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MrPebbles1961

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  1. Thanks! I'm not well-versed with scripts, but I usually learn by picking apart existing scripts, so I'll give this a shot. I had hoped there was a general setting, but I think the spore plants may be a special case. My other pets (mantises and rats) behave differently by default, but perhaps the plants are different because they're stationary and have limited movements to choose from?
  2. I've placed 3 spore plants in a "display" in my new player home. I've added them to my faction so they won't attack (they're behind glass anyway, but it keeps them from being red on my compass). They're currently running the idle animation, which is that general "looking around" behavior. The thing is, their timing is such that they're all doing the same thing at the same time. I remember seeing a while ago that there was a setting or script or something that would make them each start at different times. Any thoughts?
  3. @Radioactivelad I followed your suggestion and went back and re-exported all my new sounds to the game standard for fx, 32 kHz, mono, 16-bit, .wav. It does seem to have helped a bit, but not entirely. I'm still hearing one sound, with the same settings as the sounds that work right, all the way down the hall to the entrance but, thankfully, not nearly as loud. I'm going to need to look at how other, similar sounds are attenuated and see what's different about them. But thanks for setting me on the right path.
  4. That's a good point. I always save in WAV format, which all of the base game & DLC files are, but their sample and bit-rates vary. I'll go back and look at the base-game sounds and see what they are and re-mix mine to that. I may also have forgotten to mono-ize all of mine, so I'll do that, too. Thanks!
  5. I've run into a very unusual problem with sound that has me *facedesk*. I built a power and systems room for my bunker player home. In it are a reactor in the middle with control consoles on either side, an alcove for the mainframe, and an alcove for the environmental systems. There are 8 units/control panels all together. I'm a sound designer, so I wanted to make my mark. Each of the units has its own sound, some of which are from the base game, but the rest are mixes of base game sounds with original ones that I made. Each sound was carefully mixed and balanced in Adobe Audition, then added to the objects as Sounds and remixed in the Geck. It all came out very well. But then I decided to add a console for the environmental systems. I gave it a new sound and balanced it, giving it the same volume attenuation as the other objects. However, the next time I came into the game, the console sound could be heard, at high volume, throughout the entire bunker! So I went to the console and disabled it, confirming that it was the source of the problem. I redid the console and sound object from scratch, but the issue persisted. So I took the sounds off of every machine in that area and constructed a single sound object of all the sounds for that area, then placed it on the floor. When I entered the bunker in the game, though, the console sound was blasting throughout the bunker. Not the mix I'd made, but the individual console sound. But that shouldn't be possible! So I pulled up the save I'd made before working on this part and left it alone to work on again later. Is that weird or what?!
  6. @Pellape Thanks for the info. I think I've got the notifications set right now. The creator of the mod specified specified asking for permission. Pretty much the layout of where things are in the Living Quarters is the same (maybe 90%?), but almost none of the actual objects are the same. Still, it's based on their layout and they might find it similar enough to complain, so I feel like I should get their permission.
  7. @Pellape & @laclongquan I apologize for not responding sooner. Nexus doesn't tell me when I have replies. Thanks for all the positive comments and suggested changes! It's an awful lot to take in, though, so just a couple of updates: The ambient sound: That was an error. As a sound designer, I'm very meticulous about balancing my soundscapes. That sound is from a console in the Power & Systems Room that I balanced with the others in the room and gave the same attenuation radii. Very little of any of those sounds should be heard beyond the outside of the door. But the next time I came back, it was super loud and spread throughout the whole bunker. I attempted all sorts of adjustments, but nothing would fix it. So, for now, it's been removed. I'm trying to decide if I want to try deleting the entire console and sound, then recreating them or just leaving it out. The quest: The keycard is now underneath the body in the cave instead of in the inventory. I also double checked and everything I added to the cave: the body, the extra dead coyotes, the keycard, and the laser pistol are all Persistent References, so I'm unsure why the body disappeared. I also updated the quest so that, if someone goes to the cave before finding the bunker hatch in Goodsprings, it goes to a different quest stage and the player gets a message telling them to search GS for something the key might open. The lighting: I'll look at lowering the radii of the lights to help bring out the colors more and make it just a little gloomier. NOTE: Sadly, it's been about a month since I reached out to the creator of the original mod I based this on (and the layout of the Living Quarters whose design I mostly kept) and I have yet to hear from them. So I'm going to have to rearrange the sections of that room so it's less like theirs (though I still plan to credit them for the original, of course). I have backups of this layout, so it's not going anywhere.
  8. @Pellape The mod I put up for testing hasn't been updated. I need to do that. The keycard is under the body, poking out from under the right side. It'll be easier to move her, then take the key. I'll update the post and the files ASAP.
  9. @laclongquan Thanks, that's good to know! At the time I couldn't figure out how to script it if taken from the body, so I just placed it on the ground partway under the body so it looks like it fell out of their pocket. But this is good info for the future.
  10. UPDATE Okay, combining what I know with the suggestions here, I finally managed to make this work, though not in quite the best way, I'm sure. Since the holodisk was a note and I couldn't attach a script to it, I created an activator holodisk, replaced the note holodisk with it, edited the activator script to place the note into the player's inventory, display a message suggesting the player read the note, then disable/markfordelete the activator disk. Once the player reads the note, a script sets the quest stage to 10, the quest begins, and the player is directed to Goodsprings Cave. When the player arrives at the outside entrance to the cave, a script triggers sets the quest stage to 20 and the player is directed to enter the cave and search for the keycard. When the keycard (found partly under the body of the dead NPC) is picked up, a script sets the quest stage to 30 and the player is directed back to Goodsprings to unlock the entrance to the home. When the player unlocks the entrance, a script sets the quest stage to 40, the player is congratulated on their new home, given 250xp, and the quest ends. OPTIONAL THINGS TO DO? Have the final stage script remove the keycard from the player's inventory or, at least, remove its Quest Item status so they can put it in a container or display it or whatever. (Frankly, I hate having so many items that I can't remove from my inventory, so figuring out how to script the quest status off is probably the best way to go. Maybe have the final stage script remove the Quest keycard and replace it with a plain one?) Insert a quest stage just after the keycard is found on the very unlikely chance the player finds the keycard before the bunker entrance. My quest ended up being a mix of scripts and the quest interface. The scripts looked for the conditions and set the stages, and the interface completed the stages, displayed the objectives, provided the XP, and ended the quest. But I'm under the impression that fewer scripts is better and that I could have done more of it in the interface. I just couldn't make it work. I looked through several quests from the base game and DLCs and couldn't find any that worked that way. Of course, the vast majority of quests seem to work through dialogue with NPCs, which is probably why it was hard to find existing quests or tutorials online. So anyway, it works, through I'm sure I'll keep poking at it. Thank you @madmongo, @laclongquan, and @Pellape for all your help!
  11. UPDATE Okay, this is finally beginning to work. Since the holodisk was a note, I couldn't attach a script to it, so I created a holodisk activator, replaced the note with it, then edited the activator script to place the NOTE into the player's inventory. I tested this much in the game and it worked. Now on to attaching the quest to it.
  12. Thank you both. Most of this makes sense and should help me get this done right. I might have some follow-up later if I make progress.
  13. I've looked several places online and in the game and in other mods, to figure out how to create a very short "fetch" quest for my player home, but nothing I found addressed the way in which I wanted the quest to proceed. Essentially the process is: 1. Player finds the entrance to an abandoned home that requires a keycard to access. 2. There's a holodisk placed outside the entrance. 3. Player takes holodisk (and hopefully reads it) for clues. 4. Quest starts. 5. Stage 10: Sends player to "X" to search for clues as to the location of the keycard. 6. Player goes to "X" and finds the keycard in the inventory of a dead NPC. 7. Stage 20: Sends the player back to the home to unlock the entrance. 8. Player returns to the entrance and unlocks the home. 9. Stage 30: Welcomes player to their new home. 10. Quest ends. Both of the tutorials I looked at relied on dialog with NPCs, which doesn't work for me here, but gave me a somewhat better understanding of how the process is done. What I'm confused by is whether or not I need a separate script for something this simple, or can it be done entirely using Conditions and Result Scripts in the Quest window? So far I've got bits and pieces of it here: 1. Player takes holodisk. This triggers quest Stage 10: GetPlayerHasNote GVHVaultHomeMsgHolodisk == 1 ; Use condition for this? SetStage GVHFindBunkerKeycardQUEST 20 2. Player takes keycard from dead NPC. This triggers quest Stage 20: if Player.GetItemCount GVHVaultHomeMsgHolodisk == 1 ;Condition? SetStage GVHFindBunkerKeycardQUEST 20 3. Player unlocks entrance to home. This triggers quest Stage 30/completes quest: if door GVHExteriorAccessHatch is in state "unlocked" ;is there something that can determine this? SetStage GVHFindBunkerKeycardQUEST 30 Am I on the right track here? Any advice on the conditions/result scripts I need to make this work?
  14. Oops. Apparently it's been a while since I last shared a GoogleDoc. Anyway, here's the new link to the ReadMe and I'll go fix the original post.
  15. I haven't seen any proscriptions against asking for mod testers, but I'll gladly take this down if there are. I've spent the past couple of months working on my first mod. I'm waiting to hear from the creator of the mod I used as a template for permission to post it, so while I'm waiting, I thought I'd ask for someone to try it out. (The mod is old, but the creator has been on the Nexus as recently as last year, so it seemed worth a try. If I don't hear from them, I'll need to restructure one of the rooms so the layout's not the same.) Anyway, you can read the details I've written up for the Nexus page here. If someone expresses interest, I'll send a link to the .7z file. [The description is a little spoiler-y, but I haven't had much luck trying to hide them without making the page look like a letter censored by the CIA. It'll probably take some clever rewriting to make that work.)
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