Jump to content

grigoriprime

Premium Member
  • Posts

    56
  • Joined

  • Last visited

Nexus Mods Profile

About grigoriprime

Profile Fields

  • Website URL
    Twitter: @GPrimeGaming IG: @Grigoriprimemods
  • Country
    United States
  • Favourite Game
    All things Fallout

grigoriprime's Achievements

Enthusiast

Enthusiast (6/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Wonder Woman outfit for Magnolia because Lynda Carter is awesome. Or the Hubris Comics equivalent Mistress of Mystery with a very similar look. Also, clearly that could also be a player outfit mod along with several others to compliment Shroud and Grognak.
  2. So based on what I know from Skyrim and the previous 2 Fallout games, adding this option to the char gen stuff is actually not that tough once the GECK drops (shouldn't need FOSE). As a bonus that would also allow for a female "soldier" or male "lawyer" playthrough. At some point though, a lack of dialogue may be a mild issue. If anyone can find examples of the male PC saying the word "husband" or the female PC saying the word "wife" please comment on what quest (or situation if you don't know what quest it's coming from) and to whom the line is said so it's locatable for future use. NOTE: I am not saying I intend to create this mod (as my Papyruys may not be up to it). I have figured out pretty much exactly how it could be done though (2-3 small scripts, a placeholder NPC for facegen data, and a tweak to the menu structure in the racemenu (unless that's just the plastic surgeon menu in this game, then whatever menu that actualy is) so if anyone wants to collaborate please PM me. Obviously without seeing what variables are used and what's stored in the two PC actor scripts vs a quest script it may not be as simple as I think, but it really does seem pretty straightforward.
  3. That's exactly what I was looking for. (well, other than confirmation that the opposite of that was true :) ) Thanks!
  4. Yup, properly conditioned greeting is probably the culprit. You might need to change the voice type as well even if you aren't voicing it.
  5. My 2 cents: The lock/unlock options in packages (even in FO3) can cause strange issues even when they logically should be correct. Having multiple NPCs locking and unlocking the same cell (especially the "while at location" options) can cause lock status and even cell ownership issues and seem to occur when the cells are NOT loaded. Also, removing script packages for merchants with associated stores (particularly vanilla merchants and stores) and adding new ones WILL work but there are issues that are specific to merchants. You may end up with a delay of several (real life not game time) minutes while the game evaluates things and some things may act as though "continue when player near" was checked even if it isn't. The NPCVendorFollowPlayerTriggerPackage in particular.
  6. Question: I have several NPCs doing "guest visits" to a location in my upcoming release. I don't want them actually running to the location (or needing to set them essential so they don't die on the way back). The way I attempted to do this is to have them moveto persistent markers on package start and end. Does not seem to work. I feel like this would be a known issue but I can't seem to find anything on it. I can always just have a quest script check the same conditions as the packages (they are conditioned to specific day of month and multiple quest completions) and force a moveto that way but I'd rather have it contained within the AI packages. Any ideas?
  7. It may not violate either copyright law or Bethesda's modding policy but it does technically constitute "porting content" which might violate the Nexus TOS. EDIT: Example that, to me at least, defines the gray area: The files required to make .lip files in FO3 or FNV are part of the Skyrim CK. The Skyrim CK is free. Posting those files to Nexus as part of a tutorial on how to do lip sync was considered porting, posting links to those files was not. With an animation you could theoretically tell people how to get those files from their copy of FO3 and use them in FNV but very few people will actually take the time to do it. So I'd agree with the "just find FNV equivalents" crowd.
  8. Very very helpful! I have the travel packages conditioned to a quest stage with must complete and continue if player near (where appropriate) and teleport begin and end result scripts for the NPCs that need it, most of the guests are actually attending and the scene is starting correctly. There is a trigger box that starts the conversation with the player and makes sure that everyone's in close to the right place. I currently have everything linked using end results and links because it's literally just the "do you" "I do" "Do you" lines so it's very brief and almost everything is handled through a standard dialogue with the player. Just to make sure, both "topics" and "conversation" lines can trigger a startconversation or sayto between each other? Meaning can I have the conversation end with Cromwell asking the player "do you" and the result script have the player startconversation on Cromwell using a dialogue line that has "I do" as the prompt?
  9. Jokerine: The last line of player dialogue before the NPC-NPC conversation is goodbye, the npc-npc lines are say once and unlinked (except to the other lines in the conversation) and the last one is also goodbye. I think I'll try removing all the conditions (except GetIsID) from those lines since, as you have reminded me, there is no chance they will be spoken randomly due to being say once. So yea, that was helpful. Belthan: I actually did have the voice and lip files for both npcs done (I wrote the dialogue based on the available NPC sound files for Confessor Cromwell so they all got voiced as I wrote them). But that explains an issue I was having in a different mod, so also helpful. I do still have both the .WAVs and the .OGGs in that folder, that shouldn't matter though right? Both: Thanks!
  10. Question: In an upcoming release I am trying to do a wedding ceremony. I have a conversation between the officiant and the player, then I want to transition to a conversation between the officiant and the spouse ("Do you?" "I do") then back to the final part of the conversation between the officiant and the player. I don't know if it's the way I'm using a quest variable to track the stage of the ceremony or the way I'm using result scripts to trigger advancement but the conversation is ending with the first transition and leaving the officiant continually giving the player a blank greeting and immediate goodbye. To narrow that down a bit... I currently have the first part of the player dialogue set to goodbye with the end result script doing a startconversation between the other NPCs ("conversation" tab not "topics" tab). This also increments a quest variable used to make NPCs "attend the wedding" packages and dialogues meet their respective conditions. When that completes (she does :) ) it's supposed to do a startconversation on the player to finish the dialogue. I do have a trigger box there but it currently has nothing to do with the conversation at the point where it breaks. I could add an ontrigger player block to force dialogue but it seems like it would be a huge drain as the ceremony's like 2-3 minutes long. Any ideas? I feel like I'm missing something obvious. I'm looking at the vanilla "Take It Back" cutscene/3 way dialogue between you and the two Lyons but I still can't quite figure out where I'm messing up the transition between the speakers.
  11. Yes, that's incredibly helpful. I think the workaround I came up with for calculating the daily income of the store is actually still a better option but the script you provided is immensely useful in figuring out how I'm going to distinguish between "things you are selling through the store" and "things which the store now always sells" as well as how my original idea of using a dynamic leveled list for "storage" may work out after all. Basically things like consumables and ammo (items added to leveled list) need to be handled differently than things like weapons and armor (items themselves added to merchant container). This is like... way more than half of what I needed to figure out so thanks thanks... THANKS! P.S. Basically i changed the way multipliers are used on a 1-99 base random number. It works out to a 2 through 5,940 range depending on modifiers including total number of items sold (and now maybe also total value if I hook FOSE).
  12. P.S. I'd also like to know how exactly "OnAdd" functions will process EACH item added to a container if there are also calculations being done on ALL items in that container if anyone's done anything like this in their mod.
  13. I'm pretty sure the answer to this is simply "no" but is there a way to have a script get the total (base) value of all items in a container? I'd prefer not to require FOSE but I know that does have a GetItemValue function. From what I see on the documentation for it though, it wouldn't be practical (or even really possible) to do this for all items in a container. I had also considered "dumping" the items into a leveled list but I don't think that would make this possible either. It's for a player merchant type thing and I wanted to use "total value of items / item count" as a variable in a calculation. I figured out a different way to do what I originally intended; but if this is possible it would allow me to do a much more dynamic and "real time feeling" player interaction.
  14. EDIT: I just created a form list to give him gloves with long sleeve outfits. "The Easy Way" it is. Plus, great excuse to make a Craterside branded Vault Suit :)
×
×
  • Create New...