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SsamFlynn

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  1. My PC has an integrated graphic ADM Radeon [something] and I've installed right now my brand new Nvidia GTX 560 Ti on the motherboard. Before this one, I had another Radeon, a series 4600 or something and actually the GECK often gave that Assert error when loading some plugins and SOMETIMES it crashed. Now with the nvidia it ALWAYS crashes after returning the assert error, even if I just load Fallout3.esm (and my Fallout 3 game crashes too when loading games after mouting this damn nvidia...). You say it is better to choose to launch GECK using the nvidia adapter rather than the integrated graphic adapter, but how it is done? How can I choose which graphic adapter I want to use to launch an application? (sorry for the n00bness). I tried doing as you say but for #2 I get a serie of choiches, not only one (that would have been simple) like this: (sorry I didn't know how to change the cp language to English but it should be clear that there isn't a single option) And there is no #3.
  2. Hi everyone, I hope this question is not a duplicate. If it is, please simply redirect me to the right topic, I've searched around a bit but it seems like I haven't found anything similar to my problem. Here's what happens: I have my mod with my new custom NPCs in a new cell, and since I'd like the Player to have dialogues with the NPCs, and also to set up conversation between the several NPCs one another, I prepared a quest (let's say CustomNPCConvDialog). First, I made a form list (let's call it MyMODlist) and included all my custom NPCs. The conditions for the quest are: "{TARGET IsInList MyMODlist == 1} OR {SUBJECT IsInList MyMODList == 1}", so that only my custom NPCs, which are in the list, are involved. It works: the NPCs have conversations and also custom dialogue with the player. Anyway, my problem is that, with the mod active (I mean checked in the DATA FILES), the game crashes when the Player talks to ANY OTHER NPC in the world, that is those who are not involved in the quest for custom dialogue! The only way for me to play with the mod active is to use FOMM TESsnip and delete GRUP(DIAL) from my mod, that is I deleted all the dialogue/conversation lines and topics, and even with the quest active, the Player can normally talk to the NPCs without crashing the game. But, as you might understand, this way I don't have the dialogues&conversation with my custom NPCs. That made me think there was some kind of a bug somewhere in the conversation or dialogue lines, but the strange thing is that the game crashes when talking to other NPCs than those whom the lines refer to. Since now, I've been unable to understand what happens. I tried to separate the Conversation and the Dialogue to see which one holds the bug, but since I originally made both in the same quest (yeah, I know, it was stupid, but at the time I was even n00ber than now), and since there are something like 300 lines in total, I need to find a way to split it OR to export and re-import the lines, because it would be a nightmare to rewrite everything... EDIT: The bug is in the Topics for dialogue with the Player. In fact, if I remove them and keep the Conversation, NPCs talk one another and the game doesn't crash. Do you know something about this problem?
  3. Thanks a lot apixaez, finally I actually got my radio on the air in-game, and it's awesome! As I've been reading through several posts in this thread while trying to make my custom radio station work, I found that many people encountered the same problems I went through, so it would be nice to help future readers, posting some troubleshooting hints that helped me. WARNING: I'm using GECK for FO3, not NV, but I think that the editor's dynamics should be more or less the same. After all there are no relevant differences between the two GECK variants, so just try to follow on and see if it may help you, I don't grant it but... you know, just try. ----------------------------- First of all, I've managed my .wav files using AUDACITY, a freeware software (link if you are interested), not because I don't like Goldwave but because I just already had Audacity installed on my pc =) As I said, I exported the files correctly, but they didn't play in GECK because I actually did forget some steps. Here's what has to be made: in Audacity, when you have imported your track, there is a little black arrow pointing down next to the file's name. If you click it you'll open up the menu. As previously said in this topic, we want our outcome files to be 16-bit PCM 44100 Hz monochannel WAVs: 1. In the menu: Set sample format > 16-bit PCM 2. Same menu: Set rate > 44100 Hz 3. Probably our track is stereo, but we want mono, so simply: Split stereo to mono Now there are 2 monochannel tracks, generated from the previous stereo channels. Don't worry, those two will be merged during the exportation. 4. Export: File > Export.... Be sure to select the right format: WAV (Microsoft) signed 16 bit PCM. A dialogue box should inform us that the two tracks will be merged into a single monochannel (IF you didn't disable the dialogues, clearly), and we are happy because that's what we wanted. Now, our tracks are ready to be imported in GECK, and they should work. I can't assure you about this, as well as I can't be sure that all these steps are effectively needed to make a track work, but they SHOULD, so I suggest you give it a try. Oh yeah, so after following these steps again again for all the something-like-5968036596056093 (lol) tracks I wanted to be played by my radio, I launched Fallout and my radio was still silent... Dammit. But then I readed once again through the thread, and there is this post: Thanks a lot Fallout10mm because that actually solved my problem. In fact, when setting up RADIOHELLO, the Link From box of the tracks you set has to be empty (not ANY, just nothing). Remember that we are talking about RADIOHELLO, not your playlists. After fixing this, I rejoiced when I heard them playing in-game. But was it over? Obviously not. It was then that I came across another problem, and that's exactly the same as LilRobot's one: Here's how I managed to solve it in my case. In the GECK, when setting up the playlists as explained in the tutorial, I simply noticed that the problem disappeared if I flagged the GOODBYE box for every song, like this: As you see, in my case ALL the songs are flagged: RG !. Try. -------------------------------- Now I actually have my dear radio working from the pip boy, but I have 2 other problems left, and I still don't know how to work them around. First one: Unfortunately I couldn't manage to do this thing: I wanted to have a jukebox and a vintage radio playing my station but unfortunately it seems I'm stupid about it. If anyone know how to solve this problem, please tell me how you did. That's how I setted up my custom radio and jb: The radio station I selected is my own but they still play Galaxy News Radio... Another glitch I curretly experiment: as I said, my radio works well from my Pip Boy, but if I hit ESC to open up the game menu/pause the game, when I hit it again or continue to the game, the radio gets silent, and I have to open up my pip boy, deselect the radio station and select it again. This is not a real problem but can be quite annoying, I don't know if others have the same problem, please tell me if you know something about it. I hope I could have been of help.
  4. I used Audacity, PCM 16-bit signed 44100Hz mono-channel .wav's, and still no playing music. A question (should be obvious I think but I ask anyway): when creating a new sound file and being asked to select the raw .wav file from you hd, once selected it should be heard when you press PLAY, right? Because if the answer is yes, I still can't hear anything from there. EDIT: No, it's not true, actually I CAN listen to the .wav when creating a sound file from it, if the format is correct, but still it doesn't play in-game.
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