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ramilow

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Everything posted by ramilow

  1. What situation are we in at all? From what I noticed, my save doesn't work. When launching a new game, it turns out that many modifications have a problem with operation (this causes crashes). I have over 180 of them and it will be hard to check. At the moment, is there a chance to return to the current saves and which modifications need updating?
  2. Yeah, I added a script to it and thanks to this the dialogue that starts the quest begins after exceeding it. I was thinking about using cubic activator to trigger a dialogue between NPCs, but I do not know where to place the command to trigger it, in addition at the right time in the quest and then go to the next stage, with a new dialogue started. Do you need to use several separate script files, or is one enough to activate? I was also looking for the right commands, but once again, I don't know where it should be placed - in the script or in the tabs of my quest - QuestStages or Conversation. I know that in GECK the quest is also used to call the right conditions for scripts, but for now I limited myself to the division into conditions related to the functioning of the follower and the quest that concerns him. It turns out that there are a lot of possibilities to do the same thing in the quest, but I'm wondering what to just use commands and scripts;) I noticed that by moving SetObjectiveCompleted to a given dialogue, I can trigger the next stage of the quest, but when I want it to apply to the dialogue between NPCs, it doesn't work.
  3. I used to have a similar problem on weaker equipment. What resolution are you playing in, and have you had other texture problems? I see you are using NV3 Redesigned, this mod can be capricious ;) I would check if it's bitten with another modification, or if it's a problem with graphics settings and texture loading.
  4. I looked at how the dialogue settings in the stages of the mission looked at the original companions and those from modifications, and it ended me up, because actually every time it is different XD First of all, I was hoping to avoid building a lot of scripts unless there is no other option. I wanted the course to look similar, where entering a certain stage NPCs enter into dialogue and after that the quest is continued. For StartConversation, where should this command appear? I tried to type "NPCRef.StartConversation NPC2Ref Dialogue" but I did not find the right place. Should it be in a script, ResultScript (in QestStages or Topic)? The tutorials give commands, but I can't see exactly where, plus whether to add additional commands or markers. I know there are several ways to achieve a given result, but it's difficult to find the right one for me. I also used this guide, but I do not know if in my case it is the optimal solution.
  5. It turns out that it is harder than I thought :happy: I was supposed to write a longer post about the problem, but I solved it differently, maybe. I changed GetQuestVariable to GetStage, retaining in Result Script (End): SetObjectiveDisplayed Quest 30 1 The last dialog has SetObjectiveCompletedQuest 30 1 added and goes to the next stage, so for now everything is fine :) But is this a good solution? I'm still thinking about the conditions for the NPC to initiate the dialogue first.
  6. In terms of Conditions, I meant Function Parameters for GetQuestVariable. By setting Value to == 30 the dialogue did not start despite meeting the previous conditions. When I used <30, the dialogue started skipping the previous stages. The easiest way would be to use the tutorial, but I did not find any that was built like this. If I learn this, I'll do it myself XD For now, I'm trying to build a quest in the simplest form from stage to stage, and then I want to expand it, for example, letters or NPCs appear only at a given stage. Other changes will be considered when the quest is finished and tested. Should I set some conditions in the quest script? I did so when I wanted the letter to push the quest further.
  7. It looked like this. I split the welcome dialogs and those related to the quest into two quests in GECK (one for ordinary dialogs and the other for quest related dialogs). Dialogue after crossing the line (it's in Greetings) setstage Quest 10 SetObjectiveDisplayed Quest 10 1 Dialogue make start a quest (It's in Topic, but he is the last to follow the whole dialogue) StartQuest Quest SetObjectiveCompleted Quest 10 1 SetObjectiveDisplayed Quest 20 1 Then the problems begin. I set the condition that the quest goes to the next point (conversation) after taking the letter. The conversation starts the next stage of the quest. For Dialogue looks that: SetObjectiveDisplayed Quest 30 1 when start dialogue and SetObjectiveCompleted 30 after last line of dialogue. Then the stage with getting the next letter is to start. I planned to add a dialogue with another NPC, but first I wanted to solve an earlier problem so as not to complicate things. The problem is as I described earlier. In Result Script I tried to move setstage to the final line of dialogue that starts, but it does nothing. When I set GetQuestVariable to == 30 in Conditions, the dialogue does not start. If it is set to <30, it is ahead of the quest with taking the letter. I was wondering if it wasn't the Quest script fault, where I pre-set the stages for GetQuestVariable. By the way, although the first dialogue works without a problem, how do you set it so that the NPC starts it when the player crosses the line, or performs a specific action (conversation with another NPC, picking up an item)?
  8. I am preparing a quest, but I have a problem with dialogues at various stages. I would like the dialogue with the NPC to start after doing something, e.g. taking a letter or talking with another NPC. E.g. Taking a letter is 20 The conversation is 30. Talking with another NPC is 40 Talking with NPC is 45 I tried to set it in Conditions, and adding in Result Script SetObjectiveDisplayer/Completed and setstage Quest ID. I was looking for a solution but I don't know what I'm doing wrong. Either the dialogue doesn't start and the quest stops, or it is available from the very beginning and automatically advances the quest, skipping the previous point. I don't know where the problem is, because I was able to set the start of the quest correctly (the dialogue starts after exceeding a certain point, the quest starts only after its completion). By the way, what condition is needed for the NPC to start a dialogue? I mean both crossing the line and stage in quest. Theoretically, the quest is simple - it comes down to getting subsequent letters in given locations and dialogues with the NPC who ordered the quest. Along the way, there are dialogues with other NPCs that are supposed to allow you to do the task differently, but now I want to do it with the simplest method, and then complicate it.
  9. OK, I reparied dialogues, I have a problem setting greetings. I unnecessarily set Greetings as one of the main topics. So far, it turns out that the problems I've been struggling with for hours aren't difficult to fix. I have one opener (GetlslD only, Say Once) that starts the dialogue string and eventually lets me employ follower. It works well. Three more (GetlslD, GetScript Variable and GetQuestVariable, each marked with 1) for basic greeting also (set as Random). The problem is with the other two - the first, which allows you to hire a follower after the player's refusal, and the second, when after sending the companion the player wants to hire him again.I don't know what to set any conditions. I know it must be GetlslD.
  10. Indeed, I missed one of the options, but now everything is fixed;) The only thing left now is dialogs from GREETIINGS. First, what to do so that this option does not appear in the dialogs (also other followers) and conditions - is there any guide on the various dialogue variations?
  11. Yes, I have a problem with conditions, because I am not quite overwhelmed whether to give GetScriptValiabe or GetQuestValiabe to the dialogue. I suggested basic followers and those from mods. Unfortunately, I am probably putting something wrong, and it would be enough for me to know what conditions (and scripts what i made) to choose to achieve a certain effect. "Your wait package needs to have them wait at their current location" - is it somehow defined? In Package WAIT I set everything the same as for basic followers. Unless you have to set it up somewhere else? I suggested this guide. https://www.youtube.com/watch?v=uVIVrPzOJtg
  12. I solved the problem of standing in place - it turned out that what is good for NPCs is not good for follower. I have another problem - when I make the characters wait, they run to their HomeMaker. I know this guide, but it doesn't solve all my problems. :( Now I have a bigger problem with dialogs, but it's because I'm trying to expand issues for follower - currently it has 50 lines in one quest, and 90 in the other. I also set up the "follower voice". That's why my character is dumb, but when everything works + I will do a quest for her, I will be able to give her a voice. ;) I try to divide the dialogues in GREETINGS into spoken when the companion is active, when it is sent back and when after the first dialogue I refused to be accompanied. I compared it to the basic followers and mods, and it is shared very differently there. I only have a problem with these few dialogues, but they are crucial.
  13. I have been making companion mod for several days. I started from scratch - preset, then npc. When in the case of npc everything was fine, I started the follower. That's why I did two separate quests - one for basic dialogues, the other for dialogs with follower. Unfortunately, there were two problems for me: - all companions have the option in GREETINGS conversations. I was looking for a solution and I can't find a clear explanation. The second problem is more serious - I'm sure I've set up the scripts and commands correctly, but the recruited character doesn't move at all. I compared my scripts with those of the original npc and other mods, but I can't find an explanation. I was also looking for help on nexuswiki, but I was talking about the commands I set. I'm not sure, but can the issue be about breaking down into two quests? I tried to get inspired by other companions (also from other mods), but what mod, it's rather different commands. I have been bothering the problem for several days and I can't find a solution
  14. You mentioned the last update. Do you have a problem with building? By the way, how do you build the Sanctuary? This may be a problem with the location loading - too many objects. Possibly something is missing from the files.
  15. I haven't played Fallout 4 for a long time and it turned out that Bethesda has made updates. I updated major mods like F4SE, Mod Configuration Menu and Looks Menu. But there was a problem when I try to enable the build menu, the game crashes to the desktop. I think it might be a matter of updates, but I don't know which ones might require it. Any suggestions? One more question: which mods like F4SE need to be updated after each Fallout 4 update? I don't even ask what people think about these XD updates My mods list:
  16. I create new .esp with preset and I try change with FaceGen. But after load the .esp in Geck, program crash. I made a .esp file, but sure, it's problematic. Yeah, in Skyrim and F4 is simpler :sweat: I'm used preset from mod (I don't know localistation,, but it's from NVEC - New Vegas Enhanced Content). The easiest way would be to know the location of the mod that changed the original presets for the better of this package, but unfortunately I couldn't find it. :(
  17. I made my character for the game years ago and I can't hide, I got to know her a little. So I thought about sharing her look with others. And by the way I would do a mod :). I was thinking about making a look for the character creator first, then NPC or follower. I have downloaded GECK for New Vegas, but despite searching, I haven't found a good guide (or one that would explain this simply and accurately). Hence the question of how to import the current look of my character to GECK? Is it possible to move it and make a file that can later be used and placed in the character creator? Even a link to the guide can help me.
  18. Make sure you have correctly installed the mod and that everything is fine with FNIS alone. Have you installed the correct version of FNIS? There's a version for normal Skyrim and for SE.
  19. Do You have a FNIS mod? You must enter FNIS menu and click update. Then everything should work. You have to do this every time you install a mod for animation.
  20. Try to check the consistency of the game files. Otherwise, you may need to reinstall. As for crash in the city - it can also be a memory problem. Crash Fixes solves the most problems for me (I'm using mods for more NPC in Cities and Expanded Towns and Cities, I have not crash). https://www.nexusmods.com/skyrim/mods/72725/
  21. Have you checked the consistency of game files? Otherwise, you may need to reinstall. I used to have this problem, the error was caused by lost textures.
  22. Thanks, but I solved this problem. I pointed out that it was a specific mod (I linked to this) and that caused the crash after save a game. Since I also found my comment from 2017 in commentary to BoS DC Ruins Patrols mod, I already know that it was a problem with this modification. I will definitely sort the modification to avoid other clutter wih mods. Thanks again for all the help. :thumbsup:
  23. I had this DLC order after reinstalling the game. That was the order I had automatically after the "fresh" installation, so is this something wrong with this version of the game? I gave up this modification and the game should now work normally. Thanks again for your help. I wrote earlier that I once had this problem, but I forgot how I solved it. :smile: So now I know this.
  24. It was so good ... But suddenly it turned out that the game despite the patch begins to crash near Smith Casey's garage. I was looking for the culprit among mods and it seemed that BoS Patrols was guilty. After uinstalling this mod I can go to Smith Casey's garage and save a game. But when I go to vault 112 working "invisible line" and problem return. In addition, attempts to move to other locations such as Megaton cause that attempts to save the game will crash. I tried reinstalling the patch from Purr4me (Thanks!), but i'm invalid. So, there are still locations where the error is repeated and there are "invisible lines", after which cannot save properly. It's hard, stay reinstalled again and look for the "culprit" among mods. That's my actuality list of mods. Edit: I tried the proven method. I chose the previous save when the game was working normally without BoS Patrols mod. I chose the tmm 1 code and checked the sensitive locations (Megaton, Tenpenny Tower, Smith Casey's garage). This may be due to the fact that the mod may bite with others that change something in the given areas, but I don't know. Amazingly, everything works, can do saves. It seems to me that this mod https://www.nexusmods.com/fallout3/mods/9192/ causes crash after saving in certain locations (make "invisible lines" who make crash after make a save), and despite deleting it breaks the game and the save cannot be repaired, need go back to the previous save. So I guess the culprit found, maybe I'm not such an invalid :laugh: Edit2: In commentares for this mod I found my comment from 2017 when I I write that mod causes me to crash after save. So if I remembered, I would solve the problem faster. But thanks for all the help, in case of a similar problem, others will know that this modem may have such a problem :sweat:
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