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Lee5Lee

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Everything posted by Lee5Lee

  1. Didn't tried to make anything for FO4 yet, but for FNV I made a bunch of custom mods involving dialogue: 2 simple companions with rather huge dialogue trees with their stories and comments, and also I was a huge fan of this mod, and wrote a custom addon with some talkable npcs. As for now, I mostly edit dialogue for Nosco companions, and make slight corrections for the game process (again in FNV). Sadly, never dealed with lip-sync and voiced replicas, only silent ones. Still, I hope to help even with that little skill I have! ^_^ During the very start of the game we see PC and his/her spouse incredibly happy and loving couple, and still, right after the spouse's murder you can romance any romanceable companion in, literally, 10 days without any affinity mods. So, the question of one great love is rather subjective in FO4, but that is rather irrelivant. Actually, Valentine's "one great love" was not really his - it was great love of HUMAN detective. To me it seems like a real tragedy - a duty to love some woman, you've never really seen, just because thoughts of love to her was put into your head. And that memory of love you've never had will be the only one in your whole life?... Rather horrifying perspective O_O
  2. So that is what going on with all companions! :laugh: +1 to good idea, really!
  3. Can (Romance) speech check really be failed? I heard only about Piper's challenge, if PC's Charisma is less than certain amount...
  4. No doubts, I just want to start discussing the matter as early as possible ^_^
  5. BetteCorvega, I'd be happy to help! I made some poking around geck in New Vegas, not very experienced though, but still ^_^ I'm all up to such mod, especially since 83Willow making that retexture for Nick:
  6. I'm sure, Gary can speak evrything, he just prefer to express himself in this self-sufficient way. Also, idea is kinda creepy. Butt I'd like to see a player character, who wants to have such sidekick, must be kinda interesting person.
  7. +1, hugging mod was my golden dream for Fallout New Vegas, and I hope I'll get it for FO4, because Skyrim has such mod... I'd like to see different types of pair action, tbh, like dancing, yes, also high five or rock-paper-scissors game.
  8. I wonder, is there a possibility to add more than level and SPECIAL requirements to perks? Than there can be a mod, which turns Ghoulified perk into race-changing action, but it will require strong rad poisoning, for example.
  9. :laugh: Lol. I played attentively through opening scene, and found that there are a lot of voiced "hey, hon" variations. ^_^ Agree, but still, such treads can be useful somehow for mod creators, I hope! Also, this time I payed extreme attention at dialogue, related to spouse's murder, and found, that there not so many lines about that. As far, as I went, I found 1st Codseworth dialogue + couple of his "What do you think?" replicas, 1 dialogue with Preston (when you visit him in Sanctuary for the first time), 1 dialogue when you meet Nick Valentine and 1 in his agency, also "Memory den" quest. As for now, i talked with everyone in Diamond city, Sanctuary and Goodneighbor, and progress until meeting with Nick in his agency. So, I guess, it's rather small amount of lines. I honestly thought, that it will be much bigger. :dance:
  10. We're here, actually, talking about possibility to alter game's lore, not like "shot in the head, yet still like new" companion. I remember an awesome mod for Skyrim's Dragonborn dlc, where you can side with the main antagonist, Miraak, instead of killing him, which gives you him as an awesome follower. Not due to game-lore, but not lore-unfriendly, imo... Didn't got part about FEV, how it can be used to ressurect someone? About voicing, player character have TON of voiced lines, which can easily be used for processing Nora/Nate's responces for dialogue with npcs, and for PC-to-Companion lines you can use spliced files (which is rather easy with Nora, because voice actress keeps same distance from microphone and all lines have same volume; with Nate it's more complicated, but yet, TON of lines recorded).
  11. As for now, I use TonyStarch's mod, and it's more than allright; still, I want the matter to be explored much further when GECK for FO4 come out.
  12. I would honestly prefer Nora/Nate's wound be non-fatal from the start (and it seems logical, because shot at the shoulder would prevent her/him from fighting any further, but left some more "genetic material backup" from the institute), and also think, that it will be really easy to edit the Vault 111 kidnapping scene for that only by adding blood splatters on spouse's shoulder and editing Nora/Nate's "kick out" animation by adiing closing eyes animation too, as if she/he just fainted. Honestly, killing Nora/Nate was an extremely stupid move from Kellog's side, and it would never happened if it was not for stupid game balance reasons, which prevented us from getting human companion with maxed affinity (which means +1 cool perk) from the very start of the game. Anyway, I'm all up for proper Nora/Nate companion. ^_^
  13. How do you think, is that possible to make an analog of this mod for Fallout 4? I guess, it will be really cool.
  14. Thank you so very much! You really calmed me ^_^
  15. I have exactly same problem, managed fix it with loading geck with nvse. Now I'm interested, does my mod requires nvse after this?
  16. Hello! Sorry for very stupid question, but I really don't know what to do. Some time ago geck began to crush each time I tried to open object window for weapon (any weapon, even if only Fallout.esm was loaded without any plugins). I reinstalled the game and geck, nothing changed. Then I decided to open geck with nvse_loader.exe (by adding "-editor" to shortcut properties) and everything works super-fine. Does it means, that if I'll mod like this, my mod will require NVSE? Sorry, if it's a stupid question. I just started to mod, and some things are very new for me. Thank you!
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