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BadPenney

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Everything posted by BadPenney

  1. Well, you do need the NPC to have a line of dialogue that includes "showbartermenu" in the result script to get the list of goods on the screen.
  2. Did you make the NPC a merchant class and select what sort of items he would sell in the NPC edit window? He will also need a local merchant box with a vendor key that is linked to an inventory box in the Vendor Inventory Cell. I just picked a merchant and traced out her processes when I made my first merchant. There may be some tutorials for it though.
  3. There should be a console command that allows you to reduce your character's level. Maybe player.SetLevel "number". Not really sure of the exact code, but I'm sure that it can be done. Here is a link to all FO3 console commands: http://fose.silverlock.org/Fallout3Commands.html
  4. I think all FO3 mods are dependent on the Fallout3.esm. If your mod doesn't need Point Lookout or any other masterfile in order to function, but they are listed as a master, you can use FO3Edit to remove them from the list of required masters. There is an FO3Edit manual that you can download from the file section if you need help with that. You will only get in trouble if you try to use components from DLCs in your mod if your mod does not require use of that DLC. No one is going to be able to use your mod without already having the Fallout3.esm, so that shouldn't be a legal problem.
  5. NPC bodies only separate at the neck, arms and legs. That is not caused by mods. It is part of original Fallout 3.
  6. The town is full of sheep. Part of your quest will be to teach them how to defend themselves, or not.
  7. This is a well known Bethesda bug that started with patch 1.6. It can be cured by turning your mod into an .esm after you have finished it or by editing your .ini file. Supposedly adding "bLoadFaceGenHeadEGTFiles=1" to your "FALLOUT.ini" will fix that on your own computer, though I haven't tried it yet myself.
  8. Tony the Wookie must be busy. http://img16.imageshack.us/img16/6611/25878808.jpg
  9. Deleting vanilla perks in your mod sounds like it would cause compatibility problems for many and CTDs for any player who has chosen those perks. Likely someone would need to start a new character to use your mod and dump that character if they decide not to use your mod after a while.
  10. Khet's answer is pretty comprehensive, though doing it that way will make your character always stealthed with the armor equipped. I made some camo patterned power armor and didn't want the retexture to be visible only when the armor was on the ground, so I made a script that causes the stealth function to happen only when the armor is equipped and the player starts sneaking for my Return to Shady Sands mod. You can copy the script if you want.
  11. The GECK has a nasty habit of duplicating things that you never wanted to be a part of your mod. Use FO3Edit to remove records that are identical to the masterfile.
  12. I'm going to assume that you realized that you have to add a line about displaying the stage. It is kind of nice to post the answer to your question if you figure it out yourself, in case someone down the line with the same problem dredges up your post with a search.
  13. Massive underground labyrinth and voiced dialogue, 105 hours into production and scheduled to be released on October 29? Is that in 2010?
  14. I made a town that is open to the Wasteland and have had to deal with some really odd occurances, like NPCs in the town appearing at locations far, far away and AI Package issues. I think that these might occur to Megaton residents also if it was open to the Wasteland. If I were to start my town now, I would put it in a separate worldspace to avoid the problems that I have seen, much like the way Megaton was done in vanilla FO3.
  15. Endura is also the name of a brand of clothing and accessories for mountain biking. Canon is the term given to adherence to rules followed by certain Fallout enthusiasts. Pretty sure that they would exclude anything related to Gundam. Cannon is a really big gun. Elaborately conceived storyline. Now for the hard part.
  16. In a recently closed thread, there was a comment that a certain mod would be made available only to military veterans. I can understand why someone might want to make something special for brothers in arms, but I had to ask how someone could prove that they were a veteran on the net. A response was posted that the only real way to prove it was probably to email a copy of your military ID to the mod author, and no one seemed to counter that idea. Better to do without the mod if he won't accept your word, IMO. Not only do I think that an emailed image of ID proves nothing about you, but I also think that it is a very bad idea to float any genuine images of your personal ID on the internet. You just never know where it might end up. http://www.fallout3nexus.com/imageshare/images/1103832-1253434716.jpg
  17. Did you check in Fallout - MenuVoices.bsa? There are voice sound files in there too.
  18. "Shut up" can be good advice too, but it is still rude. You provided no helpful info either. You can wait forever without good things happening if you don't seek them, so it isn't even good advice. A simple "It has not been released yet." would provide the information requested without condescension. Just how is someone supposed to prove that they served in the military on the net? Considering that the number of men who claim to be "former Navy SEALs" on the internet is probably 100x more than the number of men who actually served, one should expect people to lie if necessary to get the download if they want it.
  19. Try placing a DoOnce on your first script as well. You tell it to start enabling the doors OnActivate, but you don't tell it to stop.
  20. This is the line that I would be concerned about. Check your biped listings for that item. The others seem to get reported all of the time.
  21. I can't see your video online and I'm too paranoid to download it, but: Sometimes I have to delete the LIP file and generate a new one to improve the lipsynch. I use a combination of the GECK, TES Construction Set, Sony SoundForge and MS Word to make audio dialogue. The more distinct and clear that your WAVs sound then the more likely that you will get good lip files. I use SoundForge to check the waveforms of the dialogue that I am using. and enhance them occasionally. In some cases, the sounds are too indistinct to get good LIP files, so I record myself repeating the line with exaggerated emphasis on the problem areas. Vowell sounds especially seem to get muddled. After recording the new WAV, I cut and paste the exaggeratedly clear and loud portions into a copy of the original line of dialogue with SoundForge, being careful to maintain the timebase of the original recording. Then I use that to create a new LIP file and combine that with the original WAV. I am often able to get a better lip synch that way. I think that the Construction Set mainly uses the audio file to generate the LIP, but sometimes it seemed that if I didn't write the dialogue out that the LIP would be bad, so I got into the habit of using an exactly written line, just in case. I need one for the final version anyway. In case that you are interested in the sequence that I used for generating audio dialogue for Return to Shady Sands it was like this: Open folders for the source sound files, the TES sounds (I always use Imperial male to keep it simple), and a folder for the target NPC in Fallout. Open Word, SoundForge, GECK and Construction Set. Load the WAV into SoundForge, listen to it and type out the phrase in Word. Use spell check if necessary. Create an Imperial Male NPC in the CS. (One NPC can do all voices regardless of gender or sound differences. It makes finding the files simpler.) Start a quest in the CS and create new dialogue. Cut and paste the line from Word into the CS. Create the condition for the Imperial Male NPC that you made. Paste the WAV into the Imperial Male folder. Click on the line of dialogue to generate the file name. Copy that name onto the WAV file in the Imperial Male folder. Close the line of dialogue in the CS and open it again. If the WAV shows up in the list with a Y click on it to listen and then click "Generate Lip". Your Imperial Male folder should now have a WAV and a LIP with the same file name. After creating the LIP file, I like to use SoundForge to create an OGG file from the WAV. It is the same type that Fallout 3 uses, is near CD quality, and uses less memory. Copy both the OGG or WAV file and the LIP into the target FO3 NPC dialogue folder. Open the target FO3 quest and start new dialogue for the target NPC. Paste the same line of dialogue from Word into the new dialogue box. Click on the dialogue line to generate a file name. Highlight the filename and type CTRL + C to copy it. Highlight both the OGG and the LIP in the target FO3 NPC folder, select rename and type CTRL + V to paste the assigned GECK filename onto both of the files. Close the dialogue box in the GECK and open it again to check the sound and LIP are recognized. SAVE. That was just my way of doing the process, but it worked for me. I also like to clear out the CS Imperial Male folder occasionally so that it doesn't become hard to distinguish which file that I am working on, but keep backup folders for each NPC that I am making dialogue for and save all associated files in them at least until I am confident that the backups will no longer be needed. The final step is of course checking the line of dialogue in the game to see if the lip synch is good. If not, try regenerating the lip. Sometimes that is all that you need to do. If it still doesn't look good. making the WAV louder or filtering it before generating the LIP can sometimes help. You don't have to use the file that actually generated the LIP in the game. As long as the time base is the same then you can pair the LIP with the sound that you like best.
  22. DoujanCC has uploaded a file called "MMM Return to Shady Sands Compatibility Mod" at http://www.fallout3nexus.com/downloads/file.php?id=9179 which may be of use to players who have tried to play Return to Shady Sands with the MMM mod enabled but got overrun by albino radscorpions.
  23. Have you checked the "EditorWarnings" text file that gets created in your installation directory? I've never had a portal need to be deleted by the GECK so I can't help you there. Do you get error messages when you try to finalize your cells?
  24. The simplest method would likely be to create a bink movie that would play when the terminal is activated. I used Fraps to record clips from Fallout 3, Windows Movie Maker to edit the clips, and the Bink movie maker that I downloaded from RadVideo to convert the .wmv files to .bik files that FO3 can process. There is a play bink command that can be included in FO3 scripts. If you look at the final quest script of FO3 you can see how Bethesda used it for the final slide show.
  25. Oh you mean less unrealistic. Maybe if you made a quest script that included something like: scn AAAQuestSCRIPT Begin OnHit If IsCombatTarget player player.damageAV health 25 endif end The GECK let me save the script, which usually means that it will work in some way, though not sure if it will be what you have in mind. Adding the line to a quest script would make it active without being attached to a particular weapon. Might be a starting point at least.
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