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ToxicWhiteout

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  1. Hey all! I have used this forum a few times in the past and had some great success getting connected with the talented voice actors here. Factions Reloaded - Legion is about to hit 200,000 downloads and I'd really like to provide an update to get it finished and fully voice acted. I have some roles with short descriptions below. These are still relatively early in the development process, and I'm very open to change if you'd like to personalize or change your character's backstory! Weaponmaster - Veteran Tullius - will replace Legion Blacksmith in Legion Camp Beta or the Blacksmith will be his right-hand man. Worked in a weapons factory in New Mexico as an indentured servant, under the oppression of mercenaries who forced him to work for them. The Legion came and slaughtered his captors aside from the merc leader, who they offered any of the servants to come and kill. Tullius used his hammer and caved the head of the factory boss in with a single hit. The Legion offered him a choice of working as a Legion blacksmith or a quick, honorable death. He made the obvious choice. Legion Butcher - Veteran Flaminius - will replace the legion merchant in Legion Camp Beta. Veteran who grew up in Arizona territory on a ranch. His family were well-respected in their community and convinced the Legion to allow them to live in prosperity if they sent their first born sons to join the ranks of the Legion. Flaminius isn't his original name, but was one given to him due to his expertise with a Gehenna, which he used to use to skewer meat on his ranch. He takes care of the brahmin in the camp, feeds the legionaries, and takes out hunting parties to kill bighorners and other creatures for food. Armorer - Decanus Vorenus - The Fort - will replace the legion merchant inside The Fort, will probably be in the back of the fort near the weather station or the big tents. Fought at the original Hoover Dam battle and was promoted for his bravery. Had his knee blown out by an NCR Ranger during the battle and still killed many "profligates", directing legionaries away from danger. Now serves as an armorer for the Legion and leads defense and armament efforts for the camp. General Merchant (Claimed and has a voice actor) - Legion Camp Aqua - Born and raised around Yuma, works as an independent trader. Will complain about how hot it always is, and how the Legion can't capture California fast enough so he can go trade safely near the beach instead of in the "f*#@ing desert". "I suppose the Legion is so tough because they grow up in Arizona summers while those NCR boys aren't used to any pain" Legion Herbalist / Healer - Aurora Medella - will replace legion merchant in Cottonwood Cove - Was part of the Twin Mothers tribe (the tribe that came up with the Bitter drink medicine that is used by Legion soldiers during forced marches of wounded soldiers). Her tribe was destroyed and absorbed, but she is forced to march alongside troops, sometimes even near the front lines, due to her prowess with medicine and ability to bring troops back to fighting condition quickly. Legion Quest Giver - Quintus Fulvius - Cottonwood Cove Docks - will have a new background and dialogue tree to replace the dated one that he currently has. Born in Portland which was essentially overrun and had very little NCR presence. Moved south to get away from the violence and lived in NCR territory for an extended period, where they became disillusioned and moved to Arizona instead. Joined the Legion by choice and has begun idolizing the Legion and its ideals. A bit blind to their negatives (and the Character will have options to attack or argue with them over it if desired). Please reach out here or on Discord! Thank you.
  2. ScriptName legionradioenterhqSCRIPT BEGIN GameMode if Player.GetInCell legionradiostationhq == 1 legionradioterminal.disable ForceRadioStationUpdate endif if Player.GetInCell legionradiostationhq == 0 legionradioterminal.enable resetQuest 00legionradioquest startQuest 00legionradioquest ForceRadioStationUpdate endif END This worked! ^
  3. does anyone know how to make a radio station turn off when you enter a certain building? It doesn't really make sense for the station to be playing while I'm inside the hq talking to the radio host. Radio ref: 00legionradio radio quest ref: 00legionradioquest radio hq ref: 00legionradiostationhq My current script is: ScriptName 00legionradioSCRIPT BEGIN GameMode if Player.GetInCell 00legionradiostationhq == 1 00legionradio.Disable ForceRadioStationUpdate endif elseif Player.GetInCell 00legionradiostationhq == 0 00legionradio.enable ForceRadioStationUpdate stopQuest 00legionradioquest resetQuest 00legionradioquest startQuest 00legionradioquest endif END Any help would be appreciated! Thanks
  4. I am still looking for two roles to be filled for Factions Reloaded - Legion (https://www.nexusmods.com/newvegas/mods/51983). Ideally looking for a gruff/evil male voice for a brutal Centurion and someone who can voice a newer officer (much less evil than many centurions) , likely in the age range of 25-35. Please DM me if you are interested!
  5. Hey all, I have a relatively popular Legion mod with some simple quests called Factions Reloaded - Legion. Id like to update this mod to be voiced - would anyone be willing to voice legion characters? Id be happy to flesh out their conversation options as well and give them more backstory. I plan on expanding the currently simple quests to be more interesting, but it remains to be seen if this will also result in more dialogue. Currently there is Quintus Fulvius at Cottonwood Cove who gives the courier two quests - one to kill a band of raiders and one to clear a camp of deathclaws with legion help. He believes the Legion is the best path for the Mojave but isnt as brutal or cruel as many of his peers. Alternatively, there is Aulius Gabinius at the new Legion camp Beta. He is a ruthless, more loyal centurion who has a bit more of an evil side to him. He gives the player a quest to kill a large number of desert rangers who defected and refused to join the NCR. Lastly there is Marcus Tiberius at Legion camp Gamma. He is a middle ground between the two and has hunting quests where the player can kill Legion deserters and prove their loyalty as well as wiping out a band of ghoul mercenaries around camp searchlight. Please let me know if any of this interests you! Link to mod: https://www.nexusmods.com/newvegas/mods/51983 Note to mods/admins: i attempted to reply to the voice acting thread in mod talk and didnt get any responses. If I need to move this thread elsewhere or delete it please let me know and I will happily do so!
  6. All done: https://www.nexusmods.com/newvegas/mods/82310/ Enjoy!
  7. I am considering updating my mod Factions Reloaded - Legion to be fully voiced. https://www.nexusmods.com/newvegas/mods/51983?tab=files After a recent update it got a lot more attention than I had expected, so I think continuing work on it may be worth it. Please DM me if you would like to be a part of this update and if you are willing to voice some centurions or high-ranking Legion troops. For now I will need 3-4 volunteers, but I may need more in the future.
  8. Do you mean after you speech check him and convince him to give up the dam? I could make this for you.
  9. Would love a Fallout: Pacific Northwest. Seattle, Portland, Boise, hell even down into norcal/Nevada like Sacramento and Reno would be cool to explore with Tahoe in the middle.
  10. This would greatly reduce the learning curve and time required to create intricate stories and quest mods. +1 this idea
  11. I pray that navmesh is automatic or at least much easier to work with. Also would love for a youtube series with both basic and intricate tutorials from an official Bethesda source. The lower the difficulty for starting modding, the better!
  12. I agree, but well have to see what armors are available when it finally drops! I cant wait!
  13. Thanks! I've never encountered this issue either. I checked on reddit and found quite a few people who experienced the same problem, but a lot of them were trying to clean official files and DLCs. I didnât find any solutions there. Iâll check that discord and see if I can track anything down further. Thanks again for the help!
  14. Moved from Mod Troubleshooting Section - Hey everyone, I've recently come back to modding after a very long break. It's been nearly 7 years since I last modded and I've had to re-teach myself how to do everything. I've released updates for three of my Factions Reloaded mods, but I've been having trouble cleaning two of them. FNVEdit cleans my Raiders mod quickly and easily, and it runs like a dream after going through the cleaner. My GECK updates worked fine on my Followers of the Apocalypse mod as well as my Legion one, but when I run them through the cleaner it causes an instant CTD upon starting the game and does not work. I've never encountered this bug before and I am frankly lost on what could be causing this, as the recent updates I made to the mods are relatively simple (changing dialogue, fixing questlines that wouldn't turn in properly, etc). I'd like to clean them so I can re-release the updates in a perfect state, rather than running even the slightest risk of a mod being "dirty". As of right now the updated mods work fine, but I'd like to find a way to get FNVEdit to clean them further without crashing the game. If this is a well known bug I apologize, like I said it's been many years since I made mods and I'm re-learning the process.
  15. Unfortunately I'm not sure how to fix your issue. However, you can always try this mod: http://www.nexusmods.com/fallout4/mods/1267/? which lets you build in the red. If it's too immersion breaking you can just build your settlement and then disable it I suppose.
  16. Yeah I had uploaded it many times and I keep having to take it down because it is broken. I've tried waiting around 10 minutes or so which should be more than enough for 70kb. I'm really just confused as to what the problem is. EDIT: I uploaded it as a test file and I'll let it sit here for a while longer, but I have already tried waiting for quite a long time before. Maybe the trick is to leave it up for even longer? Who knows. EDIT2: After 20 minutes it finally worked! I don't know what the issue was, but for some reason this tiny 70kb file took like 25 minutes to upload. I was being impatient I suppose, but I still am surprised that this was the problem. I had tried so many different solutions, and had even opted to let the file sit there for like 15-20 minutes before, but I ruled out the upload time when I saw how tiny the actual file was. Thanks for the suggestion, I'm glad it worked!
  17. An interesting note is that this download here doesn't seem to have any errors, but I still get the same ones when putting it on my file page. It's the exact same file, so I'm really confused.
  18. Hi, I'm trying to upload a file to my mod here: http://www.nexusmods.com/fallout4/mods/2481/? and I'm getting an unexplained error from winrar. So basically I've merged three of my files together and cleaned them up in FO4Edit and uploaded them with no problems, but now that I've added a very small addition (I added a file to remove weight from special ammo like artillery grenades, it has given me errors when downloading it from the site. On the file list it will say that it is 70kb which is correct, but when I download it, Winrar gives me an error that says it is either damaged or in a broken format. I've tried uploading it from different folders, and I tried remaking the entire thing from scratch but the same errors keep coming up. They don't exist in my other files (even the merges), and so this is very confusing for me as to why it's occurring. Any help would be appreciated! I attached the .rar file in the attachments here if anyone would care to take a look at it.
  19. Here you go: http://www.nexusmods.com/fallout4/mods/612/?
  20. Yeah it's frustrating for that exact reason. You build up your main settlement and pretty much leave the others alone hoping for a huge battle at your main settlement, but instead it's the weakest ones that usually seem to get attacked. I'm not sure if this was an intentional design choice for raiders to attack the least-defended settlements, but it is what seems to happen for me at least. The only real fix at the moment is to make all of your settlements have at least some protection, but I'm not sure if even that is a real solution. One the Creation Kit comes out, I'm sure that it will be easy to increase the rates of attacks.
  21. Is this for real? Of course their opinion trumps yours - It's their own mod! Mod authors already get to set the tags for their mods. If the mod is mistagged, sometimes a moderator will come along and change it or tell the author to change it. For a public tag to get put up it needs votes. Multiple viewers need to tag it. This is so that someone doesn't just come along and add all the tags they want, or remove all the tags they want. So yes, of course a mod author's opinion trumps yours when it comes to their own mod.
  22. I'm really sick of going into places and then having them respawn with all new loot, enemies, etc. in just like a few days. Sometimes I think there is a bug that makes this happen seconds after I leave. Anyways, it's getting insanely frustrating for me and it is not fun at all for me. It completely breaks my immersion in the game. I can make the mod, but I really just have no idea how to stop cells from respawning. In the GECK it was nice because there was a little checkbox for 'respawning' and you could just check it off, but I think it is one of these hexadecimal (or float value or whatever the hell it is) sections that I can't make any sense of. Anyways, thanks for your time and I hope that I can make this mod happen because I'm sure there are others out there with similar gripes with the game.
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