EPDGaffney Posted January 27, 2018 Share Posted January 27, 2018 Yeah, it's really not that hard once you get used to it. Can be a bit time-consuming until you understand how many things you can ignore. Link to comment Share on other sites More sharing options...
TheGabrielShallRise Posted January 27, 2018 Author Share Posted January 27, 2018 Well all I need is the changing dialogue over time Link to comment Share on other sites More sharing options...
EPDGaffney Posted January 27, 2018 Share Posted January 27, 2018 (edited) That's very vague, I must say. If you need help, it would probably be good to give more information. If you think you can handle it on your own however, go for it. With no other information, the first thing that comes to mind is this:https://geckwiki.com/index.php/GetGameDaysPassed Edited January 28, 2018 by EPDGaffney Link to comment Share on other sites More sharing options...
TheGabrielShallRise Posted January 28, 2018 Author Share Posted January 28, 2018 Now how do I make it that when you complete a quest the buildings around you changes and npcs spawn? Link to comment Share on other sites More sharing options...
EPDGaffney Posted January 28, 2018 Share Posted January 28, 2018 Again, more information wouldn't be amiss. You seem to want to do the following, vaguely:Put in the game everything that will eventually be in the game. We are going to make them not appear right away.Configure an Enable Parent system for groups of items that will appear (be enabled, more accurately) at the same time. This can be done via the Cell View window, the Render Window, or the Batch Assignment window.Tick initially disabled for the parent references that won't be there initially during gameplay.Script the end of your quest to enable the parent reference of all the stuff you want to be enabled when the quest ends. https://geckwiki.com/index.php/Reference#Enable_Parenthttps://geckwiki.com/index.php/Batch_Assignment Link to comment Share on other sites More sharing options...
TheGabrielShallRise Posted January 29, 2018 Author Share Posted January 29, 2018 Where do I found vanila voice files? Link to comment Share on other sites More sharing options...
dubiousintent Posted January 29, 2018 Share Posted January 29, 2018 (edited) The vanilla game "sound assets" are in the "Fallout - Sound.BSA" file. Please see the 'Music & Sounds' section of the wiki "Getting started creating mods using GECK" article for the specific folders for the different types of sound files and their requirements. See the "Packaging Tools" section for BSA extractors. -Dubious- Edited January 29, 2018 by dubiousintent Link to comment Share on other sites More sharing options...
EPDGaffney Posted January 29, 2018 Share Posted January 29, 2018 I like to warn people to do everything in their power to make sure their BSA doesn't get unpacked in their game folder. The way BSAopt works is very confusing if you're trying just to get one file, so when I tried to put that one file in my game folder, it unpacked the entire archive and overwrote all my mods (it doesn't ask you to confirm the overwriting, either), and it made all the hair go through the head models because that's what happens when hair's not packed in a BSA. Link to comment Share on other sites More sharing options...
dubiousintent Posted January 29, 2018 Share Posted January 29, 2018 Good point. Warning added to "Packaging Tools" section. -Dubious- Link to comment Share on other sites More sharing options...
TheGabrielShallRise Posted January 30, 2018 Author Share Posted January 30, 2018 Thanks! I was planning on merging and cropping vanilla voice using audacity to edit dialogue of vanilla npcs Link to comment Share on other sites More sharing options...
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