-
Posts
330 -
Joined
-
Last visited
NellSpeed's Achievements
-
SSE Help for script teleport back to last cell
NellSpeed replied to HYDRAK23's topic in Skyrim's Creation Kit and Modders
Will check those out-- thanks! -
SSE Help for script teleport back to last cell
NellSpeed replied to HYDRAK23's topic in Skyrim's Creation Kit and Modders
Just checking in-- is this mod going to be released? It's exactly what I've been looking for! -
What things make a companion feel “alive”?
NellSpeed replied to NellSpeed's topic in Fallout New Vegas's Discussion
Thanks, that's very kind. :smile: And hopefully, I'll remember the lessons I learned with Val! (Although I may've picked up some new bad habits.) Yes, Harry likes to talk. A lot. Quiet makes him tense-- he feels like he's waiting for an ambush. The big problem is going to be deciding which events need commentary, because doing something for every single one seems like overkill. OTOH, is there ever too much chatter? Earworms still exist after the War. Have you ever been incredibly irritated by hearing one of RNV's songs for the ten thousandth time? Because he sure is! (and other stuff too, but this is the most fun so far). Testing it may be a PITA, but we'll see. I've got a back-up plan, just in case my first shot doesn't work consistently. Yes! Still working on the mechanics, although the dialogue's easy enough. Ditto-- that was one of the most irritating things to put together, just from the back-and-forth clicking from window to window to window. -
What things make a companion feel “alive”?
NellSpeed replied to NellSpeed's topic in Fallout New Vegas's Discussion
gromulos: Not familiar with Cerwiden, but I did love the other two, especially Vilja! theDemonJackal: That's an interesting approach, and I'd have to agree that, in general, the most interesting characters are those who have something to say besides dialogue. WhiskeyRiver2: Oh, I'm with you on VA work; it really can make or break a character. I'm 95% sure this will be a no-voice mod, though-- so that's one thing that won't go wrong. Thanks for the input! -
After writing (and breaking) a lot of code, I finally have a functional companion (although there’s still work to do, of course). Now it’s time to do the dialogue. Features: Idle chatter, non-specific (code is finished, writing in progress) Idle chatter, event-based / reactive (ditto) Conversations about NPC backstory (barely begun) I’m also trying to figure out how to get the NPC to ask the PC questions about themself. That may or may not work out, since there are so many options: NPC: What was your family like? PC: I don’t want to talk about that. PC: Pretty great. Not a lot of money, though. PC: Lots of money, lots of happiness. PC: Rich and abusive. PC: Broke and horrible. (And so on. I have a feeling that part's going to be 25% writing, 75% editing.) Anyway, question for other players: what roleplay / conversational features do you look for in a companion? ETA: Also planning to include gift-giving, if the NPC learns enough about / likes the PC. We'll see how that works out.
-
A big project - Philadelphia
NellSpeed replied to eviljezuzz's topic in Fallout New Vegas's Discussion
Something you might try: write one quest, set in the Mojave, and mod it. Make it as detailed or simple, as morally complex or as good-evil as you want. Include at least one NPC-- make sure you really like them. That'll give you a better idea of what your strengths are going into a bigger project; and more importantly, if you want help from other modders, it'll give them reason to listen to your bigger ideas. (Oh, and keep caffeine and the headache remedy of your choice on hand.) -
The Chairmen have a vested interest in getting people to visit NV; they're all about the $$. (Benny's comment about what nomads don't have stands out here.) So they also want to keep it accessible and safe. #1 Maybe a group of bandits sets up camp outside the city, targeting potential visitors. As usual nobody's got the time or the ability to get rid of them... except the Courier. Courier can: just open fire on them all, ORintimidate them into leaving, ORrecruit them as a clean up crew, keeping other similar groups from setting up shop.#2 Ghouls seem to be rare in NV-- maybe Swank (or whoever) decides they might be worth encouraging as customers... and so Ghouls' Night In is established! Half-price drinks for all ghouls! ...except it doesn't quite work, since they can't seem to get any ghouls to show. So the Courier gets to see if he can't coax a few to attend. #3 Whisky Didn't Kill the Pain Bootleggers are trying to force NV casinos to buy only from them. Some of them are just assholes, but others are business people trying to make a living. Courier gets to evaluate them and decide who's legit and who isn't.
-
I asked "Is it considered acceptable to use New Vegas assets in a New Vegas mod? Specifically, extracting sound files from a DLC to use to create a companion mod." Mod response was as Nivea noted-- it's fine "as long as that DLC is also required for your mod."
- 15 replies
-
- existing assets
- companion
-
(and 1 more)
Tagged with:
-
So long as you REQUIRE the DLC to be installed its fine to release it, just make your .esp/.esm require Dead Money. That way no one is getting the content without having bought DM. ...what she said. :smile: I ended up PMing a mod to triple-check my understanding. As it turns out, extraction & editing are, as always, the easiest technical part. (And, of course, not getting over-elaborate is the hardest planning part.)
- 15 replies
-
- existing assets
- companion
-
(and 1 more)
Tagged with:
-
Dean's a very well-written trainwreck-- just not someone I'd want at my character's back when the wheels come off the wagon! As it turns out, though, it's very much possible to recycle his lines-- thank goodness for Audacity!-- and I've got the basic companion put together using the tutorial Mishaxhi linked. Now comes the fun part (i.e., editing & re-editing & re-re-editing dialogue, and running dozens of tests on pretty much everything).
- 15 replies
-
- existing assets
- companion
-
(and 1 more)
Tagged with:
-
Hey, there! Good to see you, Modder Who Introduced Corgis! (I need to hit endorse on that later.) I'm still at the outline phase at the moment; easier to take the time to put it together from the start, than leap into the GECK and realize, Oh, yeah, I should've done X like Y, Y like Z, and left Z out altogether. So I'm keeping it simple: you get a choice of OTP, BroTP, and maybe NoTP, as many general comments as possible (gotta make sure to include conditions so New Guy (I don't think he can be a revamped Dean, after all-- doesn't quite work on review) doesn't keep running his mouth over something quest-related), and presents! (And did I mention I loved your corgis? They're wearing tiny hats!)
- 15 replies
-
- existing assets
- companion
-
(and 1 more)
Tagged with:
-
just short question regarding fo3/fnv
NellSpeed replied to tawatabak's topic in Fallout New Vegas's Discussion
They list NPCs by factions, too, so as long as you know the name of the group, you should be able to find who belongs to them. -
just short question regarding fo3/fnv
NellSpeed replied to tawatabak's topic in Fallout New Vegas's Discussion
The Fallout Wiki has lists of just about everything, including NPCs-- you might check it out. -
Amen to that. Last time I did something like this I ended up with nearly twice as many lines of dialogue as I ended up actually using. Thanks for the good wishes!
- 15 replies
-
- existing assets
- companion
-
(and 1 more)
Tagged with: