In my first runs, the boat becomes invisible after reload. But it somehow manages to forward smoothly after initial stuttering. So I experienced a good beautiful ride, very shortly.
I can't reproduce both invisibility and smooth in later runs. So now I have to live with stuttering. But what makes things worse is the boat will lose collision and stop sometime. In my recent runs, this always happens short after restarting engine to return. Even without this, it's super easy to be throw off the boat from back, or front (after somehow clipping through the cab)
I guess this mod is unplayable at the moment, at least for me. It would be nice to see this mod get update sometime in the future.
it is the mod, the mod is in a fairly unplayable state. The issues with stuttering appear to be engine speed limitations - the issues with disappearing is a physics bug which I believe I can fix.
Responding to your request for requests, a simple, to-scale, underground monorail would be a really cool fast travel alternative.
You could make a simple loop underneath the main highway, and call it "Ouroboros" or some such.
The simple version of the mod would just have a few large, long interior cells with maybe 4 or 5 actual stops where the player can exit to the surface world.
Maybe someone would take the resulting mod base and fly with it.. rail with it? Anyway, I mean it has a lot of potential in the Fallout universe to be yet another failed megalomaniac's dream, hoping to increase tourism to otherwise worthless tracts of desert land, or whatever the motive.
Really cool mods you make, especially that alien one! but this is a close second in coolness for sure.
That is a really good idea, cant believe I missed this. sort of gives me bus vibes from Call of duty transit . edit - ah I see this was only posted 3 months ago - I have just added this to my request notepad.
Hey, I have a few extra ideas, if you're still looking for suggestions. 1. Animated ants/insects (like in Skyrim).
2. Animated swinging lightbulbs (e.g. on the Prospector Saloon).
3. GIR animated steam locomotives - they could use the vanilla train tracks and serve as a fast travel alternative. The chimney smoke alone would be a cool touch. A similar thing was implemented in New Vegas Railroads (see below), but you could go much further with GIR!
4. An impostor region version of Smoke on the Desert (better for compatibility - probably just the wisest way to integrate that feature, to be honest).
5. GIR animated cable cars (going up Mount Charleston, I'd imagine) - even just a ski lift would be cool.
Just some thoughts. Hope they're useful in some way. Love your work!
unlikely with ants, cants tell if that is just a texture animation or if it hundreds of small 3d animations lol. very likely texture, ama is fantastic at texture animations he would be best for insect work.
- can you explain to me the extent the animations go in locomotives, railroads mod . -
a real time cable car is very possible to make - just need to refine collision physics for smoother real time translations. this is a good idea for a mod, that I can possibly make very easily.
This mod seems to a consistent stop when approaching the shore - Region data seems fine - don't think its collision related - The only time I have experienced an issue similar to this is near camp McCarran, on the corner, I think it might be related to heavy loads and priority . so the engine pauses the boats updates - but that's just a supposition. so if you have any advice
Could you please animate this in the game? There's a couple mods in my current load order where this addition would add (almost)-necessary immersion. Thanks and happy new year.
I was wondering how hard it would be to make the lucky 38's revolving cocktail bar actually move? I know there's signs on the strip that call it revolving, and I swear someone's done it before, but I can't find it anymore lol
AmmaccuzerO did it if I remember correctly, making the actual model move would be very easy, but making the interior such as the pen suite move would take an awfully long time if you want to maintain functionality of various activators .
Ashens2014, I can't remember the cell in question at the moment, but could you make a pseudo moving aspect, like an animation of the outside, so it gives the illusion of moving, but it's just an animation in the windows? I can't remember lucky 38 being both interior and exterior or not, but the more I think about it, the more complicated and difficult this idea actually seems, especially considering LOD and whatever else!
the thing is the models used to build the pent house might be combinable parts, if so separating the widows could be tedious, but it can be done. The method you are saying is plausible, have the outside mesh moving, but on the inside only have the widows rotating, which given the presence of dirt and what not would do a better job at making it all come together. the LOD aspect is actually very easy.
as you stated "I actually find it very easy to make mods like this now, just because I have been doing it for so long and even though I currently have a lot of requests and mods in the works I am very open to requests. so if you have always wanted to see something move, which isn't too complex and you know I could do it then please tell me about it." i was wondering if it would be possible to add in a ridable bicycle. i always thought it would be lore-friendly enough as the only power source it would need is human power: your legs. anyway, thanks for another awesome mod!
This is outside of my area in modding. I can animate a bicycle in a predetermined location with a fake NPC but allowing the player to ride a bicycle is something the great mod developers would have to do.
you have me thinking now, I could have a go for a laugh. Just think of a piece of armour thats actually a bicycle with animated legs and wheels - downsides are it would probably look awful. upsides are it would move with the player. then all I have to do is check if the player has the armour equipped and if they do then I increase player movement speed.
it would be very janky but thats an incredibly easy way of adding psudo-bicycles lol
could have a script check if the player is moving or not and based on that change the bicycles animation state.
Ooh cool ideas. Maybe you could do a kid riding a bike in Freeside? Or even a couple of Khans on motorcycles in Red Rock. They wouldn't necessarily have to be moving though if that turns out too jank.
imagine putting this on TTW. fastest way to get to rivet city without getting harrassed by raiders, animals,Super-mutants,Robots,Outcast Asshats,Enclave and F***ing Bryan Wilks.
it was actually a lot worse than this when the collision mesh was attached to a nistripes node, but it seemed to smooth out when connected to a ninode- might just be confirmation bias lol - I was thinking about turning the Collison mesh into a keyframed mesh instead of relying on an attachment to a keyframed ninode to reduce inheritance .
36 comments
I can't reproduce both invisibility and smooth in later runs. So now I have to live with stuttering. But what makes things worse is the boat will lose collision and stop sometime. In my recent runs, this always happens short after restarting engine to return. Even without this, it's super easy to be throw off the boat from back, or front (after somehow clipping through the cab)
I guess this mod is unplayable at the moment, at least for me. It would be nice to see this mod get update sometime in the future.
You could make a simple loop underneath the main highway, and call it "Ouroboros" or some such.
The simple version of the mod would just have a few large, long interior cells with maybe 4 or 5 actual stops where the player can exit to the surface world.
Maybe someone would take the resulting mod base and fly with it.. rail with it? Anyway, I mean it has a lot of potential in the Fallout universe to be yet another failed megalomaniac's dream, hoping to increase tourism to otherwise worthless tracts of desert land, or whatever the motive.
Really cool mods you make, especially that alien one! but this is a close second in coolness for sure.
edit -
ah I see this was only posted 3 months ago - I have just added this to my request notepad.
1. Animated ants/insects (like in Skyrim).
2. Animated swinging lightbulbs (e.g. on the Prospector Saloon).
3. GIR animated steam locomotives - they could use the vanilla train tracks and serve as a fast travel alternative. The chimney smoke alone would be a cool touch. A similar thing was implemented in New Vegas Railroads (see below), but you could go much further with GIR!
4. An impostor region version of Smoke on the Desert (better for compatibility - probably just the wisest way to integrate that feature, to be honest).
5. GIR animated cable cars (going up Mount Charleston, I'd imagine) - even just a ski lift would be cool.
Just some thoughts. Hope they're useful in some way. Love your work!
- can you explain to me the extent the animations go in locomotives, railroads mod . -
a real time cable car is very possible to make - just need to refine collision physics for smoother real time translations. this is a good idea for a mod, that I can possibly make very easily.
Could you please animate this in the game? There's a couple mods in my current load order where this addition would add (almost)-necessary immersion. Thanks and happy new year.
you have me thinking now, I could have a go for a laugh. Just think of a piece of armour thats actually a bicycle with animated legs and wheels - downsides are it would probably look awful. upsides are it would move with the player. then all I have to do is check if the player has the armour equipped and if they do then I increase player movement speed.
it would be very janky but thats an incredibly easy way of adding psudo-bicycles lol
could have a script check if the player is moving or not and based on that change the bicycles animation state.
raiders, animals,Super-mutants,Robots,Outcast Asshats,Enclave and F***ing Bryan Wilks.