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Saving the Brotherhood


Garak84

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I just went ahead and did this on Sunday. I haven't posted the mod yet but I will do so soon.

 

Bear in mind it is kind of ghetto since I can't seem to get any of the VO sound files to work with replies. Also, I tried making BoS membership a requirement of the dialogue option, but apparently the value is still 0 even though I'm a member. Go figure.

 

I may set the option to require a speech check as well. I want to make some small improvements so that the thing actually SEEMS like a reasonable House response, but I really can't do that until I figure out how to use VO files in GECK.

 

So, in short:

 

1. I have made a mod that allows the player to spare the BoS in House Always Wins V

2. I want to improve it a little so it is still realistic and immersive (e.g., House probably won't be thrilled)

3. I really really want to know how to view, access, and use all of the VO files in GECK

 

- Nick

 

Thanks for looking into it! I think a speech check would be appropriate, seeing as House really hates the Brotherhood; I think he'd need a deal of persuading that they can be useful.

 

Is the value you're using for Brotherhood membership different than the quests? Would it be possible/easier to set it to Eyesight to the Blind/Tend to Your Business being complete?

 

Wish I could help on the VO front, but I don't know anything about it; it's not something I messed with in either GECK.

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VO files have to be extracted from the BSA files with something like FOArchive or similar. Once extracted you'll have a set of ogg files and matching lip files. At that point, assuming you just want to reuse existing voices, you need to create the dialog options in the geck, then check what file name the new dialog is pointing at and copy the old dialog to that file. That renamed file will need to be included in the distribution package for the mod. No, there is no way to change what file the dialog points at. Yes, that is a horrible system.

 

Anyway, that's just a brIef rundown. There are more detailed tutorials to be found elsewhere.

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I have been thinking about a solution for this and have found 2 fairly good solutions that forces BoS to evacuate the bunker and leave.

 

1, instead of blowing everything up, you could sabotage the reactor to shutdown in a non repairable way (science skill check or repair skill check)

 

2, sabotage the air-filter system, (must have been told about that problem first) witch will force them to leave. (science/repair)

 

these solutions would force the brotherhood to leave the mojave, but they'll live.

 

I have not played the "original" fallouts (1-2), but it seems to me that bethesta made the bos into some kind of heroes in Fo3 witch they weren't from the beginning, and now they are back into the self righteous bastards I believe they were in Fo1-2.

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I just went ahead and did this on Sunday. I haven't posted the mod yet but I will do so soon.

 

Bear in mind it is kind of ghetto since I can't seem to get any of the VO sound files to work with replies. Also, I tried making BoS membership a requirement of the dialogue option, but apparently the value is still 0 even though I'm a member. Go figure.

 

I may set the option to require a speech check as well. I want to make some small improvements so that the thing actually SEEMS like a reasonable House response, but I really can't do that until I figure out how to use VO files in GECK.

 

So, in short:

 

1. I have made a mod that allows the player to spare the BoS in House Always Wins V

2. I want to improve it a little so it is still realistic and immersive (e.g., House probably won't be thrilled)

3. I really really want to know how to view, access, and use all of the VO files in GECK

 

- Nick

 

This is awesome news. Thank you very much for working on it!

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VO files have to be extracted from the BSA files with something like FOArchive or similar. Once extracted you'll have a set of ogg files and matching lip files. At that point, assuming you just want to reuse existing voices, you need to create the dialog options in the geck, then check what file name the new dialog is pointing at and copy the old dialog to that file. That renamed file will need to be included in the distribution package for the mod. No, there is no way to change what file the dialog points at. Yes, that is a horrible system.

 

Anyway, that's just a brIef rundown. There are more detailed tutorials to be found elsewhere.

 

Thanks for the lead! That's exactly the info I needed. I have to say, speaking as an application developer... GECK is a train wreck =p Its functionality is so disparate and ambiguous.

 

Anyway, I'm glad to see that more people are interested in this. I'll try to get it posted by the end of this week. Please bear with me as it is tedious work.

 

- Nick

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VO files have to be extracted from the BSA files with something like FOArchive or similar. Once extracted you'll have a set of ogg files and matching lip files. At that point, assuming you just want to reuse existing voices, you need to create the dialog options in the geck, then check what file name the new dialog is pointing at and copy the old dialog to that file. That renamed file will need to be included in the distribution package for the mod. No, there is no way to change what file the dialog points at. Yes, that is a horrible system.

 

Anyway, that's just a brIef rundown. There are more detailed tutorials to be found elsewhere.

 

Thanks for the lead! That's exactly the info I needed. I have to say, speaking as an application developer... GECK is a train wreck =p Its functionality is so disparate and ambiguous.

 

Anyway, I'm glad to see that more people are interested in this. I'll try to get it posted by the end of this week. Please bear with me as it is tedious work.

 

- Nick

Awesome! that's just what i've been looking for. I guess for now, I'll play through to the end with the NCR. hopefully by the time you get yours up, I'll be done with it. I already got the mod that allows me to not kill the brotherhood with the NCR, so i can do that for now.

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