Slavery Expanded re-released

Sorry for double-posting, but I don't feel like starting a new thread just to ask a couple of noob questions.

I basically finished the first area of the Slaver Vault and now want to finish it out with the blockers and stuff. Unfortunatly, I ran into some problems, so if someone could help me, I'd appreciate.

1. Is it normal that scroll blocker doesn't work when I test it in the mapper (pressing F8)?

2. All my roofs keep on disappearing each time I exit the mapper. Yes, I did save the map before exiting. How come?

3. The game crashes when I try to set a starting hex. How can I do it properly? *EDIT* It crashes when I leave the map (in test mode) after putting a start hex.

4. When I test the map in the mapper and try to exit via properly set exid grids, I start at Arroyo, though I set the location to be (temporairly) north of Stables. What to I need to change?
 
Don Grube said:
How about a patch just to enable you to capture slaves (like in the den) in NCR Slavers Guild?

Good idea. And it the NCR slave runs could be harder and worth more.

Seriously - i think this mod has great potential but i would advise Ravager and Greyswandir to start with the simpler stuff and build upward. This slaver vault sounds great but i would suggest building up to that with a series of smaller patches ...

Now i sound like an old man. :)
 
OK I'll post pics of my work as sson as I get back from studies.

And Don Grube, read the docs. That idea is already there, though I may have not explained it well enough.
 
Ravager69 said:
1. Is it normal that scroll blocker doesn't work when I test it in the mapper (pressing F8)?

2. All my roofs keep on disappearing each time I exit the mapper. Yes, I did save the map before exiting. How come?

3. The game crashes when I try to set a starting hex. How can I do it properly? *EDIT* It crashes when I leave the map (in test mode) after putting a start hex.

4. When I test the map in the mapper and try to exit via properly set exid grids, I start at Arroyo, though I set the location to be (temporairly) north of Stables. What to I need to change?

1. Scroll blockers should still work in test mode.
2. Because we sometimes overlook simple things, please check to make sure that you have your roofs turned on. By default, when you start the mapper, roofs are turned off (the box next to the word 'roof' is red instead of green).
3. Can't help with this one.
4. Normal. The first time you exit to the worldmap in test mode, you always leave from Arroyo.
 
To 3: Did you set any map script? If yes, set it to "none" and test again. If no, then try some desert map. Maybe this works.

4. can be changed with Sfall and or exe hacking. It is very easy.
 
i have a extra critter and a talking head and german syncro for metzger ;)

but the animations for TH are not finished jet, and a new deatanimation for metzger also.
 
OK here are the pics:

1. Entrance


2. Entrance 2.0


3. Jack the Bootleger


4. Doors wide open


5. Doc Bloc


6. Casino Bouncer


7. Drinking Place


8. The Elevator Door


I know it ain't much, but this is my first map, so be tolerant, please 8-) I've put some random characters in there to make it seem populated, but I still need to make custom scripts for them.
 
It's there just for show, don't worry - I'll delete him once I complete the other levels. What you see now is a late beta of this level - I won't change the design, but may move some scenery elements and definetly will fiddle with NPCs. I just threw in some stuff to make it look more complete, so you can see how my work is progressing.

As for the Vault itself, I scrapped the idea of the military training facility. I'm still wondering if to leave the idea of making it the place from which the Lietuentant originates from, though. I was always kinda disappointed with the Vaults in the game - only 3 levels, about 10-15 living quarters and a storage of a size of a bathroom. There were suppose to be 1000 people living there, damnit, how come they don't even have a bar? I know it was suppose to be symbolical or something, but I'm still gonna make MY Vault bigger and better.

Oh. I haven't replied about the mapper.

The roofs - no, unfortunatly it's not my lack of attention. I turned roofs on and off a couple of times and they didn't show. I can put a new tile where the roofs were no problem and they'll be there until I reload the map (I save the map of course). Then they'll disappear.

The map script - I haven't had the time to check it out. Will let you know when I do. More important is, how to properly set a start hex?
 
I was always kinda disappointed with the Vaults in the game - only 3 levels, about 10-15 living quarters and a storage of a size of a bathroom. There were suppose to be 1000 people living there, damnit, how come they don't even have a bar? I know it was suppose to be symbolical or something, but I'm still gonna make MY Vault bigger and better.

Yeah, i know what you mean, I have always wanted to expand vault 13 based on the image we got from it, but i never had the courage to do it.

About your vault, I must say I had some fears first time you mentioned it, cause i don't see the link between slavers and an enclave/master/empty vault, but the screens apease it, i really like your maps (don't forget scripting thought :D )
Doesn't Lou comes from the vault form under the cathedral? (Ausir!?!?)

About my work, I found the bug in the doc/tatoo removal, and I also did a script for slave run in the ncr (very basic one, still linked on the same run as Metzger)
About that, by the way, I see a little problem, I don't think it's logic that there are slave hunt so far in the south :
The way I see it, the slavers hunt slaves (tribal/ primitive village) in the north, where they are strong and sell them to the south, to the ranchers and stuff, which explain the slave caravan : there woulnd be any need to move slaves, if you could find them in the area.
Beside, people in the south woulnd buy slaves if they were their ex neighbours. That would remind them that they could be the next one.
So i was more thinking of making them as hunt for escaped slave instead, with 30% risk to meet the rangers.

About the slaves caravan, i finally cornered whats wrong : it's my mapper (still), he doesn't read the change i made to the header files, neither the new scripts nor the new global variable...
Thats why I was stuck for so long.
So when I find the courage, (tomorow, or next we) I will reverse the script to a stage without all my workaround, so you can test it and tell me if it works...

Thats really a bad news cause it means I am not able to test the quests i make... But still, i will try to work on this :

For the quests related to the main plot, I thought that when you earn the trust of Metzger (by level or number of mission accomplished?), he can send you do the shipment of chemical to the Salvatore. (same script as with the Salvatore/Enclave)
Then you have to intercept the communication between the salvatore (mmm how to do that? maybe with the script from fallout 1 with the Mutants from Mariposa)
And then you can double cross the Salvatore and deal directly with the Enclave. (Salvatore don't get the laser, the slavers do)
But i have no Idea how to repercute that on the final endings (if not hardcoded.)
 
I take it that you have a working script for the tatoo removal? That's great news, 'cause that'd mean a vital part of the mod is complete 8-) Keep up the good work :clap:

I see your point about the slave runs in NCR, but there is an area north of NCR where they *could* get their slaves, 'cause they need to get their slaves somewhere and I doubt it's the Den. Although the escaped slaves missions sound good, too. As for the chems transport, it's damn good idea, though I don't know if Metzger sends that stuff to the Salvatores. Anyway, I see no problem in making that quest.

*EDIT* The problem is as following: I don't have a map script set, when I leave the area for the first time it's OK - I start up in Arroyo. Then, when I return to the Slaver Vault and leave the area again everything is fine, I end up in the SV's location on the worldmap. The problem occurs when after returning to the SV, I end the test mode and start it again and THEN try to leave to area, which leads to a crash. Perhaps it won't be the case in-game, I'll have to check it once I finish the map. Now to make those damn scripts....
 
I don't remember from where I got it exactly, but I am pretty sure Metzger stocks chemicals from vault city in the den church (remember the gang mission), that is then destined to the salvatore, which then trade it to the enclave against laser. The enclave needs the chemical to build the fev, i think.

About your map, at what point are you exactly? Did you put the map on the Worldmap? Did you reference it in city.txt and maps.txt ? Did you try it on the game instead of the mapper?
For the start on Arroyo, like MIB said, its normal, and mapper related, it wont happen in the game.

To be honest, I usualy just use premade maps, like the desert one, and never had any problem changing the start hex, so, sorry i can't help you more...

edit
oops, didn't saw you edited...
 
I have the map ready for testing, I'm looking for experienced modders to check it out for errors \ ways to improve it. PM me if you want to beta-test it in the mapper. I won't be sending it to just everyone around for obvious reasons, so PM me only if you have experience with modding the game.

I still haven't assigned scripts or made elevators and have trouble with the starting hex, so if anyone will figure it out the last two, let me know.

BTW as I understand, you only need the .cfg and .map files in order to open it? If not, what files would I need to send along with these two?
 
How is this mod going, Grey and Ravager? I'm looking forward to being a slaver again!

If nothing else, i would REALLY love to be able to remove the tatoo for a -1/2 CH penalty.

I'd also really love to be able to 'recruit' slaves on slave runs and random encounter and sell their scrawny asses myself to VC or Metzger. But this is significantly more complicated i know

*prays for mod*
 
I just needed a little kick... + i got carried away by some project of mine.
i made some scripts but there are some finition to do.
But here are the tattoo removal script
http://rapidshare.com/files/199889285/vcandy.int.html
and the text
http://rapidshare.com/files/199889286/VCANDY.msg.html

Just replace the old script and text, and you can have your virginity back. i just remove one charisma point for now, cause i thought i could arrange a bounty hunter thing, but if i don't have the time to do it, i will make it two.
 
Well, my exams didn't go as good as I'd like them to and I have a lot to study right now. When I'm not studying, I gotta let some steam off, so my progress is little-to-none. Mostly, I am thinking of what content to add to the Slaver Vault and asked some people how to add perks, but no one gave me an answer.

Great work with the tattoo removal Gray, it is an another step for our mod x]
 
Ravager69 said:
...asked some people how to add perks, but no one gave me an answer...

I don't remember reading that you had a problem with this. Here is one thing you can do (from a message I sent to Josan12):

"Are you sure you want it to be a perk? The number of perks is hardcoded. There are 40 slots, I believe, and some of them are unused in the unmodded game. Timeslip got around this, somehow, but even when using her sfall there are still some limitations on the number. But, that is one option. Or, instead of implementing it as a perk, you could implement it as a karmic title. Virtually no difference, it just shows up in a slightly different area than the perks (it would show up where it says Arroyo Warrior or Shaman in the MM). For this technique:
Open the file karmavar.txt in the data/data folder
Go to the last entry, for example, in the MM there is this one

# GVAR_PLAYER_SHAMAN
685, 175, 1026, 1126

The stuff after the # is just to identify it (that line is not read). 685 is the corresponding global variable, 175 is the picture for the art in the skilldex folder, 1026 is the line number, and the last two numbers are from editor.msg in the text folder (one is the short name, the other is the description)."

You won't have to modify any other scripts for this other than to trigger the proper global variable. So, modify/create a script to do what you want, modify the vault13.gam file, and this karmavar.txt file.

Let us know what you want to do about this.
 
Ravager69 said:
- Slaver perks. If someone could PM me how to add perks, I can do this.

In the very first post of the thread. I keep modyfing it along with mod's progress, although I can understand you may simply haven't noticed that. Not a problem, though, since I didn't ask you presonaly how to do it.

Karma titles would be fine, but one question - can I give the PC any bonuses to skill\stat through them? If so, then it's fine. If you want to know what titles I would add, check the design docs, I put some examples in there.
 
Ravager69 said:
Karma titles would be fine, but one question - can I give the PC any bonuses to skill\stat through them?

There is virtually no difference between a karmic title and a perk. The only difference is where on the character screen perks and karmic titles appear. That's it. Anything you can do with a perk can also be done with a karmic title. In fact, I think the karmic title may be a little better because they could even be used to modify encounters that occur on the worldmap.
 
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