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sullyvanj93

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Everything posted by sullyvanj93

  1. If everything in the script is firing, but the line is not being said, then that's where the disconnect is. Are there any conditions of the dialogue line that are not being met? Is the dialogue line marked "say once"? Everything pointing to the correct place within that dialogue quest?
  2. Actually, wahoo5 would fire after the game attempted to say his line, but whether it did or not would not have any affect on the outcome of the Print command. You could put the Wahoo5 print command within the Result Script of the dialogue line itself to see if he is truly saying his line or not? Or just record a test line yourself as a placeholder to see if it comes through in game. The fact that wahoo3 is firing is a good sign, that the script itself seems to be doing what you want it to with the event handler reading your killer properly. I would suggest changing how the wahoos are placed, however. Have additional IF checks, so you know if each piece is firing correctly. Something like this: Set rKiller to aaJimmyCompanionREF.GetKiller Print $wahoo1 If rKiller.GetIsCreatureType 6 == 1 Print $wahoo2 Set aaJimmyCompanionREF.bJimmyKilledByRobots to 1 if aaJimmyCompanionREF.bJimmyKilledByRobots == 1 Print $wahoo3 Set aaJimmyCompanionREF.Say aaJimmyKilledByRobots TO 1 (try to keep the same command format, for your own sanity, and any bystanders as well. Doesn't matter which one, but keep to one if possible) if aaJimmyCompanionREF.Say aaJimmyKilledByRobots == 1 Print $wahoo4 EndIf endif endif END
  3. Something that has helped me OH SO VERY MUCH when figuring out which part of my script isn't working right is adding in PrintC commands within the different chains you're setting up. Try something like Begin OnDeath printC "Is Dead" *rest of script* and see if the printC command fires correctly, listing your "Is Dead" message in the in-game console. If that's firing, that means the script is recognizing that the NPC did in fact die, and you can move on to the next block, maybe an IF variable. If it didn't print your command after the initial OnDeath, I would say your script isn't attached to the NPC correctly somehow. You can even add a handful of them at once, so it's not quite so tedious of trial and error. Figuring out which part of the script seems to be hanging up can be vital for diagnosing and treating your issues.
  4. Oh man, don't tell Arcade this. Even Ed-E makes him uncomfortable The process would be pretty easy. Just have a separate robot creature be enabled based on the conversation choice, and make it at basic (it only listens to Arcade) or in-depth (full companion capabilities) as you'd like. And you could recycle most of the dialogue that is already in game. Check out the Willow companion, and specifically her dog JT. That might give you some ideas here.
  5. Trust us, with those specs and that load order, you will continue to have issues. Your system is not built for that high of performance, and all of those mods add to the strain.
  6. gotta be sneaky enough to observe them in their natural habitat without them doing the combat callouts, because those are obviously just growls and screams.
  7. The clothing itself, I don't see being an issue. I know of a few other custom companions that do that easy enough. But I believe he was wanting to change the models/textures of the super mutants themselves, like the different faces/colors, etc. That would be a bit more difficult.
  8. When you are adding/removing from inventory, you shouldn't use the reference, but the editor ID itself. Try VFSSergio instead, see if that resolves all of your issues.
  9. Cheers to the remaster. Doubtful, but I'll always be foolishly optimistic that it's coming!
  10. Fallout New Vegas mods will only work for PC. Some of the newer titled games can allow for consoles to interact with and use mods, but unfortunately, New Vegas is a bit dated for that. If you're new to modding, and you want to set your computer up for a solid playthrough, I would recommend using a Mod Manager, as that will be a lot easier than manually doing it your first time round. You may even take a look at modding guide, such as Viva New Vegas, as it will outline everything step by step. Pay attention, don't skip anything, and you're going to have a great playthrough. Or there are also a ton of Youtube tutorials out there, if you'd like to come at it in pieces.
  11. Do you have a certain issue you're wanting someone to try to help you tackle on here? Just asking to have an experienced scripter on retainer to help with a load of questions as they pop up isn't really a realistic ask. The best way to learn a vast skillset like scripting is to reverse-engineer other similar mods that are doing what you're wanting to accomplish, and trying something similar on your own. The Geck WIKI is also surprisingly helpful for specific tasks. Or again, if there's a specific obstacle you're trying to push through, there's a few folks here on the forums that would love to lend you a hand and point you in the right direction, should it be a quick q&a type scenario.
  12. Ah yes, great idea! Online tutorials are great, but reverse engineering other mods will take you far! Best of luck, and feel free to reach out to the community if there are specific pieces you're needing assistance with!
  13. Sounds like a fun idea! A couple things to consider: Firstly, don't mess with global variables. You'll want to create a new "quest" for the player's insanity and the "voices" they hear, and have a quest variable monitoring the "insanity level". Much easier that way. Second, it's actually quite difficult to have bad karma in the game, unless you're really trying at it. Stealing and murdering entire settlements seem to be offset by being even remotely decent in the questlines and killing a few evil characters. New Vegas really wasn't as black-and-white as FO3 (to its credit), so it might be more difficult than you think to use that as such a big contributing factor. And lastly, while it's not an overly tall order you're asking for, you'll find that most veteran scripters are going to be working on their own things, are tied up with other big projects, or have simply moved on to games that weren't released more than a decade ago. Even if you find some that are wanting to assist you in this, you'll likely need to come to the table with much more than just an idea to show that their work won't be in vain. If you're able to do a good chunk of the dialogue, have the events timed/initiated how you'd like, and only need some help with a few of the more difficult scripts to finish up, I'm thinking you'll have a much easier time recruiting someone to your team. For more basic scripts when you're first getting started, I may recommend a bit of back and forth with an AI Chatbot, as it can help you format the scripts properly and get you to start understanding the basics. You'd be surprised at how helpful they can be, so long as you feed it prompts effectively.
  14. with how much work and time it took to have any sort of dual wield, I'm gonna go out on a limb and say "not a snowball's chance"
  15. Hey guys! I've been digging and digging and striking out. I'm needing a very simple "coughing" animation to play alongside a dialogue line. Loose Idle, I believe is the term. I know there has to be some examples of NPCs coughing (hopefully nothing too dramatic, like coughing to their death, although I might be able how to figure out how to crop it down if that's the only option). Anyone know what animation I might be able to use here? Thanks in advance!
  16. I don't believe you can change the physical attributes via script, but I'm thinking there could be a workaround for this. If you created multiple creatures, all identical except for the changes you're thinking of. And then you enabled/disabled them according to the variables of your dialogue, and summoned them to wherever the conversation took place... it'd be a bit clunky, but could give you the effect you're looking for. Don't even think it would be particularly difficult.
  17. I'm not sure exactly what you're meaning when you say a "custom creature", but "not working for the Protectron." Are you wanting to use the Protectron's animations for your custom creature? Is your custom creature a variant of the Protectron? You've already got meshes and textures sorted out, and are just needing to connect the proper animations to your creature? Or are you needing entirely new animations created?
  18. I know there is a way to do this, as having a good relationship with Goodsprings or Novac vendors affects the prices and barter skills, so I'm pretty positive that you can do this the other way around. Looking at Cliff (Novac's Dino-Vendor), I'm seeing this script attached to when you try to see what he has for sale: if (GetReputationThreshold RepNVNovac 1 >= 5) ShowBarterMenu 30 elseif (GetReputationThreshold RepNVNovac 2 >= 5) ShowBarterMenu 35 elseif (CliffBriscoeREF.bDiscount == 1) ShowBarterMenu 25 else ShowBarterMenu 0 endif I'm thinking you could do something similar, where you're showing different Barter Menus, depending on the higher barter skill. Think this is enough info for you to work off of?
  19. Hey Mktavish! Thanks for the support! I'd be happy to assist with your druid mod. What's the best way to contact you these days? Nexus message or discord?
  20. Adding/removing reputation can get a little confusing for sure. Here are the actual commands: https://fallout.fandom.com/wiki/Fallout:_New_Vegas_console_commands#Player_reputation_and_faction Now keep in mind that negative reputation and positive reputation are two very different things, it's not just a plus/minus system like Karma. So you'll want to remove your positive reputation with the legion with something like this: player.removereputation 000F43DD 1 5 I will warn you though, even after hired, Boone might not appreciate you regaining your fame with them. Might have to eventually pick sides
  21. There isn't a console command for him to simply ignore your affiliation with a group that he despises. However, you can use console commands to remove said affiliation with the legion, hire Boone, and then re-add it back in place. Just be careful having him around. It isn't just hiring him that will cause problems, should you continue to be buddy buddy with his sworn enemies.
  22. Hey everyone! My mod is finally wrapping up after years and years of work. I know I missed the train for most of the passive community, but for the NV faithful, I'm excited to announce a VERY comprehensive companion mod. While I am waiting for the start of the New Year for official release, if you're interested in helping further fine-tooth the playing experience, I'd be happy to shoot you over a 0.99 version to play with and try to break. I've already had a handful of testers, and things seem pretty fine-tuned, but extra eyes before launch never hurt. Please PM me if you're interested! Thanks in advance, and I hope the remaining community enjoys it!
  23. Viva New Vegas, by far. Check it out, follow it to the letter, and you're going to have a great time!
  24. Should be a pretty easy fix! After the script runs, your "Stamp" variable is left at value 5 per the last condition block and does not reset to 0. You need to reset the Stamp value to 0 at the end of the script, or when the player leaves the trigger, whichever would make most sense for your script.
  25. I would save it as a second ESP, then use FNVEdit to trim your mod to only what you want included there. That way you don't lose your other stuff, if it's personal playthrough things, but also they're not included in what you are wanting to upload. Also, just so you know, you don't have to double post in multiple forum threads. The same people usually monitor both pretty regularly lol
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