Yusoha Posted March 11, 2016 Share Posted March 11, 2016 Please, don't take it the wrong way, I'm sure you can do a good Nick, but I don't think revoicing his lines is a great idea (even if that was feasible). I mean, he already has a voice and it's... part of his character, at least that's how I feel. Of course, if someone else had done the voice acting in the game, I might think the same of his "other" voice - but they didn't, so to me Nick's voice and accent are the ones I know. And they feel really.... appropriate :D I agree! When I first heard his voice I was like "wow... " love on first eaves drop. Link to comment Share on other sites More sharing options...
kiddo95 Posted March 11, 2016 Share Posted March 11, 2016 I was burning with idea to make Nate companion for my 2nd character, and searched FO4Edit back and forth, but didn't managed to find dialogues in it. Maybe it's just me (I was really bad with FNVEdit too), and maybe this tool is not for dialogue edits... I found some files on Nexus which, if I'm not mistaken, are source files for companion scripts and behavior. I have no idea if I can make it work with FO4Edit, but I'm going to give it a try! If it doesn't work, it shouldn't be too long till the GECK comes out, at least for the PC - I think the release date was sometime in April? I just wanted to see if anyone has any preferences as to how the mod is made. Link to comment Share on other sites More sharing options...
kiddo95 Posted March 11, 2016 Share Posted March 11, 2016 Just for the record, watching this mod with an extraordinary amount of excitement. This is going to be incredible once it's finished! :smile:We're definitely going to give it our best shot! We've been making great progress so far, and I'm so happy this forum and project hasn't fizzled out. I can't express enough how much I appreciate everyone's support and hard work! Link to comment Share on other sites More sharing options...
PoliteRaider Posted March 12, 2016 Share Posted March 12, 2016 I was burning with idea to make Nate companion for my 2nd character, and searched FO4Edit back and forth, but didn't managed to find dialogues in it. Maybe it's just me (I was really bad with FNVEdit too), and maybe this tool is not for dialogue edits... It's all under the QUEST heading. Look for records under QUEST that have DIAL for their signature. Link to comment Share on other sites More sharing options...
kiddo95 Posted March 12, 2016 Share Posted March 12, 2016 I was burning with idea to make Nate companion for my 2nd character, and searched FO4Edit back and forth, but didn't managed to find dialogues in it. Maybe it's just me (I was really bad with FNVEdit too), and maybe this tool is not for dialogue edits... It's all under the QUEST heading. Look for records under QUEST that have DIAL for their signature. Are you very familiar with FO4Edit? I'm having some trouble as well - I can't seem to add the romance property to Nick. I was using Piper as a template for what to put. I'm extremely new to FO4Edit so I'm learning all of it as I go along, and I know how to edit items and whatnot, but editing companion dialogues and scripts is much more complicated, it seems. Do you have any suggestions? Link to comment Share on other sites More sharing options...
Lee5Lee Posted March 12, 2016 Share Posted March 12, 2016 Thank you so much Lee5Lee, I'm really happy you liked them! Glad you came back!! Just to check, when you mentioned var. 1 and 2, were you talking about the first rough draft dialogues I put up versus the all the new cleaned up ones, or did you mean the two different "cleaned up" versions of talk #4 that I just posted? (Still curious if anyone had a preference between those two: version 1 version 2 I think I'm leaning towards version 1 slightly - the main difference is where the "body in tatters" line is) I suspect we'll definitely still need help with the geck, although if we could actually get this thing working with FO4Edit before that comes out that would be amazing! i meant mostly the text itself, var.2 is much more emotinal and more fitting, I think, like from smallest worries to biggest, but I don't know, really. You are the best person to deside, imo, you gave an awesome feel of character in both dialogues ^_^ My personal fav is the start of 2nd replic - "A, wait. O_O", this is BRILLIANT <3 Link to comment Share on other sites More sharing options...
Lee5Lee Posted March 12, 2016 Share Posted March 12, 2016 It's all under the QUEST heading. Look for records under QUEST that have DIAL for their signature. Awesome *_* Link to comment Share on other sites More sharing options...
PoliteRaider Posted March 12, 2016 Share Posted March 12, 2016 (edited) Are you very familiar with FO4Edit? I'm having some trouble as well - I can't seem to add the romance property to Nick. I was using Piper as a template for what to put. I'm extremely new to FO4Edit so I'm learning all of it as I go along, and I know how to edit items and whatnot, but editing companion dialogues and scripts is much more complicated, it seems. Do you have any suggestions? I'm not extremely familiar with FO4Edit, I've got a bit of a grasp on it and I can sometimes figure things out. In this case, I do have a bit of help I can give. I'm going to use MacReady as my examples here, purely because I'm more familiar with the romance options for him than I am with Piper. The engine that drives the whole process is a quest. That quest is COMMacCready "MacCready Companion Dialogue" [QUST:000BBD9C]. It's going to get extremely complicated here, so let's start simple by looking at the end result you want. The most important part of all this is the variable CA_IsRomantic, this isn't a global variable but instead it's an Actor Value Information or AVIF. This means that everyone has this variable and it indicates whether the PC has a romance ongoing with this character. Nick counts as an actor (all NPCs do) and so he has this variable available, it's just not implemented in any way in his case. So how is this sort of thing managed? Let's look at one of the global variables, in MacCready's case it's COMMacCreadyFlirt [GLOB:00160560]. This variable is set to true after a successful flirtation with MacCready and begins the whole process. As you can see there is no COMNickFlirt Variable. You could always add one in but this wouldn't do anything without it already being a part of Nick's conversation options. Now looking at this quest we can see the place where this variable is changed. That's in 0011CCF2 Dialog Topic, if you expand it out you'll see that this controls two different responses that you can get from MacCready and if you look down at the conditions you'll see that one plays on a successful charisma check, the other plays on a failed. The successful check is 0011CD86 and that also sets the variable COMMacCreadyFlirt to 1 or True. Okay, so how do we get to that dialog topic... well as you'd know from the game these romance options only come up when you raise your affinity with the companion. So scroll down further but still within the MacCready Companion Dialogue quest and you'll find the Scene 00a478A3 COMMacCready_04_Confidant to Infatuation. This is automatically triggered when MacCready moves up to this level of affinity. If you scroll down past the "Phases" section, you'll see the actual conversation segments. These show up as 4 options PTOP, NTOP, NETO and QTOP for the player's conversation options, then MacCready's responses to each are shown in NPOT, NNGT, NNUT and NQUT. Here though we're starting to reach the end of my knowledge. I'm not entirely certain how it proceeds through these options and tracks where to go in the conversation. I'm not even certain where it sets the CA_isromantic variable to true. I've got a rough idea, but nothing that I could easily put into words yet and nothing I can do anything practical with yet. I know a lot of it is governed by the affinityscenehandlerscript, but I'm not sure exactly how that one works and I haven't extracted and decompiled it yet to take a closer look. However hopefully what little I do know about the topic at least gave you some starting points to look at. Edited March 12, 2016 by PoliteRaider Link to comment Share on other sites More sharing options...
syntheticValentine Posted March 16, 2016 Share Posted March 16, 2016 Hey, I know I haven't posted in a while regarding animation rigs, I just haven't had a compatible working laptop. Mine's broken right now so I can't exactly attempt to practice and rig Nick yet. I'll be able to do it in the next month or two though. Link to comment Share on other sites More sharing options...
BetteCorvega Posted March 17, 2016 Share Posted March 17, 2016 I've put all the new romance-specific additional dialogue I have up in my dropbox if anyone wants to check it out! Here's a list of all the new lines, plus a list of all of the max friendship dialogue I think we could keep using. And here's all the new audio:Lover's EmbraceRelationship? ResponsesGreetingsIdle Dialogue kiddo95, I included all of your additional dialogue too! I hope you don't mind but I made a couple small edits and moved some of the dialogue to different categories than you originally suggested it should be used for. Let me know if you don't like how I used them though! I needed more "Idle" dialogue to try to match how many romance specific lines the other companions have, and I thought some of the dialogue you posted worked really well as stuff Nick could just say when he's standing near your character. Also, it turned out that one of the lines you had (the "shame you're not a synth" one) was already part of Nick's max approval idle dialogue, so I would suggest keeping it there instead of making it a Relationship? line. i meant mostly the text itself, var.2 is much more emotinal and more fitting, I think, like from smallest worries to biggest, but I don't know, really. You are the best person to deside, imo, you gave an awesome feel of character in both dialogues ^_^ Thanks! I think you made a really good point about var. 2 though; I think I am going to play around with that conversation one last time and see if I can combine some of the things I thought worked better from both versions. Hey, I know I haven't posted in a while regarding animation rigs, I just haven't had a compatible working laptop. Mine's broken right now so I can't exactly attempt to practice and rig Nick yet. I'll be able to do it in the next month or two though. Cool! Sorry about your laptop though. Thanks for checking back in! Link to comment Share on other sites More sharing options...
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