Exoskeleton and camouflage

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Exoskeleton and camouflage

update: so all but the exoskeleton is done now, here is the link http://bluebottlegames.com/main/node/4356 http://bluebottlegames.com/main/node/4321

So i've never modded before but i want to make an item like the mechincal eye that increases load capacity, and also i want to make a camouflage tarp that raises a campsites concealment rating. as well as a camouflage wear that replaces tunic hides, and dogman coat with something that makes the player harder to see.

what i need to know: do i need any specific program or do modders use notepad? think of me and 98% noob to modding. i am a few chapters into C# so i know how a language works and understand that some things have to be a cetain way but i don't know what software i need or anything.

about the mod:
so what do you guys think of the mod idea?

1) the suit is to increase how much you can carry before burdoned. occasionally you have to come back to DMC or wherever to have maintanence done. maybe if you have the electronic+mechincal skill you can repair it yourself. i want to step away from money though, it's too easy. also perhaps give with some characteristics of the Strong skill. with all that suit maybe you can throw obsticles in combat, or use it while looting. perhaps require a battery for it, it's not an eyeball after all.

2) the camo tarp. something that takes up alot of space in camp, but the trade in is that the concealment rating is increased. turning an ok spot into a better spot. turning a good spot into a great spot. i'd like to make sure that you can't stack effects of the tarp, no 100% that sort of thing but good enough to hide from those damn ferral dogs

3) camouflage to wear, something that lets you hide better as a player while on the go.

4) the anshinabee indian people have their own club and bow, why not arrows? would like to change store so that they sell arrows that degrade slower

so idea 2 and 3 will require the hiding trait, and are craftable only.

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

No specific program needed for modding. You'll only be editing text and images at most. I reccomend Notepad++ though, as many would.

The sample mod, and other existing mods, and the documentation on the forums will help a lot, but expect a lot of code-staring until you get the hanging of it.

An exoskeleton of sort sort would be cool indeed, but there is the problem of where it would be equipped. Most body slots only allow for a single piece of equipment, so it would have to be the torso. Also, the game only allows one modifier for carrying capacity, so there would have to be some work to account for an equipped exoskeleton and vehicle.

The game lore also says active camouflage exists, so maybe active camo sheets can be used as a powered upgrade to regular camo tarps.

Not sure if it would be worth adding an ATN arrow, as the differences between existing arrows is minimal, except if you're using a composite bow.

Cheers

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

well the idea behind the arrows it that they don't wear down easily. so it makes it more worth while to go to adjacent hex's collecting them after battle

i didn't know about active camo

as for the skeleton: i didn't realize all these limitations were in place. however strong is a modifyer so with the vehicle that counts as 2 modifyers...so what exactly did you mean the game only allows for one midifyer? 1) equipping: if i made it an actual item, perhaps i could make the exo itself a vechicle with storage. can i modify it so that the skeleton gives the player a greater weight capacity than other vehicles? if not then is it possible to attach conditions to it that increase said capacity? option b) i could make it a belt item like you said, not sure what ill do about the weight yet

what i originally had in mind was making it a trait like the mechincal eyes. i would like to have a cool sprite that overlays on the players image in the inventory screen. just something spiffy

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

Making it a body enhancement truly is interesting. Elysium style? I just don't know how to put a sprite on a body slot without equipping an item. Also, if it is not an equipment, from where would it draw power from batteries?

However... you can use a condition to apply a sprite to the conditions screen, like bruises and cuts. Not ideal to show an exoskeleton, but if is was partly a subdermal implant and part exosuit, one could ague that the outer parts can be hidden beneath the clothes.

Also, items on the neck slot can stack upon eath other, like shirts (not hoodies and coats). So that could be the slot used for the battery pack. So if you have the exo installed and the battery equipped, you get the "Wearing exoskeleton" condition.

About the vehicle issue, I've checked the game data and maybe I am wrong about it. Vehicles and the Strong trait allow you to carry more, but I do not know if they stack. If they do, there is no problem, but if they don't you would need to create a new condition that has both "Using a vehicle" and "Wearing exoskeleton" as prerequisete, and that condition would give a higher boost than the two alone.

To clarify, Strong gives an encumberance limit of 50, a shopping cart gives 150. So either:

A) Strong and vehicle sum, giving a total of 50+150=200 encumberance limit or
B) The game applies the greater between the bonuses of Strong and Vehicle, which is 150

The maintenance requirement can work through conditions similar to deseases, with a countdown towards an increasingly worse condition, ultimately making the exoskeleton useless until repaired. Repair could be made in a facility in the DMC or through consuming craftable/scavengeable repair kits.

- - - - - - - - - - - - - - -
Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

ok so that is some things i can work with. i got the idea mostly from shadowrun, that is characters who had enchanced speed, strength, and reflexes.

ill keep it simple for now though...meaning ill leave the sprite for last and first work on the camo and arrows. when i get to the exo there are some events id like to modify if player has it when they ecounter them. one that immediatly comes to mind is a tank that was buried under a wall. with a suit like that it wouldn't be so hard to clear stuff out. also maybe power kick locked doors...but i wonder if that's taking it too far with balancing. i don't want OP, just wanted to hold more stuff lol

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

so i finally got past the "i don't want to do this" stage while looking at a wall of text and started on the Arrow. so far i have located the treasuretable 558 (atn store's inventory) and i'm working on just getting it to work first.

question:

how do i add it to the store's inventory? do i do something like this "ATNmod:10.14x1x5-12" where ATNmod is what i'm calling it, 10 is the ngroupID i choose for the new arrow and 14 is the subgroup id i choose for the arrow that i made sure is not being used already by the game.

or can i remove the ATNmod: part?

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

What you need to do to modify an existing Treasure Table (TT).

1. Copy the original TT to your overwrite mod (it's called "0" in the SampleMod, you can call it different, of course).
2. Add your item code to it, including your mod's tag - so yes, you need ATNmod part there.
3. That's it :D If it's all set up right, the new item should be always available at the Enclave.

When you are adding new items to your mod, you can double the Groups and subGroups existing in the vanilla game. So if you make a new food item, in your mod it can be 101.1. It helps a lot, actually, to keep the things from get more confused as you add more items. That is exactly what the mod tags are for - so that game can tell the vanilla item "101.1" form your new item "ATNmod:101.1".

Also, if you keep it like this: "ATNmod:10.14x1x5-12" - there will always be 5-15 of this item on the market. Turning it to, let's say 0.7, will make it that the item is commonly available, but not every single day.


<--Mighty (mini)Mod of Doom-->
DeviantArt Gallery of MoD Sprites

so problem, as far as i can tell i did everything right. however neo scavenger won't load so i must be wrong...problem is comparing it to the sample mod it should work...

here is a link for you to download and see what my getmods file looks like and the entire mod and how it looks in my file explorer
https://onedrive.live.com/redir?resid=3DE5997E9F3ABBCB%215330

to troubleshoot i tried running the game with only 1 of the mods just incase i could isolate the problem but it seems they both have an issue

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

Your new version is missing images: ItmArrowBroadCrude.png, ItmArrowCrudeSlot100.png, ItmArrowCrudeSlot101.png, ItmArrowCrudeSlot102.png, ItmArrowCrudeSlot104.png, ItmArrowCrudeSlot105.png, ItmArrowCrudeSlot106.png, ItmArrowCrudeSlot107.png, ItmArrowCrudeSlot108.png, ItmArrowCrudeSlot109.png
Correct these by adding images and adjusting the getimages file properly

---------------------------------------------------------------------
And when the world has come to an end, I shall remain.

I do mod requests, just leave a comment or PM me.
Mod requests: Here

I assume the missing images are from the new ATN arrow. Actually you don't need to add these images, just reference them to the vanilla folder using the "0:" prefix.

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

I knew he was wrong about the images. it turns out it was a couple of things...

1) nobody mentioned that apparently override mods need to be named 0.
2) also it seems that mod 0 needs to be the last item in the getmods list
3) it turns out that as long as you put 0: in front of the sound files the game will load even if you don't put a 0: in front of anything else

there are some other things but 1 and 2 woulda been nice to know ahead of time

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

I went for the obvious problem, images without direct references either in the new mod or original using 0: caused problems for me, #2 is false as I use the 0 mod first in my load order and it works perfectly fine. #3 is also somewhat incorrect, as long as their is a reference to an actual file for images and sounds, either in the mod or the original using 0: everything else will load, but just wont link in well for crafting. Since I cant link code, I am thinking of making a base mod to help newer modders as well as a tutorial that i build with what knowledge I have obtained.

---------------------------------------------------------------------
And when the world has come to an end, I shall remain.

I do mod requests, just leave a comment or PM me.
Mod requests: Here

Regarding the need to load the override folder last in the getmods file, it depends. Is you override an item to contain something of another mod (say, a new item property or edited treasure tables), than the override folder does need to load after said mod, otherwise the game will stop loading because it could not find what you were referencing for.

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

I would go with what Gariba is saying. I know hellforge is using the override last, possibly from the same problem I came across on my own.

---------------------------------------------------------------------
And when the world has come to an end, I shall remain.

I do mod requests, just leave a comment or PM me.
Mod requests: Here

I got in game errors when i had myltipul mods and the override was not in the last slot. A rutorial would be very nice but itll need to be extensive but there isnt a lot of documentation

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

so i have updated everything and now it the game loads to 100% and i can start a new game without getting a black screen. i've even managed to get the arrow to show up at cryo. the problem now it that the override to the ATN trading post seems to be not going into effect. all the changes i made aren't present (such as the new arrow, which looks like a reguler arrow but has a tooltip saying it's anishinabe) the arrows have a 100% chance of occuring but they dont, and i reduced the maxinum number of arrows of the regular crude kind can show up however the old number 5-12 still seems to be in effect.

so in short it seems my override of the ATN store isn't working, can anyone guess why? below is a link to my getmods and then the mod folder itself
https://onedrive.live.com/redir?resid=3DE5997E9F3ABBCB%215330

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

OK, got it. You are overwriting the wrong treasure table - TT for the ATN store goods is ID 558. Your mod overwrites TT with ID 200 (which should be a set of choices for some random encounters). So the game draws the store items from the vanilla game, but if you were to hit this encounter, the game would break. :D

Simply change the ID to the correct one, and it should work fine.


<--Mighty (mini)Mod of Doom-->
DeviantArt Gallery of MoD Sprites

lol for some reason my email didn't write to me about this...but when I got up this morning I noticed the treasure table and corrected it. and now the mod is working fine. I think ill separate this mod from my other idea's and call it the ATN mod. also I might add a empty store because occasionally I don't have enough room to sell everything.

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

I made the arrow, along with some other minor tweaks. link is in the sig.

i'm working on the camouflage right now. so far i'm just trying little things out to make sure the engine allows it, so far it looks like the camouflage tent will absolutely work. i wish i had a bar to see my characters personal hiding level instead of the camp sites. ill have to play tango with a dogman to see if he spots me.

i could use someone other than me to make some art. i don't care if your not good, if you think your "ok" it's better than me trust me. so far this is my alpha camouflage coat

for some reason [img] isn't working so here is the link instead
https://onedrive.live.com/redir?resid=3DE5997E9F3ABBCB%215453

i wanna ask you guys how strong should the camo be? right now i'm going to set the coat to increase hiding by 25%, but i might lower it to 20%. i'm not sure yet. this won't affect the players scent mind you.

as for the tent, make the campsite 20 or 25% harder to see? i need opinions

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

Leave a request on ZoneWizard's thread. He does art by request for modding resources.
Link: http://bluebottlegames.com/main/node/4129

I'd help you if I didn't suck at drawing.

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

help by giving me some opinions, and ill put the request in

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

Maybe something closed to a guillie suit?
http://upload.wikimedia.org/wikipedia/commons/e/ef/Hires_2010-10-20-081038c.jpg

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

so whats you opinion, should i make it like 20 or 25%? or maybe have tiers.

also, what does that guy think is going to happen to his ear when that gun shoots?

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

I think 25% is a good number. Also have it require trapping skill for balancing.

About that guy's ear, I'm just glad it's not mine.

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

i was thinking of making it require the hiding skill

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

we have lift off, all the leg work is done. the stealth is working the way i want it but i have questions. i have decided that the camouflage tent and coat will not stack. that being said

question 1) how do i get a condition to not activate if another specific condition is present?
question 2) i think ill require the hiding skill, what do you think would be a fair recipe?
question 3) should i have one item require hiding, and the other item to require both hiding and trapping?

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

ok camouflage mod is done

http://bluebottlegames.com/main/node/4356

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

i need balancing ideas for the exoskeleton. also, i might one day make a cyborg expansion. entire body parts get removed and replaced with all around better parts. the cost is your humanity, and the more of it you loose the colder and more calculating you become. eventually you can no longer make good or bad choices in all encounters, your only thoughts become about just living out your days in health. so options to take chances are removed.

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.