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TWarrior

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Everything posted by TWarrior

  1. UPDATE ! university and work took some time away from modding but I am now in the process of adding the female protagonist voice to the dialogue.
  2. UPDATE ! just added most of the MALE protagonist voicefiles to the dialogue thanks to the amazing FO4 voice file reference tool (http://www.nexusmods.com/fallout4/mods/12132/?). very tedious and boring work but it has to be done. i do have to splice some audio together though for some remaining dialogue options. however i first want to get the FEMALE protagonist voices to be in place by tommorow evening.
  3. Here is a tutorial on how to do the doctor scene when they heal you in your own custom dialogue.
  4. I found it out in case anyone ever needs to google it or search the forums for it ! first go into the quest DialogueGenericDoctors, go to scripts, rightclick on generic doctor script and open the source code. now copy all the code. now go to your own quest, go to scripts, add a new one with an ID that is unique and that you can remember. close the properties window that pops up. now rightclick edit source and copy the source code from the script. build the script and save it. close the window. now open properties and press auto fill. it should fill 17 properties. now go to scenes and select the dialogue after which you want the animation to play. under the scripts section enable "run fragment" in the "on end" section. under kmyquest select your doctorscript you copied and add "kmyquest.StartMedical(akSpeaker, 0)" in the field under it for health, kmyquest.StartMedical(akSpeaker, 1) for rads and kmyquest.StartMedical(akSpeaker, 2) for addiction. for addiciton add the condition "hasmagiceffectkeyword" with the keyword "addictioneffect" ==1 and check run "on player". and that's it!
  5. thanks to the amazing FrankFamily I was able to fix the last script errors. I also cleaned the mod with FO4Edit manually. Now it is time to add the voiced protagonist voice files. this will take some time, also some dialogue might need to be rewritten based on what dialogue options the voiced protagonist has available.
  6. so i have this item alias that i place in a disabled container. after a certain queststage this container activates and the item can be found in it. both aliases allow disabled references. Now to my problem: i have attached a script to the alias. on itempickup to the players inventory it sets to a further queststage. now the weird thing happens. the stage has both stage completed and stage displayed correctly set. however the stage never completes and just the next objective gets disaplayed. testing the stage via console confirms my theory that the stage does not complete and now 2 questmarkers show up as both stages are defined as stage displayed. can anyone help me with that? i also added complete stage to my script even though it shouldnt be necessary as it is defined in my setstage. here is the script source code: Scriptname TTTCramLastPickup extends ReferenceAlias Quest Property TTTMoiraDialogueQuest auto const Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) if akNewContainer == Game.GetPlayer() TTTMoiraDialogueQuest.SetObjectiveCompleted(150) TTTMoiraDialogueQuest.SetStage(160) endIf endEvent
  7. but to my mind just simple rad resist is boring. i want sth gimmicky that would fit moira. for chapter 2 i have exciting stuff planned, but i am out of ideas for a nice reward of chapter 1.
  8. What are interesting quest rewards that work well in early- and lategame at the same time? perks, special items?
  9. Dialogue differs and as you can read above, part 3 of chapter 1 is completly new and not a replica of the fo3 quest. in chapter 2 the quests will differ even more, even though the theme stays the same.
  10. Yes, it is exactly what you are thinking! Robot tinkerer Moira needs your help with acquiring data for her book "Commonwealth Survival Guide". Ready to got on a large and unique fetch quest? done so far: - Moira added to the Science! Center in Diamond City and tweaked the building a bit - Moira sells Automatron parts as she is a robot tinkerer (DLC required!) - Part 1: radiation poisoning quest done with answers depending on perks - Part 2: Super-Duper Mart quest done with dialogue choices of lying, perk checks and ending the quest prematurely - Part 3: find a physics textbook in D.B. Technical Highschool for Moira and acquire it through speechchecks, thievery or searching the building. This concludes Chapter 1 of the Survival Guide and I am currently finishing the scripting of part 3 up. Also I am herby looking for a female voice actor, who is able to follow me through this project and voice Moira. So far only chapter 1 has to be voiced, however the voice actress has to be available in the future for chapters 2 and 3. Full credit will be given!! Chapter 2 is in the planning phase right now, no scripting done yet.
  11. No it is simple. Also merging mods and a merged Patch are 2 different things
  12. finished scripting and writing chapter 1 of the "commonwelth survival guide" quest
  13. I have the same problem with makeup not showing up ingame. i did the facegen thing with ctrl and f4 but that didnt seem to fix it.
  14. I checked the original doctor dialogue quest but did not get any info out of it. so how do i start the doctor scene as soon as i pressed a dialogue option in my dialogue tree? edit: dang, wrong forum. this is supposed to go into the "creation kit and modders" forum.
  15. only Fallout4.esm and my mod loaded. i didnt change anything in the super duper mart cell as i couldnt even enter it in the render window. any idea what the problem is?
  16. Already exists. Use the search function
  17. wow great finds so far! we are getting closer! pls check if you are able to attach the effect chain to the gas mask via linked reference? could you check armor addon, item, crafting etc for a powerarmor helmet (doesnt matter if t45 or t60 etc) and see if they do it via reference or a keyword or sth?
  18. could you check in the ck if power armor helmets have a script atached to them for that effect or if it just needs a tick of an option in the item window? i dont have the ck installed currently, but i would be interested to know as well
  19. i just typed in "mute" in the nexus search bar and this is the first mod that came up: http://www.nexusmods.com/fallout4/mods/6279/? next time, just use the nexus search function. you will nearly always find what you are looking for. welcome to pc modding btw and enjoy the fo4 mods!
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