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Custom radio mod stops working after traveling to The Pitt


ModNauseum

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Hi everyone,

I am cross-posting this from the GECK and Modders forum. TL;DR at the bottom.

I am working on a radio mod which is not on Nexus yet. The radio broadcast itself is finished and works almost perfectly except that it repeats songs too frequently, which I will fix eventually (but I digress). As I said, everything with the mod has been working flawlessly, both in vanilla and with a plugin list of more than 100. Today, I was playing the game with my plugin list and decided to play through The Pitt quests. Done, done, and done. I journey back to the Capital Wasteland and find that my radio station appears in my PipBoy, but the music doesn't play anymore. Note that GNR and Enclave Radio both appear and play as intended; it's just my custom radio station that won't play.

So I loaded back to a save before I went to The Pitt, and it works just fine. I figure the other radio stations must be scripted to disable upon activating the cart in the DC train tunnel when traveling to the Pitt and re-enable upon activating the cart in the Pitt train tunnel when traveling to DC. In GECK, I loaded FO3 and The Pitt .esms and my plugin's .esp as the active file and edited a couple of the DLC scripts. Please note that what you see below are excerpts cut out from each script file just to show the lines I added. I didn't want to make this post excessively long by posting both scripts in their entirety. Everything omitted from these excerpts is vanilla script, and my only additions are as follows:

 

DLC01TunnelHandcartPittSCRIPT - my addition is the last line:

;Re-enable Agatha's station if that was running prior to entering the sim
if ( GetStageDone MS17 100 == 1 )
MS17RadioRef.Enable
endif

;check if MS16 is running. If so, re-enable radio ref
if ( GetStageDone MS16 200 == 0 && GetStageDone MQ05 200 == 1 )
MS16Vault101ExternalRadioREF.Enable
endif

RadioPreWarPublicRef.Enable

Then I loaded back up to a save from the Pitt and tried traveling to DC. Still no sound from the radio. So I tried also editing the script that turns off the radios when you leave DC:

DLC01TunnelHandcartDCSCRIPT - my addition is right below RadioEnclave

if ( MS16Vault101ExternalRadioREF.GetDisabled == 0 )
MS16Vault101ExternalRadioREF.Disable
endif

RadioEnclaveRef.Disable

RadioPreWarPublicRef.Disable

if ( MS17RadioRef.GetDisabled == 0 )
MS17RadioRef.Disable
endif

PipBoyRadioOff

Then I loaded way, way back to a save before I had even entered The Pitt and started fresh. I traveled back to The Pitt from the DC train tunnel and used the console to complete all three quests. Then I traveled back to DC from the Pitt train tunnel. STILL NO MUSIC from my radio station. What the heck am I doing wrong? The scripts compiled without error and the functions I added are basically copy/paste of the vanilla functions but pointed to my own applicable reference. I am brand new to scripting, so I figure my inexperience is the culprit here.

Note that the mod works just fine as long as I don't go to The Pitt. I checked to be sure that the music is still located in the correct folders and that the topics in the radio quest are linked to the correct location. I am at a loss here. Any advice would be deeply appreciated.

TL;DR - Custom radio mod works perfectly in vanilla and modded FO3 until the player visits The Pitt. From that point on, the radio station will appear in the PipBoy but won't play music.

Thank you in advance for your help!

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ModNauseum, on 10 Apr 2020 - 10:18 AM, said:

 

 

Hi everyone,

 

 

I am cross-posting this from the GECK and Modders forum. TL;DR at the bottom.

 

 

I am working on a radio mod which is not on Nexus yet. The radio broadcast itself is finished and works almost perfectly except that it repeats songs too frequently, which I will fix eventually (but I digress). As I said, everything with the mod has been working flawlessly, both in vanilla and with a plugin list of more than 100. Today, I was playing the game with my plugin list and decided to play through The Pitt quests. Done, done, and done. I journey back to the Capital Wasteland and find that my radio station appears in my PipBoy, but the music doesn't play anymore. Note that GNR and Enclave Radio both appear and play as intended; it's just my custom radio station that won't play.

 

 

So I loaded back to a save before I went to The Pitt, and it works just fine. I figure the other radio stations must be scripted to disable upon activating the cart in the DC train tunnel when traveling to the Pitt and re-enable upon activating the cart in the Pitt train tunnel when traveling to DC. In GECK, I loaded FO3 and The Pitt .esms and my plugin's .esp as the active file and edited a couple of the DLC scripts. Please note that what you see below are excerpts cut out from each script file just to show the lines I added. I didn't want to make this post excessively long by posting both scripts in their entirety. Everything omitted from these excerpts is vanilla script, and my only additions are as follows:

 

 

DLC01TunnelHandcartPittSCRIPT - my addition is the last line:

 

;Re-enable Agatha's station if that was running prior to entering the sim

if ( GetStageDone MS17 100 == 1 )

MS17RadioRef.Enable

endif

 

;check if MS16 is running. If so, re-enable radio ref

if ( GetStageDone MS16 200 == 0 && GetStageDone MQ05 200 == 1 )

MS16Vault101ExternalRadioREF.Enable

endif

 

RadioPreWarPublicRef.Enable

 

Then I loaded back up to a save from the Pitt and tried traveling to DC. Still no sound from the radio. So I tried also editing the script that turns off the radios when you leave DC:

 

 

DLC01TunnelHandcartDCSCRIPT - my addition is right below RadioEnclave

 

if ( MS16Vault101ExternalRadioREF.GetDisabled == 0 )

MS16Vault101ExternalRadioREF.Disable

endif

 

RadioEnclaveRef.Disable

 

RadioPreWarPublicRef.Disable

 

if ( MS17RadioRef.GetDisabled == 0 )

MS17RadioRef.Disable

endif

 

PipBoyRadioOff

 

Then I loaded way, way back to a save before I had even entered The Pitt and started fresh. I traveled back to The Pitt from the DC train tunnel and used the console to complete all three quests. Then I traveled back to DC from the Pitt train tunnel. STILL NO MUSIC from my radio station. What the heck am I doing wrong? The scripts compiled without error and the functions I added are basically copy/paste of the vanilla functions but pointed to my own applicable reference. I am brand new to scripting, so I figure my inexperience is the culprit here.

 

 

Note that the mod works just fine as long as I don't go to The Pitt. I checked to be sure that the music is still located in the correct folders and that the topics in the radio quest are linked to the correct location. I am at a loss here. Any advice would be deeply appreciated.

 

 

TL;DR - Custom radio mod works perfectly in vanilla and modded FO3 until the player visits The Pitt. From that point on, the radio station will appear in the PipBoy but won't play music.

 

 

Thank you in advance for your help!

 

 

In the geck, go to the exit from the Pitt, place a collision "trigger" and associate it with the script for the radio station on mod load, "NOT" your "re-load script" and it will play again.

I repeat, make sure it's with he Original script you used for the mod. Not the Pitt script.

 

Kitty Black.

 

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Thanks for your reply. I was actually able to get it working again late last night. I deleted my mod's folder from sound\voices and repeated the process of assigning WAV files to each radio topic. For whatever inexplicable reason, this solved the problem. I have no idea why since each topic was already pointing to the correct directory and file. ¯\_(ツ)_/¯

If I have any trouble in the future, I'll try your suggestion. Thanks again for your help.

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