicks I went into the 'old Gomorrah'.  I was like WTF?! :dodgy: How did I ever stand the place before I started this project?  It made me more committed to the mod than I already was.  I want to share what I've done with others so they can enjoy playing it as much as I'm enjoying making it.

 

And you're giving me too much credit too.  But Thanks.

 

 Reading about your lighting problems, and finding the vanilla interior lighting in

Gomorrah hideous at times, I wonder if you couldn't apply a custom ENB to the

interior of the building. I mention this due to my observations of the lighting in

the 'Baja Island Home' mod, which made my characters all look amazingly

suntanned and healthy, as an example. The creator was definitely doing something

that was not affected by Fellout, and it was definitely not vanilla lighting.

 

 I've tried a few ENB's and they all made the interiors look even worse at

night; Gomorrah has a sickening amount of red and yellow to the lighting

in some areas during night time hours. The areas with the flaming wall sconces

are the worst.

Every Image space added specifically for NV (and I have looked at ALL OF THEM) are SHIT.  They're horrible.  In NV, if you see good interior lighting it is from an Image Space carried over from FO3.  I don't know what dev came up with the NV lighting schemes (prolly the same one that came up with Mr. Potato Head chargen for Skyrim) but whoever they are, they need to be put on something else for the next game.

 

The big issue inside Gomorrah is how they applied radius to the dropped lights.  Instead of making new lights with new color schemes and expanded ranges, they used existing lights and just opened the Extras tab on the light objects and ramped up the light's radius.  THAT is why the lights look like hammered shit.  Not to worry, I have made new lights based on the FO3 formulas for Ambients, Kickers, Fills and so on.  The lighting in FO3 was top notch IMO and I'm replicating what they did for the new Gomorrah.

 

And YEAH, Rez out did himself on that Baja Home mod.  It's awesome.

 

Concerning the mod...

I have went back and cleaned up the first two parts of the mod.  There were some minor timing issues and two of the added NPCs insisted on chatting to one another instead of making their marks for their packages.  I had to redo some conditions and a few other little things.  Now the intro quest flows better than it initially did and the waitress gang-greet on cue.  It's pretty cool.  :P

 

I've started on the base AIs and schemes for the lap dancers in Brimstone.  I'm recycling a lot of ideas from The Chryslus Bar and Grill (why not? That NV dev 'Jorge' used my stacked trigger zone scheme for the fade-to-black sex scenes in NV..anyway...).  What I have working right now is once you sit down in a dancer's area she will force greet you and start her dance package.  It sounds pretty basic (it is) but I'm going to add some little extras that weren't in the Bar and Grill mod.  It will be more immersive and free-willed on the dancer's part and not seem so much like a robot show.

 

That's all for now.

Link to comment

Here's what I have for the dancers so far.

Right click it and open in a new window to

a better view of the image.  It's kinda big.

post-66546-0-15804400-1391581341_thumb.jpg

I'm adding animations to most of the out-of-menu dialogue.  If someone yawns they will also rub their eyes sleepily, etc.  When the NPCs talk to one another they will gesticulate to match what they are saying.  I already have this working on two of the NPCs.  If they are angry they will LOOK angry.  Some of the in-menu-dialogue for the player will have added anims if the game mechanics allow it.  In the set above, when Simone approaches you she will have her hands confidently on her hips hips and do a slight hand gesture.  I'm NOT going to go overboard with this.  It is only a little added flavor to make the new NPCs more interesting.

Link to comment

Been trolling for a day or two here. Just needed to stop by and finally say something. YOU ARE AMAZING!

Thanks for commenting.  And NAH..I ain't amazing.  I'm just modding.

 

Concerning the mod...

Worked part of last nite and tonite on some things I've been putting off.  I refurbished the Gommorrah interior signs; tore apart the vanilla meshes

and gave the sections I wanted their own NiNodes so I could make the signs look like they were working again.  The back panel behind the letters

has a slight glow now and all of the bulbs have been replaced and now shine like new.

post-66546-0-28725300-1391656583_thumb.jpg

 

I ditched all of the flaming Neoclassical wall sconces from FO3 that were in the casino and replaced them with new custom lanterns.  Those wall sconces

never did match the textures for Gomorrah's interior and I always thought they stuck out like a sore thumb.  Anyway, they are GONE.  I also added new pools of light using the new custom light bulbs I made along with the FO3 formula for ambients, kickers, etc.  Check it out...

post-66546-0-42093400-1391656878_thumb.jpg

That is my toon standing right next to the potted plants.  (If you look behind him you can see what the old signs looked like).  Aside from Breeze he is 100% vanilla.  I have to say the FO3 lighting scheme works better that NV crapola.  The bottom part of the shot shows how it looks with the right bulbs stacked in the right order.  Rich colors and nice shadows on everything.  The cage dancer below is maybe 20' away by RL standards.  She had a nice warm glow but it was missing something so I made a new bulb with soft rose and grey hints and set the radius to 128.  She looks fantastic in it.

post-66546-0-63084900-1391657228_thumb.jpg

Her face, skin and eyes are all custom and she (along with all of the new female NPCs) has a custom race.  How she looks in the screenshot is how she will look in your game.

 

Last but not least is the work-in-progress to address the lighting issue in the main part of the casino.  The vanilla image space was WAY TOO ORANGE so for now I'm ditching it in favor of the vanilla FO3 Default image space.  Once I get the light bulb situation ironed out I'll work on a NEW image space.  Anyway, the shot below shows the new lighting system.  I also made new hanging Morrocan Lanterns and tweaked the nifs so they glow, not glare.  If you look at the ceiling you can see the soft glow from the lights, the green and dark ambient orange really layer nicely.

post-66546-0-04358300-1391657854_thumb.jpg

All of the light in the cell now has a source.  No more random bulbs simply dropped for effect.  One thing I noticed right away was vid performance inside the cell boosting.  Once I started deleting what was already there and adding new stuff the frame rates increased.  All of those pointless fires and over-lapping light bulbs in the vanilla cell were just a waste.  This will help out later once I'm done populating the casino.

 

That's it for now.

Link to comment

Small Update...

I've been working on the casino and I hit a snag I had to remove.  It might seem like a little thing since no one really notices them anyway, but those vanilla slot machines HAD TO GO.  I've replaced the old dull ones with new meshes I scrapped together from the animated activator slot machines.  This took FOR EVER to do, btw.  I had to make NEW NIFS to get the internal emissive lights working, which is a serious pain in the ass (NiMaterialColorControllers, BSMaterialEmittanceMultControllers,etc.).  I know no one wants to hear me bitch so here's what we ended up with:

post-66546-0-96391100-1391843039_thumb.jpg

The top row is two of the new machines with a vanilla activator slots between them.  I also made a new light bulb to simulate the glow of the machines illuminating people around them.  It's really subtle, which is what I wanted since New Vegas just doesn't DO subtle lighting.  The second row is a color variation.  The new casino will have two types of slots, both illuminated internally like the activators are.  The bottom row shows what we're trashing.  No big loss there...

I have the image space issue resolved.  Believe it or not, an Image Space from 'The Pitt' FO3 dlc did the trick.  It looks great, but I had to redo a lot of the custom light bulbs I made when I was trying to deal with NV lighting.  Anyway, that headache has been cured.  Here's what it looks like on characters:

post-66546-0-19076700-1391843839_thumb.jpg

The girl in the top row was orginally going to be the new 'Joana', but Joana doesn't fit into the new scheme of a revamped Brimstone.  She's old news and better looking girls are taking over.  From a role play stand point, Leo Lutz (the new manager) wouldn't want her around anyway.  She doesn't want to be there, she's a junkie, and she's super fugly.  Yeah, she'd be history with his way of thinking.  Anyway, that girl's face is now being used for one of the 8 cage dancers in the main casino area.  I have two spawn points generating a variety of faces and races so they are a good way to test lighting on female toons.  The bottom row is my vanilla toon and a vanilla Gomorrah Blackjack dealer.  I redid the ambient lights and a new bulb is dropped right on top of that table.  The same bulb is also used to illuminate the cage dancers,  It works like a charm and I'm much happier with the new image space and the redone lighting.  Things are coming along nicely.

 

As a small aside I have started on the new gamblers and the dialogues and AIs.  I'll save that for another post.

 

That's all for now.

Link to comment

 Your discussions of lighting are really interesting to me, since I have been playing

around with the abandoned 3rd floor of Gomorrah (trying to make a swingers club)

and finding the lights didn't act the way they did in FO3. I was able to make some 

beautiful locations in Fallout 3, New Vegas made me wonder what was wrong with

me when I attempted to do the same.

 

 Lighting is so important...

Link to comment

@ panthercom

The first thing I would do in that cell is remove the directional lighting.  There are no windows or other external light sources.  Directional light makes no sense.  I would also reduce the fog level,  maybe shave off 10 points for each value.
 
The image space I ended up using for the Main Level is DLC01PittWrldISBasic.  For me, it was the best choice but you might not like it.  Try it and see what it does.  It might be closer to what you’re looking for.
 
Here are the ‘recipes’ for the orange-based Gomorrah lights I made:
 
GomorrahLightAmbWarm
Falloff Exponent 1.000/Radius 200/R-202/G-132/B-0/Fade 0.7500
 
GomorrahLightAmbWarmDark
Falloff Exponent 1.000/Radius 200/R140/G-91/B-0/Fade 0.7500
 
GomorrahLightFillWarm
Falloff Exponent 1.000/Radius 200/R255/G-182/B-47/Fade 1.2500
 
GomorrahLightKeyWarm
Falloff Exponent 1.000/Radius 200/R255/G-196/B-85/Fade 1.2500
 
GomorrahLightKeyWarm512 (used for larger rooms like pits)
Falloff Exponent 1.000/Radius 512/R-255/G-196/B-85/Fade 1.2500
 
For accents I made these:
AmbRose128
Falloff Exponent 1.000/Radius 128/R-177/G-128/B-128/Fade 0.75
 
SlotsGlow64
Falloff Exponent 1.000/Radius 64/R-145/G-145/B-145/Fade 1.2500
(I gave this one a Pulse effect because the slot machines are animated)
 
I used these lights just like I would for FO3.  I can stack them right on top of one another for a layered effect and they work fine.  You can knock down the radius in the Extras tab in the Render Window object for less light, but I wouldn’t INCREASE the radius.  If you need more surface area light, make a new bulb.
 
And you’re VERY right.  The wrong lighting can wreck cell atmosphere.  Lights are just as important as what cell tiles are used and the type of clutter.  I don’t think the NV and Skyrim devs really understood that.
 
Link to comment

 Oh damn; thanks Kendo... I said my my cake didn't turn out very good and

you gave me a whole recipe book and a bag of flour! No excuse not to dive

in again :)

 

 I was really looking at the lights in Gomorrah tonight; the red glow emanating

from the ceiling with no apparent source and a whole host of other things.

 I can't wait to take a tour of your remodeled Gomorrah.

Link to comment

Well...

Despite some setbacks I'm still plugging away at this.  (I HATE the NV GECK, btw.)  I've been working on the casino proper and I've made a lot of progress on that end.  I've removed most of the bar stool furniture and replaced them with static versions.  With most of the seating options removed the NPCs using sandbox actually SIT in one spot and not play musical chairs.  All of the static slot machines have been replaced with the new illuminated versions and I have drop light bulbs giving them a nice glow.  There were a couple of roulet wheel activators that were unused so I replaced those with non-animated static versions.  I also high-jacked one of the blackjack tables that didn't have a dealer and replaced it with a new Gomorrah static version.  I'll explain that bit in a minute.

The 'big' news is I have all of the vanilla spawn gamblers in the casino replaced with new custom ones.  Check it out:

post-66546-0-41651000-1392190486_thumb.jpg

post-66546-0-33139900-1392190521_thumb.jpg

Each of the faces is unique.  I crafted them just like i would a custom character or a preset even though they are just filler.  There are more variations than shown here.  These are the faces that randomly popped when the cell loaded.  I have more planned, enough to do two more spawn points.  And check out the cell lighting on their faces.  Pretty damn good, if I say so myself.

 

The shot belows shows why I needed one of the blackjack tables.

post-66546-0-26756000-1392190856_thumb.jpg

Look at that Omerta dealer's face!  After making him, I decided that if I have time I'm going to redo all of the Omerta thugs on the main level and the courtyard.  Anyway, I have these new personality NPCs running around with no real reason to justify why I was spending so much time on them.  Now I have a reason (not that I really needed one).  They are the cream of the crop as far as poker players go.  They are THE HIGH ROLLERS.  They spend big and they play big so they have a dedicated table in the casino.  Outsiders are not welcome to play, no scrubs allowed, etc.  Anyway, here they are:

post-66546-0-94295300-1392191315_thumb.jpg

There are four men (the highrollers) and their arm candy girls.  All of these NPCs will have full AI packages and I already have them bantering at one another with facial expressions and animated dialogue.  They have...well.. they have personality, more than anything in NV that I've seen.  It's actually entertaining to watch them do their packages and banter at one another.  Oh, and all four girls have custom outfits.

post-66546-0-55209400-1392191654_thumb.jpg

The following exchange happens in the game.  What you see them doing and how their faces look is what you will get with the mod.

post-66546-0-41786600-1392191723_thumb.jpg

Listening to the little brunette bitch is just a riot.  I must have spent three days editing voice files and hammering lip files and IT WAS WORTH IT.

post-66546-0-96880100-1392191806_thumb.jpg

The red head will actually tilt her head to one side when she's talking to her sugar daddy.  It's so girlie-seductive it's almost scary.

post-66546-0-87980500-1392191945_thumb.jpg

The blonde is steamed at her man and one of their joint packages is him following her around trying to make amends.  I almost feel sorry for him.  I have no idea what he did to get her so mad and it doesn't matter.  It's a great bit.  I haven't started on the African American couple yet.  Their 'go away' greetings aren't rude so I'll probably leave them pretty basic.

 

As an aside I had to redo the waitresses' vending.  For some reason, one minute it worked and I could buy and sell like a vanilla vendor and the next thing I know the damn game is crashing every time the scripted command for showbartermenu was prompted.  I have no idea WHY it was doing that but I fixed THAT SHIT with dialogue options.  The way it works now you can buy cocktails and exchange caps for NRC 20's to tip the dancers and THAT IS IT.  The waitresses will NOT buy anything from you.  Which kinda makes sense to me.  WTF would a cocktail waitress want with a suit of crappy Legion armor and other the swap-meet junk players loot off of dead bodies?  Consider it tiddie bar immersion.

 

That's it for now.   :P

 

Link to comment

I think this is actually my first post, but I had to break my silence when I saw your work Kendo. I used to follow your mods when you were still on the nexus, so imagine how happy I was when I saw your name here.

Outstanding looking work here, I've just read through the entire thread in (near enough) one go and I'm loving what I've seen so far, your attention to detail is amazing. I wish the vanilla casinos had half as much work put into them as your work does, the only problem is that all the other ones are going to look like shit now. ;)

Whats the situation with music btw? I think the place is in dire need of some more lively music play in the background, at least in the brimstone club anyway, but ofc I get that you probably cant include any actual music with your mod due to copyright reasons. Is there any chance we'd be able to change out the music that plays ourselves, maybe by using some placeholder tracks?

Link to comment

I have a new radio station working for Gomorrah, the thing is it will only play vanilla music and refuses to recognize any new tracks I add.  It doesn't matter if I copy a vanilla song, rename it and add it too the play list...it will not play.  BUT I can select a track from the songs in the GECK and it WILL play.  There is something in the GECK mechanics not allowing me to add songs.  It IS NOT my scripting or the 16-bit mono files I'm using (copies of vanilla for testing).   Anyway, DoctaSax offered to help out and I'll take him up on that when the time comes.

 

And panthercom was nice enough to offer some new tracks.   ;)

 

I'm very happy people are showing interest in this project.  I've already done a ton of work and I still have a long way to go.   :s

Link to comment

Omerta Wiseguys

post-66546-0-29973100-1392451343_thumb.jpg

Concerning the new Omertas, I'm totally scrapping who is on the main level.  There are a few refs tied to quests and I'll leave them alone (you'll just have to suffer through how they look and what they say) but any Omerta that is a random spawn or uses a template I can change is getting hi-jacked and replaced with a REAL NPC.  Something I don't understand is why the devs didn't enable the vanilla FO3 dark suit texture set.  I mean, the 'grimy suit' object is in the game and NPCs are wearing it along with the 'dirty suit', but they both use the same texture set.  Laziness I guess.  Since the dark texture set is there I'm using it along with three new suit textures.  Knightmare made the green one but the dark blue and the worn black are new.  I also made female versions of the textures and NEW nifs that are pathed correctly.

 

MiniRant

So I was looking at all of the vGOM spawned Omertas and just like every other random spawn NPC face in NV they are total shit.  I swear, whoever did the masses of faces for the game just kept hitting reset on the face tabs and starting slapping whatever facial and head hair that came to mind.  It's obvious little or no thought was put in to mass character creation.  And isn't just the Omertas, it's all of the random NPCs.  I already knew NV was a shit game but the more I dig the shittier it gets.  Anyway, I'm doing what I can to fix that, but it's very disheartening at times.

end rant

 

 

Link to comment

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use