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DingleMcDonglic

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Everything posted by DingleMcDonglic

  1. You can only have either FCO or NVR3 on. You cant have both activated. Also give archive invalidation a try.
  2. I haven't the slightest idea on how NPC barks work in the geck, but if i want to give my companion a little more depth/life I'm going to need to do it the right way. So after looking up tutorials and what not with no help in sight I decided to see how Obsidian did it. I saw the way they got Cass's barks to work so I tried myself. I am using powerup and I get no saving errors so the script "seems" fine. My guy just won't talk when he's in certain in-game regions. If someone could help me by pointing out the flaw in my script that would be very helpful. SCN aaaDarrenDukeTimerGeneralBarkScript Float ftimer Float fRandom Int iCounter Short bDarrenDukeBarked Short bQuestDelayFast Short bRegionSection ;Regions divided into different script sections. An error occurs if sections exceeds 10 if/else nests. Float fSpeakTime Begin GameMode If aaaDarrenDukeID.bDarrenDukeHired != 1 Return ElseIf Player.IsInCombat == 1 Return ElseIf (bDarrenDukeBarked == 1) && (GameDaysPassed >= fSpeakTime + 1.0) Set bDarrenDukeBarked to 0 Return ;;;Region Section ;Goodsprings first ElseIf bDarrenDukeBarked == 0 && IsPlayerInRegion VMapGoodspringsRegion == 1 DarrenDukeREF.SayTo DarrenDukeREF aaaDarrenDukeLocationGoodsprings 1 Set fSpeakTime to GameDaysPassed Set bDarrenDukeBarked to 1 Return ;Jacobstown Region Next ElseIf bDarrenDukeBarked == 0 && IsPlayerInRegion VMapJacobstownRegion == 1 DarrenDukeREF.SayTo DarrenDukeREF aaaDarrenDukeLocationJacobstown 1 Set fSpeakTime to GameDaysPassed Set bDarrenDukeBarked to 1 Return ;NCRCF Region next ElseIf bDarrenDukeBarked == 0 && IsPlayerInRegion VMapNCRCFRegion == 1 DarrenDukeREF.SayTo DarrenDukeREF aaaDarrenDukeLocationNCRCF 1 Set fSpeakTime to GameDaysPassed Set bDarrenDukeBarked to 1 Return ;Fiend Region next ElseIf bDarrenDukeBarked == 0 && IsPlayerInRegion vMapVault3FiendRegion == 1 DarrenDukeREF.SayTo DarrenDukeREF aaaDarrenDukeLocationFiends 1 Set fSpeakTime to GameDaysPassed Set bDarrenDukeBarked to 1 Return ;Nellis Region next ElseIf bDarrenDukeBarked == 0 && IsPlayerInRegion vMapNellisAFBRegion == 1 DarrenDukeREF.SayTo DarrenDukeREF aaaDarrenDukeLocationNellis 1 Set fSpeakTime to GameDaysPassed Set bDarrenDukeBarked to 1 Return ;Boulder City next ElseIf bDarrenDukeBarked == 0 && IsPlayerInRegion VMapBoulderCityRegion == 1 DarrenDukeREF.SayTo DarrenDukeREF aaaDarrenDukeLocationBoulderCity 1 Set fSpeakTime to GameDaysPassed Set bDarrenDukeBarked to 1 Return ;Camp Forlorn Hope next ElseIf bDarrenDukeBarked == 0 && IsPlayerInRegion VMapCampForlornHopeRegion == 1 DarrenDukeREF.SayTo DarrenDukeREF aaaDarrenDukeLocationForlornHope 1 Set fSpeakTime to GameDaysPassed Set bDarrenDukeBarked to 1 Return ElseIf bDarrenDukeBarked == 0 && (IsPlayerInRegion vMapRSAlphaRegion == 1 || IsPlayerInRegion vMapRSBravoRegion == 1 || IsPlayerInRegion vMapRSCharlieRegion == 1 || IsPlayerInRegion vMapRSDeltaRegion == 1 || IsPlayerInRegion vMapRSEchoRegion == 1 || IsPlayerInRegion vMapRSFoxtrotRegion == 1) Set fRandom to GetRandomPercent If fRandom <= 50 DarrenDukeREF.SayTo DarrenDukeREF aaaDarrenDukeLocationRangerStation 1 Set fSpeakTime to GameDaysPassed Set bDarrenDukeBarked to 1 Return Else ;50% chance that NCRlocation line is barked DarrenDukeREF.SayTo DarrenDukeREF aaaDarrenDukeLocationNCR 1 Set fSpeakTime to GameDaysPassed Set bDarrenDukeBarked to 1 Return Endif ElseIf bDarrenDukeBarked == 0 && IsPlayerInRegion VMapTheFortRegion == 1 ;Fort Region Set fRandom to GetRandomPercent If fRandom <= 50 ;50% chance that Fort line is barked DarrenDukeREF.SayTo DarrenDukeREF aaaDarrenDukeLocationFort 1 Set fSpeakTime to GameDaysPassed Set bDarrenDukeBarked to 1 Return Else ;50% chance that Fort2 line is barked DarrenDukeREF.SayTo DarrenDukeREF aaaDarrenDukeLocationFort2 1 Set fSpeakTime to GameDaysPassed Set bDarrenDukeBarked to 1 Return ;Bittersprings Region next Endif ElseIf bDarrenDukeBarked == 0 && IsPlayerInRegion VMAPBitterSpringsRegion == 1 DarrenDukeREF.SayTo DarrenDukeREF aaaDarrenDukeLocationBitterSprings 1 Set fSpeakTime to GameDaysPassed Set bDarrenDukeBarked to 1 Return ;Hoover Dam next ElseIf bDarrenDukeBarked == 0 && IsPlayerInRegion MapHooverDam == 1 DarrenDukeREF.SayTo DarrenDukeREF aaaDarrenDukeLocationHooverDam 1 Set fSpeakTime to GameDaysPassed Set bDarrenDukeBarked to 1 Return ;Mojave Outpost next ElseIf bDarrenDukeBarked == 0 && IsPlayerInRegion vMapMojaveOutpostRegion == 1 DarrenDukeREF.SayTo DarrenDukeREF aaaDarrenDukeLocationMojaveOutpost 1 Set fSpeakTime to GameDaysPassed Set bDarrenDukeBarked to 1 Return ;Red Rock Canyon next ElseIf bDarrenDukeBarked == 0 && IsPlayerInRegion VMapRedRockCanyonRegion == 1 DarrenDukeREF.SayTo DarrenDukeREF aaaDarrenDukeLocationRedRock 1 Set fSpeakTime to GameDaysPassed Set bDarrenDukeBarked to 1 Return ;Nipton next ElseIf bDarrenDukeBarked == 0 && IsPlayerinRegion vMapNiptonRegion == 1 DarrenDukeREF.SayTo DarrenDukeREF aaaDarrenDukeLocationNipton 1 Set fSpeakTime to GameDaysPassed Set bDarrenDukeBarked to 1 Return ;Cottonwood Next ElseIf bDarrenDukeBarked == 0 && IsPlayerinRegion vMapCottonwoodCove == 1 DarrenDukeREF.SayTo DarrenDukeREF aaaDarrenDukeLocationCottonwood 1 Set fSpeakTime to GameDaysPassed Set bDarrenDukeBarked to 1 Return ;Black Mountain Next ElseIf bDarrenDukeBarked == 0 && IsPlayerinRegion vMapBlackMtnRegion == 1 DarrenDukeREF.SayTo DarrenDukeREF aaaDarrenDukeLocationBlackMt 1 Set fSpeakTime to GameDaysPassed Set bDarrenDukeBarked to 1 Return ;Quarry Junction Next ElseIf bDarrenDukeBarked == 0 && IsPlayerinRegion vMapQuarryJunctionRegion == 1 DarrenDukeREF.SayTo DarrenDukeREF aaaDarrenDukeLocationQuarryJunction 1 Set fSpeakTime to GameDaysPassed Set bDarrenDukeBarked to 1 Return ;Hidden Valley Next ElseIf bDarrenDukeBarked == 0 && IsPlayerinRegion VMapHiddenValleyRegion == 1 DarrenDukeREF.SayTo DarrenDukeREF aaaDarrenDukeLocationHiddenValley 1 Set fSpeakTime to GameDaysPassed Set bDarrenDukeBarked to 1 Return ;Primm Next ElseIf bDarrenDukeBarked == 0 && IsPlayerinRegion MapPrimm == 1 DarrenDukeREF.SayTo DarrenDukeREF aaaDarrenDukeLocationPrimm 1 Set fSpeakTime to GameDaysPassed Set bDarrenDukeBarked to 1 Return ;Camp Golf next ElseIf bDarrenDukeBarked == 0 && IsPlayerinRegion vMapRegionCampGolf == 1 DarrenDukeREF.SayTo DarrenDukeREF aaaDarrenDukeLocationCampGolf 1 Set fSpeakTime to GameDaysPassed Set bDarrenDukeBarked to 1 Return ;The Strip next ElseIf bDarrenDukeBarked == 0 && Player.GetInWorldSpace TheStripWorldNew == 1 Set fRandom to GetRandomPercent If fRandom <= 50 ;50% chance that Fort line is barked DarrenDukeREF.SayTo DarrenDukeREF aaaDarrenDukeLocationStrip 1 Set fSpeakTime to GameDaysPassed Set bDarrenDukeBarked to 1 Return Else ;50% chance that Fort2 line is barked DarrenDukeREF.SayTo DarrenDukeREF aaaDarrenDukeLocationStreet 1 Set fSpeakTime to GameDaysPassed Set bDarrenDukeBarked to 1 Return Endif ;Freeside next ElseIf bDarrenDukeBarked == 0 && (Player.GetInWorldSpace FreesideWorld == 1 || Player.GetInWorldSpace FreesideNorthWorld == 1) DarrenDukeREF.SayTo DarrenDukeREF aaaDarrenDukeLocationFreeside 1 Set fSpeakTime to GameDaysPassed Set bDarrenDukeBarked to 1 Return ;;;;;;;;; Elseif bDarrenDukeBarked == 0 DarrenDukeREF.SayTo player aaaDarrenDukeGeneralIdle 1 Set fSpeakTime to GameDaysPassed Set bDarrenDukeBarked to 1 Return EndIf End Thanks...
  3. Can someone give me a rundown for geck lipsync? I had someonce record for me outside of geck, I have the fonix thing, but the .lip won't save. Is there a certain way to do this?
  4. Try FNVedit, just check your mod >> worldspaces >> water height (I believe that's a thing) Or just go into worldspaces via GECK and edit the water height... make it lower that terrain height. If it's a water problem with a certain cell: in the cell window >> find your cell >> 'edit' >> any you can change it there. I don't like MLP what so ever, but good luck on your mod: D
  5. I'm looking for a male that can voice a bit of a serious companion. If you are interested please know: There is bad language (f*#@ , s#*&#33;, etc) 230+ lines of dialogue as of now. Meaning more in the future. You must have a mix that doesn't make you sound like a radio broadcast. (Mid to high end) Not a high voice... If you are interested in voicing: send me a sample @ [email protected]
  6. To anyone interested in voice acting... I need a male that can lend his voice. Not to high--and--not to low. NEEDED: Caucasian (the companion is a white dude)Nice quality mic (no popping, no strange background noise, etc)Can draw emotion and character in set lines.Has knowledge of GECK (I will lend the .esp, you would need to go through the lines and speak for them.)Can voice 240+ lines as of now (more in future) Send me a PM if interested.
  7. To keep it short: In GECK I placed 'placeable water' and when I edited it's height--it made water take up the cell I was working with. I deleted the placed water and the giant cell shaped water stayed. http://imgur.com/8YtqFXY I've been working on this mod for a while, I dont want it to go to waste because GECK loves bugging out.
  8. So I'm creating an npc mod and I have one slight problem with a script! Whenever the player enters radiation: the npc equips his helmet (good!) But for some reason he will not remove the helmet once he exits the radiation (bad) If some kind being would point out the flaw in my script I would be eternally grateful!!! thanks in advance
  9. Is there a way I can get an npc to do something if the player is being irradiated? does a "IsInRadiation" condition exist? Example: short doonce float ftimer begin gamemode if ((player being in radiation condition) == 1 && (doonce == 0) if timer < 5 set timer to timer + GetSecondsPassed NPCREF.additem caps001 1(I'm not actually looking to add caps) else set timer to 0 endif endif end I made that example ^^^ in a few sec so there is bound to be an error.
  10. Whenever I kill someone they either catch fire or disintegrate, But I'm not using an energy weapon. is anyone else having this problem? Does someone know how to fix it?
  11. Since I built my PC (7 months ago) I've probably done 5 clean installs because I have the tendency to have as many mods as I can (Shame on me), I stopped playing the game and have only been working on mods. Yesterday I decided to play the game with just a few mods (46) and it has been running worse than all of my previous installs. Please note: ENB installed correctlyAnti Crash & Stutter remover already installedNVSE 4GB LauncherOnly texture mods installed (Millenia weap. retex. && Hires Clothing) Loadorder: [X] FalloutNV.esm [X] DeadMoney.esm [X] HonestHearts.esm [X] OldWorldBlues.esm [X] LonesomeRoad.esm [X] GunRunnersArsenal.esm [X] ClassicPack.esm [X] MercenaryPack.esm [X] TribalPack.esm [X] CaravanPack.esm [X] FOOK - New Vegas.esm [X] Project Nevada - Core.esm [X] FOOK - New Vegas DLCs.esm [X] FCOMaster.esm [X] Project Nevada - Equipment.esm [X] T6M Equipment Replacer NV.esm [X] Project Nevada - Rebalance.esp [X] Project Nevada - Cyberware.esp [X] NevadaSkies.esm [X] Project Nevada - Extra Options.esm [X] SomeguySeries.esm [X] oHUD.esm [X] STUN.esm [X] YUP - Base Game + All DLC.esm [X] DarNifiedUINV.esp [X] Project Nevada - Cyberware Additions.esp [X] HelplessFalling.esp [X] The Mod Configuration Menu.esp [X] FOOK - New Vegas.esp [X] Project Nevada - Rebalance Complete.esp [X] FOOK - New Vegas DLCs.esp [X] Project Nevada - All DLC.esp [X] FOOK-PN Convergence.esp [X] DarrenDukeCompanion.esp [X] EVE FNV - ALL DLC.esp [X] Project Nevada - EVE All DLC.esp [X] FNV NPCs Travel.esp [X] FlashlightNVSE.esp [X] STUN.esp [X] RWD-NV v1.3 [Alternative Version].esp [X] FCO - GlowingOne.esp [X] FCO - FOOK-PN Convergence.esp [ ] Roberts_NewVegas.esp [X] FCO - Roberts Patch.esp [X] FCO - OnHolyServiceBound NPC's.esp [X] YUP - NPC Fixes (Base Game + All DLC).esp [X] NevadaSkies - Ultimate DLC Edition.esp [ ] NevadaSkies - Basic Edition.esp [ ] NevadaSkies - TTW Edition.esp Thank you to who ever can help point out my problem.
  12. I had the same problem, close the game. Steam>Libary>Right-click New Vegas>Properties>General>Disable Steam overlay Have fun!
  13. I am very bad at niftskope and blender. All I ask is for someone to take the 44. revolver.nif and attach a fission battery to it, and maybe remove the bullets. Thank you in advance if someone were to help.
  14. I might take this upon myself, I like this idea
  15. Hi, I am making a Robot Companion and i am using a Text-to-Wav program to make him speak, but I am having 1 problem. I cant seem to find where i add a .wav sound. Help would be appreciated Thank you.
  16. If people can port hairs from the Sims 3 into skyrim, it can probably be done for fallout. There are just alot of weeb modders on nexus that only make anime hair, and hair for girls.
  17. yes I f*#@ing love you send it to me please, you will be mentioned in my mod!!!!!!!!!!!!!
  18. I have 0 to no talent in Blender of Nifskope. But I'm making a mod and want my NPC to stand out! It is a companion mod with quality work that hasn't yet been released. For my Companion mod I would like a custom armor made , nothing Fancy! just taking vanilla assets and putting them on eachother. Basically it takes the Field Hand outfit, add the Merc Troublemaker Bandolier and Belt, and add shotgun shells to the side of the right leg of armor. It would be Appreciated greatly! Example drawn by me:
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