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Deter32

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Everything posted by Deter32

  1. I don't understand what you are asking? You want like 50 10mm Pistols? Just add them to a vendor or place them in a metal box in the game somewhere.
  2. What are you going to do with him? Send him to your player house or make him a follower? This is actually really easy to script just give him an AI package based on Sims is dead count. You can send him to your house, than let him roam the streets during the day or whatever. It is all in the AI packages, you just got to figure it out.
  3. I really don't know why you need to have TTW Installed it seems more of a headache and the guy who runs the website is not very helpful. (The audio for the F3 side sucks also) Plus none of the MODS work. The YOUTUBE install video is TERRIBLE in my opinion. Plan and simple in order to read the game files it needs to be placed in the DATA folder in Fallout New Vegas. It needs to read the textures, if it is not reading them in the linked position or the textures are missing you get the red exclamation points.
  4. How do you even get idle chatter to work? Maybe it is different in New Vegas than in Fallout 3. I can't recall. Anyway, here is what I do with random Hello's and NPC conversation. When you talk to them you set the DB level to be normalized. If it is just one word like "YES" you need to be careful and normalize the audio yourself. (Why? cause it is too loud) (I do long reels it is better for me to normalize like 5 minutes of audio, but if it has audio spikes the lows stay low) Be careful So I normalize the audio overall. Than for these random side conversations cause the people are further away, I drop the DB level to -12 db's. (But I normalize it first to have a standard to work from) Have been using Sony Sound Forge for years, however you can't drop audio like that in that program. So I use my older video editing program which lets me create .wav CD files and I drop the audio that way. The game audio conversation files are mono and usually around -3 to -6 on the DB scale. Most of those tracks will work ok as is for random conversations. As far as Mono or Stereo tracks? Mono for voice tends to work better but if you are pulling audio and one channel has a lot of side noise and the other channel doesn't. This is what you do. Cut the good audio speaker channel and paste it to a new file so you only have one channel and than mix it so it is two channels. Aka just save it as a 2 channel, wav file. 2D and 3D Noise Filters As far as the gun sounds aka 2D and 3D this is just the games filters on noise kind of like an amp that has strange filters like concert hall, church, night sound and ect. (The filters are for game effects, it is NOT used for normal voice audio) However you can stream voice via these filters if needed aka an intercom or something (Again a 0 DB level will make it sound on top of you. In order to create distance drop it to -8 to -12 DB for voice and just use a blank sound template) Just copy the sound settings from one of already programmed noise filters. Standard Game Audio File (The Audio levels are normalized to around -6 DB) https://www.nexusmods.com/fallout3/images/45788 2D and 3D Default Settings https://www.nexusmods.com/fallout3/images/45787
  5. Hi, Was just wondering if their are any mesh design experts around who would be willing to do a small project. Blake's 7 Theme Guards (70ties / 80ties SF) Need major help with the following: The Federation Guard Helmet The arm band that stretches over the outfit. The Federation Gun (Would be a bonus) Designed the Uniform using existing meshes. Have the outfit, gloves, boots and belt already done. For the Black color used on base Outfit. Gloves, Boots and Belt are a tad darker. R - 42 G - 42 B - 42 http://farm4.staticflickr.com/3791/9057731945_c204bfb11f_b.jpg http://farm4.staticflickr.com/3774/9071980810_090abe3358_c.jpg http://i274.photobucket.com/albums/jj280/sterclanger68/fedrifle1.jpg
  6. This is a weird problem of sorts. In Fallout New Vegas with custom NPC's they would say their combat attack lines one at a time and they didn't say them in every single fight. It was nice and it worked well. Decided to go back an play Fallout 3, with custom NPC's, (I have three), everytime in Battle they are all yelling out their attack lines every time they fire a weapon. Many time they say it at the same time, which is annoying. Even tried to create a sub quest for just these lines, in the quest, marked off all the attack lines as RANDOM. It still doesn't work..... This is a tschnical problem, really need some help from someone who truly understand how the game works. Thanks, Going to do more testing.....
  7. Here is another one for you guys, trust me this is 'Bad A$$' in a video game. On the wav file thing, hate any kind of compressed audio rather use wav files for sound, even on the custom weapon sounds the wav file sounds so much better than any kind of compressed audio. S. Smiles Character uses compressed audio that is how her voice commands were created in the game. Clint Eastwood, he is uncompressed..... These examples are mp3's through, you can only upload 250k files, the actual fize is 1.83 megs. Under Fair Use, these files should be fine.........
  8. May actually release this to the public, it is totally custom built, added in light sabers from the light saber mod, it is kind of crazy to be honest. But the custom VATS is wild. With the 4 companions and the custom guns you are kind of un-stopable....May have to break this up in to different mods and figure out how to upload & put the files together. What was done also, took different things from different mods and put it in to one, like Clints and Van Cleef's outfits, I didn't design them..... Used wav files so the folder is kind of big......Building the NPC's was a royal pain, it was hard figuring out all the scripting......
  9. Thanks, this project was completed like 9 months ago, did 4 custom NPC's, custom VATS, redid S. Smiles, and created a "Bad Guy", NPC to fight (Gene Hunt). Than did custom sounds for like 7 to 15 weapons MODS. Used TES Construction Set (Oblivion) for the lip sync. Each custom NPC has over 100 voice commands. They are all based on TV or Movie characters. One of them is Clint Eastwood.....For the audio, used real voices from clips, than cut it up an mixed in a video editor program. But do also have Sound Forge. The custom sounds, really went to town on this........
  10. Well, I only downloaded a handful of stuff and than decided to custom build the game how I wanted it. Didn't add in any extra quests. I really like the Goodsprings house, it gave one a base I thought the lightsabers were really cool, so I added that to my mod Some of the outfits were done really well, took the gunslinger outfit and clint eastwoods outfit. Than I loaded up the overpopulated casinos, I only used this to completely wipe out all the casinos, which was fun! Created 5 companions, actually fixed the Sunny Smiles companion, so really 4. Going through the game with sometimes 5 to 7 companions was too much, so I killed off many of the companions that came with the game. The best was Boone, made him shoot Manny, than I told him, so he was pissed. At the time I think I had 5 companions so the Dino was full of people. Anyway, I shot Boone, and he fell out of the Dino, down to the ground, that was a blast.... I didn't really mess around with the weapons mods. The ones that come with the game are ok, just have to sort through them. There was a Black Textured 44 Magnun, which was really cool. So what I did with that gun, was added in my own sound effects, creating the gun shots from Clint Eastwoods dirty harry movies. Than everytime u loaded up the gun or unloaded the gun, the game played sounds from the Good the Bad and the Ugly. I didn't like the VATS sounds in the game, so I redid that also...Composed a soundtrack that I felt worked pretty well.....Than redid some of the radio stations. With the guns, I didn't like many of the sound effects that came with the game. Created like 8 or 9 guns with custom gun shots. I really went to town on this, I felt like this was key. For example, I took Boone's Sniper Rifle which is a really good weapon than re-sounded it with the gunshots from the sniper in Saving Private Ryan. It is not easy to mix the soundtrack or cut them, but if you are skilled, you can get a good mix. Liked some of the gun-shots in the old westerns so put those sounds in the game also. Than created 4 custom companions with 100+ different speech commands, one of them was Clint Eastwood, cut and mixed tons of voice segments to basically have him talk to you.... Just for fun, added a few random NPC's, like Gene Hunt, he had a few lines of Dialog and was fractioned with the Powered Gangers...... That is what I did...It made the game easy with 4 companions + Sunny and high end weapons.....I wiped out the NCR from the game, and the Legion.....Every location they had......Plus with the custom companions, I let them smuggle things in to the Casino & Legion making them easy to wipe out.....But it was better......For example I had a posse with me when I wiped out Mr. House and his robots.....I actually wiped out Vegas...... Now that I completed the game was going to uploaded it to this site, it is a very big file. Because this was a very detailed project, I was going to post under my design name, and than I read u would get banned if you had two accounts. So I just said the hell with it...... Now I have to figure out, how to load all my stuff in to Fallout 3, So my advise is to build it yourself and use some of the stuff on the site..... This is so you can't say I didn't give you guys anything, this mp3 is Clints 45, from the Good the Bad and the Ugly, you just have to re-sound the 44 magnum...
  11. Thanks, but I have fully figured this out. It took a while. When you are going in blind....It is not easy. (I did 4 companions and fully re-did the Sunny Smiles companion ---which I downloaded from this site---) Sunny had scripting, scripting variable, AI package, waiting, hiring and going to a location problems. It is pretty easy to mess up companions, since the ones that come with the game can be confusing. The biggest things are getting the commands to work correct. Than finding the 5 or 6 different locations in the GECK to place things aka Player Script than the VNPCFollowers aka your XXXXFollowers Script. 1) hiring 3) firing 3) waiting 4) go to a location & sandboxing 5) sandboxing 6) player messages 7) scripting variables 8- REF points 9) dialog working correct 10) last off you need to test each function and make changes when they don't function correct. YOU NEED TO CREATE THE AI PACKAGE FOR EACH FUNCTION For Sunny Smiles her VNPCFollower Script aka your XXXXFollower script would look like so short bSunnyHired; short bSunnyFired; short bSunnyAvailable; short bSunnyL38; short bSunnyDead; short bSunnyHiredOnce; short bCheyenne; short nRecruited; Than her NPC Script (note I didn't give her a Perk) scn GSSunnySmilesScript short HasBeenHired short WeaponOut short CombatStyleRanged short CombatStyleMelee short IsFollowingDefault short IsFollowingshort short IsFollowingLong short FollowerSwitchAggressive short Waiting short DoOnce short bLoadedOnce; short bTalking; short bshortercomConversationActive; Begin OnLoad ; set up base stats if (bLoadedOnce == 0) SetActorValue sneak 100; set bLoadedOnce to 1; evp endif ;Script to make sure we set the right combat style on loading. If (CombatStyleRanged == 1) SunnyREF.SetCombatStyle FollowersCombatStyleRanged; Else SunnyREF.SetCombatStyle FollowersCombatStyleMelee; EndIf End BEGIN OnActivate player if (bTalking == 0) Activate; endif END BEGIN OnCombatEND if ( GetPlayerTeammate == 1 ) resethealth restoreav perceptioncondition 100 restoreav endurancecondition 100 restoreav leftattackcondition 100 restoreav leftmobilitycondition 100 restoreav rightattackcondition 100 restoreav rightmobilitycondition 100 endif END begin OnDeath if ( GetPlayerTeammate == 1 ) set ExtraFollowers.bSunnyHired to 0 set ExtraFollowers.bSunnyDead to 1 endif ; Cheyenne will no longer help the player SetEnemy SunnySmilesFaction PlayerFaction 1 1 ; If showdown with Powder Gang hasn't started and Sunny dies, fail VMS16 if (GetStageDone VMS16 70 == 0) SetStage VMS16 110 endif if (GetQuestCompleted VCG02 == 0) SetStage VCG02 100; fail endif if (GetQuestRunning VCG03 && GetQuestCompleted VCG03 == 0) SetStage VCG03 255; fail endif set VFreeformGoodsprings.bAllowEnableTrudy to 1 end What i did in excel was created a chart with all the commands & what each command does and than the correct setup for each command Next you can alter it. For example: one of the companions has a fear of the Khans, so as a recon misson I sent him to the Khans were he hangs out and sandboxes. Than instead of him going to the lucky 38, I send him to the casinos to gamble. Than when you pick him up he gives you his casino winngs. (Granted i didn't cap his winning or set it to a variable amount as of yet, but still working on it.) What helped the most was using 2 computers with 2 gecks opened next to each other. That way u could copy the Quest data for example: FollowersTrade Target Function Name Function Info Comp Value s GetQuestVariable Quest:'vFreedomNovac, n SnipersRevengeStage = 30.00 s GetQuestVariable Quest: 'NPCFollowers',bBooneHired = 1.00 s GetlsID NPC: 'CraigBoone' = 1.00 Scripts Result Scripts Begin Result Scripts End OpenTeammateContainer so than mine would than look like FollowersTrade Target Function Name Function Info Comp Value s GetQuestVariable Quest: 'ExtraFollowers',bClintHired = 1.00 s GetlsID NPC: 'Clint' = 1.00 Scripts Result Scripts Begin Result Scripts End OpenTeammateContainer Than on some of them you would need to create the dialog choices. Last off we want to send Cheyenne to the Lucky 38 Keep in mind she is not following you but Sunny.... We need to create a variable for the dog. short bCheyenne; Next AI Package for the dog.....Using 1's and 0's.... So to ship them both off we use the following in Result Script's End SunnyREF.MoveToMarkerWithFade L38SuiteCompanionMarker01REF if ExtraFollowers.bCheyenne == 1 CheyenneREF.SetPlayerTeammate 0 CheyenneREF.MoveToMarkerWithFade L38SuiteCompanionMarker01REF set ExtraFollowers.bCheyenne to 0 endif;
  12. Ok, Ok you talked me in to it, I will try to make a go of this....... (After messing around, it kind of gets old really fast) However the normal VATS sounds are kind of not easy on the ear. You need to cut the clips really short, or else they blend in to each other. I mean you can just mess clips together it needs to be composed. The sound quality is also a major factor, the best results comes from pure uncompressed sounds. The 1st demo is kind of intense and takes over the game per say. Something like the video above would work, but like I said it gets old.. You have to get the sounds right and than blend it natural. Have to figure out how to capture the PC and upload sample vids. UPDATE: Tried to do a screen capture of this new VATS system, however the quality of the capture point blank sucked (used Mircosoft Encoder4). It had so many dropped frames, and the picture quality was horrible. Still playing around with the Sergio Leone VATS system......maybe it will be released to the public, who knows......
  13. No idea why no one would post back to this, anyway, basically completed my Clint Eastwood project. Thanks to whoever made that really cool Man with no Name outfit, the Gunslinger outfit, and also the Star Wars mod. This short video is basically a bunch of my audio clips mixed in to a Few More Dollars. The source of the real recording was in Mono. These films were from the mid 1960ties so they sounded horrible. For the video, remastered and created a new score, using the Good the Bad and the Ugly theme to compose. If you want my help it is going to cost you $2,000.... http://www.youtube.com/watch?v=vInVSraAjEU
  14. Hi was able to find the data in the GECK that controls the amounts you can win at each casino. This was easy to change the numbers... However would like to increase the table limits to a higher amount. Were in the GECK can you find this data. Yes I know u can download Casino MODS, but want to set my own limits in the game for betting. Thanks,
  15. After learning more about the GECK, putting this together would be pretty easy, however you would need to replace all the files for the standard VATS, than if you wanted the originals back, it would be a pain to put back together. Need to make copies of the source VATS. You would have to come up with the sounds you want and than custom design the screens for the VATS segment. Kind of need to be a graphic artist of sorts or else it would look like crap. What sounds would be good for this, no idea. The game going to black & white, don't like that idea. Took the ideas from this post for the radio station, decided to give that a go, it was pretty easy, all I did was replaced all the crapy song files. Added in some Dread Zeppelin, Elvis singing Led Zeppelin, it works, at least the Vegas songs. Than some more Frank Sinatra. Added in some old Van Halen, it just seems to work (aka Fair Warning & Women and Children First) Back to VATS. Some of the sounds kind of get old when you listen to them over an over. The idea with Clint's 44, changed it a bit, made two guns. One for me than one for the custom player, kind of getting sick of listening to the music over and over, Than when the custom companion was using that gun, the sound was being played too much. Created two more guns for Van Cleef. Created sound effects for each gun. On the old western's the sounds was not that good (aka Mono), I took the sounds from more modern movies. In Saving Private Ryan when Tom Hanks get shot at the end, It is a clean gun shot with no backround music. This was done to create a dramatic effect in the film. So I took that file for his gun shot. Than for his hand gun, used Davis's gun shot from Magnum Force, it is a tad different than Clint's 44, but it has just as good as an impact. In the Good the Bad and the Ugly Remastered DVD, they redid the sound to 5.1, baiscally re did the audio for the entire movie, meaning new gun shots, will have to check out that DVD if it has anything good to use. Could do all the sound work for this however would need the source recording to do it, the compression on these YouTube videos is not good enough. (my backtound is in digitally remastering Sound & Video.) The Ecstasy of Gold
  16. Kind of disappointed in the community support in these forums, maybe people don't uses these forums, or understands how to make a companion. Since I figured out the answers to many of my questions, edited them out from the above posts. (Every companion I downloaded was different). You need to do a lot of different steps in different areas of the GECK. If you miss a step or forget to do something, a specific function will not work. Was able to find the Blanca companion that actual helped but that companion model, still has some errors in the commands and she doesn't fully work. This was the best video that I found on YouTube. http://www.youtube.com/watch?v=KUxgKksIBTE&feature=related This project was a royal pain to be honest. Had to go in an figure it out all on my own. Which made the process take longer than I wanted. Using two GECKS on two different computers and than drawing out the commands in an Excel spreadsheet was finally able to figure this out, it took a lot of hours !!! It takes well over 24 hours to make a basic fully functional companion. Than to add all the goodies even longer. From start to finish it took me about 2 1/2 weeks to fully figure out, how to make a fully working companion. Every person who make a companion, even the ones in the game, are all created a tad bit different. For example Veronica was made different than Boone, than Arcade was created different than both of them. Which leads me to believe they were created by different people. In order to create a correct companion using the proper commands you have to use and learn how Boone, Arcade, Veronica and Cass were made. Than looking at some of the custom comapnions as well. In order to make them work correct in the game a lot of things need to be done it is not as simple as setting the player to a follower. However as much time as it takes to make a companion setting them as a follower is easiest and quickest way of doing this. Because my spelling and grammer is so bad I am not the one to write up a tutorial on how to make a companion. It is a hell of a lot of steps and they are basically not covered or posted anywhere on the internet.
  17. Kind of new at this, it is more a companion idea that I had. 1st what I did was re-sound the magnum 44 with Clint's gun fire from Magnum Force. It is so much better...Than messed around with the stats for the gun damage. Everytime you load the gun, the music from a "Few More Dollars" starts. Next created Lee Van Cleef and Clint for the game, they speak and everything but I can't figure out how to create companions. The (Waiting, Leaving and Hiring) commands and VNPCplayer has me all messed up. Saw some good outfits in the download section on this site, will have to add them to the players for sure. Would love to figure out how to set up a gunfight that you watch, Clint & Van Cleef vs a ton of Bandits, before you get to the saloon. Have changed the way these custom NPC's look in the game since posting these pictures, It is a work in progress,
  18. This would more than likely be really hard to do, but it is possible, to re-create the orginal Wastland game. (Maybe somebody already did this no idea) I think I still have all the script notes, that you had to read for the game... These are some of the old Graphics. http://wasteland.rockdud.net/RangerCenter/ranger.shtml
  19. This happened to me a few times, argh...The way I fixed it was saved the game before I got to the gate, than loaded an older file that worked before. Than went through that portal/loading screen. Next re-loaded my org. game and went throught the gate and it worked.... Now if you have more corrupt file saves, than it will not work, so u want to go back to your last known working save in freeside, you may have to test a few. A few times couldn't even get the game to load, so what I did with this was created a new char, than re-loaded my game from that point to start. Hope this helps.
  20. PLEASE HELP, I AM SURE SOMEBODY AROUND UNDERSTANDS HOW TO DO THIS......
  21. Hi, Trying to figure out how to add the "Companion Wheel", to a custom user created NPC Companion using the GECK tool. What kind of scripts do you need to put in the GECK, and were do u place them. Just want a generic Wheel to be able to command the NPC. don't want to have to write up codes or dialog for this for examaple: Go in to the NPC's inventory tell them to wait go home or to the lucky 38 tell them to back up a bit Thanks... Have looked everywhere for this info and no luck as of yet finding it.
  22. Hello, Just started playing Fallout Vegas like a week ago (PC Game). Decided that I didn't like the fact you could only use 1 companion, and the list of current companions didn't seem the best. Downloaded the Mod that would let you play with more than 1 companion. In doing this, thought it would be really cool to create your own companions and to create speech for different aspects of the game. Aka you go in to Vegas, and the companions says, I think we can bust the casino" or whatever. In battle, saying something else. Found this GECK program and started using it, not very good with it, but now can create an NPC in the game and kind of understand how it works, however the speech part seems to be more complex since you are basically going to be writing up a choose your own adventure book. What I mean by this, you kill Benny, or solve a different quest, want it to open up new dialog for the NPC. Was kind of thinking about doing 3 or 4 companions, 4 seemed a little bit much. So the 4th guy may just end up being a random encounter that is an outlaw bounty hunter in the waste. With the Bounty Hunter Quest or fight, I would like it to work like this, before you fight him and his crew, it goes to a conversation that no matter what you choose, after the conversation it turns in to a massive gun fight. If this works, and I kind of like it, may set up and create one or two small extra random battles in the game. Wanted to start the game off with finding one of the companions, and the one sitting at the bar. Next creating an extra Quest in the game to go rescue the 3rd companion from like the Highway Jail or something. So early on in the game you would have your base team. Over the last few days decided to create as many possible small .wav files of speech for my three rogue companions. In doing this was thinking up different possible uses for each wav files. So on paper kind of have my speech dialog tree but no idea how to script it or put it in the game as of yet. Some 25 years ago, oh my god, has it been that long, played the original Wasteland game with these companions, and than created them in Fallout Tactics which was really cool. In Fallout Tactics, created a new companion "Angel Eyes", from the Good the Bad and the Ugly, so just may create a random encounter vs Lee Van Cleef with speech. Than maybe even a Random Encounter vs Clint Eastwood (The Man with No name). When testing the new NPC's I put them in the lucky 38, and messed up the modeling of the layout moving like a door frame. Going to start over. 1st Create a file for the physical look of the NPC's. Than a test file for the dialog and than a 3rd file for placement in the game. If I can figure out how to re-skin and outfit in the game, will do that to create a custom look to the player. Hopefully someone can help or even if someone is really good at moding, can send them the files to help with bringing this idea to life. 1) Need to learn how to upload the .wav file in to the game 2) Need to learn how to script a converation and create a working NPC companion The dialog works well, it fits the game and can mold it in to the story line as if they were actually created for this game.
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