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grigoriprime

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Everything posted by grigoriprime

  1. Wonder Woman outfit for Magnolia because Lynda Carter is awesome. Or the Hubris Comics equivalent Mistress of Mystery with a very similar look. Also, clearly that could also be a player outfit mod along with several others to compliment Shroud and Grognak.
  2. So based on what I know from Skyrim and the previous 2 Fallout games, adding this option to the char gen stuff is actually not that tough once the GECK drops (shouldn't need FOSE). As a bonus that would also allow for a female "soldier" or male "lawyer" playthrough. At some point though, a lack of dialogue may be a mild issue. If anyone can find examples of the male PC saying the word "husband" or the female PC saying the word "wife" please comment on what quest (or situation if you don't know what quest it's coming from) and to whom the line is said so it's locatable for future use. NOTE: I am not saying I intend to create this mod (as my Papyruys may not be up to it). I have figured out pretty much exactly how it could be done though (2-3 small scripts, a placeholder NPC for facegen data, and a tweak to the menu structure in the racemenu (unless that's just the plastic surgeon menu in this game, then whatever menu that actualy is) so if anyone wants to collaborate please PM me. Obviously without seeing what variables are used and what's stored in the two PC actor scripts vs a quest script it may not be as simple as I think, but it really does seem pretty straightforward.
  3. That's exactly what I was looking for. (well, other than confirmation that the opposite of that was true :) ) Thanks!
  4. Yup, properly conditioned greeting is probably the culprit. You might need to change the voice type as well even if you aren't voicing it.
  5. My 2 cents: The lock/unlock options in packages (even in FO3) can cause strange issues even when they logically should be correct. Having multiple NPCs locking and unlocking the same cell (especially the "while at location" options) can cause lock status and even cell ownership issues and seem to occur when the cells are NOT loaded. Also, removing script packages for merchants with associated stores (particularly vanilla merchants and stores) and adding new ones WILL work but there are issues that are specific to merchants. You may end up with a delay of several (real life not game time) minutes while the game evaluates things and some things may act as though "continue when player near" was checked even if it isn't. The NPCVendorFollowPlayerTriggerPackage in particular.
  6. Question: I have several NPCs doing "guest visits" to a location in my upcoming release. I don't want them actually running to the location (or needing to set them essential so they don't die on the way back). The way I attempted to do this is to have them moveto persistent markers on package start and end. Does not seem to work. I feel like this would be a known issue but I can't seem to find anything on it. I can always just have a quest script check the same conditions as the packages (they are conditioned to specific day of month and multiple quest completions) and force a moveto that way but I'd rather have it contained within the AI packages. Any ideas?
  7. It may not violate either copyright law or Bethesda's modding policy but it does technically constitute "porting content" which might violate the Nexus TOS. EDIT: Example that, to me at least, defines the gray area: The files required to make .lip files in FO3 or FNV are part of the Skyrim CK. The Skyrim CK is free. Posting those files to Nexus as part of a tutorial on how to do lip sync was considered porting, posting links to those files was not. With an animation you could theoretically tell people how to get those files from their copy of FO3 and use them in FNV but very few people will actually take the time to do it. So I'd agree with the "just find FNV equivalents" crowd.
  8. Very very helpful! I have the travel packages conditioned to a quest stage with must complete and continue if player near (where appropriate) and teleport begin and end result scripts for the NPCs that need it, most of the guests are actually attending and the scene is starting correctly. There is a trigger box that starts the conversation with the player and makes sure that everyone's in close to the right place. I currently have everything linked using end results and links because it's literally just the "do you" "I do" "Do you" lines so it's very brief and almost everything is handled through a standard dialogue with the player. Just to make sure, both "topics" and "conversation" lines can trigger a startconversation or sayto between each other? Meaning can I have the conversation end with Cromwell asking the player "do you" and the result script have the player startconversation on Cromwell using a dialogue line that has "I do" as the prompt?
  9. Jokerine: The last line of player dialogue before the NPC-NPC conversation is goodbye, the npc-npc lines are say once and unlinked (except to the other lines in the conversation) and the last one is also goodbye. I think I'll try removing all the conditions (except GetIsID) from those lines since, as you have reminded me, there is no chance they will be spoken randomly due to being say once. So yea, that was helpful. Belthan: I actually did have the voice and lip files for both npcs done (I wrote the dialogue based on the available NPC sound files for Confessor Cromwell so they all got voiced as I wrote them). But that explains an issue I was having in a different mod, so also helpful. I do still have both the .WAVs and the .OGGs in that folder, that shouldn't matter though right? Both: Thanks!
  10. Question: In an upcoming release I am trying to do a wedding ceremony. I have a conversation between the officiant and the player, then I want to transition to a conversation between the officiant and the spouse ("Do you?" "I do") then back to the final part of the conversation between the officiant and the player. I don't know if it's the way I'm using a quest variable to track the stage of the ceremony or the way I'm using result scripts to trigger advancement but the conversation is ending with the first transition and leaving the officiant continually giving the player a blank greeting and immediate goodbye. To narrow that down a bit... I currently have the first part of the player dialogue set to goodbye with the end result script doing a startconversation between the other NPCs ("conversation" tab not "topics" tab). This also increments a quest variable used to make NPCs "attend the wedding" packages and dialogues meet their respective conditions. When that completes (she does :) ) it's supposed to do a startconversation on the player to finish the dialogue. I do have a trigger box there but it currently has nothing to do with the conversation at the point where it breaks. I could add an ontrigger player block to force dialogue but it seems like it would be a huge drain as the ceremony's like 2-3 minutes long. Any ideas? I feel like I'm missing something obvious. I'm looking at the vanilla "Take It Back" cutscene/3 way dialogue between you and the two Lyons but I still can't quite figure out where I'm messing up the transition between the speakers.
  11. Yes, that's incredibly helpful. I think the workaround I came up with for calculating the daily income of the store is actually still a better option but the script you provided is immensely useful in figuring out how I'm going to distinguish between "things you are selling through the store" and "things which the store now always sells" as well as how my original idea of using a dynamic leveled list for "storage" may work out after all. Basically things like consumables and ammo (items added to leveled list) need to be handled differently than things like weapons and armor (items themselves added to merchant container). This is like... way more than half of what I needed to figure out so thanks thanks... THANKS! P.S. Basically i changed the way multipliers are used on a 1-99 base random number. It works out to a 2 through 5,940 range depending on modifiers including total number of items sold (and now maybe also total value if I hook FOSE).
  12. P.S. I'd also like to know how exactly "OnAdd" functions will process EACH item added to a container if there are also calculations being done on ALL items in that container if anyone's done anything like this in their mod.
  13. I'm pretty sure the answer to this is simply "no" but is there a way to have a script get the total (base) value of all items in a container? I'd prefer not to require FOSE but I know that does have a GetItemValue function. From what I see on the documentation for it though, it wouldn't be practical (or even really possible) to do this for all items in a container. I had also considered "dumping" the items into a leveled list but I don't think that would make this possible either. It's for a player merchant type thing and I wanted to use "total value of items / item count" as a variable in a calculation. I figured out a different way to do what I originally intended; but if this is possible it would allow me to do a much more dynamic and "real time feeling" player interaction.
  14. EDIT: I just created a form list to give him gloves with long sleeve outfits. "The Easy Way" it is. Plus, great excuse to make a Craterside branded Vault Suit :)
  15. After constructing an elaborate scheme to have a quest reset the race and a hidden object cause savegames to reset the quest variables every time they load... it turns out that matchrace doesn't actually change it in game. I even tried having it match a different race first in case setting it to the pre defined one was blocking it. No dice. I'm probably going to release an .esm and an .esp version (i anticipate potential conflicts with default follower topics and an .esp at the bottom of the load order would fix most of them). Maybe an unplayable skin tone bodysuit?
  16. Just to check before I try this: Has anyone ever tried having a quest/trigger script force an NPC to change race as a way to work around the "head/face mismatch bug" ? I thought maybe if they're set to "can be all races" and the game sets their race AFTER loading the .esp files it may work. I'd really prefer not to flag as (or actually convert to) an .esm over 2 fairly minor characters but I also don't want them to have Caucasian arms and African American/Asian heads as the player will see a lot of them. If anyone's tried this please let me know.
  17. if changing " > " to " >= " doesn't fix it... Try having two switches with one that does nothing. Then link them both to an X marker that is set as their enable parent. If you set the non functioning switch to have "set enable state to opposite of parent" and set the marker itself to be "initially disabled" then enabling the marker when the key is first picked up will swap out the dummy switch for the real one and you don't have to worry about it. If you either set your key item to have on pickup scripting (look at the magic 8 ball script as a reference) and set it as a quest item, it will do the swap when the player picks it up and will be un droppable (though you could also use "on drop" scripting to swap it back if you wanted to). As a footnote, you can use "on activate" scripting on items that you can't use. The game still says "you cannot equip this item" but trying will still trigger the scripts.
  18. You are my hero! I just noticed it when making this initial post, so... probably forever :)
  19. Are you using GECK PowerUp because that fixed like 90% of my room/portal issues.
  20. YOU ARE MY HERO TODAY! I thought that the "always trying to load Bethesda esms" was just one of the bugs that can't be fixed with GECK PowerUp. By the way, to the OP, using PowerUp is a really good idea if you're not already. It has saved me hours of troubleshooting errors that weren't popping up in GECK and fixing things that were just "weird in the GECK but actually work fine." :smile:
  21. Also, remember that some quest scripts set ALL quest stages to complete when the quest ends. So if you have anything checking exactly how a quest was completed it may not get the correct answer from the savegame. Sorry if that's not entirely on point but it sounds like it may come up.
  22. Any chance someone wants to whip up an "Armored RobCo Jumpsuit" for me? I need it for my next companion mod. I basically just need someone to add the armor piece from the Armored Vault Suit to the RobCo Jumpsuit in Nifskope (I can't just retex it as the meshes for vault suits aren't the same as jumpsuits). There'd be prominent credit on the mod page (this will likely be a very popular mod) and at least one good easter egg with your name (or whatever you'd prefer) added to the actual mod. Also my eternal gratitude :smile:
  23. As far as creatures being different, the only thing that could matter is the "Allow PC dialogue" checkbox, but it sounds like that's not the issue. jazzisparis seems to be right on the mark; this doesn't seem like a problem with your scripts but with your actual AI packages. Make sure your package conditions are correct as that also seems to be a common source of problems. Also, I know this seems wrong, but if you don't actually have any scripts that should cause IsHireable to not be 1 you can try removing that condition. Lastly, as to robots being different, changing actual movement speed (speedmult may only alter their animation speed) or textures without using nifskope is impossible but their scripting was essentially the same as a human NPC.
  24. I suppose you could have a trigger surrounding the coc/door teleport marker that scripts npcs with that variable set to 1 to teleport somewhere else and toggle their AI but the exact syntax might be tricky to figure out. You'd also have to figure out how to get them back when you leave. Possibly adding an AI package that conditions to only activate when in that cell and has a moveto command in it's on start result script, but you'd have to add it to any NPC that might be entering your cell and if you're trying to take an "Anyone Follows" type mod or mod added companions into account that's gonna be almost impossible.
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