-
Posts
5 -
Joined
-
Last visited
Nexus Mods Profile
About NosRhyfelwr
Profile Fields
-
Country
United States
-
Currently Playing
Fallout 4, Bannerlord, GTAO
-
Favourite Game
Fallout 4
NosRhyfelwr's Achievements
-
Congrats, Xcrise; you're the first person to ever figure that out without my having to explain it.
-
NCCS Companions won´t company my PC
NosRhyfelwr replied to nerdfallout's topic in Fallout New Vegas's Mod Troubleshooting
I doubt it. These issues tend to be game-wide. Okay, I've looked over the mods you posted. Body replacers don't usually include dialogue, so we'll exempt those for the moment. I see changes to the GREETING topic in all three of the adult mods you listed. I'd suggest switching all three off and seeing if it works right again. If it does, turn them back on one at a time until it stops working again; and then don't run that one anymore until and unless the author fixes the problem. -
NCCS Companions won´t company my PC
NosRhyfelwr replied to nerdfallout's topic in Fallout New Vegas's Mod Troubleshooting
I got your PM, and I'll see what I can do about helping you. 1) "The Wheel" addon for NCCS does not work, as of patch 1.3 of the main game. Some details related to the wheel's workings were changed in the base game, and the plugin's author (ttomwv) is not currently modding, and has not been able to update the plugin to work with the new version. He and I have recently reached an agreement whereby I'll update the plugin and maintain it until he is able to return. Regrettably, I have not had a chance to begin work on the plugin updates just yet. For the moment, all I can recommend is running the mod without the addon. When I get an updated version working, I'll post a notice in the NCCS comments; as well as adding the file to the entry. As for the join dialogue not appearing, it sounds like you're running another mod that monkeys with the GREETING topic incorrectly. There have been an alarming number of these show up for FONV. As I don't know what mods you run, I cannot advise on a solution other than to either switch off mods until it works; or use FNVEdit to check for changes to the GREETING topic. 2) Jasmine was not created by me. I have no idea what issues may come up with her textures; or even what those textures are. I'd direct that question to the author of the companion, or the author of the textures themselves. I can say though that depending on which part isn't working, it may be either an archiveinvalidation issue; or you don't have/didn't install the first person textures that go along with the regular replacement textures. Beyond that, installation of custom textures for the player isn't really my department, so I'll leave it to others to answer. Hope this helps, at least a bit. -
You joined Nexus on my birthday! Just saying hi as if I don't write enough on the NosCo thread, lol :o)
-
nccs companion questions
NosRhyfelwr replied to davidlallen's topic in Fallout New Vegas's Mod Troubleshooting
A) One of the core concepts of NCCS for me was that I hate the limits Bethsoft insists on slapping on us regarding companions. In FO3 it was one; in NV you get one humanoid and one non-humanoid, as I recall. That in mind, NCCS is specifically set up to run alongside the vanilla followers and work alongside a standard duo of followers without incident; thus allowing players to have a party as large, or small, or diverse as they feel they need. It follows, then, that I never bothered putting in a limiter provision; nor linking the NCCS companion management system to the quest that tracks which vanilla followers are in your party at any given time. Resetting your companion to count towards the limit will require modifying either the companions script to reset the variables in the tracking quest the same way the normal followers do, or adding code to stop them from being hire-able if you already have one of the others. Neither one is terribly complex. The tracking for the limited party is handled by the VNPCFollowersQuestScript. A quick glance through there should show you how to set it up if you're so inclined. New dialog will, of course, also need to be generated to make your companion say no if the correct variables are met. B) I'm not positive what you're asking here. NCCS companions don't have any voiced dialog; so I must assume that your issue is your custom voice type has no non-conversation comments? Things like when you knock something over, in combat; the stuff that they say aloud, but not while in a conversation? Most of those lines are kept in quests that begin with Generic - GenericAdult, GenericAdultCombat, GenericFriendlyFire, etc. They're on tabs other than Topics. Not sure how you'd go about adding new topics though, since that type of dialog doesn't seem to be editable like standard. C) Never seen such a tutorial. I don't know whether he peruses the forums to notice this topic and answer on his own, so were I you, I'd PM ttomwv if you haven't already. The last time we talked about it, he had an excellent handle on how the wheel worked; and how it integrates. As I understand it, "how it works", is that the wheel is a set of hard-coded shortcuts to commands contained in a quest and its accompanying script. The Open Inventory button-press runs the open inventory command, for example. It's like a special menu with more elaborate buttons than the text labels we mere mortals get to use. -
Ah, see I'm glad I asked. I had thought you were working on companions themselves, and needed a way to make them keep up with the player in the casinos. Unfortunately, as far as I know, you can't script a building marker or part of a quest mod itself to work with any other-mod-added companions the player may decide to bring along. You might be able to do it with a trigger box and script - but again: object scripts don't run when the player isn't in the same cell as the object, so as soon as the box moves the player it forgets the other NPCs. The problem is you still have to call a reference to move an NPC. I set up variable references that are auto-set by the script; but it still only works on NPCs hired within the NCCS dialog. For your quest mod, my advice would be to just use the script to move the vanilla companions; and beyond that let the companion mod authors worry about how their NPCs will keep up with the player. There's really not a lot you can do about it. Nice of you to worry over it, though.
-
Hello davidlallen, I got your PM; and as you requested I'm here to weigh in on your issue. I'm not a hundred percent on what it is you're looking for. Are you wanting to just make your companion mod work without risking conflict with others; or were you after a system that would carry over to all companions in any mod? For the record, though: NCCS does not use NVSE, and never will if I have anything to say about it. The companion management system also doesn't use scripts on the NPCs themselves, as I found them to be too unreliable - object scripts in FONV have a frustrating proclivity for just randomly deciding to not run. Ended up having to do it with a quest script and tokens. Perhaps not as elegant as some other solutions, but it works. And, as Herculine notes, no base game scripts are modified in any way; which was one of my requirements for the system to prevent conflicts and overrides. The system also doesn't use any "markers" - it relies on direct MoveTo Player commands, so it works anywhere rather than being location-specific.