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How do I make a New Vegas companion?


GowiHasti

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So, I added a new companion to New Vegas by doing what I did in FO 3. However there is no companion wheel and so I still can't see inventory and the companion always starts as 'hired' apparently. How do I get the wheel to work? I'm guessing since I followed instructions for the old way thats why the inventory and starting hired probs appear, but I don't have a clue how to make the wheel appear properly. any help here would be appreciated.
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Thanks for that! I was still a little stumped on it myself. I mean I DID get the wheel to appear, but getting the rest of it seemed a bit complicated. Perhaps now I can get it fully intergrated. Thanks!

 

Yeah teammate will give you the wheel, but (nothing* on it will be functional except the talk to/dialog option......a real bummer. But that tutorial is great for showing the conditions to set and the result scripts. And it starts you off with baby steps, so it's long, and little tedious, but easy to follow.

 

I would indeed like to add custom voices to my NV companion, and I would rather take advantage of your wisdom than mistakes of my own.

 

OK I'll try and put together a little tutorial for you. But for the moment here's the basics. You need to create a custom voice (you can see other examples of it by looking at femaleUniqueVeronica, femaleUniqueCass etc. and use them as a base), then add it to your npc or critter under traits tab->voice type.

 

Then when your done with the tutorial above go to your quest->quest data-> and add a quest condition for getIsVoiceType with your companion voice type you made (this might seem obtuse now, but when you finish the tutorial you'll see it's just like the conditons you dded for the your companions topics, or ai packages).

 

If you ever get stuck just look at VNPCfollowers quest it's all the vanilla followers.

 

Then go to your topics in your companion quest and double click on one that you already have a response txt for. At the bottom you'll add a file. Except that geck will name it, and make a directory for it. Then you have to match the file name and directory structure when you add your audio file (mp3 or ogg). So for example my esp is called marilyn.esp so geck puts Data\Sound\Voice\Marilyn.esp\FemaleUniqueMarilyn\MarilynBotQuest_GREETING_0000194C_1.mp3 in audio box. But that file doesn't exist yet, when you have the audio you need to name it exactly that with the same directory structure.

 

I know it's counter intuitive. Usually you name the file, place it in a directory and tell the geck where to find it. This time it's the opposite. The geck names the file, places it in a directory and you need to follow it's lead.

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Oh also, don't retype your reference when your copying and pasting result scripts. Instead just copy them to notepad or something and do a search and replace. Replace all instances of;

***REF

 

with your reference, then paste it back into the result script boxes. I know it's obvious, but just in case I thought I'd mention it to save a little bit of time.

 

If the above sounds mysterious, don't worry, it will become clear in teh second half of the tutorial.

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