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모드 자료실

뉴베가스 : 버티버드를 직접 조종할 수 있는 모드


XRE beta1_35 showcase - Flyable Vertibird by Ermeso  

버티버드를 직접 조종할 수 있는 모드뉴베가스 세계를 날아다닐 수 있음재밌다. 


이 모드는 아래의 파일이 있어야 합니다.

----------------------------------------------------------------------

The author of this file has indicated that it requires one or more other files in order to work properly.
The files needed in order for this file to work are as follows:

NVSE v2 beta12

If you do not download and install these files as per the author's instructions 
then it's extremely likely that it will not work for you and that'll be no one's fault but your own.

---------------------------------------------------------------------------------

위 파일과 같이 쓰셔야 합니다. 이것도 올려놓았습니다.


********* TABLE OF CONTENTS **********

1 - Description
2 - Features & their stage of develoment
3 - Planned Features
4 - Technical Info
5 - Current Bugs
6 - Help Wanted
7 - Frequently Asked Questions
8 - XRE Approved Mods
9 - Credits
10 - Permissions
11 - Changelog


[ 1- DESCRIPTION ]

At heart XRE is a scripted object physics & manipulation engine, allowing the creation of moving structures and vehicles in Fallout. The current beta showcase contains one implementation, a flyable vertibird. The second part of the showcase, a both manually and a.i. controllable missile, will be added when I'm done with solving a few die-hard bugs and finish the a.i. control mode script. Right now, all my work goes into the vertibird.

The goal is to release several stand-alone vehicle types as modding references.

Also the elevator system will be a multi-floor, omni-directional moving platfrom, stand-alone modding reference.

NVSE is required for XRE to function.


[ 2 - FEATURES & THEIR STAGE OF DEVELOPMENT Outdated]

--= XRE Main Features =--
* see technical info for terminology *

- Virtualized physics engine, running indepentently alongside the game's own engine (75%)
- Emulated collision detection & response (detection 75%, response 25%)
- Ability to anchor multiple objects to an XRO (90%)
- Ability to move and rotate XRO elements independently (50%)
- Head-up display system, displaying messages and analog instrumentation (75%)
- Artificial Intelligence operation of vehicle controls (Vertibird 0%, Missile 75%)
- Extensive configurability of XRO properties (80+ config variables on the vertibird alone)

--= Vertibird Features =--

- Reskinned exterior
- Lighted windows && flashing navlights
- HUD with analog throttle, velocity && altitude gauges
- Relative & sealevel altitude measurement
- Currently two weapons: 70mm dual tankshell cannon, 20mm gatling cannon
- HUD nightvision
- Over 20 original/remixed sound effects
- Collisions & crash sequence
- Takeoff & landing sequences
- Searchlight
- Both Metric and Imperial System HUDS
- And more...

--= Missile Features =--

Coming Soon...


[ 3 - PLANNED FEATURES Outdated]

Under Constuction

Unprioritized:

- Improved collision response: directionality, multiple collision intermediates instead of one
- Additional vertibird on-board weapons
- Better cockpit model
- Vertibird properties such as fuel, health, ammo stock
- HUD: additional event messages, additional instruments
- Vertibird interior facilities like cargo
- Dynamic propellor sound
- Improved npc combat response
- 3rd person view
- DLC support, moving between worldspaces
- Vertibird movement visuals: Player view lag, 'floating' when hanging still in the air
- More coming


[ 4 - TECHNICAL INFO ]

Under Construction.

XRE = XRocket Engine
XRO = XRocket Object, the term I use for a system of objects, controlled by the XRE as a single moving vehicle.


[ 5 - CURRENT BUGS Outdated]

* I will write a Debug Mode script so people can provide me with crashtime variables that I can analyze *

- Unexplained collisions that seem to be caused by an invisible wall: This I've experienced on rare occasions, haven't been able to reproduce... my best guess is it happened when moving between cells, which somehow messed with the collision detector's feedback angles, triggering false detections. Hopefully Beta 1.1 fixed this.
- Issues when bringing up the Pip-Boy: Never happened, I can't even guess what causes it yet.
- Fast traveling messes things up: I'm aware of it as I pointed out in the instructions. Don't use it for now.
- Getting shot down by artillery when leaving the Nellis area: If you don't recognize this Main Story Line event, you should really play the vanilla game. It's fun!
- Elevator bugs: These things have been working flawlessly for me from the moment I built them; I'm puzzled
- Hudmessages flashing around the cockpit in-flight: Hopefully Beta 1.1 fixed this.
- Hands / weapons seem off after a flight: Noticed this too, and I'm not running weapon replacers as some of you reported. Hopefully Beta 1.1 fixed this.
- Shooting barrels on the shooting gallery crane occasionally crashes the game: I suspect the barrels are somehow bugged. Will look into this.

- COMPATIBILITY: I haven't done any testing with other mods, simply haven't had the time for it. I suppose the (technically) unusual state this mod puts the game in, when in-flight, may not be friendly to some other mods. My sincere apologies to fellow developers, XRE might be a bit of a bully...

- COMPATIBILITY: XRE doesn't seem to like the cinematic killcam, causing crashes when a companion kills something and the cam initiates. Either have your companions fly with you or turn this feature off in the game settings.

[ 6 - HELP WANTED ]


[ 7 - FREQUENTLY ASKED QUESTIONS Outdated]

Under Construction.

Q: Why no mouse / controller support?
A: Unfortunately the game does not provide access to analog input device data; if I find some way to circumvent this, be sure it will be implemented.

Q: Can I use your mod as part of my own work?
A: See Permissions.

Q: Can you make an XRE airplane?
A: Since player view can only be rotated and tilted backward/forward, an airplane is unfortunately out of the question until there are script functions to tilt the camera sideways.

Q: Can you make an XRE car?
A: I've been thinking about the possibility but haven't explored it. It'll take a considerable modification of the XRE.

Q: Why am I shot down trying to leave the Nellis area?
A: This is a Main Story Line event. Simply avoid the area behind the Nellis base entrance gate. The artillery option in the menu does not alter this.

Q: Landing is hard! Can you make it easier or add assisted landing?
A: No, but I will make a small instuction video when i have the time.


[ 8 - USING THE WDI ]

The Weapon Data Importer is a small interpreter 
translating unused weapon ref entry values to a vertibird 
mounted gun, which if properly set up is added to the 
XRE-V store. No scripting required.

Note that the WDI will reject an entry unless it meets 
the described requirements as described in these steps:

[1 Create your refs]

- Your weapon ref, must be a ranged weapon type
- A unique ammo for your weapon
- A formlist

[2 Fill the formlist]

The first list entry has to contain your weapon's ammo 
ref (or the game will crash), the rest will be read in 
the order they are found:

- 1st sound ref: Fire sound (required)
- 2nd sound ref: Startup sound (optional)
- 3rd sound ref: Cooldown sound (optional)
- 1st ISM ref: Fire ISM (optional)
- 2nd ISM ref: Startup ISM (optional)
- 3rd ISM ref: Cooldown ISM (optional)

[3 Setup weapon parameters]

The following of your weapon's data entries are read by 
the WDI:

{FIELD} - WDI VALUE - (LIMITS/REQUIREMENTS)

{Name} - The name of your weapon
{Fire Rate} - Weapon Fire Rate - (0.5-20)
{Ammo} - The formlist you created - (not the ammo!)
{Ammo Use} - Weapon Ammo Use - (1 minimum)
{Automatic} - Auto/single shot
{Fire Delay Min} - Startup time - (0-5)
{Fire Delay Max} - Cooldown time - (0-5)
{Sight Usage} - Base max ammo - (0-10000)
{Attack Anim.} - Source Barrels
Left: Left barrel
Right: Right Barrel
Loop: Alternating left/right
{Hand Grip} - HandGrip1: Main cannon barrels
- HandGrip2: Machinegun barrel
- HandGrip3: Beam emitter barrel
{Aim Arc} - The weapon's aim arc (-5 to 5)
{Reload Anim} - ReloadA: Use normal projectile source(s)
- ReloadB: Fire projectiles from the crosshair,
intended for fast, non-visible projectiles
like the gatling cannon's 20mm. Only applicable
to machinegun barrel sourced weapons.
{Base VATS Chance} - Not used right now, but set it to 0
[4 Add your weapon to the WDI]

- Add your weapon ref to "XRocketVertibirdWDImportList" and save your work as a seperate esp.
Don't forget to add XRocket.esp as master.
- It should appear in the XRE-V store, as well as it's ammo.
- If you've followed these steps properly you're free to share your new weapon addon here on
Nexus. Title it something like "XRE Weapon addon: <name>".

These instructions are not complete, but you should have enough to get started!

[ 9 - CREDITS ]

Bethesda for Fallout's deep modding support.


[ 10 - PERMISSIONS ]

No part of this mod may be modified, redistributed or used in other work without express permission from the author.
Permitted modding referencing is planned for a future release. 

0 Comments

* 이곳은 영어 무식자를 위한 모드 자료실입니다.

* 이곳이 안전하게 운영이 될수 있도록 ..빡센 저작권 관련 자료는 피해주시고 출처를 밝혀 주세요 

* 많은 폴아웃 유져분들을 위해서 재미나고 유용한 모드의 발굴과 공유를 해주시고 

  문제가 있는 파일은 댓글로 알려주시면 감사하겠습니다. 

* 한국인이 만든 모드가 필요합니다.

  앞으로 모드는 유료화가되어 돈을 주고 사야하는 일이 생길것 같습니다.

  모드 제작이 가능하신 한국 유져분들의 능력을 보여주세요

  (넥서스와 같이 본인이 만든 모드를 올리시고 내용에 본인 통장번호를 같이 첨부하여 

  기부를 받으시는 것도 권장합니다.- 관리자는 소정의 기부금을 납부할 의사가 있습니다.)   

* 한번에 올릴수 있는 파일의 크기는 100MB 입니다만 되도록이면. 

  파일하나당 약 50MB정도의 크기로 여러개로 나누어서 올려주세요 [최대업로드 300MB]

다른 유져를 위해 본인이 가지고 있는 자료를 공유해 주시면 정말 도움이 될것입니다.  

* 이 내용은 사실 본문 글쓰기에서도 가능한 방법입니다.

* 하지만 댓글 부분에는 따로 링크나 파일첨부가 없기에 입력 방법을 알려드립니다.

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