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Everything posted by Radioactivelad
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FNV voices sound effects with Audacity
Radioactivelad replied to Sandgeist's topic in Fallout New Vegas's GECK and Modders
Audacity has very limited options for this. You should be able to export some simple edited audio that would be much more effective using the free trial of FL studio. For the classic scratchy radio recording sound, you want to use a very aggressive Compressor combined with some light distortion, and balance for high mids and low Lows+Highs. The sweeping Securitron voice I think is using a phaser and chorus effect. This is an art more than a science, Individual sounds need individual tweaks, so you should really just experiment than trying to hardfollow a tutorial. -
Custom npcs are fully pale
Radioactivelad replied to Stabscaliber's topic in Fallout New Vegas's Discussion
You have to generate skin textures. https://geckwiki.com/index.php/Export_NPC_Face_Textures Note that you have to convert your mod file to an ESM, and the normal geck cannot edit ESMs. Either save this step for last or install the Geck Extender, which allows you to edit ESMs. -
"Proper" way to do a perk
Radioactivelad replied to sullyvanj93's topic in Fallout New Vegas's GECK and Modders
The way I would think to do it is with a scripted perk that cios's another copy of any chem the player uses. (When the player uses consumables of the same type the durations are stacked.) -
They're fine. I guess I would avoid the backpacks because they have the same design flaw that every backpack mod I've ever seen has. (Being you may as well just use the console to boost your carry weight because they have their own equip slot and there is no reason to not wear them 24/7.) A lot of the Armor quests are overly generous for my taste- The armors themselves still look better than 90% of what you'll find on the nexus and in immersive armors, especially if you're wanting for certain aesthetic archetypes. Only notable bugs and "bug" I've had are with one quest, I think for the Insulated Dragonplate being unfinishable due to a despawned corpse, and the Divine Crusader is exceedingly sensitive regarding what counts as a "crime" to the creation is unusuable. (You can't wear the armor unless you're a pious do-gooder,) Both are reason enough to not include those in your game.
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ESP to ESM Conversion Breaks my mod
Radioactivelad replied to ThatFalloutGuy2's topic in Fallout New Vegas's GECK and Modders
My experience with an issue like this was using numbers in my IDs. (I think it was Reference IDs specifically.) Also I've been using the geck extender for years, so I can't recall if the vanilla geck will let scripts that point to Non-Persistent refs save. If so, that's bad. One of the key points between esps and esms is that esps automatically treat everything as persistent, so scripts that "worked" as an esp will stop doing so in an esm. -
So there's a longstanding issue with New Vegas where a lot of melee weapons have no audio when swung, notably with Running Power Attacks. Does anyone know why this is? It's not the Attack Sound entry, which is blank for every melee weapon, because most attacks do have a generic "whoosh" (Itself a downgrade from Fallout 3 where knives and such would have a whipping sound.), and if you assign a sound here, you actually get a weird double swing sound for the attacks that do have sounds. Are the sounds attached to the animations themselves somehow? How could I remove them so I can assign attack sounds properly?
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why does my script only work once?
Radioactivelad replied to puddlepond's topic in Fallout New Vegas's GECK and Modders
Oh no, I meant just the Less Than 4 bit, the Greater Than statement should still be in your quest. The activator would be like this: Begin Onactivate StartQuest aaGenderCoffinQUEST DisablePlayerControls 1 1 1 1 1 1 1 ApplyImageSpaceModifier FadeToBlackPermanent SexChange Con_Save GENDERSWAPSAVE End The quest would be like this" BEGIN GameMode set Timer to ( Timer + GetSecondsPassed ) if ( Timer >= 4 ) Con_LoadGame GENDERSWAPSAVE RemoveImageSpaceModifier FadeToBlackPermanent ApplyImageSpaceModifier FadeInFromBlack4sISFX ShowMessage aaGenderCoffinMSSG EnablePlayerControls 1 1 1 1 1 1 1 Set Timer to 0 StopQuest aaGenderCoffinQUEST endif END -
why does my script only work once?
Radioactivelad replied to puddlepond's topic in Fallout New Vegas's GECK and Modders
Im not really sure what's wrong at a glance, but the whole 'If Timer Less Than 4' section of the script shouldn't be part of this script. This is a game mode script, so its passing multiple times as the timer is accumulating to 4. Try moving all that business to your Activator and see if that helps. (and if not, show us your activator script too.) You may also want to play around with the script processing delay for your quest. The default is 6 seconds, which is more than enough to make timers behave funkily. -
Multiple Dialogue Quests for One NPC?
Radioactivelad replied to sullyvanj93's topic in Fallout New Vegas's GECK and Modders
Make sure the quests are set to automatically start. Many vanilla npcs have dialogue spread across multiple quests, so this concept isn't anything new. There's much better ways to stay organized though, at least at this scale, and you seem to have some weird fundamentals about how to use Topics, which I'll try to address: To begin with, you don't want to be linking topics from the greeting as CHOICES. You are right that a topic placed in one quest does not link to the dialogue associated with that topic in another quest. That's because Topics are really just a sort of "figurehead"- all the actual dialogue is local to the quest itself. What you should be doing is Checking the "Top Level" box, near the top of the window, for topics you want displayed after the greeting. You can think of the Top Level as a "hub" for all of an NPC's dialogue. As mentioned- Top Level topics are automatically displayed after the greeting, AND topics that do not link to any Choices will automatically return the player to the top level "hub". There's a million ways you can keep your dialogue organized but this is usually what I do: If I have a topic about asking a character some questions, I will name that topic something like ABCBobbyQuestionsHub. To break this down: ABC is a simple prefix. I usually go with something based on the name of my mod for this purpose. Bobby is the name of the character that is going to be using this topic. Questions relate to what this topic is for. and finally, Hub indicates this as the starting point for a number of CHOICES. (The Topic names of which would be something like ABCBobbyQuestionsWhyAngry). Additionally, in the field you type dialogue in, you can actually hide text by placing it between { } brackets. If you have a question you want to ask many npcs, you can use these technique to stay organized *while* keeping all the dialogue contained in a single topic. Say we have the ABCQuestionForEveryone topic, the responses would look like this: {Sally}I don't particularly like cauliflower. {Bobby}I f*#@ing *love* cauliflower. -
GECK - Spawn NPC after dialogue
Radioactivelad replied to Artur056's topic in Fallout New Vegas's GECK and Modders
The Enable function. -
Quest w/ multiple simultaneous objectives
Radioactivelad replied to Laxarvala's topic in Fallout New Vegas's GECK and Modders
You have the right idea of keeping track of completed objectives with a quest variable, but you are indeed over-complicating it. You can keep track of everything you need to with one int variable; Id call it something like "Objectivescompleted" Using a little bit of ALGEBRA, you can increment that variable everytime you complete an objective with the statement: Set MyQuest.ObjectivesCompleted to (MyQuest.ObjectivesCompleted + 1) So let's say one of the objectives is killing a Baddie, I'd attach the following script on them: ;;;;;; Begin OnDeath If MyQuest.ObjectivesCompleted < 2 Set MyQuest.ObjectivesCompleted to (Myquest.ObjectivesCompleted + 1) Elseif MyQuest.ObjectivesCompleted == 2 Set Stage Myquest 20 Endif end ;;;;;; To break this script down: The Script runs when the NPC it's attached to Dies. We compare the value of MyQuest's ObjectivesCompleted Variable to 2 If the value is less than 2, we Increase the value of MyQuest's ObjectivesCompleted variable by 1 If the value equals 2, we advance MyQuest to stage 20. (We have three objectives in mind, but if this value equals 2, then the player must have already completed two of our three objectives, meaning the player must have just completed the third and final objective, and the quest is ready to advance to the next stage.) Now just give all three of the relevant npcs/activators/dialogues similar scripts, and there you go: non-linear objectives that advance the quest when all three are done. (Note that you can use If statements in result scripts for dialogue topics, so you can use this Counter Engine pretty much anywhere.) -
Face Discoloration Issue
Radioactivelad replied to Stabscaliber's topic in Fallout New Vegas's Discussion
That actually does nothing for faces, it only corrects the body. (I suspect bodies are also not toned correctly without a properly generated texture; haven't really checked but I can't think of any reason why the geck exports body textures that only ESMs can use to begin with.) There's a lot of confusion on this topic owing to years of the community advising users to set bLoadFaceGenHeadEGTFiles=0 to 1 to solve the Pale Faces "Bug". (Mind you I don't blame anyone for being unaware of this obscure feature.) -
Face Discoloration Issue
Radioactivelad replied to Stabscaliber's topic in Fallout New Vegas's Discussion
Export the new textures: https://geckwiki.com/index.php/Export_NPC_Face_Textures -
Not really an opinion on stability, but I'd recommend This Is Freeside over Open Freeside. TIF is a massive aesthetic upgrade to the area, and it does add some extra doorways to make navigation between the different sections of the town more fluid. It's well worth the loadorder spot over just unifying freeside's different sections.
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Re-voicing the Atomic Wrangler Crier
Radioactivelad replied to boogiebot257's topic in Fallout New Vegas's Mod Ideas
Hi, I was just finishing generating the lipsync and I remembered she has a fourth line for when you talk to her directly. Send me that when you can, thanks! -
Re-voicing the Atomic Wrangler Crier
Radioactivelad replied to boogiebot257's topic in Fallout New Vegas's Mod Ideas
I could do this, yeah. For the most part it'd just be renaming the files and generating new Lipsync- this kind of thing doesn't even need an ESP. Only thing you need to be sure to do is export your Audio as Mono Wavs. It's just what the game wants. -
I'm having an issue with the Gutworm disease where my character is suffering from the effects (Reduced Stamina Regen and Hunger Restoration), but it's not behaving like a proper disease; It doesn't show up in my character's Active Effects and can't be cured with a Potion or Shrine. The only thing I've found I can do is Player.RemoveSpell the Gutworm Spell with the console, but this isn't a perfect solution as any time I get hit by a Troll, instead of rolling disease chance, I immediately have the Gutworm spell re-added to my character, with no corner message notification you'd ordinarily get from contracting a disease. Toggling Survival Mode on and off hasn't helped. My only guess as to why this is happening is something to do with the Spell Absorption from the Atronach sign, and the fact it's a Survival Mode exclusive disease; it feels like a script value somewhere didn't get changed because of some weird interaction.
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Hi, i've not spent a lot of time Creation modding, so I'm not up to speed on what all the Keywords system is used for: I'm making a Food rebalance mod, and I've noticed many prepared foods, such as Beef Stew, do not have the "VendorItemFood" keyword; will adding this keyword cause the items to be offered by Food Vendors? (In gamebryo vendor merchandise is handled almost entirely through Leveled Lists, so my first thought was this would be a convenient advancement in the engine.)
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New Vegas: Brave New World Mod Feedback
Radioactivelad replied to TheHermit84's topic in Fallout New Vegas's Discussion
It's best to treat the former as being far more valuable. If you look at something like Duke 3D World Tour where they had John St. John re-recorded all the original voice lines, the original, bit-crushed-to-hell audio actually creates a better experience because all the audio in the game was "low quality". Brains like patterns. -
New Vegas: Brave New World Mod Feedback
Radioactivelad replied to TheHermit84's topic in Fallout New Vegas's Discussion
I've been meaning to check out this mod for a while and in my quick preview test for the loadorder I'm building, yeah Knight's voice immediately stuck out to me. But I don't think it's the "quality" of the sound assets that are really the issue- it's the mixing. Or at least, some mixing work could seriously improve the audio. I made a video with some comparisons: Knight's audio immediately made me think of something like a Podcast or Radio host, which feels very unnatural for in-person dialogue, and clashes with vanilla voices. For that matter, there's also inconsistency between individual BNW npcs. I included a very quick and very rough mixing edit (in post) to try to make him sound a bit clearer but this kind of stuff is a very tedious process that takes a lot of time to do right, and in turn would help the mod *a lot*.