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Gerokeymaster

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  1. Ended up finding a way to fix it on my own, so, whoever's in charge of locking topics, feel free to close this one up!
  2. I have a mod here on the Nexus (Axe Man Companion) that is having some issues with a scripted NPC conversation near the end of one of its quests. I can't seem to make the problem occur myself, even when downloading and playing the mod on a second computer, but several different people have had it happen to them, and it completely breaks the ending of the quest when it does happen, so I'd really like to figure out what's causing it. The problem is that for some players the conversation itself doesn't trigger, leaving them stuck on the second-to-last stage of the quest. Here is the scripting of the quest itself, as well as a few screenshots of the topic window, showing the conversation and it's scripting: ====Script==== scn AMRandomAxeQuestScript short baxemanrake short baxemanfistlie short baxemanfistgood short baxemanfistbad short baxemansuspiciousnohelp short baxemansuspicioushelp short baxemanbeanshootergood short baxemanbeanshootergoodtwo short baxemanbeanshooterbad short baxemanbeanshooterbadtwo short baxemancincinatus short baxemancrazy Begin GameMode if getstage AMTellNoLies == 3 setstage AMRandomAxe 1 endif if baxemanrake == 0 if player.getitemcount AMRake == 1 AMAxeManREF.startconversation Player, AMRake12 set baxemanrake to 1 endif endif if baxemanfistlie == 0 if player.getitemcount AMBillyFist == 1 if getstage AMRandomAxe == 6 AMAxeManREF.startconversation Player, AMFist1 set baxemanfistlie to 1 endif endif endif if baxemanfistgood == 0 if player.getitemcount AMBillyFist == 1 if getstage AMRandomAxe == 5 AMAxeManREF.startconversation Player, AMFist17 set baxemanfistgood to 1 endif endif endif if baxemanfistbad == 0 if player.getitemcount AMBillyFist == 1 If getstage AMRandomAxe == 4 AMAxeManREF.startconversation Player, AMFist27 set baxemanfistbad to 1 endif endif endif if baxemansuspiciousnohelp == 0 if getstage AMTellNoLies == 12 if getstage AMRandomAxe == 7 AMAxeManREF.startconversation Player, AMDiscovery01 set baxemansuspiciousnohelp to 1 endif endif endif if baxemansuspicioushelp == 0 if getstage AMTellNoLies == 13 if getstage AMRandomAxe == 7 AMAxeManREF.startconversation Player, AMDiscovery01 set baxemansuspicioushelp to 1 endif endif endif if baxemanbeanshooterbad == 0 if player.getitemcount AMBeanShooter == 1 if getstage AMRandomAxe == 11 AMAxeManREF.startconversation Player, AMLauncher01 set baxemanbeanshooterbad to 1 endif endif endif if baxemanbeanshooterbadtwo == 0 if player.getitemcount AMBeanShooter == 1 if getstage AMRandomAxe == 9 AMAxeManREF.startconversation Player, AMLauncher01 set baxemanbeanshooterbadtwo to 1 endif endif endif if baxemanbeanshootergood == 0 if player.getitemcount AMBeanShooter == 1 if getstage AMRandomAxe == 8 AMAxeManREF.startconversation Player, AMLauncher11 set baxemanbeanshootergood to 1 endif endif endif if baxemanbeanshootergoodtwo == 0 if player.getitemcount AMBeanShooter == 1 if getstage AMRandomAxe == 10 AMAxeManREF.startconversation Player, AMLauncher11 set baxemanbeanshootergoodtwo to 1 endif endif endif if baxemancincinatus == 0 if getstage AMRandomAxe == 13 if getquestcompleted AMTellNoLies == 1 AMCincinatusREF.startconversation AMAxeManREF, AMAxeManCincinatus01 set baxemancincinatus to 1 endif endif endif if baxemancrazy == 0 if getstage AMRandomAxe == 12 if AMCincinatusREF.getdead == 1 AMAxeManREF.removeitem AMAxeManOutfit 1 AMAxeManREF.removeitem AMAxeManHat 1 AMAxeManREF.removeitem AMAxeManPack 1 AMAxeManREF.additem AMAxeManPantless 1 AMAxeManREF.additem AMAxeManCap 1 AMAxeManREF.equipitem AMAxeManPantless AMAxeManREF.equipitem AMAxeManCap setstage AMRandomAxe 15 set baxemancrazy to 1 endif endif endif End The issue is apparently something involving the second-to-last bit of scripting, the part that deals with "AMCincinatusREF" starting a conversation with "AMAxeManREF". Here is what the topic page of said conversation looks like: http://i.imgur.com/gcqUPnD.jpg http://i.imgur.com/NmVeiOZ.jpg Again, this scripting seems to work for most people that download the mod (and again, I actually can't make it NOT work for me, regardless of which computer, save file, or download I use to test it), but there is a fairly significant amount of players that have issues with the conversation not triggering. If anyone sees anything wrong with the above, please let me know. And if anyone has any info/tips on fixing the issue, let me know that as well! If anyone needs more info than I've provided, let me know, and I'll add what they need. If anyone wants to look through the mod itself, it's here on the nexus at this address: http://www.nexusmods.com/newvegas/mods/55602/ Thanks in advance to anyone who can help solve this issue!
  3. So, I just released this mod: http://www.nexusmods.com/newvegas/mods/59708/? It's a companion based off of the character Claptrap from the Borderlands games. So I need to find someone who can do a decent impression of David Eddings' Claptrap voice. If anyone isn't sure what the heck I'm talking about, look up Borderlands Claptrap on google (or whatever search engine you use). If anyone thinks they can do a good impression of Claptrap and wants to voice the mod, send me a message!
  4. I have an older mod on here that lets you use a Workbench to convert pistols to melee weapons: http://www.nexusmods.com/newvegas/mods/50880/? The only real problem I have with it is that when you craft a gun into a club or vice versa, it completely repairs the weapon, so you can basically use it to repair all of your pistols for free. I was wondering if there was a way to make a script that would check what the condition/health of the weapon used as the crafting material is, and sets the condition/health of the crafted weapon to the same amount. I know you can script it to set a crafted item to always come out at the same condition/health, and thought about doing that (just setting it to always give you the weapon at 75% condition or something), but I'd really rather have it come out at the exact same condition it went in at. If anyone knows a way to write a script that does that, I'd appreciate the help!
  5. I need a voice actor for a pretty important character in a mod I'm working on. The last two people who were going to voice the character have both had to drop out, so maybe the role is cursed D: Anyway, I need a male voice actor, who can sound like they're in their mid-to-late 30s, and can pronounce Latin at least as well as the vanilla Legion voice actors. Accent isn't super important, but I'd prefer some form of American accent. The role is fairly large, and there are three "speeches" the character gives that are each several minutes long by themselves. Anyone interested, please PM me here on the forums!
  6. I'm looking for someone to do a small role in a mod I'm working on. I originally had someone for it but he backed out. :sad: Basically, I need someone to play a legion frumentarus (those spies they have in the game, like Vulpes Inculta), so I'm looking for someone male, preferably with some kind of American accent. It's not a very big role, only around 8-10 lines, plus a few combat lines if the player chooses to attack you. If anyone is interested, send me a message here on the Nexus. Edited to add: I somehow managed to misspell "chooses". Fixed it.
  7. And that's what I did wrong! I used his REF when I tried doing setessential in the result script. Thanks for the help! Edited to add: Also, since my problem seems to be solved, anyone with the power to lock topics is free to do it to this one!
  8. Can anyone here tell me a way to make a character that is normally essential not essential? I have a mod I'm working on where the main NPC questgiver is set to essential, so that the player can't break the quest by randomly deciding to kill him. But at one point in the mod, I want the player to have the option to have a sort of "non-standard game over", where they can choose to fight and kill the NPC instead of helping him. I have it set to close the dialogue and have the NPC attack the player if the option is picked, but since the NPC is normally essential, there's no way for the player to kill him(which I'll set to trigger the quest to fail and a message to pop up saying why). I want to know if there's a script that "turns off" an NPC's essential status. The only thing I could think of was the console command "setessential", but that doesn't seem to be a recognized command in the GECK's scripting. I tried looking the problem up online as well, and couldn't find anything beyond just not making him essential to begin with, which I don't want to do. Any help would be greatly appreciated!
  9. Hi everybody. I was pointed to this thread after posting a request for voice talent in the mod requests thread. I have a mod here on the Nexus called "Axe Man Companion" that I'm adding a couple of quests to. The main character is already voiced, and I plan on voicing another character myself. My problem is that there's a third character that the player will need to interact with, and he needs a voice, too. I don't really trust myself to be able to sound different enough to voice two characters, and the person I have voicing the main character is already doing enough other stuff that I don't want to ask him to do it either. The character is based off of John Goodman's character from the movie "The Big Lebowski", so anyone that can do even a passing impression of Goodman would be great. The name and dialogue alone should be enough to make people get the reference, though, so anyone that has an adult male voice will be fine, even if they don't sound like him. If anyone is interested, you can contact me back here in the thread, or message me on the Nexus. You won't have to do anything other than record the lines I send you, I can trim them, fix background noises, and change the file format to the one GECK uses myself. I can't really offer any compensation for helping me, but you will be featured on a mod that already has over 1000 downloads and features Youtuber Alchestbreach, and you'll be credited on the mod's page, too, of course. Thank you in advance to anyone who replies, Gerokeymaster
  10. Thanks! I'll repost my topic there and close this one. Aaaand, just realized that with IP boards, you can't lock your own threads. So everyone just stop replying to this one and let it get buried, instead :)
  11. Not sure if this is the right section of the forums for it, but it seemed like the one that made the most sense, since this is a request, and it does deal with a mod. I have a mod here on the Nexus, called Axe Man Companion, that I'm adding two quests to. The main character of the mod is already voiced, and I plan on voicing another character in it myself. My problem comes from the fact that I have a third character that needs to be interacted with, and I don't trust myself to do a good enough job at changing my voice to make him sound different enough from the character I'm already voicing. So what I want to request is a voice actor for the mod, preferably someone who can do a passing impression of the actor John Goodman (the character is based on his character from The Big Lebowski, but the dialogue itself and the name should be more than enough for everyone to recognize him if you can't do a good impression), but anyone male willing to help out is welcome to reply. I can't offer any kind of compensation, other than being in a mod that already has over 1000 downloads and features the voice-work of Youtuber Alchestbreach, and of course being listed on the mod's page as a contributor to it. All you would have to do is record the lines I send you, and send the files back to me. They don't have to be in the proper format for the GECK or anything, since I can do all the editing for that myself. Any help would be greatly appreciated, and if this isn't the correct thread to post this request in, any help in pointing me in the right direction would also be appreciated! Thanks to everyone who replies in advance, Gerokeymaster
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