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Phase Limit for Radio Quest?


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So, I'm co-authoring a radio mod, PipPOD Radio. One of the things we want to do is expand the song limit to, say, 250 or so. Also we want to make different "modes" like shuffle mode, ascending order mode, etc. And we would also be able to play a specific song should we so choose. So basically R.A.C.E. for Fallout 4.

 

So the first order of business was adding more songs. The problem seems to be the way they redesigned the radio system. I tried adding 250 phases (in one scene) to the radio quest to account for each of the different songs. But when I tried it out, the radio never showed up on my Pip-Boy.

 

Then, I tried splitting up the number of phases, into 5 different scenes, so there would be at most 52 phases per scene (counting the opening and move to next scene phases). That didn't work either - the same thing happened.

 

I have seen mods that have added large amounts of songs by adding more than one .WAV file per sound record, but if I did that, I wouldn't be able to play a specific song or have different modes (since there would be like five files per sound record)...

 

Am I doing this wrong? Is this some sort of engine limitation or something? Anyone have any suggestions, or is this a doomed endeavor?

 

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Yep, I put a radio transmitter in the world - the frequency is 99.4. I did set it to Ignore Distance Checks as well. Right now, the songs are just in a loop - there's the 50 songs and then a go to the next scene action at the end of each an then at the last one it goes back to the beginning.

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Ok. I assume you then also hooked the in world transmitter to your radio quest via the Quest Alias, but did you remember to tick the "Uses stored text" checkbox? Essentially the number of phases shouldn't matter in regards to whether the radio station even shows up on your Pip Boy. so I'm just trying to diagnose where there is a problem.

 

That being said, having so many phases is not really the way you want to go about doing what you want - instead, you can just have two or three phases and use a Papyrus conditional variable in a script to control what song plays via Radio Actions that are conditioned to only play if your Papyrus conditional variable is set to a particular value.

Edited by Reneer
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Huh... So I rebuilt the mod using a conditional variable and stuff like you said and now the radio shows up. Weird... :confused:

Oh well, at least it shows up.

Now for the bad part: scripting it so it works right :sick:

Thanks for the help!

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