[RELz] Badmagic - Watchtowers

Post » Fri May 13, 2011 8:36 am

Cutting to the chase, figuratively speaking,

http://www.newvegasnexus.com/downloads/file.php?id=37547

Now, back to the boring bit...

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Badmagic - Watchtowers
Version: v1.0 (2010-Nov-17)

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Index:

1. Description
2. Version History
3. Installation
4. Un-installation
5. Known Bugs / Conflicts / Requirements
6. Links
7. Contact Information
8. Additional Credit

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1. Description


Adds an abandoned watchtower to the game near to Goodsprings, can be used as a player home base.

Includes:

1 Sleeping mat, (Gives standard player rested XP bonus)
1 Radio
1 Irradiated Water Supply
2 "Safe" storage ammo box containers (Recognisable as suffix to name as [S] which signifies "Safe Storage")

Also contains additional lighting activated by a generator for those who simply want it or for others like myself using darker night-time mods and extended view distances.


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2. Version History


v1.0 (2010-Nov-17) Public release.

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3. Installation


Extract the file named "Badmagic Watchtowers.7z" and you should have the following files:


Badmagic - Watchtowers.esp
ReadMe - Badmagic Watchtowers.txt

Place both these files into your data folder, this is located as follows:

\\fallout new vegas\data\

Once inside the "data" folder paste the two files from this archive.


NOTE #01: If you haven't used many mods that alter or add new stuff I recommend "ArchiveInvalidation Invalidated", See "6. Links" section.
NOTE #02: Or make it an FOMod with the "Fallout Mod Manager", saves the hassle.

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4. Un-installation


Navigate to your Fallout New Vegas installation directory as above.

Delete the following files if present:

\\fallout new vegas\data\Badmagic - Watchtowers.esp
\\fallout new vegas\data\ReadMe - Badmagic - Watchtowers.txt

That's it gone including this document if you copied it also.

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5. Known Bugs / Conflicts / Requirements


No bugs or conflicts that I am aware but I hope it goes without saying if you're using a different mod that alters the same specific world cells you may get some strange problems.

Regarding requirements see "NOTE #01" under the "3. Installation" section of this document and if necessary follow up with the "6. Links" section.


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6. Links


If your experiencing problems getting mods to work of show up in game I urge you to get and install/activate "ArchiveInvalidation Invalidated", this despite being a link for the Fallout 3 version when installed manually takes care of everything.

http://www.fallout3nexus.com/downloads/file.php?id=944

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7. Contact Information


The only place I am uploading this too is NewVegasNexus, if you need to reach me please leave a comment there as I avoid modding forums these days and more often than not cant access PM's.

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8. Additional Credit


I referenced a video on youtube when making the generator script as follows:

http://www.youtube.com/watch?v=0hqaf2dlbio

If not for that video this mod wouldn't have lighting as a toggle-option.


**********END OF DOCUMENT**********
User avatar
Poetic Vice
 
Posts: 3440
Joined: Wed Oct 31, 2007 8:19 pm

Post » Fri May 13, 2011 9:30 am

Many thanks for this mod, Badmagic! It's also great to see that you're still modding. :)
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alicia hillier
 
Posts: 3387
Joined: Tue Feb 06, 2007 2:57 am

Post » Fri May 13, 2011 12:42 pm

Badmagic! long time no see! I remember your amazing oblivion mods glad to see you around here!
Downloading :D
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Jacob Phillips
 
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Joined: Tue Aug 14, 2007 9:46 am

Post » Fri May 13, 2011 1:32 pm

very nice work
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Jack Walker
 
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Joined: Wed Jun 06, 2007 6:25 pm

Post » Fri May 13, 2011 3:38 pm

Cheers folks, this is just a small thing to be honest, plenty of places to sleep around the area but not overly fond of shacking up with Victor etc on every character, am trying to work out in my minds eye with plenty of tests locations for other towers that are practical and that make some sort of sense (at least a form of sense to my delusions).

Realistically what I'm aiming for are places you can reach travelling on foot (including likely and or inevitable combat and skirmish interruptions) between 06:00-20:00 hours, this is also to include natural curiosity and exploration time of locations along mostly common paths figuring if your using a lighting change to nights by 20:00 twilight is passing to darkness.

With my current setup my nights are more or less the same as Fellout but I use a custom piplight giving an approximate range of 25-100', 25' being properly lit with a steady drop off up to 100', realistically you can see shapes forming around the 50-60' range but 60-100' its only really beneficial if combined with NV.

The next towers position I've been toying with is an expansion of the REPCONN test site guard post entrance, however starting to travel at 06:00 from tower #01 in that general direction you can reach this area much sooner than 20:00 if your not exploring much and / or avoiding combat so I'm kind of dithering about placement.

I'm trying to add these in ways that has the bare minimum interaction with the vanilla environment, at most moving spawn placements (but never outside their origin cell) and editing the NAV mesh to ensure correct interaction for any NPC's (friend or foe) that wander into the edited area.

As for tower #01, I had dithered over adding a camp fire to the location but its abandoned for a reason and figured at that particular location a smouldering camp fire wouldn't be at all fitting. (not to mention there are at least 3-5 camp fires within a minutes walk of the tower)
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herrade
 
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Joined: Thu Apr 05, 2007 1:09 pm

Post » Fri May 13, 2011 2:19 pm

The tower is pretty cool, but is there any way to generate a LOD for it? I have all my settings at max, and cant see it until I'm almost to it.
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Tikarma Vodicka-McPherson
 
Posts: 3426
Joined: Fri Feb 02, 2007 9:15 am

Post » Fri May 13, 2011 1:13 pm

I had looked into it prior to release as it frustrated me also but the only references to generating LOD I could find forced regenerating the entire region and errors, I recall there being a utility created by someone for generating LOD in TESIV (primarily for stuff like the various VWD mods but worked for anything providing you had the far nif).

This time around I've read it uses a different system for rendering LOD and attempts to add items can reportedly cause CTD's from in game, I don't know how accurate those comments were but I confess I gave up on the notion once I read it.

If someone does figure out a way to introduce LOD for additional stuff without compromising game stability I'll be happy to update this using the method with appropriate credits, alternatively if there is a method which may introduce stability issues I can upload that as an optional patch.
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Matt Fletcher
 
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