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Reply To: starting point of f3 mods

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I may have found one. I thought it was a more quests quest, but I am doing Ties that Bind and audrey is following me to canterbury commons.

so I guess I need infor on the other quests. Got a chatty bunch with me – Improved clover and an improved sydney.


Reply To: starting point of f3 mods

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The one with Audrey technically requires a new game for story reasons, as characters are introduced at the start, but otherwise can be continued on from an old save.

The rest should show up on your Pip-Boy, with some exceptions because they’re at vanilla locations. The wiki should help you out there, but off the top of my head, Mortar (Jalbert Toxic Waste Disposal), Boop (Scrapyard), Chapel(Dickerson Tabernacle), Zynx(Evergreen Mills), and Slasher (Rivet City) are the ones at vanilla spots.

http://3dnpc.com/wiki/fallout-mods/

Reply To: starting point of f3 mods

Reply To: starting point of f3 mods

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I guess that quest was a no-go. Got to Canterbury Commons and could not find any traces of Alicia in the garage. No lines from Audrey clarifying matters. Read ahead and realized the next stop was Springvale but no trace of Alicia’s shack. The arrows are still pointing back to canterbury.

Reply To: starting point of f3 mods

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I guess that quest was a no-go.

Shouldn’t be a problem, at least with the latest version. Audrey forcegreets the moment you enter the garage, but I also conditioned her dialogue to the cell to ensure you can advance. See the 1:55 mark of this video. Meaning, clicking on her should give you the dialogue in the video, “It looks like someone else was here,” because it was changed from a inaccessible line to a greeting.

Here was the bug report thread where I mentioned the change to kraag, who also had problems getting Audrey to speak, which is why I changed the line to a greeting instead of a forcegreeted line. Also type sqv x3DNPCMQ01b and make sure you’re on stage 20 or higher, that’s the other condition.

http://3dnpc.com/question/the-ties-that-bind-quest-x3dnpcmq01-stage-30-reached-audrey-not-spawning/

Anyways, it’s possible you got the greeting, but not the line after which unlocks the door. I’ll change it so the greeting unlocks the door instead in case that’s the issue. But yeah, if you have any other issues, let me know in the bug report thread.

Reply To: starting point of f3 mods

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Realized there are two separate garages in CC. Now I need to figure out what to do with Slasher the chem fiend.

Reply To: starting point of f3 mods

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Pretty sure I ruined the mod by killing Hank after Audrey went outside. Thought I was supposed to do that, but it made me fail the quest. I hate that I didn’t know that at that time or I would have simply replayed the scene. Well, you live and learn and move on to something else.

Reply To: starting point of f3 mods

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@moksha8088
You can kill Hank once Audrey leaves, or specifically once the interrogation is over. She departs at stage 110 of x3DNPCMQ1.

If you’re having trouble, type SQV x3DNPCMQ01 in the console, find the stage, and use the bug report/troubleshooting section. This video shows all 3 outcomes as intended, which I’ll list here.

1) Successful interrogation, followed by the choice to spare/kill, stage set to 100
2) Killed during interrogation, failed quest, stage set to 250
3) Beat up to force confession, same as #1, stage set to 95

The only thing I found that might bug out is the beat him up option, #3. I tried killing him several times just now and once the quest didn’t fail properly and gave me a “success” on the objective – this is because I was punching him so fast I triggered both outcomes, hitting him into submission and then killing him immediately after.

So I’m gonna have to tweak the script so death before stage 110 fails the quest no matter what. But what you’re saying, that the quest failed after Audrey left, should be impossible as far as I know, but the stage and a more detailed report should be given.

On that note, I made a thread for you. Closing this one.

http://3dnpc.com/question/ties-that-bind-killed-hank-and-quest-ended/


Reply To: Atomic Radio

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Version 0.02 Changelog
– Added about 30 minutes worth of new content
– Split up longer segments “The Stranger” and “The Maltese Mutant” to ease memory load
– Added additional script variables to further decrease the chance of repeats

Reply To: Slasher

Reply To: Slasher

Reply To: Vincent Vincent

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Finally done with active duty, settling down in the commonwealth……well Kentucky. Time to start making some caps, hopefully this will give me ample time to start being more flexible getting the grind done on lines. Looking forward to see this in FO4.

Reply To: Atomic Radio

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Uploaded Version 0.03 of the Radio Replacer:

http://3dnpc.com/2015/11/16/fallout-4-mod-preview-classical-radio-replacer/

Let me know if there’s anything amiss. Apologize for the lack of a good randomizer, not sure what Bethesda’s looks like, I think it might even be conditioned by location and battle, since certain songs tend to repeat.

Of course, once the GECK is out, I’ll more or less use the same one I used for the FO3 mod, which uses a lot of variables to ensure proper shuffling.

Reply To: Atomic Radio

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Version 0.04 of the Replacer:

Fallout 4 Mod – Classical Radio Replacer

Decided to add some music because I think the channel needs it desperately to give you time to digest the talking bits. It’s definitely a deal breaker with Nexus, but it’s not like I’m going to ban myself from this site.

Going forward though, when the kit comes out I think I am just going to use the songs from Diamond City radio on Nexus, with the hope that original music will be added later on.

Otherwise, it’ll be a “replace the songs yourself” deal, with instructions how. Hopefully MP3 is an acceptable file type as it would create and extra hurdle to compress to the current XWM format.

Reply To: 3DNPC Fallout Bundle


Velius

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By request, I made a forum topic for him.

Dialogue Wheel Standards

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It’s tough to know what characters are allowed without the GECK, but what standard should I use for questions that do not advance the conversation but are strictly informative?

In other words, the left side of the dialogue wheel in Bioware games.

I was thinking something like

UP – [Q] What do you mean by anal?
LEFT – Sarcastic
RIGHT – Hates Newspapers
DOWN – Shimmy Shimmy Cocoa Puff

The [Q] would let you know that you could still click the “Hates Newspapers” line later in the conversation without fear.

Basically I guess I’m wondering if there will be a mod standard to denote this thing or if I should just make up my own. Might make a reddit post.

edit: https://www.reddit.com/r/FalloutMods/comments/3yyxs5/fo4_what_should_the_mod_standard_be_for_marking/

Reply To: Dialogue Wheel Standards

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Aaand that’s why I detest the half-assed biowareified dialogue wheel. Anyhow, one could point mod users in this general direction: NewDialog by shadwar

P.S: Sure are taking their time with that damn G.E.C.K. 8( Hopefully it comes out soon… too many Snip-made-mods out there at the moment.

Reply To: Dialogue Wheel Standards

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Do you know if NewDialog or anyone else has a standard for non-progressive questions? I see they use (Sarcastic) to help denote sarcasm, do they have a similar prefix for questions that don’t move the convo forward?

It probably should be uniform for all mods, I’d hate to use something like (Q) for question or whatnot and then find everyone else is using (INFO) or something like that. I feel like this should be a standard feature for all mods.

edit: A color coded cue would probably be the cleanest interface, but the fact that you can change the default text color makes me wonder how that even works. Like if you have yellow or red text, what do the speech checks look like? But if we could all agree on the use of a color as the standard QUESTION COLOR, it would eliminate the need for taking up space in the text box with a written cue. Of course, who knows if that’s even possible. Might be simpler just to use text.

It would’ve been helpful if Bethesda put this in the wheel or created a standard option for modders to follow, but we can still do that on our own provided everyone keeps the same format.

Reply To: Dialogue Wheel Standards

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I should also mention the old format didn’t help at all in this regard either. If you line up 4 questions top to bottom, there’s no telling which questions are informational and which progress.

For Interesting NPCs, I usually solved this by putting the quest progression stuff at the bottom. Usually people work top to bottom, so I think that helped. Fallout 4 does something similar by putting the “info” question at the top, rude on the right, neutral/sarcastic on the left, and positive on the bottom.

The problem with Fallout 4 is, the “info” question isn’t always an info question. Half the time it advances the dialogue, which makes it an extremely risky click. Bioware and Mass Effect solved this by making the LEFT button never advance. You always knew it was safe to pick that option. It also allowed the wheel to have up to 7 questions instead of 4.

But that’s neither here nor there. What we need is a standardized INFO/MORE cue or else every modder will use a different one and shit will get confusing. But perhaps if I standardize one first people will follow that. Any suggestions are welcome.

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