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Everything posted by ObLars
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New Vegas Companions - Making a new one.
ObLars replied to ObLars's topic in Fallout New Vegas's Discussion
So, all i got to do is Replace script refs, edit some conditions in the existing Rex Quest? -
Hey. Im pretty new to this whole Dialogue thing, and i want my newly created npc's to use vanilla voices, and dialogues. Not my recordings, and custom topics. Anyone got a tutorial, or some friendly advice? :P
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For the most part I've been looking up guides on the G.E.C.K. wiki, though most of them seem to be rather limited in the dialogue department, so I've based most of my effort off of examining how the default companions are set up and working to mirror them, changing references and conditions to apply to my companion wherever it seems necessary. So far he'll fight with you, switch between passive/aggressive, carry things and so forth. I just can't make him talk! :pinch: I'm off for work now though, I'll be back to tackle my modding woes later in the day. Edit: Nvm.. Oh well, how do you use the companion wheel? :O
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Btw, did you follow any guide to make this companion?
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Probobly stupid, but did you check the Top-Level on the dialogue? Yes, I have it checked for GREETING as well as thiings such as wait, trade, let's go and so forth. :confused: Hmm.. You got the right conditions ? As far as I can tell, yes. GetIsID properly points to the companion in question and I added him and the relevant variables to the VNPCFollowers quest since that's what the other companions use for their conditions. Like "GetQuestVariable Quest: 'VNPCFollowers', RutherfordHired" (Rutherford is my companion's name, btw) Huh.. Im really not good with Dialogues and things like that. And i honestly can't tell whats wrong. But do me a favor and post if you figure it out :) Might help me, and others avoid it. :) Good luck I'll be sure to do that. I'll probably throw Rutherford up into the downloads section as well if I can get him working properly hehe. Thanks for taking the time to poke at it a bit though :tongue: If anyone else might have a suggestion or two I would greatly appreciate your assistance! Hehe :) Its fun atleast to try to help when people take every bit of advice, not just throw a noob at your face. :P
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Probobly stupid, but did you check the Top-Level on the dialogue? Yes, I have it checked for GREETING as well as thiings such as wait, trade, let's go and so forth. :confused: Hmm.. You got the right conditions ? As far as I can tell, yes. GetIsID properly points to the companion in question and I added him and the relevant variables to the VNPCFollowers quest since that's what the other companions use for their conditions. Like "GetQuestVariable Quest: 'VNPCFollowers', RutherfordHired" (Rutherford is my companion's name, btw) Huh.. Im really not good with Dialogues and things like that. And i honestly can't tell whats wrong. But do me a favor and post if you figure it out :) Might help me, and others avoid it. :) Good luck
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Probobly stupid, but did you check the Top-Level on the dialogue? Yes, I have it checked for GREETING as well as thiings such as wait, trade, let's go and so forth. :confused: Hmm.. You got the right conditions ?
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What ObLars is saying is to copy and paste the GECK files into the Fallout NV folder to use the GECK. The file you download isn't an installation file as most people might presume, it's the actual .exe for the GECK. 1+
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Probobly stupid, but did you check the Top-Level on the dialogue?
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You did install Geck into the Fallout NV folder?
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Making a AI package end on travel destination?
ObLars replied to ObLars's topic in Fallout New Vegas's Discussion
First of all, put the sleep package higher in the list of his AI packages than the travel package. Secondly, you could add the condition 'getincell <the house> == 0' for the travel package, so that the travel package is cancelled as soon as he enters the house. Then it should automatically switch to the sleep package. An alternative solution could be to remove the travel package completely and point the sleep package target directly at a bed inside that house, so he'll switch from sandbox to sleep directly. He'll travel to the house, go inside and go to sleep, without needing a separate travel package to bring him to the house first. Ahhhh. Kudos. Completly removing the Travel package will make it seem cleaner. Thanks a lot. All i needed actually. :) -
Im currently working on a NPC, who has a Sandbox package, a Travel and a sleep package. He sandboxes from 6am to 9pm. At 9pm he travels into a house. I want the sleep package to turn on at the moment he enters the house. Which is at 21.05 or so. It takes him about 5 seconds to walk from the sandbox area to the house. At the moment, when he enters the house, he just stands there. Doing nothing but eyeballing me the last 55 seconds until the sleep package starts then goes to sleep. Help? :)
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Woah, thats rough. I should edit that in one of my patches..
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New Vegas Companions - Making a new one.
ObLars replied to ObLars's topic in Fallout New Vegas's Discussion
So, in theory i could just copy Rex, for a dog companion and just tweak the packages to go with my new companion? And how would this affect Rex, since im changing some of the replies. Or should i just copy as much of rex' follower quest info into a new quest, and use for my new companion? :P -
:) Now, do you know how to get the idle anims while sitting in chairs/stools? Im using a Office Chair, its placed right next to a table, and i want my character (And other NPCS) to use anims with the table. I.e putting their elbows on it .
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Someone should make The Strip bigger.
ObLars replied to r1ckyr4y's topic in Fallout New Vegas's Discussion
True but the current size is due to console limitations, gaming PCs have a lot more and could handle a far better strip. Indeed. I'd love a much bigger game, but there are too many variables to it. -
Someone should make The Strip bigger.
ObLars replied to r1ckyr4y's topic in Fallout New Vegas's Discussion
If you go by that logic, why don't they scale everything? I mean. There is war. Where 10 people fight against 10 people. Should be atleast 500 vs 500 NPC's. ATLEAST. There is just so much the game engine can handle. But ofc, as you said - People could make it bigger. :) But Obsidian did what they had to do. They can't make New Vegas look like Las Vegas, no matter how much we whine about it. -
Why wouldn't one of the greatest mods ever be transfered to NV? Patience my friend :)
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Ahh. So pretty much if i check Random Anim start for say.. 3 chairs in the same room, the game engine records all the 3 actors idle animations, and makes them do different things? To prevent sync behaviour?
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Well, on a lot of furniture and some other stuff there is this "Random Anim Start" which i cant figure out what it is. Whats it for? :) Also, how can i get my character to put his elbows on the table? Like on some bar stools? Im currently using a office chair, very close to a table, and my character won't use the table anims. Any help?
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Simply go to the Object Window and write "MapMarker" in the Search field. Then drag it into the Cell you want it in, place it. Then you could double click it and edit its base. :)
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New Vegas Companions - Making a new one.
ObLars replied to ObLars's topic in Fallout New Vegas's Discussion
Ahh, there's my fallback. Im really not that great with scripts.. :/ -
New Vegas Companions - Making a new one.
ObLars replied to ObLars's topic in Fallout New Vegas's Discussion
Thanks a lot mate. But how will this go with the new Companion wheel? :) -
New Vegas Companions - Making a new one.
ObLars replied to ObLars's topic in Fallout New Vegas's Discussion
Still need a guide or a tutorial. Please :) -
I wanted to do this for my own personal use... not to re-upload lol... I realized it. Seems i edited my post once more before you replies, read again :P