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porting npc companion to NV


dg1972

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This is for personal use and not release.

voiced NPC in F3. With mod, can become a companion. Looking to port to NV.

I'll probably have to do a compare between the port and a regular NV companion, and make adjustments, as far as the wheel goes.

What kind of nightmare am I setting myself up for?

Any GOTCHAs?

Edited by dg1972
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Not a lot if terms of difficulty. I'd just search youtube for a companion tutorial and voice acting or lip syncing tutorial that covers the basics and should get you a generic looking npc in game and working. After that mostly your coping the appearance data and the .lip .ogg. and .wav files for the voice which you only need to place it in the correct file path and rename it mostly done in the dialogue editor. You can follow the tutorial of your choice to get them setup and in game with the basics and working wheel faction stats etc.

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  • 2 weeks later...

I got the companion ported, for the most part. It wiped a ton of variables and I got them put back in. Got a new cell set, marker, etc.

The npc is now hirable. However, the wheel doesn't work. I read in the NV wiki that if you select "talk" on the wheel, you then get the standard dialog box to choose the settings (as well as fire them). However, talking just zooms in for a second, then back out.

Is there something I need to set in the companion script, or somewhere in the dialog to allow this? I don't care about the wheel, just the "talk" option to get the same settings changed in normal dialog.

 

Okay, I found where you HAVE to have the specific topics set. Here is where I get more confused. I looked at Boone. Quest/Boone/Topics does not show any of the Follower topics, but NPC/Boone/Dialog/Topics does.

So on my companion, I could not add a new entry in the NPC/xxx/Dialog/Topics area, but I could under Quest/xxx/Topics ??????? (which then does not appear under NPC/xxx/Dialog/Topics)

How do I do this?

Edited by dg1972
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