Fallout 3 / New Vegas 0.237

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Re: Fallout 3 / New Vegas 0.237

Defintely i will not install FOSE, so all testing is on your side. Can't say anything positive right now, dof only variable doesn't worse time to do changes. Ask me after NY again.
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Re: Fallout 3 / New Vegas 0.237

you going to New York ?

No FOSE ?
Allright, when then i'll see if i can think of a way to do it without FOSE.
I have it ready already, but not without FOSE.
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Re: Fallout 3 / New Vegas 0.237

NY - New Year.

You need to use FOSE, but i can't test, so will do several versions for you to run.
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Re: Fallout 3 / New Vegas 0.237

Haha, oh right, New Year..stupid me..

Wish you some good days with Christmas and New Year Boris.

Right, i understand, i can make a version in which the ball can be enabled and disabled by other means that don't need FOSE for you to test.
In theory that would be good enough for you to test.

I will make a version that you can enable/disable it if you equip a special pistol.
I will make a pistol that gets added into your inventory, and if you equip that, the ball spawns, if you unequip it the ball is gone.
Then it will work also with the FOSE variant when the ball is spawn, cause it's all about the unique object right ?
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Re: Fallout 3 / New Vegas 0.237

Probably yes, but don't make ball, it's not unique model. Unique is when amount of vertices and triangles are big enough (greater means less chances to find same object from game itself) and when balance of vertices vs triangles is very differ from modelling in general. Vertexcount*3==trianglecount is max value, but typically models (exported to game, not in 3d editor optimized) starts from from vertexcount==trianglecount till vertexcount*3==trianglecount, so creating vertexcount less than triangles count as "much" as possible, for sure 20 vertices and 1000 triagles in mesh can't be made randomly or exist in game.
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Re: Fallout 3 / New Vegas 0.237

OK, i can just import a totally new mesh into the game that doesn't exist in it or anywhere else.
I can make one with 3dsmax with the right amount of vertices and triangles and import it, would that be good ?

Why no ball ?
Do you prefer a certain shape ?
Cause i can easily make a unique ball that is the only one with the required vertices count..
I can ofcourse just export the teapot from 3dsmax, that would be unique as well in Fallout.
Or a donut..
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Re: Fallout 3 / New Vegas 0.237

You "can't" make unique ball, it's one kind of models which fall to most frequently used combination of vertex count vs triangles count. I don't care about model shape, but only triangles and vertices numbers as unique identifiers.
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Re: Fallout 3 / New Vegas 0.237

ah OK i understand, you mean the amount of vertices and triangles in a ball are always related..

I will make a nice National Geographic open rectangle then.
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Re: Fallout 3 / New Vegas 0.237

OK, so i found that the "IsPlayerActionActive 9" function checks for ironsights in Vanilla Fallout.
So you can just test it with a gun when you aim.
Doesn't work in combat and with Melee weapons, but works fine when not in combat when aiming, so that should be OK for testing.

would a torus shape be OK ?
It has 1440 vertices and is made of square shapes, so every face has 4 vertices.
I guess that's not really as unique as you want, i can also make something myself ofcourse.
Like this:

Image

it stays in the camera view relative to the crosshair, so it could now be alphad, but i'll do that later.
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Re: Fallout 3 / New Vegas 0.237

I don't know, for me torus is just another kind of "classic" meshes which do not differ by amount of vertices vs faces. Well, i'll do model as example now.
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