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Talon Company

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  1. Talon Company is proud to announce the initial release of Back from the Future, a quest mod introducing Blammo Corporation and Trinity. Read about it and download here: http://www.nexusmods.com/fallout3/mods/21632/?tab=3&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodimages%2F%3Fuser%3D0%26id%3D21632%26gid%3D120
  2. Update: Blammo Corporation, a new quest/companion/weapon/crafting mod, is now 95% complete. A few lines are left to be recorded, general housekeeping, adding more enemy triggers and such. This quest begins by receiving a radio distress call. The source is emanating from a pre-war ammunition factory in a building near the National Guard Depot. Inside you will find a guided quest, a new weapon and a way to make ammunition for it. Along the way you will fight many boss level enemies. You will piece together a story that, in keeping with lore, ties in to events in today's headlines, tells what happened to the original employees, and foretells of an even bleaker future. You will have an opportunity to gain a companion at the end of the quest. You will discover a secret project the Blammo Corporation employees were working on. All scripting elements of this mod have been fiinalized and tested 100%. All voice and lip synching 98%. Storyline developed 99%. Placing pencils, tin cans and such 95%. This mod, late as it is, should be ready for publishing by end of July. Thanks for reading, and stay tuned! -Talon
  3. Looking for someone to play the voice of Bill, the drunken party guy that stumbled into an FEV vat and mutated into a centaur. He follows you around the wasteland telling jokes and complaining about his condition.
  4. Hello, I'm looking for a female voice for the main character of an upcoming quest/follower mod. A badass chick from the future type of thing. Preferably with an American accent but doesn't have to be. PM me if you are interested in donating hours of your time for nothing but appreciation, adoration, and honorable mention. Oh and the chance to see yourself talking as a character in Fallout 3. Thanks for your time!
  5. Hello, I'm in need of a female voice to do a couple of hundred lines of dialog for a quest/follower mod I'm working on. A badass from the future. Anyone interested PM me for details. Thanks! Guess I should also say I prefer a regionally neutral American accent but will consider others.
  6. I solved my problem. Mlucci, it has to do with the order in which you set everything up. Here's what I did, in order: 1. Created the NPC. Placed it in an interior. Gave it a unique ref id and made it a persistent ref. 2. Created the dialog script. 3. Created the dialog quest, made only the initial greeting dialog. Linked the dialog script to the quest. 4. Created the trigger script. 5. Placed the trigger in front of the NPC. Made the trigger a unique ref id and persistent ref. Linked the trigger script to the trigger. 6. Created the dialog package activate range 500, left start/end unchecked. Put the condition talking =1 in. 7. Went to the NPC and added the AI package. Doing this step last is what made it work. 8. Saved, played, triggered the auto-talk successfully. Done! Hope this helps.
  7. Stating enabled, reaching 120, in Craterside Supply or in any vanilla or custom interior, the script does not trigger dialog automatically. The dialog is available after pressing E to talk to the NPC. In an external cell it functions flawlessly. I will experiment more with the settings tomorrow to rule out a distance issue.
  8. Oh, and Mlucci4036, to answer question 3 I always delete the default packages under AI Packages and write my own. If you delete the sandbox package altogether, the NPC will stand still where you placed it until triggered to do something.
  9. Thank you, Jokerine. Unfortunately I can't get that one to work either. Here's my steps: 1.Create NPC. 2. Place NPC in world, create NPCRef persistent & unique (intitally disabled since I want the NPC hidden until triggered). 3. Create Quest. Set to Game Enabled, Priority 55, save. 4. Open quest, add new dialog for NPC to say. 5. Create dialog trigger script: scn dialogtriggerscript begin ontriggerenter player NPCRef.enable NPCRef.startconversation player, dialogtopic end 6. Create a trigger box around the NPC, unique, persistent ref. 7. Link script to trigger. 8. Save mod, enable mod, play game. When the player hits the trigger, the NPC enables but will not initiate conversation. Inside or outside. Any thoughts?
  10. I'm getting auto-talk to work as long as both the NPC and the trigger are outside. I can't get it to work in any interior. There's gotta be some setting for that, my brain hurts from looking for it, and Seddon4494's tuts were all done outside as well. I can't find how to contact Seddon4494 either. I'll leave a comment on his last tut, maybe I can get him to answer. I'll post it here if he does.
  11. Nudie armor mods...feh. We at Talon Company can do better than that. Have done better than that. Although ya gotta admit we do do that pretty well. A new, involved, tough, exiting, and family friendly mod is in the works. I can see releasing it in May. This project will require some voice actors once all the dialog is written. Anyone wanting to jump on board now can pm me a sample. At least one male and female voice will be required. The back story ties in with a real person in today's news in a fictitious, humorous, and entirely plausible way. There's a lot of fighting, hacking, piecing together the story, shooting your way to the bottom and claiming the prize, having to make a decision that affects the outcome, all that. So just a quick heads-up on that, thanks for reading and happy hunting! -Talon
  12. The patch released by Bethesda and fed through Steam a few days ago wrecked the game. Search TESV.exe on Google, then download the pre-patch .exe file. Fixed all my CTD and missing texture issues.
  13. Updated Methclaw to be compatible with the awesome A World of Pain mod.
  14. I can't get NVSE to work. I have the latest Fallout version, it's a legit copy, I have the latest NVMM and it loads nvloader.exe just fine. GetNVSEVersion returns an error, mods that need it can't find it. I have the latest NVSE, I copied the dll's and exe's and the src folder, doesn't work. I've all but given up. Any help?
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