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Everything posted by Shadyfan4500
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I was talking about when you start up a new game, take the vigor tester test, then go sit down on Doc's couch. The questions he asks you, the results that you see immediately after he's done. I can edit them directly from that screen but I'd rather it just be correct the first time. At least I understand why. Maybe I could add my findings to the wiki
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I learned why: In the VCG01Test quest, the in-game code related to the psych eval, is the script that controls what happens as a result of the dialogue. They have three skill pools, and guarantee a player gets at least 1 tagged combat skill and 1 tagged "gate-opener" skill. Among the gate-opener skills are Science, Lockpicking, Speech, and Barter. Regardless of the options I chose, I will get one of these tagged, unless I manually edit it at the end. Since I don't feel like making a mod to modify this, I'll just do what I should've done in the first place and suck it up. But mystery solved I suppose
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I wanted to create a new character for a sniper merc playthrough, and I looked up the psych eval answers on the wiki so I could figure out what to select to get the tags I want without modifying them at the end (a little unnecessary, but oh well, that's me), and I noticed something weird. There are only three options that will give you lockpicking as a tag skill, all of which are during the word association, and despite the fact that I'm not choosing either of those options, I'm still getting lockpicking tagged at the end of the eval. I double checked the Wiki by going over the quest's dialogue topics in the GECK, and the Wiki is 100% accurate, none of the options I'm selecting should be giving me lockpicking. My game is modded too, so I decided to open up xEdit and checked the quest's dialogue topics in it and came up with the same thing. Only one mod effects this psych eval dialogue, Two Bears High-Fiving, but it only changes the topic, not the scripted result. Selecting Two Bears High-Fiving tags sneak, not lockpicking. So I'm at a loss. Why is it doing that? Despite what the GECK or xEdit say, I'm getting a different, unexpected result. Here are the dialogue choices btw: Cat Shelter Campfire Swiss Cheese Dark Caretaker (or Human shield) No opinion Strongly Agree Strongly Disagree Agree Strongly Disagree An angry two-headed ant A ship at see A head on a pillow/Two bears high-fiving (or A bearded man) This should result in Guns, Sneak, and Survival being tagged
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I'm attempting to add a message box that pops up at the start and asks the player a yes or no question, and getting their response from that. The message pops up fine, but the vanilla function I'm using is always returning -1 int showOnce = 0 ;Used to show message only once int playerIsSniper ;1 = yes (Sniper spawns in Chet's vendor inventory) Begin GameMode if showOnce == 0 showmessage MSGSilentSniper set playerIsSniper to GetButtonPressed ;Sniper is initially disabled, this turns it on if playerIsSniper == -1 SilentSniperRef.enable SilentSniperModRef.enable SilentSniperMod2Ref.enable SilentSniperNoteRef.enable showmessage BigSalDead ;debugging line endif set showOnce to 1 endif End It's supposed to check if playerIsSniper == 1, but GetButtonPressed only returns -1, which according to the wiki means that something's going wrong with the indices of the Message I guess.. No is index 0, and yes is index 1, and there are no conditions preventing them from showing up. I also tried JIP NVSE's MessageBoxExAlt function, but I can't get the GECK Compiler to Compile the example script's block "Begin Function { iButton }". That's not the way I want to go if I don't have to anyways. Any help would be appreciated
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I'm trying to make a simple mod that reuses some of Mr. House's dialogue in new prompts, to add some new barter skill checks to the The House Always Wins questline. I followed whatever online guides I could find for using the GECK to achieve this, and fooled around with xEdit to no avail. I created a topic from scratch, and created two responses from scratch, one for a success state and one for a fail state, both of which have the same Choices topics. For each response, I dug around the game's files for House's existing lines that would fit the flow of dialogue, and ripped them. I have a .wav and .ogg for each, both set to Mono. In addition to this, I also reused the .lip files, since the original lines actually aren't changed. The files have all appropriately been placed in the folder the GECK expects them to be in, and have been named appropriately with what the GECK wants them to be named. In the GECK, in the Edit Response window, I can demo the audio at the bottom by double clicking the path, and the audio plays perfectly fine (in the GECK), however, when I play the same dialogue in the game, I get no audio. I'm either doing something wrong, or overlooked something small. Any help would be appreciated. I also have scripting issues regarding the barter checks, but one problem at a time :laugh:
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A thought occurred to me as I, in a moment of little patience, broke an Average lock in Lonesome Road.. I thought, wouldn't it be cool to break bobby pins instead of the lock? Thinking about it from a logical standpoint, the bobby pin is infinitely weaker than the lock itself--even the tumblers. If it's possible to create this mod, I think it'd be really cool for people who just don't wanna pick that lock, but still want the loot and don't want to cheat it, per se. To counter-balance the speed, for fairness, it would make sense to make the rate of pick breaking much higher.. Perhaps, if your skill is less than 50, you have a 90% chance of breaking the pick (making it possible, but really rare), and then a formula takes over after that to ensure that the 90% rate is decreased, but the picks still break more often than not. I once wanted to bring the Lockpicking minigame from Oblivion to Skyrim, and very quickly discovered that the minigames in Bethesda games are actually coded in Flash, and are also hard to edit (not to mention, you need to know Flash to be able to do something with your de-obfuscated code). If New Vegas is anything like that (which it likely is considering it's exactly the same as Fallout 3's minigame and the broken lock feature seems to be hard coded into the minigame or the game itself) then this type of mod would be very difficult, respectively, to create, and downright impossible for someone like me with -10 interest in Flash.
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Fallout 3 Achievement Playthrough
Shadyfan4500 replied to Shadyfan4500's topic in Fallout 3's Spoilers
Thank you for your response, I really appreciate it. That sounds like good advice, and personally I've never really done the whole quest mod thing (I don't really like the quality most of them have, despite being a ton of effort to produce. The one exception might be stuff from Someguy2000, because I've seen it first hand and the writing has impressed me on several occasions. Unfortunately, I also know plenty of spoilers, so...), but you seem to have overlooked a detail in my post. This is on the Xbox.. Modding it isn't possible, in the Nexus sense of the word. Regardless, I already got the 6 achievements I needed. Turns out I was already stuck on Mothership Zeta, so making the "Wasteland more fun and challenging" was completely irrelevant, since I got all 6 up there. -
What would you all recommend when it comes to Password Managers? I want something on the Desktop, secure (and publicly trusted, something popular probably), and imports into log in pages like Chrome Smart Lock, if possible (otherwise, convenient).
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- secure
- convenient
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That's great! I guess I could've taken the if logic further by putting it in the unequip event, but I am new to Fallout 4 scripting and did not anticipate needing that. Scripting can be a challenging, but very rewarding process. I would've stuck with modding and Papyrus if I wasn't trying to learn C++ for, eventually, Unreal 4. And when I say that, I do mean I got lazy and haven't been learning either, but I mean to do both. lmao
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oh, so that's the current script, but it got that error? Okay.. Wait, okay, I think it could be one or two things. First, try placing "DoOnce = 0" in parentheses. (The line that causes the error, line 9, after "if"). If that doesn't work, try putting another equal sign after the first one: "if (DoOnce == 0)" Some languages want parentheses around the If statement's condition, and some want (or also want) double equal signs in the If statement's condition, because one equal sign means that you're assigning that value to that variable, which we aren't doing here.
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More like.. Scriptname noweightweapons extends ObjectReference ObjectMod Property NoWeightMod Auto Int Property DoOnce Auto Event OnEquipped(Actor akOwner) if DoOnce = 0 AttachMod(NoWeightMod) DoOnce = 1 endif EndEvent Event OnUnequipped(Actor akOwner) RemoveMod(NoWeightMod) EndEvent You want to surround the code that loops with the if statement and nothing more. Maybe you can surround Events, but I don't remember. You also never ended the if statement. Personally, I wouldn't use a Property for that, I would use a variable since it's a local thing.. You could declare one by typing "int DoOnce = 0", which also sets it to 0 like it should be
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If the script is looping unnecessarily, then there's a small trick you could do besides addressing the actual cause. You could introduce a variable, which I always name as "DoOnce" or "RunOnce," and set it to 0 (Type is Integer). Then put the looping code in an If statement (If DoOnce = 0). Right before the If statement ends, set DoOnce to 1 so the If statement doesn't get executed again. This worked in Fallout: New Vegas, but scripting in New Vegas is much different from scripting in Fallout 4 Papyrus. This Creation Kit Wiki page may help you in doing this.
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Fallout 3 Achievement Playthrough
Shadyfan4500 replied to Shadyfan4500's topic in Fallout 3's Spoilers
oh, and some helpful information regarding my character. Almost all of my characters in these games, before I ever really role-played, had the same SPECIAL Attributes, and in Fallout 3, the first location was always the same. I would always raise Intelligence to 9, 1 point somewhere else (most likely Strength), and then go and grab the Intelligence bobblehead from Rivet City. It's extremely likely that I did that with this character, so I'm probably not able to do any low-intelligence challenges or anything like that. -
I put my Xbox Live account on TrueAchievements a long time ago, and I was looking at it recently and decided I should go back and grab the Fallout 3 achievements I missed. Here they are. Anyway, I'm not here to ask for help in getting the achievements, per se. What I want help in is making Fallout 3, on Xbox 360, more fun. Mind you, I don't even play the game on PC anymore, with my 50+ mods, because I find the game so boring and dull after years of playing it and after realizing just how bad of an RPG it is most of the time. Also, I know how to get all of the achievements apart from Alien Archivist, but I know I have a guide bookmarked somewhere so it's fine. Are there any challenges you guys tend to do while playing to mix it up and make this old game much more fun, especially on Console? I haven't booted up this save in so long, I literally have zero idea what equipment I have or where I'm located. Any and all tips would be appreciated. I'm not interesting in cheating, however. I know I can modify the save and give myself 9999 mini nukes and the Experimental MIRV, but I'm not interested in doing that.
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I'm watching Gopher's playthrough of Modded Fallout: New Vegas, currently on Chapter 2 close to the conclusion. Gopher has played a lot of content from Someguy2000, some of which I've heard of before, mostly from AlChestBreach (New Vegas Bounties). I must say, I was impressed by some of the writing for Silverwood town and its general conclusions. I'm not sure if contact can be made with the Sand Wolves, but if there are alternative endings to that, which there seem to be given the Fallout 2 style outro for the mod (whichever one it is), then that particular mod gets an A from me. I didn't feel particularly moved by the Sand Wolves, but even then there seemed to be two paths to take (exterminate them with Glanton or go Gopher's path), but Gopher certainly seemed to want to take a different path despite how I felt about it. Generally, the writing all around seems really good. Bradley seemed like a real person, he just... has something, that other NPC's in the game don't have. I felt about as sad as Gopher when That is, until I started paying attention again, to Esther. I've been playing the videos in the background, but I do pay full attention every now and then. This was one of those times, and this caught me off guard. The RPG elements of the section of the mod where the Courier discovers what's actually going on at the Orphanage are completely stripped away. Two pop up messages telling the player what they must do? Not even Fallout 3 pulled that kind of a stunt.. The only choice the Courier has is if he wants to doom the kids and kill Esther or let her vanquish into thin air (also really?) but go save the kids. Why not side with Esther? Why not make your caps have an effect on the building (because they seemingly don't)? Why not get rid of the pop up messages and let the player's agency take control--because after that unnerving conversation with Esther about why there are no kids, and about the fact that there is a basement and she doesn't want you to help, it's natural for the player to go to the basement. After some exploration, with the note in the corner, it's natural for the player to discover what's going on. Even if they don't find the note, by the established rules of Fallout, it's okay to advance Esther's dialogue immediately after the player enters the basement. It's just kind of given that the Courier would know as soon as entering, so the pop up messages are entirely unneeded. I guess everyone has ups and downs. I've never played a Someguy2000 mod, but after watching this playthrough he seems very worthy of the praise he gets on Nexus. Except for that big gripe I had. Also, what is Gopher's accent? It sounds excellent. I've never heard of a Briton that rolls their R's. Is that just personal flare or style, or is that a result of where he was brought up, because it's unique to me.
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0.4694835680751174% chance of winning $50? Why not?
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I haven't played Fallout 4 in years, but it turns out I have this mod installed too. I don't recall having this problem, but I'm not sure I have ScrapEverything. If the frame drops only occur when both mods are enabled, then you should check FO4Edit closer again, I think. Check each mod themselves, rather than create a merged patch. There could be more conflicts that the patch didn't show.. I've seen that before. Otherwise, you could search the Fallout4.esm file in FO4Edit and find conflicts in similar areas and see if that helps. If you want to go super in-depth, you could fix every single conflict, but that would take ages. Thom239 made several posts on the mod, one of which talks about Load Order. You might want to take a look at yours, once again, and see if yours matches what they recommend, but it probably does. If none of that alleviates the problem, I would probably begin reinstalling mods. First would be a regular reinstall, and then next up I would swap which mod wins over the other, if you're using NMM or Vortex or any other mod loader.
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Have you tried looking at what you might accomplish through scripting? Perhaps you could add F4SE or SKSE or whatever game you're looking to mod's script extender and look at the extended functionality. I haven't scripted in Papyrus in a while, but I found this page on the wiki that may or may not be helpful: https://www.creationkit.com/index.php?title=Weapons If it's there, I assume it might be modifiable. I could be wrong, however.
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I 100% agree. BGS has some of the best world builders in the industry, but the Design and Writing team lets down everyone. Fallout 3 has some excellent locations, with unique situational storytelling, which is some of the most memorable parts of the game for me. There's a location, probably the Red Rocket factory, where there are teddy bears on a conveyor belt blowing each other, while one holds a bottle of whisky. That's Fallout. The problem is when you look at all of these locations relative to each other. Old Olney right next to the Republic of Dave? why is Tenpenny Tower so far away if it has low level friendly citizens in it? Another thing that bothers me: You got out of the vault, you go straight to the Super Duper Mart, and there's the Talon Company Mercs waiting for you. They've not even heard of you yet but they just ambushed you. It seems like a shitty solution to "How do we make the karma system more balanced?" Yet you go to Tenpenny, who hired them, and you can speak to him, and nothing happens. He never fires at you or anything.
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The introduction to Fallout 3 is way too linear for an RPG game. There are many problems with it. 1. It establishes the true main character of the game: Dad/James, 2. It gives your character a predetermined backstory, one that changes only slightly as you progress through the game (to Megaton, Colin Moriarity specifically), 3. There's no choice whatsoever besides the dialogue, and the dialogue in the first 10-15 minutes of the game is horrible. I avoid talking to the Overseer completely during the 10th birthday seen, because every choice results in him scolding me. Every dialogue option is either <Typical Good Guy Answer> <Typical Bad Guy Answer> or <I Want Caps>, and there's no nuance. It's such a regression from the opening of Fallout 1 and especially Fallout 2. I just wish I could've seen this a lot sooner. For me, any media I played as a child, or once saw as good, is often hard to critique. There could be legitimate flaws in it and I would never notice it. I never really gave Fallout 3 much critiquing until Fallout 4 was about to drop, and I critiqued BGS heavily weeks after Fallout 4 when it slowly dawned on me that Fallout 4 was not good. I wish I could say that it was because I went back and played Fallout 1 and 2 and realized Fallout 4 is not an RPG at all, but it was mostly because I was mad at the game because it "wasn't fair" or something. I was a child for a long time, lol. I determined the game as bad for my own reasons, and then clung on to other critiques that came out shortly after. Since then I've begun to analyze the games properly, both from the arm chair and from playing it first hand once again.
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CTD when trying to enter Chevy Chase
Shadyfan4500 replied to KresoX's topic in Fallout 3's Mod Troubleshooting
It's likely that xEdit will fix the whole problem for you then. I've had the same problem many times and it was able to fix it, or mitigate it. One thing you should read up on is the Global Merged Patch feature. You have so many mods, this process may take a while, but it should reduce further incompatibilities. On a basic level, the merged patch takes all conflicts from every plugin, and lets you choose which parts from which mod for each conflict "win." It's an extremely useful tool, and I absolutely recommend this for more than maybe 30 mods on Fallout 3 and New Vegas. If you haven't, I would also check out LOOT, Load Order Optimization Tool. Use LOOT first, then make a Merged Patch. LOOT organizes the load order to allow the proper mods to load first to avoid many avoidable conflicts, then your merged patch picks up the stragglers. -
Yeah, I think it was a good decision, but they could've added quests later on that sent you back. It'd be bad for the players who don't fast travel, but all of these issues could've been solved with more development time. Good point with the Red Rock and Hidden Valley stuff. There has to be some kind of limit, or else you'll get a Fallout 3, where the World Design on a whole makes no sense whatsoever, and none of the overworld enemies are particularly challenging past a certain point (which is too early). That's for sure. For years the title has held top place in my list of worst video games ever made. IMO it's the most perfect example of what happens when a game is designed by corporate committee instead of by a (or anyone's) specific vision. The result is miles tall and wide but a quarter-inch deep, a completely disjointed mess that precludes even the possibility of emotional investment in any characters or settings. Also it remains the only video game I've ever played where I didn't realize the grand finale had even occurred. Everyone's entitled to their opinion, for sure. From one of the first times I ever played it, I knew I loved the game. At the time, I still liked Fallout 3 more, but as I played it more and more I grew tired of it, and matured, and finally saw reason behind what the designers of New Vegas did. After that, I enjoyed it a lot more, and Fallout 4 kinda sealed the deal for me, putting New Vegas at #2 best Fallout in my opinion, #1 being Fallout 1. I wouldn't describe Obsidian Entertainment, or their Game Design team at least, as a corporate committee. As I understand it, the company is actually very free-form, and they don't have big corporate backing--one of the reasons they're struggling currently. The very phrase you used to describe New Vegas is how I would describe Skyrim. There are some characters in New Vegas I really enjoy, both as a fan and as an aspiring game developer. House and Caesar come to mind as some of the best characters. I love the NCR and what it stands for, but personally I feel like someone like House should be the rightful ruler of the land. House has a dream, and goals and a plan, and while he comes off as rude many times, he has character. Caesar isn't some mindless brute, like he would've been had the game been written by Emil Pagliarulo. Caesar is one of the most intelligent people in the Mojave, and he has amazing reasons to want to see the NCR destroyed. His greatest flaw is following in the footsteps of the Empire that fractured after it got too big, and their failings could be seen in infancy in Caesar's Legion. Both the NCR and the Legion are stretched too thin, and neither are right to hold the region. When I think of New Vegas, a ton of memorable characters come to mind: House, Caesar, Veronica, Boone, The King + Rex, Julie Farkas, I remember all of their names and more. That's probably bias though, since I've played all of those quests at least 8 times. It seems hard for me to fathom how anyone could miss the grand finale of New Vegas unless they weren't paying attention at all during the game. From the very beginning you're aware of Hoover Dam, and the NCR nor the Legion ever shut up about it, and House and Yes Man talk about it constantly until the end, and then once you get to the battle the game gives you a prompt and asks if you're ready, and then you fight in the battle, and you kill Oliver or Lanius and then the Fallout 1 and 2 style outro plays.