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Lollia

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Lollia last won the day on January 28

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Nexus Mods Profile

About Lollia

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    Skyrim Legendary Edition
  • Favourite Game
    American McGee's Alice

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  1. You know, I just had an epiphany! Switching the female lobotomites to using the CreatureFeralGhoul voice type would not be enough! You know why? Because voice types are linked to gender. It has to be linked to either male or female, not both. And CreatureFeralGhoul is linked to male. So I did some checking. Lobotomites are not creatures like feral ghouls--they are considered to be human actors, which means that they have a gender box selected. Feral ghouls, being considered creatures, don't have the option to be linked to a gender--that's why they can use the voice type without any problems. They're most likely considered male by default and just have a variety of meshes to choose from, the torn tank-top wearing ghouls usually assumed to be female. Edit: Did some testing. If I rebuild all the feral ghoul dialogue and assign it to a new voice type flagged for females, I can edit the female lobotomites to use it. Is that something you'd be interested in, Makintoke? Edit 2: Decided to go ahead and do it anyway. I'm almost done. But since I'm essentially making copies of the original feral ghoul audio, I decided to experiment, switch it up a bit... I only altered the audio a bit to keep the quality steady, but a gentle change or two later, the lines are a bit more distinctive for female lobotomites. Just a bit, though. Might not make much of an impact when in the thick of combat, but it's worth a try. Edit 3: Done! Here it is.
  2. I was a bit curious about this a couple months back. From what I could tell at the time, was that anyone who made an account up through 2015 had badges, but 2016 and after? Those accounts had nothing.
  3. It looks like the male lobotomites are assigned to the CreatureFeralGhoul voice type, which is the one that contains the dialogue lines. On the other hand, female lobotomites are assigned to the NVDLC03LobotomiteVoiceFemale voice type--but I'm looking through the audio archives, and there's nothing there. There's not even a sub-folder for the voice type. I wonder if what happened in Fallout 3 happened here? I have yet to play Old World Blues, but if there would happen to be a sizable population of female lobotomites, that would explain why you don't hear them speak--they appear to have an empty voice type assigned to them. Edit: Yeah, it's looking that way. Just checked the Feral Ghoul Dialogue Quest (quest ID is GenericFeralGhoul), and although it is conditioned to play the dialogue for users of both the CreatureFeralGhoul voice type and the NVDLC03LobotomiteVoiceFemale voice type, the latter's audio is nonexistent--there's nothing in its folder to pull from. At the very least, female lobotomites need to be reassigned to use the CreatureFeralGhoul voice type instead. Edit 2: Also contributing to the rarity of certain dialogue, the responses that aren't the usual fare of feral snarls and growls are set to have a GetRandomPercent check of a value below 30.
  4. I admit it: I was skeptical, but holy moly! That actually worked! Walked into the bar and Sunny starts right off by complimenting me on my healing powder prowess. Thank you so much! I honestly never would have thought of doing that.
  5. Well, maybe doomed is too strong a word. However, I failed to realize just how much is tied to going through the tutorial with Sunny--or at least the first conversation with her, which I skipped. What can I say? I was in the old bone orchard, as Victor might call it, and upon looking about at the vast expanse of beautiful desert before me, I felt compelled to fling myself off the hill and blaze my way past radscorpions and cazadors alike--I have a similar reaction to the ocean in some games. I (barely) made it to Red Rock Canyon with just a single dose of antivenom. From there I made my way to the Boomers and then helped out around Freeside and Novac. Now at level 23, it struck me that I should probably complete Back on the Saddle at some point, so I dashed my way past the deathclaws near Sloan only to find that Sunny will not talk. She'll force-greet me and I can ask her some general questions, but the quest cannot go any further. Trudy will never be able to spawn in, and Ghost Town Gunfight is as good as dead. Made a save and tried to progress via console, but there was no luck to be had. Any thoughts?
  6. I don't know much about emoticons, but the old ones still work on the mod-side of the site if you know what to type. If you need a code or just a visual reference for what you're looking for, I managed to dig this up on the Wayback Machine. (It's the archived version of the link you posted. It might load a little slow, but it's a complete list.)
  7. For reference, I am referring to this. So far, cabbages and humanoid NPCs work pretty seamlessly, apples are close behind, but potatoes are prone to go absolutely crazy. I am working with an orb-like object, and you'd think it would roll right along the track, but it acts very temperamental, and prefers to sit still unless hit by a Shout. I'm no expert with meshes, but I was wondering there was something in Nifskope that I could look at to compare the difference in behavior, such as comparing the orb to a cabbage and so forth.
  8. Wish I had seen this thread before yesterday. It would have saved me some serious time.
  9. That's what you're supposed to do? Ugh. I've been going about it the wrong way for years.
  10. That thing has never worked for me. Nothing ever shows up, so I just manually add links to the description section instead.
  11. Just an update to say that I figured out where I went wrong. It turns out that I had been using the correct tool, it was just that my mouse was refusing to communicate my clicks on the triangles to make the pathing shader operate. The navmesh in the cell I'm working in is still a work in progress (I am decorating as I go), but it pleases me to say that most of my paths were green! I ended up sacrificing a chair and moving four other seats around to resolve one of the yellow paths, but so far it's not too bad!
  12. Thank you so much for posting that link! I was trying to find something with images showing what the pathing should look like, and now I can clearly see that what I had been looking at is completely wrong. It doesn't look anything like that at all! I will retrace my steps and figure out what's going on. Edit: I'm so glad that kudos survived the purge. Thanks again!
  13. So I decided to do a check on some newly laid navmesh and ran the Pathfinding tool. Although the navmesh looks fine on its own, the Pathfinding tool is giving me pause. Mine uses a purple tone for its path shader, and I'm seeing some instances of the purple not fully extending into certain triangles. I'm wondering if that makes a difference in the grand scheme of things--I want everything (especially the furniture markers) to function correctly. I tried moving some nearby objects around, and even though these objects are outside of the navmesh's coverage area, moving them affects the Pathfinding shader, usually making it more expansive and extending its reach. Maybe I'm overthinking the whole thing, but I would like to be sure before I go re-organizing the cell and tearing down my navmesh in an attempt to gain more coverage for the Pathfinding shader.
  14. I hope they will be. If I had realized that they would have become so utterly locked in place, I would have made certain changes before the migration. As it stands, my mod-side profile is frozen in a time when my grandmother was still alive and had every hope of walking again. She died this morning.
  15. So many functionalities seem to have been removed without alternative means to fill their role. Like the About section on profiles. You can update it fine on the forum side, but not on the mod side--since they no longer communicate, what's currently on the mod-side will remain frozen in place until we have a way to edit them again. I mainly use my About section as a notification center for when I post mod or mod-related article updates, so this is a bit frustrating. Before Picky responded to my thread the other day, I was holding out hope that there was still some way (even if delayed) that the information could be transferred, but it sounds like the mod-side has been completely marooned.
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