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Need Modder


Liverpool2005

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I need somone who is capable of handling dialouge and interiors of houses. I am building a city and at the moment i need help with the interiors,NPC,Quests Please help if you cant do it atleast tell me how to Make a quest and dialouge properley.

 

Search Geck tutorials to find the bethsoft geck tutorials. Those will get you started. You could also read a webpage from cipscis who is very knowledgable of scripting. Creating a city is a huge undertaking and competition is fierce with many city mods comming up. If you want someone to work with you, you must bring something to the table yourself. So start with those tutorials.

 

Download a program called geck powerup who helps a lot by letting you see your scripting errors.

 

Next step is to put together a small quest mod. Keep it simple and treat it as a training exercise. When you have some more knowledge and a simple mod is already released then you would know more about the work needed for a city mod.

 

I am not saying this to discourage you but I am working on my first quest mod and it is a lot more work than you can imagine. There is to many huge projects that never see the light of day. Creating a city mod is a huge undertaking so I would advise starting small.

 

Good luck

 

Viking99

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What he said, its quite hard. To even do dialog you need to go through a painstaking process. Its just much better to find out how to do it yourself, so you need not depend on other people. And, well, its just good to know if your a modder.

 

-Braindawg

Edited by Braindawg
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Making a city is the single most difficult type of "expansion" mod possible. You will need to learn every aspect of modding Fallout, and will need to put in hundreds and hundreds if hours if work. Best advice would be to cut your teeth on something a little easier, like a simple quest mod, and see how far you can take it.
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I think you will find that there is more to the advice being offered here if you have a look at the game background. Fallout: New Vegas is set in a semi-desert area. Due to the scarcity of water, cities are generally too difficult and too expensive to maintain in any great number in these kinds of environments. Moreover, there is an established geographical aspect to conform to. Based on the dimensions of objects in the game, it is not difficult to deduce that the entire game world covers a meagre 25 square miles, mostly in Clark County, Nevada. There are some scaling mistakes - like putting "Boulder City" only 1.9km from "Goodsprings" (in the real world the distance is closer to 50km) but, for the most part, you can see that the area is fairly small. Even a small city like Adelaide (South Australia) covers a much larger area than this, although the CBD may span only half a square mile. However that CBD has a surprising number of large buildings with interior space that is enormous both in volume and internal detail. I'm not so sure that your average PC is up to the task of rendering all this - especially if you account for the NPC density this would naturally entail.

 

There is probably a lot of scope for an overall mod (about the size of the entire Fallout: New Vegas game) based in one of the adjacent counties such as Nye or Lincoln. However, this requires a lot of collaboration, and the modders need to know and trust one-another. I've seen evidence of a few rotten apples out there - enough not to be surprised if modders need to get to know one-another well before choosing to work together. Part of that involves producing some substantial work so that people know you are serious. You don't need to make an entire county or city mod to drift over into "substantial" work. Rather, it's playability and long term enjoyment of a mod are what make it worthwhile and, in my personal view, what makes a good modder.

 

I suggest you start with something as basic as possible that would enhance the game for you while fitting into the game environment - rather than changing the nature of the game. In my case, I started with the task of putting a player home where it would be convenient and sensible to have a player home given the "sneak & snipe" strategy characteristic of my style of play and the territory spanned by player activity. Next came adapting the home to the reality of local conditions (remembering not to interfere with major elements of the game, but to use those elements to shape and perhaps enhance the changes). First there is a requirement for a few very local environmental advantages (e.g. a spring, water-hole, etc.) and this necessitates that a community would be prone to spring up in the vicinity of the intended player home, and all of a sudden you have an oversupply of potential companion characters for the game - and the additional issue of keeping the local wildlife that ships with the game, from inadvertently being being wiped out by the proclivities of all those friendly NPCs. Do you see how even a "small" mod takes on a life of its own? In my case, what started as a quick two week project, wound up with a four month delivery projection once the work breakdown was completed - and, in my view, it's still a small mod. It's just so much better to make these things small and functional than to make them big and buggy.

 

And yes, it is a good idea to quest both the home and the companionship. There is no more satisfaction in purchasing these things than there is in getting them for free. The player also needs to put something of her/himself into the important elements of the game, so it is better if these things evolve with play (via the enable/disable state). The folks behind the Real Time Settler mod were definitely on the right track here, although it can also be done as acquisition through extended conflict followed by a cleanup. However, it is during the cleanup, repairs and/or renovation that one may enrich the player's experience by intoducing options that allow the player to tailor the home to their style of play. Once again, simply "purchasing" those options is not nearly as effective as sending the player on a quest for necessary materials or gear - and this can be even more effective if it requires some level of getting the player's hands dirty - even if it is as simple as the player placing the vital object where it belongs, and setting a forced wait to represent a certain number of hours of necessary labour. Once again, don't overdo this. People don't play computer games to get their noses rubbed in the kind of day to day boredom they are trying to forget (which is why there is "fast-travel" and why weapons and armor weigh ten times less in the game than they do in real life). The idea is to foster a convincing illusion within the game that the player has a hand in certain engineering developments - in much the same way as the combat system fosters the illusion that the player engages in battle, and emerges victorious or with tail tucked firmly between legs...

 

Companions present a similar issue, although the approach to enriching the player experience is somewhat different to that taken with player homes. In the case of companions, they can be set up to bring certain issues to the "relationship". For the sake of not offending others, please do not ever exaggerate psychological characteristics and never attempt to model behaviour and feelings that fall outside your personal experience unless you have spent hundreds of hours listening to people who don't share your temperament explain how their temperament works - or alternatively unless you've read an encyclopaedic array of hundreds of academic papers on the subject of human temperament. In case you are really interested in learning about modelling human behaviour, that journey begins here:

http://www.socionics.com/

 

I'm serious about not misrepresenting temperament. It is probably the most utterly offensive thing anyone can do - and it makes petty social taboos such as "foul language", inappropriate sexual references, and personal inuendo pale into nothingness by comparison because the misrepresentation of temperament is a form of class vilification. So, with this caveat in mind, it is safest to stick to what you know and what you don't, take under close supervision from someone who does know and who you have good reason to trust. When done well, (which usually means putting something of yourself into them), companions can greatly enrich player experience of the game. They can be made more interesting for some of us if they have a personal history and, because some people aren't up for a tall tale or two, it's better if the history comes by way of a dialogue option whose appearance has to be earned. However, the game with personal histories is that they tend to snap back into the present and bite people - with unanticipated events and confrontations (i.e. surprise target practice) for those that don't listen.

 

The beauty of the GECK, in spite of all its shortcomings, is that it gives those of us who are genuine "ideas people" the opportunity to express our ideas without having to rely on others to interpret into the medium of the first person role playing game the concepts we won from long hours of hard research. If role playing games are your passion and you are an ideas person, this is not an opportunity to be squandered.

 

I hope this helps

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Now, having made a monkey of myself on my soapbox, I need to brush up on quests myself!

So the, ahh, "basic" stuff on quest and dialogue is here:

http://geck.bethsoft.com/index.php/Quest_and_Dialogue_Tutorial

 

and here for just the quest:

http://geck.bethsoft.com/index.php/Bethsoft_Tutorial_Basic_Quest

 

You might be interested in scripting conversation between two or more NPCs (a great way to tell a tall tale from the Mojave desert):

http://geck.bethsoft.com/index.php/How_to_script_conversation_between_two_or_more_NPCs

 

The tutorial by FoxtrotZulu on setting up companions (which includes dialogue) can be found here:

http://forums.bethsoft.com/index.php?/topic/1011099-tutz-companionfollower-tutorial

 

And, if I remember rightly, Davidlallen recently mentioned the script line necessary to make the "companion wheel" available in a given actor's dialogue:

[NPCRef].SetPlayerTeamMate 1

 

I hope this helps get you started. I suspect it is only the tip of the iceberg, but the learning curve is always worth climbing.

 

Good luck...

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