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trilioth

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  1. I am setting up a simple quest where I have one NPC find me and ask me to help her husband. This gets kicked of by an activator being loaded, so it's like she can see me and she runs to ask me for help. She says a few lines and at the end of dialogue a map marker is revealed (in front of Goodsprings Cave, the coyotes are disabled--no worries), and she runs back to guard her husband. This is done with a Guard Package pointed at him. The husband is setup to use a FloorSitMarker until he is healed. This is accomplished with a Travel Package and a quest variable. (He is still able to get up and attack though. Anyone know how fix that?) After talking to the husband, the husband and wife start attacking. I have no idea why. Does anyone know what can cause this? The NPCs are in their own faction and with track crime checked and Ally to their own faction and GoodspringsMilitiaFaction, Neutral with GoodspringsAnimalFaction and GoodspringsBighornerFaction, as well as Friend with NCRFactionNV and GoodspringsFaction. As for AI Data, wife is Unaggressive\Neutral\Cautious, husband is Unaggressive\Pleasant\Cautious. I am testing this with a level 1 character who just stepped out of the Doc's house. The save is from before I started testing the mod.
  2. Wrye Flash helps with missing master problem. Disable a master and it automatically disables the plugin files that depend on it and gives you a list of what it disabled in an alert message.
  3. I am glad that you were able to see if fly. When it comes to new territory. It helps to take baby steps, by doing little experiments that are not exactly what you want to achieve but help you understand what works. Making small changes and testing are the kind of experiences that lend to figuring out where you went wrong.
  4. I will try to aim this at you already having a save a location where you have the vertibird and just enough to make the animation play. I am assuming that you will need a quest script and not an object script and that the object will be enabled. This is merely for testing the animation. The object should not have a script attached to it for this test. If the object has a forward animation this should play it once: scn SimpleVertibirdFlyoverQuestScript int DoOnce Begin GameMode if DoOnce == 0 VertibirdREF.PlayGroup Forward 1 Set DoOnce to 1 endif End For a quest script you will want to create a new quest. Set Priority 50. Check the Start Game Enabled option. Hit Ok. Open the new quest. Find you quest script in the script drop down box. Hit Ok. Also, try using a clean save. That is to: Disable you mod. Run the game. Make a new save. Close the game. Enable your mod. Run the game.
  5. I have no experience setting up a script for animating, so I don't know the ends and outs of this situation. The first thing I would have tried would have been giving a longer length of time before starting the animation. I also would have been adding to my time variable not subtracting, but that is mere personal preference. I don't see any errors in the script that DizzasterJuice gave you, although I don't see the reason for stepping through stage 2 and stage 3's conditions. You will need to replace ObjectREF with the name of a persistent reference to use it, specifically the reference id of the object you are animating. Hmm. Try removing markfordelete. It may be invalid for this purpose. The geck article states "works on actors." I am not sure, but it may not work for persistent references. I have only used that function in object scripts for actors created with PlaceAtMe. That is the extent at which I can help you without trying to implement the solution myself. If you solve the problem, it would be great if you posted the script for others to see the answer. Edit: You may have to capitalize Foreward.
  6. There are a few mods that might have something in them to help you. HTS - Happy Tactical Squad It has functionality to call in Vertibird airstrikes. Requires NVSE. Vertibird Airstrike Requires NVSE JNF Falcon Calls a Vertibird as an alternative to Fast Travel. Does not require NVSE.
  7. Edits: (This is where I will make note of the changes I make to the original post.) Other Notes: There are few issues that this tutorial does not address. (They are not necessarily problems.) Please feel free to discuss, in general, how different things can be done for custom companions.
  8. Thanks. With this topic in mind, I would think it would be something that Cass would say as soon as the conditions are met, but with it being under GREETING. my understanding is that the player would have to start conversation with Cass to hear this. I take it that all quest topics are only checked by the player initiating conversation, where conversations has to do with NPC to NPC idle chatter. I am I right?
  9. This will spoil a plot point: So far as I can tell, the package will fire under the right circumstances. Are you saying that the dialog package does nothing? I haven't actually experienced the scenario in game, and I don't mind the spoilers.
  10. It was an attempt not to reveal spoilers as the names are a bit revealing. I am just trying to figure out how to do this kind of thing for myself by studying what the developers have done.
  11. You need to set conditions for each topic that you don't want to be displayed. What you are looking for is the conditions list pane. You can set conditions like checking the value of quest script variable. The "dialog tree" is set up by adding sub topics to the top level topics in the choices list pane. Topics that are choices under top level topics should not have the Top-Level option checked. Have a look at My Companion Tutorial and see if that helps. Edit: As for your example script, you would not check reference variables the way you did in the second if statement. If you are looking for a variable that is in the ProctionREF's object script it should look more like: If ProtectronREF.bProtectronHireable == 0.
  12. Trying to familiarize myself with AI Packages, I ran across a Dialog Package. There is a drop down box for selecting a topic. My problem is I can't find this topic. How would one create a topic for a dialog package? Are they created inside a quest? Digging through the Filter Dialog window is a pain. http://forums.nexusmods.com/public/style_emoticons/dark/wallbash.gif I can't seem to find the topic listed anywhere, where I might have a chance to edit it or look at it's settings. It's related to Cass and I have looked through everything I can find on her. Edit: I finally found it the topic. I just overlooked it. It is in the quest VDialogueCass under topics. What I don't understand is why the the topic doesn't have any data other than priority 50. There is nothing to suggest what Cass would say, if anything, once the Dialog Package fired. Thanks in advance for any knowledge you might have.
  13. Other than the potential to have your changes overwritten by mods further down in the load order are there any potentially serious repercussions to editing NPCs who are not tied to any quests? Are there any potential problems with moving actor markers for NPC leveled lists? I understand that placing NPCs so that they could spawn nearby and possibly kill quest related NPCs would not be a good idea. I am just wondering if moving Actor Markers or Placed NPCs in the GECK could cause any other problems for potential users. One thing I could think of is that a script or some other kind of game setting is specifically searching for a referenced NPC in a particular cell, but that is not the kind of thing I want to do. Here's an example. Let's say I wanted to move the actor markers that are located in front of the house Hunter's Farm across the road south by southwest or change them so that they no longer respawn. Let's say I wanted to choose specific locations and make it so that the player could clear the area permanently. What would be would the cleanest way to go about doing that? I wanted to check with community about this before I dove head first in hours of work only to find out later that my mod is causing people problems. Thanks in advance for any advice, information or tips.
  14. I just haven't gotten around to using it yet. :wink:
  15. FNV Companion Tutorial with functioning companion wheel Introduction: This tutorial is for users that have a decent understanding of using the GECK. This will be a basic guide for creating companions. There is more advanced things that can be done, but my intent is to keep it pretty simple. Nothing in this tutorial relates to custom voices. For a visual reference to this guide check out on creating companions. I wrote this guide after watching his videos and creating my own companion mod. This is not a setup to limit the number of followers you can have. I may write guide for that kind of setup later. As I have not actually tried and tested that kind of setup, I am sticking to the simple version. Step 1: Create an NPC and put it in the world. On the factions tab right click on the factions list and select new. Select DontTazeMeBroFaction. You may want to create a faction specifically for your new companion. The videos mention adding the player faction. Vanilla companions are not set with the player faction, instead they have other factions, but I have not noticed any problems with using the player faction. To make this simpler, I will be referring to the NPC as Bob, his Editor ID will be BobComp, and he will be located in Goodsprings in the WastelandNV worldspace. I will go along using Editor IDs, Reference IDs, Script Names to match with the name of the NPC. If you want your companion to have a special weapon that doesn't use ammo, like Boone's Sniper Rifle, you will need to create a new weapon, uncheck the playable option under flags and switch Ammunition to AmmoCompanion. If you do this, be sure to add it and 1 AmmoCompanion to the NPC's inventory. When you put the NPC in the world, be sure to give the NPC a Reference ID, such as BobCompREF. You will also want to create a home marker for Bob and give this marker a Reference ID, such as BobCompMarker. Note: I had trouble creating an "African-American" NPC. The only way I was able to resolve the body skin color not matching the race is by making the file into an esm. Step 2: Create an Object Script and an NPC script. The Object Script: Note: the additem and removeitem functions are there to make sure the NPC doesn't do something like this. I asked for help with this issue here. The Quest Script: Be sure that you set script type to Quest. It is my understanding that the quest requires that you have a script set. The following script doesn't do anything, but set the DoOnce variable to 1. You could however set up some other variables related to topic conditions, but I won't get into that. Step 3: Create AI Packages In the Object Window under Actor Data is a section called Packages. This is where you will need to create the new forms. I added some conditions to the AI Packages that the are not shown in the tutorial vidoes. These differences reflect what I see in the vanilla companions. You will need five AI Packages for a basic setup. BobCompFollowDefault: BobCompFollowLong: BobCompHome: BobCompL38: BobCompWait: Add the New AI Packages to BobComp. Step 4: Dialog Create a new Quest with an ID such as: BobCompQuest Quest Data: Priority: 50 Check Start Game Enabled Script Process Delay: Default Note: You will have to click OK and then open the quest again, before being able to attach a quest script. If your quest script is set as a quest script, then you will be able to find it. Set the Quest Script to BobCompQS Quest Topics: In the list pane on the left, right click and select Add Topic. Find and add the following topics: For a basic setup I simply added one response for the top list pane. Take note of the Conditions list pane, the Choices list pane, the Goodbye checkbox and the Result Script (Begin) box. In the Choices list, the order they show up in the list is the order they will be displayed in dialog. Note: Some of the lines I will be showing for the Result Script (Begin) box where not covered in the tutorial videos. I found them by looking through the VNPCFollowers quest. They will be denoted with *** in a comment at the end of each line. There is also a condition for FollowersFiredSuite that was not used in the tutorial videos. This condition checks the VNPCFollowers quest to see if you have gained access to the Lucky 38. FollowersFired: FollowersFiredNo: FollowersFiredYes: FollowersFiredYesSuite: FollowersHired: FollowersLetsGo: FollowersTactics: FollowersTacticsCombat: FollowersTacticsCombatAggressive: FollowersTacticsCombatEND: FollowersTacticsCombatGOODBYE: FollowersTacticsCombatMelee: FollowersTacticsCombatPassive: FollowersTacticsCombatRanged: FollowersTacticsDistance: FollowersTacticsDistanceDefault: FollowersTacticsDistanceEND: FollowersTacticsDistanceGOODBYE: FollowersTacticsDistanceLong: FollowersTacticsEnd: FollowersTrade: FollowersWait: GREETING: Afterward: I was up all night working on this. Hopefully there are no mistakes. If you notice any discrepancies or anything missing, please let me know. The spoiler sections are an attempt to reduce the display length of the post. The formatting is an attempt to make this easy to read and understand. I recommend watching the videos mentioned at the beginning of this post. I also provided a link to my mod. It is very similar to this tutorial. If you are not familiar with using the GECK, then I please take the time to work through the tutorials provided at the GECK website.
  16. My weapons do remember the ammo when switching. If that is how the vanilla game works, then maybe it's FOOK, MMUE, or Project Nevada that made them remember.
  17. It's a non-playable special weapon using companion ammo. It was added to the inventory using the GECK. Thanks for the tip, though. I might just do that to make things look right, but I hope that it would not be necessary. Edit: I know this is really a minor problem, but I want to make sure that I am doing everything right before I end up having mistakes in released work. Edit 2: I added those two lines to the NPC's object script in the original DoOnce block and it worked. Thanks again.
  18. I created a custom companion as a learning process and I got everything working right except for this one small detail. The NPC is found holding her rifle in her hand like it's a pistol. After getting her to join me, I can fix this by telling her to switch to melee or by opening her inventory. I guess this has something to do with how I setup the companion. Shouldn't she have the weapon holstered by default? Does anyone know why this happens? Here is an Image for reference.
  19. You could try out Nevada Skies. I am using the URWLified v7. It has options to make the sky look like Fallout 3. I don't know how well they did with that though. You can turn off all the weather options if you don't want them. Edit: I had another look at the menu. It seems all it does, for in reference to Fallout 3 is add the green tint.
  20. I had to do some research to figure out the meaning of TSC. If I understand correctly, Shyviper086 is referreing to the embassy added to the Strip in the mod TSC Vegas. TSC stands for Terran Starship Command.
  21. Keep it real, Site Bot.
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