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Everything posted by JimmyRyder
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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 -
Geck ignoring other esps included in my mod
JimmyRyder replied to JimmyRyder's topic in Fallout 3's Mod Troubleshooting
Check this out, I have no option to add any Java file like you do yet FO3Plugin is in my Data folder... https://i.imgur.com/W8qeFI8.png -
Geck ignoring other esps included in my mod
JimmyRyder replied to JimmyRyder's topic in Fallout 3's Mod Troubleshooting
Excellent, thank you for such dedication to help me!! Like I said, even though I have Java installed it doesn't detect any .jar files to add as binary when I try (third picture), so once I got this fixed I will follow the rest of your tutorial. Thanks again for putting it in pictures! -
Geck ignoring other esps included in my mod
JimmyRyder replied to JimmyRyder's topic in Fallout 3's Mod Troubleshooting
So I have installed Java and I put the FO3Plugin.jar inside the data folder of my game but ModOrganizer doesn't display it when I click on "Executables"... Only "FOSE, Fallout 3, Construction Kit, Fallout Launcher" so I'm guessing it is a problem with Java itself? -
Geck ignoring other esps included in my mod
JimmyRyder replied to JimmyRyder's topic in Fallout 3's Mod Troubleshooting
I tried another method that was to dupplicate the assets of the others .esp file into the active .esp, so they would belong to it. It worked for clothes but not for the hair, that is set to default. -
Geck ignoring other esps included in my mod
JimmyRyder replied to JimmyRyder's topic in Fallout 3's Mod Troubleshooting
Thank you again for that detailed answer, but my problem is that I can't even run the plugin ( You precisely sent me the plugin I used, but I'm quite lost at how to install & use this. Where do I put it and how do I run it? I've put everything inside the root and I can't even open it with Java that I installed many times already. I'm looking at some explanations and I'm completely confused... -
Geck ignoring other esps included in my mod
JimmyRyder replied to JimmyRyder's topic in Fallout 3's Mod Troubleshooting
Yes I did understand although I'm having many problems installing the plugin and I ain't the only one apparently. But that's another story. Thank you for your answer. -
Hello, I wanted to create my own weapons with different kind of stats to get a another experience from the base game I did so many times. So I've been tweaking data in the GECK. And somehow I can't give my weapons the fast firerate I want, I tried increasing that value but feels like there is like a limit and the weapon is still having an automatic fire that is too slow for what I want... Also another question: how can you modify the firing stability, in other words: the kickback. I didn't see that option. Thank you for any help you can provide! Fixed, just had to check "long bursts"
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Custom mesh/texture importing
JimmyRyder replied to JimmyRyder's topic in Fallout New Vegas's Mod Troubleshooting
Thanks for help but I spent hours watching tutorials trying different things I couldn't manage to do what I want... Isn't there a tutorial only for converting headgear ? Most tutorial covers entiere armors with all bodyparts and stuff... that's confusing. EDIT: I finally managed to import it into the game but the mask is rotated on the side and far away from the character's face, how to fix this ? -
Hi, With the snippet of knowledge I have about 3D and modeling. I decided to make a custom mask mod, model&texture imported from another game. I couldn't find any relevant tutorial about it... So I took the White Glove Society Mask mesh, opened it in 3DS max, imported my .obj mask textured, tried to rig it on white glove, removed a part of the white glove mask and attached ID of my imported mask to the fallout one. I had the job done this way and exported it. I imported the mask textures into the GECK, then I edit the white glove to make a new REF. As soon as I imported my .nif mask as mesh I had a huge exclamation mark in a red lozenge. I know it comes from something missing. But what? I tried to add the textures but still the same. I know I messed up somewhere. Could you lead me to a tutorial or give me simple explanations about where I did wrong? Any help appreciated. Thanks!