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Travis Companion Testing


DrakenGuard

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One thing I have noticed is the Sandbox AI packages dont let Travis speak t any NPCs whist in Sandbox mod.

 

For instance, if he is in a room with the vanilla Companions, he just keeps wandering around them, ignoring any dialogue unless they talk to him first.

 

Thanks for the feedback, the set of AI packages was actually the first ones I've ever done and I copied existing ones and left them pretty much as-is. One big advantage of using a companion-specific set of AI packages is that they can be individually tailored, but I want the basic ones to be as ideal as they can be so it would be a case of adding special features, but not having to fix popular ones that are missing, so thanks for letting me know. I'll add that to my to do list.

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Your not THAT bad sounding, just not very natural sounding is all really it is rather muffled sounding at times and the volume needs to be turned up a lot.

Also suggestion not to say GS, just say Goodsprings... it makes me think of stupid texting type... XD

 

Packages all seem to be good, running around with him as my pack mule for the goodsprings rumble zone atm he hasn't really gotten stuck or anything bad.

 

 

You said "He now reconises the 4 Human Companions (Raul, Veronica, Boone and Cass)" but there are 5 human companions in NV does he not respond to Arcade?

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I just want him to be a lil less active and be able to initiate dialogue with them as I have added some NPC spersific Hellos and comments like If Travis speaks to Arcade, he will call him Foureyes and also with Cass and Veronica, he will try and flirt with them

 

He won't talk to them from Idle Chatter when he's following you. You need to do something to make that happen with scripting and you need to build the conversations for the NPCs; both sides. So that involves digging files out of the bsa and duplicating lines for the other companions for responses if you want them. I've done it in FO3 for Charon and DRG6525's done it here for his Melissa mod. There may be other companions that do it here, but that's the only one I've seen or heard about that does it. The most tedious part is the conversation building, the scripting part is the easy part. You could look at what DRG6525s done; I think, IIRC, he's used something like Cass' script for it. I've built and removed something for Willow to talk to Veronica and just inserted the Veronica talking into my Idle Chatter script which is very much like Cass' as well. I don't like how quickly together the stock Idle Chatter plays.

 

And if you want him to greet the other companions you will need to script those encounters and they may require dialogue packages; but might just take a sayto or a startconversation depending on how things go. So that will require figuring out when you want those to take place, how you want that to go, look, etc.

 

:) llama

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Right I understand. I have yet to add NPConly to the Idle Chatter so I will try to do something with that now.

 

Im thinking, though this is just a shot in the dark, that you can create a Trigger arefor Travis around the area where you first approach the NPC comp you must first talk to them and then he introduces himself once you spoken to them?

 

And like you see in Dead Money, your comps speak to each other randomly by the fountain.

 

And I had a misspellt about the 4 human Companions. They infact are all spoken to by Travis, excluding Rex.

 

I will work on that when able.

 

I admit I never did like scripts or dialogue as in the past they got me so frustrated, I would loose my temper and loose any motivation really. Not the most patient person too but my heart in the mod is in the right place.

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First things first, Im going to focus on the current dialogue sounds as I have hopfully found a better voice for Mr.Travis.

 

Crawlus: http://www.thenexusforums.com/index.php?/user/38268-crawlius/

 

This fellow has a brilliant voice and has agreed to lend his voice to Travis after I asked if he was interested.

 

Cawlius originally posted both a comment and a video demoing his voic Reading the Works of H.P Lovecraft.

 

http://www.youtube.com/watch?v=YCHTfSTTyM4

Edited by DrakenGuard
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Well I hope he comes out soon (not like soon soon :P ) because I am so tired of all the female companions being released, sure they are all amazing and great abilities but really there is NO human male companion that isnt a cookie cutter npc.

 

NONE

 

*Head Desk!*

 

 

Ok, I am done lol.

 

Thats some great voice over in the video, it always amazes me the amount of talent that show up on these forums you know.

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I do try both in voice and scripting/dialogue though Im justing other users work as templates so they should be credited.

 

I am a bit fed up of the Female only detailed comps abit aswell. Not that I dont like ladies or what ever... just prefer a balance of both.

 

I dont play female companions so I can have "hot babes in skimpy clothing with really big guns surronding me" at all, I just have them if they have an indepth personality and a style that enriches the gameplay and the world around them.

 

Also goes for any other companion mod.

 

That is what I go for in my simple companion mods, well in the style that they have multible responses to your basic commands, hellos and good byes. Even enableing them to have idle Chatter to make them more alive.

 

Im happy that you are happy and also making this mod for you personally in a way because of your fantasic work you have done for both Oblivion and Fallout, nivea.

 

I salute you, Ma'am!

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I respect and love a well made companion yes even females, the scipting and sheer amount of time that goes into those things blows my freaking A.D.D mind. Its so crazy.

 

Its just...you know I have like 5 female companions to toke around (not vanilla and a new female companion just released looks so fun too) all voiced with cool fun features that I find enjoyable, but if I wanted a guy companion its Boone, Arcade or Raul and while I adore Arcade and Raul (I just dont like Boone) a lot they are SOOOOO boring they have nothing to comment on, nothing to add to role playing.

They just stand there like lumps on a log and shoot things until you hit a quest of theirs... D:

 

It makes me Q_Q

 

Oh jeez I hardly do anything worth noteing as a modder, best I can give are hacked up face textures and hacked up armors and help to people who happen to be new.

But I am happy to see some possible male companions in the works now, I have HOPE! XD

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Oh really? Thats a relief.

 

Im trying to sort out that perk of his as I honestly have never done a perk before.

 

I thought it was something similar like in Oblivion, adding Race Abilities and such but its something to do with Scripts... and I hate scripts..

 

The Charisma part should work tho (adds 1+ Charisma)

 

I wanted to interject here because yeah, perks are wierd. Each one is done a bit different. But basically what I did as a way to "tag" where in the code you would insert the perk, is when you hire and fire the companion, or when he quits the party after waiting 7 days, or dies, there is a section that adds or removes the perk.

 

For Amigo it was very simple, just a modav perception +1 or modav perception -1.

 

But you can really go crazy with perks by creating a SPEL effect that lasts forever and then casting it on the player for example, so you can have some cool perks, and you can also do things through dialogue like Veronica's scribe assistant perk. The "perk" itself that shows up in PIP-Boy doesn't really do anything but the dialogue tree checks if that perk is there and enables her scribe assistant dialogue if it is, and that opens the crafting window.

 

I have to admit my perks are crude and rudimentary, a little bit of SPECIAL and a little bit of SKILL added that's all I've done so far. But if you know how to do spell effects, or have some special thing you could do through dialogue, you can tie the perk to those. The sky's the limit.

 

It's my weekend at last so I can take a look finally at what you've done.

 

I updated the Amigo Cafe btw I made a big change to how the scripts are done and added a developers diary to make porting easier overall, more methodical and less complication I hope.

 

But I could not master the conversation tab, it's a bit beyond my ability and time availability right now but it's high on my to do list when I get time I'd really like to add that to Amigo.

Edited by drakeelvin
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So I got a chance to run around with Travis today he looks really solid.

 

Love the face, hair and equipment he has especially the shotgun. I have a bottom end video card so I can't tell much about how he looks but yeah maybe the skin tone is a bit "Orcish" as in Morrowind orcs if you get my drift, it was more a tone of yellow than green I guess, a bit of both maybe ... Morrowind orcs are sort of yellowish green IIRC.

 

Nice work changing all the dialogues and adding lots of random ones, he definitely sounds unique both in and out of combat and the voicing is promising, some of his lines are great ... "Talon Co--uh, nevermind" lol. After 3 hours going from Goodsprings to Nellis I thought the comments did get a bit repetative so maybe they could be a little less frequent? Or maybe just add more different lines, that would be even better.

 

One glitch I did notice, inside the Lucky 38 his beard got turned 90 degrees to normal, for a moment I thought I was looking at a variatation of Ranger Jackson's "seaweed" beard, except it was hanging from the middle of his chin. After exiting the Lucky 38 and save/reload the problem seemed to correct itself. I did have him wearing a full helmet for a time FYI.

 

Wish I had time this week to work on that conversation tab ... another day.

 

As a card carrying member of the Wood Elf Society I'll be watching this guy ... from the woods lolol :D

Edited by drakeelvin
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