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drakeelvin

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Posts posted by drakeelvin

  1. Hi,

     

    This is a question I posted on the modders forum but got no answers.

     

    I'm doing a quest where NPC's need to base their responses on the player's Karma, and also the player's Reputation with certain factions. I wondered if there is a definitive numeric scale for these somewhere?

     

    I've seen some examples in GECK and it appears that Karma goes from around -750 to +750 on a linear scale. Faction reputation seems to be on the order of -7.5 to +7.5 or something, but I'm not certain I'm reading the examples right, plus faction is a 2-dimensional matrix that measures good and bad deeds together.

     

    Is there a definitive guide somewhere with the actual numeric scale and the threshold values for "good", "very good," "accepted," "liked," etc...?

     

    Also, does anyone have any thoughts or philosophy on how to apply the various values. e.g. If a player has a lot of good and a lot of bad deeds with a faction is he considered trusted? Or just neutral? Any thoughts appreciated, thanks!

  2. Hi,

     

    I'm doing a quest where NPC's need to base their responses on the player's Karma, and also the player's Reputation with certain factions. I wondered if there is a definitive numeric scale for these somewhere?

     

    I've seen some examples in GECK and it appears that Karma goes from around -750 to +750 on a linear scale.

     

    Faction reputation seems to be on the order of -7.5 to +7.5 or something, but I'm not certain I'm reading the examples right, plus faction is a 2-dimensional matrix that measures good and bad deeds together.

     

    Is there a definitive guide somewhere with the actual numeric scale and the threshold values for "good", "very good," "accepted," "liked," etc...?

     

    In particular with faction, if you have the maximum number of good and bad deeds would you still be considered "trusted" by the faction, according to the standard game mechanics? Any discussion of reputation theory in addition to an actual numeric scale would be a bonus.

     

    Thanks!

  3. Once when I ran the NCR quest and was heading to see the general my camera started acting bizarre. I could not pan out to 3rd person trailing camera I got stuck in 1st person mode but I could do combat. Just very disorienting. I solved it by doing a full save and reload.

     

    Your problem sounds a bit different though. If some of your player controls are disabled you could try the console:

     

    ~
    EnablePlayerControls
    ~

     

    The full docs on it are here:

     

    Enable Player Controls

     

    The default (no params) enables all your controls so it should work if that is indeed the problem and there's no harm in running it even if not, because it restores the default control settings.

  4. I can't say for sure, but I had the feeling that getting the howitzer working reduced the number of NCR snipers shooting at me when we were taking over the damn. I'm talking about the number of Rangers on top of the dam towers with their AM Rifles, It's just a gut feeling though, that there were fewer that time around, I don't know for sure though. Also, I was playing 1.4 on that run through and previously it was 1.3, so maybe that was why.

     

    As for the big game ending, can't say at all.

  5. The thing I liked about Jade, and what really got my attention about Eve, was how the guy did the faces. He had a real talent, It think. Doing a good custom face in New Vegas is hard. Amigo uses an NPC face from standard New Vegas, IIRC it was a generic NCR soldier template but the devs did some nice faces if you ask me, even for the generic NPCs like the guy who had Amigo's face.

     

    I think the other thing about companions, thinking back to the title of this thread and what's the best, is that it's really a personal preference.

     

    I love Willow for the main reason is that she has lots of little side quests to do, those are fun. The voice acting to me is less important, but to some players its very important.

     

    So far for me the one exception on voice acting is Cass because that voice actress I love her voice PLUS Cass has lots of interesting comments to say about many places and people all around the wasteland. She keeps saying relevant things wherever you go, and many of her lines are sensitive to the context/location, and that's cool. So its a combination in her case, plus the fact that I just love her voice and that's a purely personal preference.

     

    Then two of my favorite companions, Rex and ED-E, they don't have any voiced lines at all apart from sound effects, and TBH they don't really have much in the way of personal quests, they are a pets/robots so you don't expect that. But I like them precicisely because they are pets and even though the barking or beeping is always the same it never gets old.

     

    So the 'best' companion for a player really is a personal thing.

     

    So yeah, to me, Wendy Gilbert looks uber, but I have stuff to work on ... I must ... resist ... lol

  6. Wow, you are right. I think it was the same guy who did Jade and that one's gone too. IIRC not too far back someone was talking about porting those mods from RR Companion Vault to a newer system cause RR is unsupported, but no idea whether that's the reason or maybe the author is gone from Nexus. I don't remember the author's name offhand, been to long.
  7. If you post your mod list someone might notice something. One thing worth checking, it does not sound like the cause of your problem but its easy to do:

     

     

    In the following files:

     

    -- $(STEAMAPPS)\common\fallout new vegas\Fallout_default.ini

    -- $(HOME)\Documents\My Games\FalloutNV\FalloutPrefs.ini

     

     

    Ensure the following is set:

     

    -- [General]

    -- bLoadFaceGenHeadEGTFiles=1

     

    Without this setting, textures may not match.

    The entry could be set to 0 or you may need to add it.

    Some systems work by fixing only Fallout_default.ini, some may need both.

  8. Just FYI it may be worth your time and effort to upgrade to the 1.4.2.0 scripts and logic because then he can use Healing Powder and Antivenom; however, this entails a lot of changes through all the scripts and conditionals (in dialogues and packages).

     

    There is an additional benefit as well, depending on how much farther you want to expand your plugin:

     

    In 1.4.2.0 I totally rethought the NPC object script and took all of the companion-related variables from VNPCFollowers and moved them into the companion object. Basically it was like taking RoseOfSharonCassidy's object script and adding in all of her variables from VNPCFollowers.

     

    In the first version I pretty much followed the design of VNPCFollowers, but in retrospect I think it's much better to have all individual companion state varialbes with the companion object, not as part of a general script.

     

    Logically it makes the scripting much cleaner and easier to follow, and much easier to expand especially if you wanted to add 2+ companions to the same plugin. You can more easily duplicate the Npc object and NpcScript object because internally it's not referencing the quest script anymore.

  9. I recently released a plugin that is a basic companion with a fully working wheel that's intended to be used as a starting point for making a new companion.

     

    Amigo Cafe

     

     

    What Q. said is exactly right, you have to code specific "Followers" dialogue topics in order for the wheel to work. When you have "setplayerteammate 1" and you click on one of the wheel buttons the game engine sends a particular dialogue to the companion just as if the player had spoken it, and in those dialogue begin/end scripts, that's where the work gets done.

     

    In Amigo Cafe the quest with all the wheel dialogue is DXEAmigoQuest, go to the Topics tab, and also for Stimpak healing through the wheel go to the Combat tab and look at the regenerating topic.

     

    You can examine and you're welcome to use all the code from Amigo Cafe just put myself and the others in the file credits as per the Readme instructions.

  10. So I got a chance to run around with Travis today he looks really solid.

     

    Love the face, hair and equipment he has especially the shotgun. I have a bottom end video card so I can't tell much about how he looks but yeah maybe the skin tone is a bit "Orcish" as in Morrowind orcs if you get my drift, it was more a tone of yellow than green I guess, a bit of both maybe ... Morrowind orcs are sort of yellowish green IIRC.

     

    Nice work changing all the dialogues and adding lots of random ones, he definitely sounds unique both in and out of combat and the voicing is promising, some of his lines are great ... "Talon Co--uh, nevermind" lol. After 3 hours going from Goodsprings to Nellis I thought the comments did get a bit repetative so maybe they could be a little less frequent? Or maybe just add more different lines, that would be even better.

     

    One glitch I did notice, inside the Lucky 38 his beard got turned 90 degrees to normal, for a moment I thought I was looking at a variatation of Ranger Jackson's "seaweed" beard, except it was hanging from the middle of his chin. After exiting the Lucky 38 and save/reload the problem seemed to correct itself. I did have him wearing a full helmet for a time FYI.

     

    Wish I had time this week to work on that conversation tab ... another day.

     

    As a card carrying member of the Wood Elf Society I'll be watching this guy ... from the woods lolol :D

  11. Oh really? Thats a relief.

     

    Im trying to sort out that perk of his as I honestly have never done a perk before.

     

    I thought it was something similar like in Oblivion, adding Race Abilities and such but its something to do with Scripts... and I hate scripts..

     

    The Charisma part should work tho (adds 1+ Charisma)

     

    I wanted to interject here because yeah, perks are wierd. Each one is done a bit different. But basically what I did as a way to "tag" where in the code you would insert the perk, is when you hire and fire the companion, or when he quits the party after waiting 7 days, or dies, there is a section that adds or removes the perk.

     

    For Amigo it was very simple, just a modav perception +1 or modav perception -1.

     

    But you can really go crazy with perks by creating a SPEL effect that lasts forever and then casting it on the player for example, so you can have some cool perks, and you can also do things through dialogue like Veronica's scribe assistant perk. The "perk" itself that shows up in PIP-Boy doesn't really do anything but the dialogue tree checks if that perk is there and enables her scribe assistant dialogue if it is, and that opens the crafting window.

     

    I have to admit my perks are crude and rudimentary, a little bit of SPECIAL and a little bit of SKILL added that's all I've done so far. But if you know how to do spell effects, or have some special thing you could do through dialogue, you can tie the perk to those. The sky's the limit.

     

    It's my weekend at last so I can take a look finally at what you've done.

     

    I updated the Amigo Cafe btw I made a big change to how the scripts are done and added a developers diary to make porting easier overall, more methodical and less complication I hope.

     

    But I could not master the conversation tab, it's a bit beyond my ability and time availability right now but it's high on my to do list when I get time I'd really like to add that to Amigo.

  12. House always had an ace up his sleeve. Early on if you ask him about why Benny stole the chip, House replies, "He {emphasis}mistakenly believed he could use the platinum chip to his own ends. One of the problems with a tribal workforce I'm afraid, no inherent understanding of how complex technologies can be."
  13. One thing I have noticed is the Sandbox AI packages dont let Travis speak t any NPCs whist in Sandbox mod.

     

    For instance, if he is in a room with the vanilla Companions, he just keeps wandering around them, ignoring any dialogue unless they talk to him first.

     

    Thanks for the feedback, the set of AI packages was actually the first ones I've ever done and I copied existing ones and left them pretty much as-is. One big advantage of using a companion-specific set of AI packages is that they can be individually tailored, but I want the basic ones to be as ideal as they can be so it would be a case of adding special features, but not having to fix popular ones that are missing, so thanks for letting me know. I'll add that to my to do list.

  14. I did want to add one things, that one of the best comments I've heard on here was about formatting the main page into block sections so that the main content of the site that is the really important stuff to most of us gets priority on the first page. Stuff like files, downloads, forum links, user / member links, that's the bread and butter so make it easily got to on the first page. Something to that effect. Great comment imho.

     

    And I know I'm repeating, sorry :D

  15. Yep, and if you ask me the BEST overall dialogue in the game is from Cass. Find Actor->NPC->RoseOfSharonCassidy and click on her Dialogue button and you can browse through.

     

    There are other NPC's with as good sometimes better lines, but Cass just has soooo many good ones :)

  16. Some time back Majinshinsa and I were working on this project but it got left by the wayside. Last I heard he's now away at a job somewhere for awhile, but we did get a basic working book template.

     

    Readable Books

     

    We had the idea of making a library where people could write fanfics and put them in the library, but I also think this idea could be better used just within any mod to add a little atmosphere, have a book here and there to add some history.

     

    The GECK makes it rather a big pain to do this sort of thing so we made the mod with instructions to try to make it a step by step process, if you know how to use GECK to make a simple mod and place an object.

     

    The permissions state you can use the resource without permission as long as you credit the authors, so its available to anyone.

     

    Maybe one day we'll get an easier to use version going, and even a library since I've learned how to make basic vendor shops now, I didn't know how to make those at the time we did this.

  17. EDIT: I think in that case using FNVEdit would be the way to go because it lets you load all the mods in your load order. Wasn't aware the load order changed the ID numbers but that makes sense if you think about it, I've never tried to place items from mods that way now that I think of it, so I guess I learned something new today.
  18. Regarding the whole debate over the choice of colors, on an individual basis every person has personal tastes, so one person may like it and another person doesn't.

     

    But this misses the point of the entire issue.

     

    This subject caused me to search around and find a paper which sums up a book that I read on GUI design maybe ten years back.

     

    The real issue is this: Nexus has millions of users, so what percentage of those users is adversely affected by particular color schemes? In order to accurately figure that out requires a huge research study that involves thousands of subjects, plus a huge amount of time and effort on the part of researchers to collect and analyse the data.

     

    If I had to guess, I'd say Microsoft has probably invested more time, effort and money into this kind of research than anyone else has, perhaps going back as far as the 1980's, and especially in the 1990's with Windows, and they know what they are talking about.

     

    Here is a decent starter article on the subject published by Microsoft: Colour, Design Concepts, General Principles, etc.

     

    It's a starter article, it's pretty short, and it sums up a lot of important points based on a huge amount of research they did.

     

    In particular, the article discusses percentages of people (USA) who have various vision problems, and how the choice of color in GUI design affects those groups. It also sums up general findings and recommendations on contrast of foreground and background. (For example, they say white is a "redundant" colour, and you can read more in the article about what exactly they mean by that.)

     

    Two very interesting quotes from this article, as it relates to the 2+ million users of Nexus, are as follows:

     

    Color accessibility

     

    Use of color affects the accessibility of your software to the widest possible audience. Users with blindness or low vision may not be able to see the colors well, if at all. Approximately 8 percent of adult males have some form of color confusion (often incorrectly referred to as "color blindness"), of which red-green color confusion is the most common.

     

    Again, set aside yourself and your own individual preferences and think about the 2+ million users as a whole are affected by color design. (They mention red-green color blindness is the most common but there are other less common types as well.)

     

    Now, look closely at the color charts they present in the article and tell me, what happens to the color orange when you suffer from one of those color blindness issues? And then tell me how you are going to easily read white on orange if you suffer from one of those?

     

    And if your argument is, "Well, other people use it," then based on Microsoft's research they are making a mistake and losing out on a lot of viewers.

     

    The other quote that stood out to me is this one:

     

    Using color in data

     

    •Assign colors by default that are easy to distinguish. Generally, colors are easy to distinguish if they are far apart from each other in the HSL/HSV color spaces, while maintaining high contrast with their background: ◦When choosing colors, prefer triad harmonies or complementary hues, but not adjacent hues.

     

    By data, meaning they are talking about text on background which is the primary means of communication. The article explains with graphics what HSL, HSV, triad harmonies and complementary/adjacent hues are, and why those are important in selecting foreground/background schemes that will be ACCESSIBLE to the widest range of viewers.

     

    The entire article is really worth reading, if the subject of color in GUI design interests you.

     

    SUMMARY

     

    It's pointless to argue individual preferences.

     

    This is not about individual taste, it's about significant percentages of the 2+ million Nexus users who have real, physical limitations with color, but that there are ways to ensure they don't get excluded by your choices of color.

  19. I know I said this before but I really want to say it again, PLEASE do not use a striped or patterned background where you have text to read. A lot of us older folks have a really hard time with that, and its something that younger folks can never understand until they get older.
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