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BossOnParade

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  1. Alright, here's my intention: I trying to do the same thing modder/youtuber PanConKeso did for CSEP mod "The Experiment" by allowing the players character to be seen and heard at 1:32 of the video when using a mod that uses XDI:
  2. I deleted XDI key word and just added XDI_AllowPlayerVoice but that still remove the additional options along with my character speaking without opening their mouth. Not sure if I'm doing something wrong. Also I'm generating .lip and .fuz files with .lip and .fuz: plugin for xVASynth : https://www.nexusmods.com/skyrimspecialedition/mods/55605
  3. So what do I have to do to alter the camera settings on each dialogue phase to make the camera face the character and say their line with the XDI keyword on. Just to note, I forget or don't know what the # next to action mean. Removing the XDI keyword, makes made the players character say the dialogue line but without the lip syncing regardless of the Fuz/Wav being in insert_mod_name_here.esp folder Along with sometimes the camera not panning to the players character. Removing XDI keyword also remove the additional dialogue choices that supposed to pop up.
  4. Thank you for replying but I knew I should mention the following scenario: Let's say I made the quest mod silent protagonist based without the camera spinning back to Nate/Nora saying their line in responding to an NPC. How does one undo that to revert back to the camera spinning back to Nate/Nora saying their line? Generating wav and lip files aren't a issue with me with programs/plug-ins like Archive 2, lazy voice finder and the creation kit itself along with other stuff. Aware of F4z Ro D-oh - Silent Voice to skip unvoiced dialogue in quest mods but I'll keep in mind to use it to test cameras.
  5. Hello, I've been watching tutorials on how to create dialogue or quests but they don't go over how to make the camera focus on the players character and say their line in responding to an NPC during a conversation. I've generated fuz/wav files for the players character lines and assigned them to the esp. Also I enable player dialogue camera in the creation kit. Is there something in the scenes section I'm supposed to click on or some other step I'm missing?
  6. Reinstalled the game again while starting a new game with very little mods to avoid the risk of having the doors not opening again. So far I was able to enter the door leading to the Ashton Missile Silo which is the door after riding the elevator/escalator with the tunnlers on it after the game made you launch a nuke. Which is a door you're forced to go thru in order to progress the main story of Lonesome Road. So chances are this is a mod conflict problem. I have mods like NMC textures and interior lighting overhaul that may or may not caused the issue along with other mods. Had YUP installed too but that didn't fix the issue. Also I've install A World of Pain mod and this issue affect this mod too. It causes certain caves not to be entered. I also notice some vanilla caves can't be entered because rocks are blocking the way when they're not supposed to be there. I think I only have 50 to 100 mods active and I don't have a bashed patch.
  7. Started a new playthrough of New Vegas and came across two doors I can't open. The door of the watchtower near Little Yangtze with advanced LAER on it in Old World Blues. And then the door in the Ashton Missle Silo after riding the Elevator in Lonesome Road. I've reinstalled the game and verified the files on steam but that didn't fix anything. When looking at the doors, I get no prompts to open the doors.
  8. Don't shoot or blow up The Inventor. The same applies to his radio. Kill him through other means and you'll be safe. The radio is a trap for you-know-who. I'm looking forward to seeing it... :devil: :devil: :devil: Lol, I was trying to figured out what was causing the cave to explode when I shot a grenade from mercy or shot a .50 MG explosive round from the Alice Cry gun - G59 On Parade
  9. I was trying out the NVEC Complete + NVCE mod for the first time and for some reason all the NPC's of any locations I visit start moving to a certain location. Example: I visit the NCR Correctional Facility for the first time and all the Powder Gang guys just start heading towards Primm. 2nd Example: I visit the 188 trading post for the first time and everyone just start leaving to the I-15 to be killed by Deathclaws. Can somebody provide a solution to this problem? The mods I have installed are NVEC Complete + NVCE and Project Nevada with patches. This bug is causing Boone not to talk to me because he doesn't travel to the dinosaur at 9pm. Also cause Veronica to not follow me because she busy traveling to the I-15. It's also making quests hard to complete.
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