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thefourwings

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  1. Your got a PM. I'm seriously looking forward to Ties that Bind.
  2. Hi Prensa, thanks for the response. The room marker seems to be the issue - the bear is on a shelf in the game's starting area when the player is still a baby. Any idea what I can do about this? I don't need the player to be able to interact with the bear at this point just have it be part of the scene, so is there an easy way I can turn it into a static/non-havoc object in it's current placed position and would that resolve the issue? Thanks, thefourwings
  3. I made a custom texture for a unique teddybear that for god-know-what-reason is invisible until I actually INTERACT with the object. In the GECK is shows up just fine, and if I use the texture as a replacer for all teddybears then there's no problem either, but on my custom bear placed in world, he's invisible until you either use 'z' to grab him or else pick him up and then drop him. Anyone run into an issue like this before...? I've made unique world objects before with custom textures and had no problems, so I'm really struggling for a reason why this one is behaving differently... :(
  4. Yes that's effectively it, using a sayto player, I just know there's got to be a way of doing it without adding my own GameMode script, because none of the vanilla followers have anything like that attached to them, so they've got to be utilizing something more universal, which is probably part of why there exists a unique IdleChatter conversation topic and the GlobalVariable that goes with it. My workaround is getting the job done, it's just good practice to avoid using GameMode scripts that fire continuously ad infinitum.
  5. Haven't figured out why this isn't working and would still really like to know, but I did at least come up with a workaround, so thought I'd share. As best I could understand it from looking at how the Vanilla followers were setup, the IdleChatter topic has a list of random one-liners with a non-random line at the top that has no text or voice data and has the condition GetRandomPercent <= Global Variable FollowerChatterPercentage. Then there is SOMETHING (can't find what) that is telling the NPC to speak their IdleChatter line. When that happens, it first hits the non-random empty line, which basically rolls the dice and 75% of the time will speak the empty line, which has the effect of seemingly nothing happening in the game. The other 25% of the time when the non-random line's condition is NOT met, it gets passed down to the random lines, one spits out and it has the effect of the NPC spouting a one-liner. What I couldn't find anywhere was WHAT was calling the line, but I got around this by adding a GameMode script to my dialogue quest that effectively does this: continuously fires the IdleChatter line with a success rate of 25%. Rather than having the empty line of dialogue, I just built the whole "if GetRandomPercent > FollowerChatterPercentage" into my quest script because it seemed more efficient, but I'd still like to know the proper way of doing it, because I would think the vanilla followers are setup in a more efficient manner than a "sayto" line that is constantly firing...
  6. That seems to be related to a glitch with Skyrim, not Fallout 3 / GECK. That said, I gave it a try in case it was the issue here as well and doesn't seem to be...
  7. Seems like it's something basic but I can't get any of my follower's idle chatter to work, and there seems to be little to no explanation out there on the wikis for how these lines execute and what you need to do in order to create your own... Have a few lines of dialogue created under the IdleChatter conversation item for the NPC, each set to random with the only conditions being the standard GetIsID... she says nothing no matter how long I stand around. Confirmed the follow AI package she's on allows IdleChatter and added the blank, non-random line at the top that I found in all Vanilla followers' IdleChatter, with the added condition of GetRandomPercent <= global variable FollowerChatterPercentage. As far as I can tell, I've got some basic idle chatter setup for her exactly as it is for Vanilla NPCs but... no lines fire no matter how long I wait. Anyone run into this problem / gotten it to work / know what I'm missing?? Thanks in advance, TheFourWings "Ties that Bind" (yes, it's still alive)
  8. FOURWINGS! Good to see another mod from you! Loved your first mod, sure I'll love your next one. Once I'm done with my current game, you'll hear my feedback on your newest mod. Good Luck!
  9. I'm trying to make a perk that's conditional on having crafted a recipe a certain number of times. Hoping there's a new function/condition that's part of the NV GECK relevant to item crafting that will help do this, but so far here's what I've tried in vain: I thought I'd be able to do this by including a script effect in the output list for the recipe, but apparently the output is limited to actual items. Then I figured I'd add a script to the output item itself, which would fire when the item is added to the player's inventory, but realized that would make it fire every time the player dropped/picked up the item. Lastly, I thought to create a crafting version of the item that would handle the script effect when added, but then immediately remove itself from the inventory and replace it w/ an identical version w/o the script effect, so as to resolve the latter problem. This was also in vain, because I learned that when an item is added to the player's inventory via campfire/workbench it doesn't trigger the "onadd" Any ideas...?
  10. That's exactly what the issue was! Thank you SO much!
  11. Really? I'd heard the opposite: that dialogue had to be stereo and radio files had to be mono. Will try converting the conversational greeting lines to mono and see if that fixes it...
  12. I'm only a few days from release and this is the only bug I haven't been able to fix. Would REALLY appreciate any ideas as to the cause and/or solution
  13. Scratch that - Even w/ the player set as required target I still hear the custom greeting clear as day even when I'm nowhere near the NPC. Any ideas?! Is there some way to modify the trigger radius of conversational greetings? Or is it possible that something else is somehow responsible for the line being played? So confused...
  14. Think I've figured out the issue comes from the NPCs using the custom lines to converse w/ one another. I set the player as the target and the issue no longer occurs. So the question becomes, why when conversing w/ these lines, one NPC to another, can I hear them from four rooms away?
  15. Could really use some help with this - anyone have any ideas? I don't want to have to cut all conversational greeting lines from the mod in order to resolve the issue...
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