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Hello, this is my first Morrowind playthrough and I've decided to install some graphic mods. I noticed that none of the mods I have installed adding more faces & haircuts for the player character are detected by the game? I had them checked on Wyre Mash and ran the game through OpenMW. I can't see them while customizing my character. Thank you for any help.
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Dialogue AIPackage: characters stuttering
JimmyRyder replied to JimmyRyder's topic in Fallout New Vegas's Mod Troubleshooting
No I didn't, I have tried to include the AlwaysShowActorSubtitles 1 in the result script (begin) and yet it still don't display them. Oddly enough, now that I got that cutscene working. Another that happens previously now doesn't activate any actual dialogue, even though the same method has been used. Someone talking to my companion basically. That one used to work even without a lip file. I really don't understand what's going on. -
Dialogue AIPackage: characters stuttering
JimmyRyder replied to JimmyRyder's topic in Fallout New Vegas's Mod Troubleshooting
Hey good looking out! You were right, it shows to be working properly when there's a lip file attached to it. So thank you very much, for your detailed answers as well. Although another problem: subtitles are not displayed, only the voices playing. I have disabled player controls during the cutscene but I don't think this is the problem? Any idea what it could be? Something else: probably not important, I have made the conversation continue its course with StartConversation in every "result script". Using SayTo actually gives them the glitch again. Using StartConversation on every result script, checking goodbyes at the last line, and removingscriptpackage at the end of the conversation makes everything go work as intended (except for the subtitles). Don't know if that'll cause any problem for other things or if there was another proper way to do it. But so far it works. -
Dialogue AIPackage: characters stuttering
JimmyRyder replied to JimmyRyder's topic in Fallout New Vegas's Mod Troubleshooting
Actually it works well when no subtitles display. As soon as a dialog message appears, they start glitching, shaking to try rotate again in the position they're already in, then they won't pursue their conversation. Also I cannot set any lipsync because I haven't recorded anything. I have some questions though. Do you think it could be linked to the fact that I used only one Quest tab for multiple dialogs between NPCs? Should the engaged topics be in the "Conversation" tab rather than "Topic" this could explain why they won't speak sometimes or not properly? -
Dialogue AIPackage: characters stuttering
JimmyRyder replied to JimmyRyder's topic in Fallout New Vegas's Mod Troubleshooting
Oh sorry, since I'm not a native speaker I just checked the definition of stuttering and dialog length isn't my problem actually. Too bad I can't edit the thread name. I don't have any recordings or lip sync activated yet, I keep this for the very end. I thought you could use that word to also describe those shaking/hesitant animations the characters make but apparently not. I have used evp for that already but why are do they keep shaking in place, like keeping on adjusting while they're already facing the right person. It seems to me like it is messing with their dialogs that are delayed. I do it through saves taken before anything is triggered/enabled. I can hardly get any dialog packageAI between two NPCs to work properly. Most times, they reach their target but simply refuse to speak to them or the other refuses to answer. Why? -
Hello everyone, here's my problem. I've scripted a short quest where a companion NPC has to find someone. So when he finds that person (that is originally sitting on a couch), that person stands up and a dialog between these the two NPCs takes place. Here's how I've scripted it: When the player enters a trigger, the package of the sitting NPC gets replaced by a Travel one to the side of the room on a marker. The companion receives a Dialogue package ("Specific Reference" set to the person he must talk to (Activate Distance: 100), "Dialogue Type: Conversation", flags unchecked, Start/Wait location disabled and Topic to the proper dialogue topic.) Then, on the quest window I've made the conversation continues with "SayTo" scripts until it's done. Problem is: Both the characters have stuttering rotating animations + dialogs are delayed and/or sometimes skipped?? I don't understand what could be the problem. My guess is that they still have different packages and they keep alternating constantly? I'm confused, because I made sure to disable everything useless during that cutscene. Thank you for any help you can offer.
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GECK crashes when I type something!
JimmyRyder replied to JimmyRyder's topic in Fallout New Vegas's Mod Troubleshooting
Uninstall Geck Powerup Then I can't use the Render Window that is always crashing at some places -
Hello, I've been upgrading the geck to the extender version but now I cannot write anything in the Quest section without it crashing... "The Geck has quit unexpectedly. Please check the Data folder for a crash save and verify in XEdit." https://ibb.co/5vKDQQjhttps://ibb.co/fdvWKHT Images for more details. Thank you for any help guys.
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AIPackages - NPC doesn't want to travel
JimmyRyder replied to JimmyRyder's topic in Fallout New Vegas's Mod Troubleshooting
Thanks for your help, I tried it but it didn't change much at first. Although I just changed sit and my npc finally got to move and use the door, so I guess it was the disappointing pattern system that was responsible. -
Hello, I managed to make an NPC sit in front of another, start a dialogue then at some point the in question NPC is supposed to get up and leave. So in the AIPackages she just have "Sitting" & "Leave" depending on the conversation variable, I Xmarked her travel destination just outside the door where a trigger will disable her. When the dialogue is over she justs stands up but doesn't want to leave... The conditions seem well defined though. She doesn't sit anymore but she doesn't even bother to go to the door UNLESS I start pushing her in that direction. So what's going on? How to fix this? Thanks and sorry for the multiple topics.
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GECK - Create a dialog between two NPCs
JimmyRyder replied to JimmyRyder's topic in Fallout New Vegas's Mod Troubleshooting
EDIT: Thanks for the articles. I finally managed to make everything work! -
Hi there, I used to be familiar with the GECK but after years without using it I'm getting really rusty. What I'd like to do is create a dialogue between two NPCs. I'm approaching a trigger, player controls get disabled and the two NPCs talk to eachother. Just like in Fallout 3 with Leaf Mother Laurel and Three Father Birch when the player approaches the caves. So far I managed to create the trigger and it freezes the player but no sound is coming out of the NPCs whatsoever. What i did was creating a "DialogueQuest" where I put the two NPCs dialogue lines and as condition put a variable (in Result Script) that is increasing to trigger each dialogue successively. The trigger is setting that variable up to 1 to trigger the first line of dialogue but they don't seem to talk, although the player controls are disabled as expected... Any help you can provide or any specific tutorial for this? Thanks a lot!
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Geck ignoring other esps included in my mod
JimmyRyder replied to JimmyRyder's topic in Fallout 3's Mod Troubleshooting
My bad, I realized the Mod Organizer I had was an older version lol. So now that I have updated it, the plugin is finally detected!! Now it works I can add the pluggin. ) I'll follow the rest of your imaged tutorial and if there's anything wrong I'll let you know! Thank you for having been so patient with me. ) -
Geck ignoring other esps included in my mod
JimmyRyder replied to JimmyRyder's topic in Fallout 3's Mod Troubleshooting
EDIT: testing something