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terzaerian

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About terzaerian

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    terzaerian#9769
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    Korea, North
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    Skyrim

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  1. I love Mod Organizer! It's an amazing tool. I'm curious, though - its "framework" for modding the game is different, in that you can (and should) keep a clean install of the game and let MO do the work at runtime of compiling and implementing your mods in-game. How will this work for existing installations of Fallout 3 that are already using NMM and have made a "dirty" install?
  2. In response to post #24568344. #24568714, #24568839, #24569039 are all replies on the same post. Hello, I made the FCO mod. Just going to make it clear here and now: I will never charge for my mods through Steam workshop. If anything this entire fiasco is only incentivizing me pulling out of Steam workshop entirely; it's absolutely appalling.
  3. As a modder it's still important to thank other modders for their work, especially those modders who then turn around and share their experience or provide resources for others to build upon. All of us stand on the shoulders of giants who came before.
  4. This is another one of my dream mods, though I wouldn't limit it to forts - I'd like it so you can make any clearable area 'freeze' after being cleared, perhaps by casting a spell, rendering any nearby chests secure and halting respawns, while taking the area out of the rotation for radiant quests. The most similar extant mod I've found is Nordic Tower Conversions in the sadly neglected Ruins category. I'm not sure how feasible working in a radiant purchase system would be, as simply adding onto radiant quests is a heady task without making new ones out of whole cloth.
  5. I tend to weigh followers less on appearance or story depth and more on chattiness; i.e. their capacity to comment on their surroundings. Babe squad followers are banal and dime-a-dozen while the Bioware style followers just draw too much attention to themselves, in my opinion, and the best balance is an NPC with an established backstory, characterization, and a capacity to comment on his or her surroundings and on you (this is what Bioware-style NPCs *used* to mean before Mass Effect and Dragon Age came along). Inigo has already been mentioned as a favorite and I definitely second that; Throthgar the Dragonborn Coward is also hilarious if sometimes inappropriate and 4th-wall breaking; just blame CHIM. One custom-voiced follower that I don't think gets enough props is Michael Rosen - he's chatty almost to a fault, so jam-packed with commentary you'll wish there was a command to silence him, but the sophistication of his commentary conditions, which range from reactions to shouting, the weather, items in your inventory, and much more is impressive. I have also installed Hoth, Valfar, and Thorald Greymane, though I've yet to recruit them in-game.
  6. Ugh God, I just figured it out: I had added Nazeem to PotentialFollowerFaction but not CurrentFollowerFaction; these two tell the game the NPC is an eligible follower and the latter controls whether or not they are actually following you. Here is the thing that makes absolutely no sense, though: other followers start at -1 rank in CurrentFollowerFaction, which is the value that tells the game "hella not in your group," and the scripts inside the DialogueFollower quest kick them up to 1 when they are asked to follow you. The condition on his Dialog Topics is set to CurrentFollowerFaction == 1, so more or less the CK thinks that actual values don't matter anymore at least wrt this. As well, I am all but certain I didn't bother adding Anska or Heimskr to CurrentFollowerFaction when I was working on them because as long as a potential follower has PotentialFollowerFaction, the scripts will kick them into CurrentFollowerFaction on join even if they are not properly flagged. The CK just decided in this particular instance everything hinges on CurrentFollowerFaction being accounted for in the Factions tab. tl;dr The Creation Kit doesn't even care to be internally consistent where followers and dialogues are concerned and just does whatever it wants, always add CurrentFollowerFaction to followers even if it doesn't seem necessary
  7. I did try that as well, it did not help, as well as moved the condition around (which shouldn't even be necessary because all of these dialog topics were copied from extant ones). It's got something to do with the directory string not showing up in that box, and something keeping DialogueFollowers from recognizing MaleCondescending as a legitimate voicetype somewhere I can't make out. We really needed a "Used info" command in the context menu along with "Use info," I would bet that would clear this up.
  8. So I'm making a custom-voiced follower, using pre-existing audio from in the game. It will basically make MaleCondescending voicetype into a legitimate follower voicetype. I've tested the commands in-game - the follows, waits, trades, etc. and they all appear to be working, if mute. However, I'm having a problem completing them. http://i717.photobucket.com/albums/ww179/satma08/c51ff4e5-f6ec-42c7-921a-6a4668acd270.png This is the window for one of the dialog topics. Where the blue arrow is, for every other NPC's response, usually has a text string that is a directory path for the NPCs it applies to, with the Voice Filename in the box above at the end with a .wmx extension. As you can see, there is no text, and for the life of me I can't figure out how to add it. I did some experimenting to try and work around this: 1) The directory string seems tied directly to the conditions imposed on the dialog topic. When I remove the condition binding the topic to VoiceType Male Condescending, the box is populated with directory listings for all the vanilla voicetypes but MaleCondescending. 2) I added the voice clips for the dialog topics to what would be the expected path for them with the file name that it would otherwise be using; this had no effect. 3) I tried to trick the Creation Kit into adding the clips by putting the audio clips into the directory two steps up and naming them TEMP.wav. Doing this allowed me to successfully preview them in the editor, but on clicking Save, only a .lip file was generated and the .wav was not moved to the expected directory. 4) I added MaleCondescending to the various Follower-related Form Lists to see if it was a check against those lists somewhere in the CK denying MaleCondescending access, this had no effect, even after a save, exit, and reload of the plugin within the CK. 5) There is no way to manually force this through TES5Edit: I checked and compared Dialog Topics for my follower as well as other custom-voiced followers and wherever this string is stored, it's not stored under the DialogTopic. 6) The audio IS functioning properly within the DialogueFavorGeneric quest used to kick NPCs into the follower system, so this is a problem tied specifically to the follower quest. This is even more perplexing, as there are conditions applied to DialogueFavorGeneric, but absolutely none applied to DialogueFollower.
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