Jump to content

BadPenney

Banned
  • Posts

    1151
  • Joined

  • Last visited

Posts posted by BadPenney

  1. Anyway, anyone skilled enough PLEASE consider converting this from NV. Or even making it, I have no idea how myself, else i'd be on the GECK in a heartbeat.

     

    Thanks! :laugh:

    Your heartlfelt thanks is enough to make me jump at the chance to rip them off, but please consider buying the game that has your idol in it (FALLOUT NEW VEGAS is it?). That way the programmers can feed and clothe themselves and survive long enough to make another game for us.

  2.                showMessage BookPage1
    

     

    Could anyone point out whats wrong with this Script? Its a script which im going to attach to a book, so a window can pop up where i can read what the book says. I get invalid error on Line 9. I dont know whats up with that. Help please. :)

    Have you created and properly stored a message entitled BookPage1 that the script can display?

  3. So much preamble, but necessary. (not really)

     

    Studying FO3 mods, their compatibility issues and solutions, looking them over in FO3Edit (and fiddling with them--that's why I got the modding bug, honestly), it seems a huge number of compatibility and stability issues could be solved if there was a way to append modded files instead of overwriting them. Is this even feasible? Is the structure of the file such that it can only be a certain size or contain certain components?

    Sometimes you just have to think inside the box. A jet engine is similar to a steam turbine but the parts are not interchangeable. There are mods that change the same weapon in different ways that are less magical in appearance than what you describe. For instance: start with an assault rifle and add modular components like a scope, flash suppressor, extended ammo clip, etc.

     

    So the answer is probably yes and no. No, you can't do the same thing, but yes, you can do something similar. Item IDs are an issue in FO3. I don't know if the programs that you are used to operate in the same way. The people who could answer your question the best would likely be involved with FOIP (Fallout Inter-Operability Program). They make different popular weapon mods co-exist.

  4. I can't seem to find any tutorial or guide to make a custom race. Can anyone post one for me. Thanks

    Goto Search... in the upper right corner. Type Race. Select the looking glass. Wait. Scroll through threads like:

     

    http://www.thenexusforums.com/index.php?/topic/236762-tutorial-on-custom-race-creation/page__p__2102126__hl__race__fromsearch__1#entry2102126

     

    http://www.thenexusforums.com/index.php?/topic/244444-custom-race-creation-trouble/page__p__2178242__hl__race__fromsearch__1#entry2178242

     

    and so forth.

     

    If this forum doesn't yield results for you then try Mod Troubleshooting.

     

    Some subjects need tutorials but they don't exist. Some may never exist. Some that do exist are bad or incomplete. Research is your tutorial. It is a search and create mission. Good luck.

  5. can any of you guys help me out with setting up the mods for the first time? im having troubles finding the files i need to change from 0 to 1

    The more clearly you provide information regarding your needs the more likely that you will receive a useful answer.

     

    Do you mean that you do not know how to alter the FALLOUT.INI file? Have you seen any information about Fallout Mod Manager or Archive Invalidation Invalidated? Have you installed any mod .esp files into the /Data subdirectory of your Fallout 3 installation?

  6. Start learning how to use FO3 edit.

    I second that emotion. Miax has made an instruction manual for it as well. It will allow you to eliminate those issues and to find others that you do not know exist right now. The world would be better if modder's clean their mods with FO3Edit before uploading.

  7. Second, you have only about half the mods that your list could potentially hold.

     

    The most dependable way that I know of to get to the bottom of such mod issues is to become acquainted with the use of the mod FO3Edit. It will check any or all of your mods for errors that cause the sort of conflict that you describe. This is quicker and more reliable than trial and error disabling or casting out lines to forums hoping for informed readers to help.

     

    FO3Edit will also allow mod creators to check and clean their mods before uploading them, which it seems at least one of the creators of the mods in your list has not done. So if you find out which one is dirty, it is always a kind gesture to let the author of the mod know about it, if you are so inclined. Hopefully they will be appreciative of the heads up, and learn to use FO3Edit also.

  8. I followed a few tutorials about dialogue, including RandianHero's response here and set it up EXACTLY like that... im still struggling with my npc's dialogue.

     

    I've set up a new dialogue quest, ticked "start game enabled" and "allow repeated conversation topics" and set the prio to 55.

    Then i created a new topic, named it and filled in a response text.

    I also set the condition (GetIsID MyNPCName == 1).

     

    Everything should be fine by now... but my npc wont use the topic i asigned.

    When looking at other npc's script flag, theres a "INFO Form" set up for the quest dialogue, but not for my npc.

     

    Any ideas?

    Think of it like a script:

     

    GetIsID Butch: "If I lose, kill him."

    GetIsID Sundance Kid: "My pleasure."

     

    NPCs only look at lines that have their ID designated. If you want to start a conversation with an NPC then you must give them an opening line in the existing "GREETING" topic, with at least one choice leading to the next line of dialogue.

  9. Do you have Archive Invalidation Invalidated! active on your computer either as a standalone or as part of Fallout Mod Manager?

    You must have "Archive Invalidation Invalidated!" (or recreate the method manually) in order for custom sound files to work with Fallout 3. You can not access the existing voice files directly, but must extract them from their .bsa file and recreate their sub-directory location outside the .bsa with new filenames that are provided by the GECK. AII allows Fallout 3 to access custom files outside of the .bsa source files that the game uses normally. Without it, those files are invisible and are ignored by the game.

  10. Not exactly critical, but this is the first time it has ever happened to me and it seems to be persistent (as I've reloaded before the quest was started, re-accepted it, and I still can't ask). I don't know whether this is truly a mod issue or a bug with the quest. I'm running *a lot* of mods, but I have virtually no bugs, and a well ordered mod list. The biggest mods I'm running are MMM, FWE, WMK, and project beauty.

     

    Does anyone know if there's a console command to set the correct quest stage where one can ask him about the android?

     

    Oh, and my quest log *does* give me the "[optional] Find out what Dr. Preston knows about the android." quest instruction. Does that mean the aforementioned stage is already set?

    It sounds as if the proper quest stage is already set, otherwise the flag would not have been set to give you that quest instruction. Mods can interfere with vanilla quests. I would recommend using FO3Edit to check over all of your mods for conflicts to be certain that is not the case(not as bad as it sounds).

     

    But there is also a chance that you just have a messed up savegame. I have had luck clearing up some weird glitches with the player death and resurrection method. The easiest way is to find a nice safe place for your player character to frag himself (grenades work well). The player dies and resurrects from a point just before the self destruction, but often times without a great deal of screwy savegame baggage that can accumulate even without adding and removing mods. Starting a new savegame thread from that point might give you some relief, otherwise maybe try FO3Edit.

  11. It may be possible to make dialogue initiate by console command. I can't say from first hand experience because I haven't done it. I use scripts mostly to get actors to speak, move and emote on cue. First of all there is the quest script that you can attach to the same quest that contains the lines of dialogue and NPC to NPC conversations. That is where I put most of the work in orchestrating the scene.

     

    NPC actors can be placed like props, given AI Packages that will make them go places and do things as well as deliver lines of dialogue and emotes. As a director/camera operator then, I like to use a crude sort of mechanical device to call "Action" once the scene is framed and ready to record. I place a unique copy of an electrical switch at the feet of where my player character/camera will be standing when the shoot begins. It has a simple object script that is activated by flipping the switch. The first component of the object script is a timer that I usually set to about 20 seconds. That gives me time to reorient my first person view away from the switch and back to the composition that I want to record. When the timer reaches zero, the object script sets conditions that the quest script recognizes as commands to begin the desired sequence of events; which can be actors speaking, a rolling barrage of mortar bursts, a squad of soldiers rushing a gate, etc. I treat the scene just like a movie set (anything off camera doesn't exist) so switches can be placed off camera and moved, deleted or reprogrammed as needed.

     

    I only operate this way for cartoons, not player mods. Those have to be clean and contiguous. Cartoon mods are combinations of throw away variations of a plug-in and save games in my book. I make one foundation mod that holds my scripts and characters. I make special races so that main characters can have clone copies as both NPCs and as player characters. I find that gives me the most flexibility in scene creation. PipBoys can be added to NPCs to make them look like players and disabled on a player character to give the impression that his third person view is that of an NPC. I have found that combining a scripted scene of multiple NPCs (like the assault on the mutants in Bucketheads) while participating as an actor/camera can be great fun. I like to set the scene and do several shoots to get several choices. The process is a controlled accident and some really surprising and interesting results can occur.

     

    Another helpful script device that I use for cartoons allows me to control outside lighting easily. If I want my scene to appear to occur outside between 10pm and midnight, then I add a line to the script that resets the time to 10 once it passes midnight. I can waste as much time as necessary before beginning the recording that way without "losing my light".

     

    Btw, in case you want more information on scripting for Fallout 3, there are some great tutorials by Cipscis that you should find helpful.

  12. ...I was just hoping for a fast way to get NPC's to say voiced dialogue in-game.

    The fastest way is to re-use NPC dialague that is already in the game. You can use FOMM to extract the voice files and associated lip synch files from the voices.bsa and then use them for your own NPCs. It doesn't allow you unique dialogue, but it is fast, and I have used it many times for less central characters in both mods and videos.

     

    There are many ways to trigger dialogue. Trigger boxes are just one of them. Check out the player force greet script for Lucas Sims for clues.

     

    If you want to have a line of dialogue begin with a console command so that you can record it and want to avoid the line being spoken too quickly for a good recording then just program in a delay. That can be done easily enough with silent dialogue and no difficult scripting. If your character says "umm... (14 second pause)Get out before I kill you!", then you have a 14 second pause that you can edit out as needed.

     

    I use silent dialogue combined with NPC emotional gestures for more complex NPC reactions as well. For instance, a 3 second bit of silence with anger followed by "OH!" and surprise gives a better impression of someone thinking about something and then figuring out the answer a bit better than simply a surprised "Oh!".

     

    BTW, if you do want to record your own voice tracks for custom dialogue for Fallout 3, then it is very handy to have an early copy of Oblivion's TES Construction Set in order to create custom lip synch files for them. The GECK won't do it alone. I'm hoping that feature is returned with the New Vegas GECK.

  13. (Rambling monologue that may have a point):

     

    At one point I worked in the employ of a ubiquitous international corporation. I can say with high confidence that you are using their product right now if you are reading this. They have their own culture and university. They identify personality types. I was classed as an analyst and was sent to mingle with reflectors and activists and such confused and misguided types.

     

    It was upsetting.

     

    In the end, however, I was forced to see the value in other ways of approaching problems (for instance, I must now admit that getting out the manual to double-check procedure when your submarine is sinking may not reflect the proper sense of urgency and ultimately be counter-productive). I was given a secondary classification as analyst/pragmatist and given clearance to run pell mell into the land of CAD/CAM.

     

    Any residue of conceit for my own intellect soon evaporated there.

     

    But one thing I did retain from the cultural indoctrination was the handy motto of the pragmatist, “Whatever works!” and I use that totally when modding.

     

    I still say gather as much information as possible from different sources before seriously getting into production with a mod or video if you are new to the process and read the manuals first when approaching new tasks. (That’s analyst talking). That will help you get an idea about what you are getting into, what skills that you already have that can be useful to you, what new skills you will need to acquire and it will also help to weed out the misinformation that will cause you to waste your time.

     

    Software that I have found useful for making Fallout 3 cartoons: Fallout 3, the GECK, Fraps, Fallout Mod Manager, FO3Edit, Sony Sound Forge, Windows Movie Maker, Word, Excel and Photoshop.

  14. Just for background, here is my own favorite mech video (hate the term "Machinima" myself, sounds like some snobby Cannes Film Festival jazz):

     

    http://www.youtube.com/watch?v=czNtCgtuOI8

     

    Don't believe everything you see. Dialogue was created with a combination of scripted interaction between NPCs, conversation between look-alike player characters and NPCs, video editing and audio overdubbing. The seamless appearance of the action is all illusion. There is much more involved than simple GECK editing or scripting in my video, and likely in other videos that you have viewed, as well.

×
×
  • Create New...