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Belthan

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Everything posted by Belthan

  1. If you're not familiar with Quo Vagis or Coito Ergo Sum, here's a teaser for Vidi Vici Veni that recaps the first two chapters.
  2. Vidi Vici Veni is the planned final chapter of a trilogy which began with the popular quest mods Quo Vagis for FO3 and Coito Ergo Sum for FNV. My intent was to make Vidi Vici Veni for FO4 because the Commonwealth is the perfect, logical setting to conclude the arc story of the first two chapters. But there's a problem. I would love to finish the trilogy but I can't do it myself (mainly because playing and modding FO4 was impacting my health so I uninstalled the game and CK). I want to collaborate with a person or team who enjoys modding FO4 in order to get it done. Anyone who is interested in leading or participating in such a team can reply here or PM me. If there is another forum where more people who are willing and able to help might see this request, let me know. What I can do: Provide plot outline for main quests and all of my notes on the backstory and unresolved cliffhangers and loose ends from the first two mods. Write dialogue for principal characters. Record voice actors who are in geographic proximity to my studio (including Jeff and Krista, who voiced principal characters from previous chapters that will also appear in VVV). Serve as creative consultant. What I can't do: Anything that requires the game or CK
  3. More info - all mods disabled, using Bethesda launcher, same thing happens. One bit of good news: if I bring up the console and use the load command to load a named save, it loads just fine and I can play. If I hit the Esc key to bring up the main menu in game, none of the options do anything, but hitting Esc again takes me back to the game. So as long as I don't need to change settings, I can save and load with the console, but... seriously?
  4. After the 1.6 update, the game loads, main menu comes up (no CTD) and the main title music plays, but clicking on any of the options does nothing. I thought it might be related a similar problem I had after the 1.5 update, but I waited an hour and the menu remained unresponsive. Fallout4Custom.ini file contains the following (which solved the problem after 1.5 but did NOT solve it after 1.6). [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal=
  5. I'm working on the third part of a trilogy (completing the story from Quo Vagis and (Coito Ergo Sum) and if I'm going to meet my promises to users, I need help. I was previously pretty much a one-man shop with Blender, GIMP, and GECK, plus a handful of awesome volunteer testers and contributors. FO4 is turning into a problem because I don't have and can't get 3DSMax 2013, and I'm not holding my breath for a FO4 compatible NIF plugin for Blender. Plus I lack the patience to deal with certain other limitations, and my voice actors are getting tired of the delays. I'm looking for someone to help with 3D modeling/texturing, and I won't turn down help in any department. Feel free to reply or PM me. Cheers, Blethan
  6. Finally figured it out. Having SOUND\ in the parameter list for sResourceDataDirsFinal in Fallout4.ini was causing the launch delay. I assume this has something to do with the change in how mods are handled with the release of 1.5 & CK. Anyway, I set sResourceDataDirsFinal in Fallout4.ini back to the default: sResourceDataDirsFinal=STRINGS\Added this to Fallout4Custom.ini [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal= and all is well.
  7. One more piece of potentially relevant info. During the launch sequence, if I go into the Settings menu, the Audio option is dark and has a little spinning "please wait" icon beside it. As soon as that goes away and the Audio option lights up, I can load a saved game almost immediately. The interesting thing is that the main title theme plays while this is happening, so there isn't actually a problem with the audio.
  8. Deleted all saves but the most recent one, no change. Tried starting a new game, same thing - it took about 5 minutes before the intro video started.
  9. The game always launched in about 15 seconds prior to the 1.5 update, but with 1.5 installed it takes over 5 minutes to launch. It happens even with all mods disabled, using the Bethesda launcher, so it isn't related to mods or NMM. The game runs fine once it finally loads, and load times within the game (fast travel, entering or exiting an interior cell, loading a saved game, etc.) are the same as they ever were. The problem only occurs when actually launching the game. I know some people had a problem with unreasonably long load times before the 1.3 update, but I never had that problem. Unfortunately, they now seem to have created the exact problem they supposedly fixed earlier. Good job, guys. Anyone else seeing this issue, and if so, any suggestions for a fix?
  10. Anybody else get this when attempting to launch CK, and if so, any solutions? The program can't start because GFSDK_SSAO_D3D11.win64.dll is missing from your computer.
  11. Just took a look and got a "no javascript" warning (due to running NoScript). Since javascript was never required before, it seems like some retooling is going on over there. And it seems unlikely that they'd refactor the site just for the FO3/FNV GECK.
  12. I use the following technique. It all happens in the same frame so I haven't noticed any visual glitches, but your mileage may vary. cesForceEquip is a dummy armor I created for this purpose. You could technically use any armor in its place, but if the character happens to have the same type in their inventory with less than 100% condition, the last function call could remove the damaged one and leave the new one in their inventory, which could potentially be exploited to get free 100% armor repair. additem cesForceEquip 1 equipitem cesForceEquip removeitem cesForceEquip 1
  13. The compiler doesn't like it because ScottDornanREF is a reference variable instead of an actual persistent REF. A reference variable can be set to an instance of any object, so the compiler tends to barf on anything that isn't generic to all objects. That is, ScottDornanREF.GetInCell is okay because you can call GetInCell on any reference, but ScottDornanREF.HasBeenHired is not okay because it would only work for objects that have a HasBeenHired variable declared in their object script, and the compiler doesn't resolve those dependencies. Anyway, if the code is in his object script, you can skip the indirection and just check HasBeenHired directly: if (HasBeenHired == 0 && GetInCell 00MSEmbassyStaffRooms == 0)In fact, you could probably do away entirely with the ScottDornanREF variable, since reference functions in an object script will operate on the self by default. Also, BEGIN OnLoad is commented out, so the code that follows it is currently outside the scope of any block, which will probably cause other unexpected behavior if it compiles.
  14. In FO3 & FNV you could use the MenuMode function, but I have no idea if it still works in FO4. if MenuMode == 1056 ; VATS menu is being displayed else ; it isn't endif
  15. My initial reaction to Bethsoft releasing tools other than CK was also "no way", but then I got to thinking... Bethsoft says mods will be available on Xbox. That's unprecedented, because Microsoft keeps a very tight rein on what they allow on the platform for quality and stability (at least compared to the "wlld west" environment of PC gaming). Flaky NIFs can cause CTD and all sorts of other weirdness, and "use at your own risk" disclaimers might not mitigate the backlash if console players think their consoles are going wonky. I doubt Bethsoft wants to spend a ton of money validating thousands of mod submissions, and it would help if they made more dev & QA tools available for FO4 than they did for FO3 & FNV. I'm not holding my breath, just saying it seems at least possible.
  16. If the player will be isolated for the duration of the mod as in most of the official DLC for FO3 and FNV, changing the player voice could work. "Something in the atmosphere" or whatever. Or here's a thought for the computer generated voice: Tobar says he used to travel to the Commonwealth when the Duchess Gambit was more seaworthy. Maybe Tobar Jr. carries on his dad's legacy but gives you a tracheotomy instead of a lobotomy. Unfortunately, for quests that involve vanilla locations and characters, it doesn't seem feasible without replacing most or all of the player's lines. It would be very disconcerting if you talk to Handy (or Willow Jr. :wink: ) in one voice, turn around, and talk to Preston in a different voice.
  17. Escalation manager finally referred me to Zenimax legal department (snail mail contact info only) so I wrote them a letter the other day. Waiting to hear back.
  18. In response to post #34348935. And here's a video on how to configure Windows Firewall to prevent Steam from ever updating anything again unless you specifically allow it. It's a somewhat drastic solution, and isn't practical if you play online games, but for anyone who only buys a couple games a year and wants to protect them from the effects of unwanted forced patches, it might be helpful.
  19. GECK for FO3 & FNV made it much easier than xEdit to define objects in the game, add scripting and related quests, place objects in the world/containers/leveled lists/etc. but they didn't have any ability to directly work on the models or textures themselves (other than swapping texture sets). If the GECK for FO4 follows the same pattern, it will simplify getting new objects into the game, but it won't help with creating/converting the models or textures.
  20. I'd love to check it out, but this kind of technology could be abused horribly in the wrong hands. Like, um, mine ;)
  21. Draft script for Vidi, Vici, Veni : Player: <Short cough> The Handler: Hello. I'm a mysterious woman with a troubled past. Will you help? Player: Yup. The Handler: Of course, you'll need to deduce my secrets and motivations from subtle inconsistencies in my story. Player: Alright. The Handler: So... questions? <sigh> Fine. [ten minutes of exposition later] Now do you understand why I had to return to the Commonwealth? Player: Yup. The Handler: Look, here are some coordinates. Just go kill everyone and blow things up, okay? Player: I have to go. The Handler: Wow. And I thought The Stag was brain-damaged.
  22. Maybe not so off-topic. Jeff's theory is that all the game's dialogue problems are a ripple effect from the decision not have a "frozen" world in the background when the player is in a conversation. If combat can start while you're talking, you need to be able to break it off even if there's no "goodbye" option. The logic to remember what lines a player has already heard, and resume any previous conversation in the middle, would be unmanageable. That required radical oversimplification of the dialog tree. And that made voicing the protagonist feasible. I'm not sure I buy the last point, but then it becomes a "chicken and egg" question. Even if the decision to voice the protagonist came first, you can run the same line of reasoning in reverse.
  23. I'm obviously in the same boat. Unfortunately, when Roy Batterian suggested removing the player voice completely in this thread in August, response was lukewarm, and it doesn't look like the idea ever caught on with players either. At the time I'm writing, No Player Voice has a little under 6,000 DLs while Full Dialog Interface is a little under 600,000, so replacing the wheel with the actual dialogue text seems to have fixed the "Voiced Protagonist/Dialogue Wheel" problem in the eyes of most players without resorting to the "nuclear option" of silencing the protagonist. Another data point: I asked this question on SurveyMonkey in October. Granted, this was before the game was released, and I should probably do it again now. Anyway, listed in order of preference, the first two choices had more than 90% positive responses. #3, #4 and #5 were all in the neighborhood of 75% positive. The last two (including leaving the player lines unvoiced) were mostly negative. 1) New player dialogue voiced by actors doing a flawless impersonation of Brian T. Delaney and Courtenay Taylor. 2) New player dialogue voiced by Brian and Courtenay themselves (surprisingly, not the top choice although it was close) 3) All new player dialogue reuses vanilla voice files, even if it hampers the story. 4) New player dialogue voiced by actors doing a recognizable but imperfect impersonation of Brian and Courtenay. 5) Total player voice replacement. 6) New player dialogue unvoiced (only 37% were completely or somewhat positive, and 18% said it would completely ruin the game experience). 7) New player dialogue voiced by actors who don't sound like Brian & Courtenay (even less popular than the unvoiced option, and 28% said it would completely ruin the game experience). Having said all that, I plan to reuse as much vanilla player dialogue as I can, and I'm still working on how I'm going to handle the rest: Plan A) Hire Brian and Courtenay. That may sound ludicrous, but here's how I look at it. I subscribe enthusiastically to the DIY ethic. I don't pay for anything I can get free or build myself (I use GIMP instead of Photoshop, Blender instead of 3ds Max, etc.) but I'm just as passionate about modding as my neighbor is about golf. A few hours of Brian and Courtenay's time would be expensive, but it would still cost less than my neighbor spends on clubs, green fees, etc. If a modder can't afford it out of pocket, they could try Kickstarter or other crowdfunding. So, I approached Courtenay's agent and got a somewhat encouraging response, contingent on receiving approval from Bethsoft. Unfortunately, I am getting a massive run-around from Bethsoft. Plan B) Use actors who sound like Brian and Courtenay. Jeff (the actor who voiced Larry Slater and other characters in Quo Vagis and Coito Ergo Sum) does a Brian T. Delaney impersonation that's good enough to draw a chuckle (especially after a few beers), but I'm convinced the difference would be noticeable and immersion-breaking in the game. And even if we found two actors who sound exactly like Brian and Courtenay, demand for their services could result in more work than they can handle and/or lead to a bidding war among modders for their services. Plan C) Total player dialogue replacement. Get two voice actors to re-record all of the player dialog. Release it as a modder resource (although it might also be interesting to players who don't like their character's vanilla voice). Modders can then use those actors and have their original dialog sound seamless with the vanilla dialog. I reached out to some actors to see if they would be interested in that much work. A handful seemed interested, but Jeff's reaction to the idea of re-recording 13,000 lines of vanilla dialog to make the new dialog more immersive was basically "stay polite and slowly back away from the crazy person". And even if this happened it could easily have the same drawback as Plan B (too much demand for the actors to handle). EDIT: And having said all that, I agree 100% with llamaRCA that as an author, I would feel totally hamstrung if I was limited to mashups of vanilla player voice resources. This gets into the somewhat controversial FPS vs. RPG debate, but my writing style has always been that, as much as possible, the player is proactive and the NPCs are reactive. Sure, you may get specific objectives from NPCs, but I always try to make it feel like the player is driving the action. FO4 pretty much reverses that. The plot is advanced almost entirely by NPC action. Other than choosing what faction to support, the player feels like "you're just along for the ride". Yes, the "NPC tells you what to blow up, and you go do it" formula can be a lot of fun in a shooter. Yes, I could (and to some degree, may have to) adapt my writing to that style. But it seems antithetical to what an RPG is all about, and I won't like it. EDIT #2: I really hope this doesn't all imply that Bethsoft's attitude is: we support and encourage modding... as long as it's cool new weapons and stuff. But you quest modders can keep your pathetic fanfic the hell out of our game.
  24. Yes, you're right; that's what I meant but I was sloppy with my terminology. The dress and trim are already separate BSSubIndexTriShape blocks and separating the cutout from the dress wouldn't be difficult, just time-consuming (at least in Blender).
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