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shadowslasher410

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Everything posted by shadowslasher410

  1. Hmm... That reminds me. Would you all mind if I was the one who put the mod on Nexus? I would give all of you access to edit it and stuff (and list you guys as Co-Authors and in the Credits section). My reasoning is that any issues that arise will most likely be in the scripting or scenes part of the mod, and so it would be easiest for me to troubleshoot them that way. Is that okay with you guys? If it's not, I'm sure we can think of something else. Either way, we're almost there, everyone!
  2. That's amazing!! Wow! I can't believe we're so close! I'm working on that Infatuation Repeater Scene right now; as soon as I'm a bit further along I will share what I've got! Those last two lines of dialogue for the male player are now in my dropbox - here's links to the two individual files: MalePC 01 MalePC 02 I've also added a list of the facial expressions I'm suggesting we use for each line of dialogue to two text files in my dropbox: conversation dialogue additional dialogue I added those to the text files in my google docs too. Let me know if you guys want to change any of those, though! I also looked a bit more into how much non-romance specific additional dialogue the romanced characters in the vanilla game use, and I think some of my guesses about that were probably wrong. I was wondering if the additional dialogue I had listed is still okay though, at least for now, because we'll be a bit short in some categories if we change it (I figured we were still planning to add some more romance lines later anyway though, so this might not be an issue in the future). It seems like romanced characters might use romance specific dialogue only for the "relationship" question, both romance and infatuation dialogue for the greetings, and romance dialogue plus some dialogue from every other approval level (plus all the location specific idles they use at every approval level) for the idles. However, I had infatuation level and admiration level dialogue listed as stuff to keep using (in addition to the new romance dialogue) for all of those things. What do you guys think? Well, at least for me, I don't want this to be just a one-and-done type thing. My pipe dream is to expand this into a full-fledged romance, along the lines of Baldur's Gate romances or something - okay, maybe not that extensive, but much more in-depth, and with quests and such (though it would have to be unvoiced in certain sections, but oh well... I miss my unvoiced protagonist anyway :) ). Obviously, there's no commitment for this - none of you have to do this by any means, and I don't even know if it will pan out, anyway, but that's my dream... Anyway, when I get the lines for the Infatuation Repeater Scene, I'll post the ESP on my Google Drive and give you all a link to it (and some files I need LIPs for because I had to split them up/alter them slightly because of the dialog character limit and stuff).
  3. Well, you'd need to make a .dll plugin to actually use F4SE, which requires knowledge of C++. As for making a mod that requires F4SE, you would just have to use an F4SE only function or command in your mod's scripting. EDIT: if you want to learn more about making plugins, I suggest downloading the SKSE example plugin and dissecting that, because F4SE doesn't have an example plugin yet.
  4. Hmm... I dunno, I don't think the VO at the end was Nick... it sounded more... twangy than his voice. I also don't think dude at the end was Nick... too many things sticking out of his back... :smile: EDIT: Oh yeah, that reminds me, I've got pretty much everything done except for implementing the Infatuation Repeater Scene and the two audio lines of dialogue for the Male Player in the last approval conversation that I don't have. Other than that, there's only small stuff like picking facial expressions (which I will leave to someone else... I am not a good judge of facial expressions). Then it SHOULD be done (keyword being 'should' - something always goes wrong with these types of things :tongue: ).
  5. In response to post #37440470. #37449895 is also a reply to the same post. It does indeed. Thanks!
  6. Ah, cool! I only looked at MacCready and Hancock's lines, because the CK sometimes does this thing where if I look at one companion's scene tab and then try to go look at another companion's scene tab, the scene flowchart thing is all greyed out and I can't see anything... I'll check out Piper's though and use hers to implement the checks correctly!
  7. Hmm... I seem to be missing the audio (and by extension the LIP files) for the Male and Female Player's Romance check in the last approval talk, the one that says, "I’m sure I can think of… something. You know… I was wondering if we could try being more than just friends?" BetterCorvega, would you mind getting the audio for me? I think SigridStorrada or kiddo95 can do the LIP files (I can't seem to generate them, I think because I have no microphone)...
  8. Sweet! Thanks for this! A question, though. Does this fix the virus scanner thing that doesn't scan files bigger than a certain size, or is that the virus scanner company's problem?
  9. Okay, so feel free to shoot me for the triple post, but I just HAD to... The Far Harbor Trailer is out and Nick is featured in it! *fangirl squee*
  10. Sorry for the double post, but I just wanted to post an update, as I've run into a few issues. First is that for the Max Approval Dialogue to Keep for the Romance Greeting part, the lines on the document are a mix of the Admiration level (the second highest level) and the Infatuation level (the highest level). This wouldn't normally be a problem, but one of the lines for the Inatuation Level is 'If it isn't my favorite icicle.' and one of the new lines to add as part of the Romance Greetings is 'Well well. If it isn't my favorite icicle.' Currently, I deleted the first greeting (the vanilla one) and put in the new one as part of the Romance Greetings. The two are so similar that I'm wondering if I shouldn't just use the vanilla one and flag it to be romance specific... What does everyone think? The second issue is that, unlike the vanilla romances, as it stands now we currently have two flirting opportunities (one in the FriendshipToAdmiration scene, like the vanilla romances, and a new one in the AdmirationToConfidant scene) in addition to the romance opportunity in the ConfidantToInfatuation Scene. The problem here is that, in the vanilla romances, when the player is in the romance opportunity scene, the difficulty of the charisma check depends on if you succeeded in the charisma check for the flirting opportunity (if you succeeded, the romance charisma check is medium difficulty, if you failed, the romance charisma check is hard difficulty). How would we want to implement this with two flirting opportunities? I'm kind of reluctant to make the difficulty easier if you succeed in both checks, but if you are allowed to fail one and still get the same difficulty of the charisma check, then why bother flirting both times? And the last issue is the Infatuation Repeater Scene. Now since Nick has no romance, and this scene is a Romance Specific Scene, I'm going to have to create one. In the current Approval Diagram, the only thing we have so far for the Infatuation Repeater is "You know, I've been thinking about how things went down with Winter. I never properly thanked you for that". Not only do we need more dialogue (from both nick and the player) if we want to make it similar to the vanilla romances, but the line we do have is also the first line in the ConfidantToInfatuation Scene (where the Player first gets the option to attempt a romance). This being the case, I think we shouldn't use the line for both scenes, and create a new one for the Infatuation Repeater Scene instead. I've attached the Scene Flowchart thingy for MacCready's for a comparison/reference. Sorry for the long post! EDIT: Oh yeah, for the picture, where it says 'Action 3' that just basically means, 'go to the dialogue with the charisma check that initiates the romance'.
  11. Editing the CA_CompanionAffinity quest (I think that's what it's called) should do the trick. I'm pretty sure you would have to modify the scripts as well, though...
  12. Me too, I'm so happy with the progress we're making! Ugh, I wish I could say the same. The Creation Kit's UI is AWFUL. The windows are way too big, the Scenes tab keeps greying out on me for some stupid reason... *headdesk* I've had the same sorts of issues. Especially with the windows being too big (and not having a scroll function apparently). It's so frustrating because I'll be trying to page down to a specific thing, like the topic box for dialogue, and won't be able to reach it. It's such a stupid thing to prevent progress -.- I've done some poking around on the interwebz though and I think I may have found a solution - apparently there's software you can install that will make unscrollable windows scrollable. Gonna try it out. Hopefully it will help If that software works, gimme the name of it too. Between this and my other mod, Scrap Everything, making things with the CK right now is... painful.
  13. Me too, I'm so happy with the progress we're making! Ugh, I wish I could say the same. The Creation Kit's UI is AWFUL. The windows are way too big, the Scenes tab keeps greying out on me for some stupid reason... *headdesk*
  14. Thanks so much! I think it's cause I don't have a microphone or anything hooked up to or built in my computer (I built it myself and I didn't see any need for a microphone)... but yeah stupid audio would NOT work. Hopefully it's all good now! I'll get on putting in the rest of the dialogue and making the scenes ASAP!
  15. I dunno... I mean Fallout 4 is more of a Science Fiction game than a fantasy (especially medieval fantasy). I think it would probably be better to wait for the next elder scrolls game to do a fantasy total conversion.
  16. Okay, I implemented everything in the Google Drive additional dialogue list. By implemented I mean 'did everything but put the audio files in.' I'd do that too, but I'm not really sure how. If worst comes to worst, I could ask my friend, Kris Takahashi (the author of the Interesting NPCs mod for Skyrim) Anyway, someone is going to have to convert them to .xwm or .fuz and rename them to the nonsensical strings of numbers that the CK auto-generates dialogue audio names as. Oh, and generate the LIP files. Plus, I think we/I are/is going to need to create a scene where the player declines the relationship at first and Nick propositions them again. So I'm gonna need some dialogue or something for that. Is there an updated approval talk diagram or something I can use (I'm pretty sure the one up on Google Drives is outdated or something)?
  17. I could help if you want. I know how to script and work with the dialogue quests we would need to modify... Is there, like, a .txt document of all the dialogue text? It would make it easier to get the dialogue in there - we'd just copy/paste the text right in. EDIT: Also, do we have any dialogue for romance idles - Romance specific stuff that Nick says when he's idling. I checked and most of the other romancable companions have around 10 or so. Do the dialogues have LIP Files yet? Because if not, that is something we would need. I know back in the day they could be generated via the CK but I don't know about Fallout 4 yet... I'll do some digging. EDIT2: well, just looked on Bethesda.Net forums and it looks like we can indeed generate LIP files via the CK. YAY!
  18. I answered my own question! Apparently there is! It is: OnMenuItemRun(int auiMenuItemID, ObjectReference akTerminalRef)
  19. So I have a problem that I can't figure out because I don't know enough about Papyrus. So I have a terminal with a bunch of buttons. Each time I click a button I want a global variable to go from 0 to 1 and back again. That I can do, but what I don't know how to do is make the global variable different for each button. If it were a message menu I could just use int idialogpicked = 0 or something like that but it's a terminal. I vaguely remember something in the FO3 GECK about an item result script where it would run each time the menu item was selected. Does anyone know if there's something similar in FO4?
  20. It's patch 1.3 that's doing it, most likely. I keep track of this kind of stuff because Scrap Everything (my mod) has a bug similar to this (it's actually not a bug, just the game's occlusion culling working. Regardless, I can't fix it until after the CK gets released). But yeah, as of Bethesda's 1.3 patch, this has started happening even to unmodded games (Oh Bethesda, what have you done now). And looking at your Load Order, you're fairly close to the 255 hardcoded plugin limit. I HIGHLY suggest merging some of your mods with this (http://www.nexusmods.com/skyrim/mods/37981/) in FO4Edit.
  21. Check this out, someone modified one of Nick's talks to make him romanceable (sort of). Too bad I can't download it.
  22. In response to post #34710585. Yeah, I agree with this. Maybe implement it similar to the articles section (though as a separate 'mod')
  23. I like the quest you do for Arlen Glass (the toymaker at The Slog). The ending was really touching. Oh, and can't forget about the Silver Shroud. I laughed my head off the first time I heard my (female) Sole Survivor speak as the Shroud.
  24. That's what I thought. I guess I still need to add them even if they'll be ignored... Thanks for the help!
  25. So, this is my first time using the mod author forums (yay! Privileges!), so apologies if this is the wrong forum or something. Anyway, I've got a script I'm making for my mod, Scrap Everything. What I'm trying to do is make a menu that will allow the user to choose whether or not they want to scrap certain items. I have a GetGlobalValue = 1 condition for the constructible objects of the things I want to make not scrappable. Essentially, the script changes the global variable when the button is pressed. I'm new to Papyrus (although I'm currently learning Java as well, so I may have some Java stuff in here by accident because it's quite similar to Papyrus), so I don't know if it's the compiler (I'm using Caprica) or me who is doing something wrong. Probably me... Although I have no idea what I'm doing wrong. The compiler bugs out on the "Choice = SS_ChooseScrapMenu.Show()" line, saying it doesn't have enough arguments. ScriptName SS_ChooseScrapQuestScript Extends Quest ;-- Imports ----------------------------------------- Import Game ;-- Properties -------------------------------------- Message Property SS_ChooseScrapMenu auto MiscObject Property SS_ScrapMenuItem auto FormList Property SS_NoScrapList auto Form Property SS_workshopScrapRecipe_Roofs auto Form Property SS_workshopScrapRecipe_Walls auto Form Property SS_workshopScrapRecipe_Foundations auto Form Property SS_workshopScrapRecipe_Carports auto Form Property SS_workshopScrapRecipe_SidewalksRoads auto ;-- Variables --------------------------------------- GlobalVariable ScrappableRoof ; 0= not scrappable, 1=Scrappable (default) GlobalVariable ScrappableWall GlobalVariable ScrappableFoundation GlobalVariable ScrappableCarport GlobalVariable ScrappableSWRoad ;-- Functions --------------------------------------- Event OnInit() If GetPlayer().GetItemCount(SS_ScrapMenuItem) == 0 GetPlayer().AddItem(SS_ScrapMenuItem, 1, false) EndIf EndEvent Event OnActivate (ObjectReference SS_ScrapMenuItem) ScrapMenu() EndEvent Function ScrapMenu(bool ScrapMenu = True, int Choice = 0) While ScrapMenu If ScrapMenu != -1 Choice = SS_ChooseScrapMenu.Show() ScrapMenu = False If Choice == 0 If SS_NoScrapList.HasForm(SS_workshopScrapRecipe_Roofs) SS_NoScrapList.RemoveAddedForm(SS_workshopScrapRecipe_Roofs) ScrappableRoof.SetValue(1) Debug.Notification("Sanctuary House Roofs are now able to be scrapped") Else SS_NoScrapList.AddForm(SS_workshopScrapRecipe_Roofs) ScrappableRoof.SetValue(0) Debug.Notification("Sanctuary House Roofs are no longer able to be scrapped") EndIf ElseIf Choice == 1 If SS_NoScrapList.HasForm(SS_workshopScrapRecipe_Foundations) SS_NoScrapList.RemoveAddedForm(SS_workshopScrapRecipe_Foundations) ScrappableFoundation.SetValue(1) Debug.Notification("Sanctuary House Foundations are now able to be scrapped") Else SS_NoScrapList.AddForm(SS_workshopScrapRecipe_Foundations) ScrappableFoundation.SetValue(0) Debug.Notification("Sanctuary House Foundations are no longer able to be scrapped") EndIf ElseIf Choice == 2 If SS_NoScrapList.HasForm(SS_workshopScrapRecipe_Carports) SS_NoScrapList.RemoveAddedForm(SS_workshopScrapRecipe_Carports) ScrappableCarport.SetValue(1) Debug.Notification("Carports and Dormers are now able to be scrapped") Else SS_NoScrapList.AddForm(SS_workshopScrapRecipe_Carports) ScrappableCarport.SetValue(0) Debug.Notification("Carports and Dormers are no longer able to be scrapped") EndIf ElseIf Choice == 3 If SS_NoScrapList.HasForm(SS_workshopScrapRecipe_Walls) SS_NoScrapList.RemoveAddedForm(SS_workshopScrapRecipe_Walls) ScrappableWall.SetValue(1) Debug.Notification("Sanctuary House Walls are now able to be scrapped") Else SS_NoScrapList.AddForm(SS_workshopScrapRecipe_Walls) ScrappableWall.SetValue(0) Debug.Notification("Sanctuary House Walls are no longer able to be scrapped") EndIf ElseIf Choice == 4 If SS_NoScrapList.HasForm(SS_workshopScrapRecipe_SidewalksRoads) SS_NoScrapList.RemoveAddedForm(SS_workshopScrapRecipe_SidewalksRoads) ScrappableSWRoad.SetValue(1) Debug.Notification("Concrete Steps, Driveways, Roads, and Sidewalks are now able to be scrapped") Else SS_NoScrapList.AddForm(SS_workshopScrapRecipe_SidewalksRoads) ScrappableSWRoad.SetValue(0) Debug.Notification("Concrete Steps, Driveways, Roads, and Sidewalks are no longer able to be scrapped") EndIf ElseIf Choice == 5 ScrapMenu.SetValue(-1) EndIf EndIf EndWhile EndFunction
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