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41 minutes ago, leonbrass said:

Thanks again for Ivy! The Commonwealth is much more interesting with her along.

I have been thinking about making a mod or mods, that add a couple things Ivy  mentions... that long list of porn mags she is always wanting to collect, plus perhaps a second mod that adds a special customers dungeon with all sorts of (in)appropriate props.  The first I might be able to pull off, the second is a much bigger challenge.

Asking here because I don't want to step on Reginald' s plans for future expansion.  As it is now I have to save up to get the rest of the DLC because of Ivy.... so might as well go for it.

what do you guys think?

I'd love to see add-ons and mods for Ivy. Go for it! :)

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QUESTIONS:

 

- Which multi follower mods are the best (most stable, least amount of bugs etc..)

- If I would choose ONE mod to make IVY compatible with, WHICH multi follower mod should that be?

 

I ask you these questions, because I find myself wanting to travel with some other companions, but I just can't get it over my heart to dismiss Ivy. So now that I'm working on her again, I might as well at least try to make her more compatible with multi follower mods. If I do so, I'll try to have her talk to at least the regular companions in some manner.

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1 hour ago, Reginald_001 said:

QUESTIONS:

 

- Which multi follower mods are the best (most stable, least amount of bugs etc..)

- If I would choose ONE mod to make IVY compatible with, WHICH multi follower mod should that be?

 

I ask you these questions, because I find myself wanting to travel with some other companions, but I just can't get it over my heart to dismiss Ivy. So now that I'm working on her again, I might as well at least try to make her more compatible with multi follower mods. If I do so, I'll try to have her talk to at least the regular companions in some manner.

AFT is far and away the "best" as far as features and it works well. The only drawback, if you see it as one (and I don't) is you max at 5 followers. I rarely have more than one and even rarer that I do two or more and I'm usually up to no good at that point.

Anyway, that's my opinion on the matter. Your mileage may vary.

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2 hours ago, Sulphur.4724 said:

AFT is far and away the "best" as far as features and it works well. The only drawback, if you see it as one (and I don't) is you max at 5 followers. I rarely have more than one and even rarer that I do two or more and I'm usually up to no good at that point.

Anyway, that's my opinion on the matter. Your mileage may vary.

Thanks. I just did a runthrough with UCF and it worked out OK. I placed it above Ivy and all features seem to be working. So that seems 'compatible' for now, as long you keep Ivy the 'first' companion. I'll try out AFT as well.

 

In other news: Recording is in full swing for the DLC.

I'm very happy to be recording again. It's a bit of getting used to, back to the old robot voice, but for now I'm happy with the results. I've recorded the first 25 locational lines for Ivy and I can't wait to start playing the DLC with her. I decided to not start with the Vault 88 DLC, but with the Nuka World DLC, as I'm at the point where I can play through it with my current save game (A level 93 Nora). I expect that recording will go quick this time around.

 

The DLC's will be released separately. So an ESP and and Audio folder for each DLC will be released.

This way you can own only 1 of the DLC's and still play that one with Ivy.

 

(edit) After a solid afternoon of recording, I've finished all internal cell dialogue for Nuka World. It's going pretty quickly now that I wrote most of the stuff earlier while playing through it.

 

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Ok. So some developments...

 

After cooking, eating and drinking coffee, I tried to create LIP files for my 51 newly recorded locational dialogue wavs. It didn't detect any. I opened up the CompanionIvy_Nuka.esp file and saw that the main quest for Ivy had duplicated and there were lots of errors in the file. I effed up somehow. But how? I'd referenced the companionIvy.esp file correctly. But when I checked the masters, the main Ivy file was not found.

 

Long story short, I will have to move Ivy into an ESM file, so the DLC plugins can master it.

But that will have consequences for her load order.

I will upload my current Ivy ESP as last upload, this will be the no-DLC stand alone version.

The DLC will require IVY to be an ESM, forcing load order to Ivy being loaded first.

 

(edit) Never mind. I just saved the ESP and it's now lost all 51 lines of dialogue.

*sigh*... 3 hours of recording work down the drain...

Looks like it's going to be one of those challenge type things to get the DLC for Ivy going... I'm back to the drawing board on how to set this all up.

 

It has to do with how the Creation Kit saves the file, due to the ESL feature which was introduced by Bathesda, you can no longer make an ESM file out of your mod and reference it by another. I can't turn Ivy into an ESL master file, because she has 5000+ forms, and ESL's are capped at 2048 forms for some reason or another (Bathesda's way of capping content?). So when you save the ESP file, the master is lost.

 

The only workaround I've found so far, is re-enabling the master in Fo4Edit every time you save the file, otherwise the companionIvy.esp master is lost.

Well at least I can keep Ivy as an ESP so you can fiddle with load order for compatibility. *phew*

 

(edit 2) NOPE that will not work. I tried to record one line, then saved the ESP, then I re-added the master. When I re-open in the CK, the quests are borked, as if it's saved the new content into a duplicate quest. This is unworkable. Perhaps the only way will be to make a separate CompanionIvy that simply requires all DLC as master. :(

 

See? It makes a stupid DUPLICATE000 quest.

 

frell!.thumb.jpg.04d08c73f2f3f6c90796c10905a0d756.jpg

 

(edit 3) OK. By hacking the original companionIvy.esp into an ESM, I managed to get a working condition CompanionIvy_Nuka.esp.

This means the setup of the mod *has* changed into an ESM (the master), on top of which you can load the ESP's and audio files for each DLC you have installed.

 

Good about this is

That you can now install the DLC separately. And I can actually create DLC for Ivy (without her being a master the only other way is to create a copy of CompanionIvy and add all DLC as masters there, which forces people to have ALL the DLC).

 

Bad about this is

That Ivy is now stuck basically on the 'top' of your load order because she had to be turned into a master file. This could introduce more incompatibility with other mods. As I now only made a proof of concept, I'm about to see what this has done to my current save (I think I lost it) and I'll have to re-create any addons I already had for her (hair etc..).

 

works.thumb.jpg.1ed6c9b0201588a530dd1091c256bf50.jpg

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So far I've played with Wastelander Barbara (great to have sometimes stimpacks, wonder glue,  some ammos... ) she must be more developped to my taste but she's great. Heather Casdin still my favorite . She has lore ( I love companion with lore) more interresting she has some stuff to trade sometimes when you're in need to have junk 's to start a settlement but at a heavy price) She has a background story , some quest, interferences with other companion like Piper, Mc Gready.... I like her. the great idea over the last two that there don't count as  a companion. Vex an out balanced companion . She looks great but she is overpowered with her knife. Limited in conversation just a basic companion.Sttill some bugs when you dismiss her. But my favorite after more than 1000 hours of play is Ivy, Background story, heavy interferrecies in conversation with NPC, she is really alive.What a masterpiece !!! I'm still looking for her as a companion but like Heather or Barbara that she doesn't count as a companion just by the fact with her comments about Piper. For Far Harbor, I need to have Nick Valentine with me but I really can't travell in this adventure without Ivy. May be I'm in love with her (shhhh to my wife...)So i'm still to envisage two more playthrough with the BOS and  the raider sides  (the last one with Nukaworld). I don't play with a companion overhaull mod like AFT or others.

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1 hour ago, Reginald_001 said:

It is as I feared. Ivy is still working. But my current play through was borked after turning her into an ESM mod.

After loading my current save game I got this. Well, a new playthrough is the price for DLC, I guess. :(

 

ScreenShot225.thumb.png.9348614c22ed5e7c860facb4d47ce55d.png

 

ScreenShot226.thumb.png.62f54930587428ca95f8d915232efc3d.png

that is pure Bethesda magic, piper and cait do it too, especially park street station, I sneak off the first shot and they charge in banging pots and pans turning it all into a hellstorm lol

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I've been setting up a new play through and after testing several i found ATF the best it gives you option to ignore a follower completely , on a side note while while i was testing, Ivy kept going on about Anal Acrobats i only was getting as far as saving the people from concord but i didn't noticed her repeat this idle chat so much last time , I just checking if you think this is normal or i should look for a conflict.

 

Regarding Ivy as a master this isn't a problem as a lot of people use f04edit to create a merge file for said conflicts anyway.

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24 minutes ago, chubjub said:

I've been setting up a new play through and after testing several i found ATF the best it gives you option to ignore a follower completely , on a side note while while i was testing, Ivy kept going on about Anal Acrobats i only was getting as far as saving the people from concord but i didn't noticed her repeat this idle chat so much last time , I just checking if you think this is normal or i should look for a conflict.

 

Regarding Ivy as a master this isn't a problem as a lot of people use f04edit to create a merge file for said conflicts anyway.

Well I just started a new play through (still using UCF which introduced some issues in the beginning but using the NX-2C holotape I was able to fix them). Then loaded a completely fresh save as it still wasn't working well. Then I set my intelligence to 1000 so I can level up to Nuka World quickly, when I reach that I'll continue development. It's pretty fun to level up with each 4 enemies killed. Other than that, it looks like the ESM with the Nuka plugin is working fine. I didn't reach Nuka World yet but I think her lines there will function.

 

Now I need to make sure the other DLC's I'll make afterwards won't interfere, by setting up some kind of alternative script and chats for each DLC. I tried simply adding the dialogue to the existing ESP, but that might introduce a problem when I add a second plugin which inserts into the same dialogue groups. So I'll have to set up background quests and scripts for Ivy, for each individual DLC. That will introduce another issue, the fact that her original idle threads will continue to run, making her more 'chatty' in the DLC areas, but I think that will sort itself out.

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Reginald, 

 

I was wondering if the DLC content would be able to go on ESL rather than ESP as the ESL files don't count towards the 255 limit and I heard 

that they hold more than a ESP but less than a ESM.  Also if you have ever tried the Tales of the Commonwealth mod the author made a DLC

add on for his companions that would work in the Far Harbor and Nuka by adding dialogue specific for each individual companion.  From

when I've played it they seem to have trigger points in areas or conversations similar to how Ivy speaks with certain scenes.  Just thought I'd

throw it out there in case you may need a reference point to build on.  

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9 hours ago, Sierra 21 said:

Reginald, 

 

I was wondering if the DLC content would be able to go on ESL rather than ESP as the ESL files don't count towards the 255 limit and I heard 

that they hold more than a ESP but less than a ESM.  Also if you have ever tried the Tales of the Commonwealth mod the author made a DLC

add on for his companions that would work in the Far Harbor and Nuka by adding dialogue specific for each individual companion.  From

when I've played it they seem to have trigger points in areas or conversations similar to how Ivy speaks with certain scenes.  Just thought I'd

throw it out there in case you may need a reference point to build on.  

I don't think it's possible without an entire re-working of the mod. ESL allows for only 2048 forms/objects in a mod. Ivy has 5000+.

I'm sticking with the ESM setup. It works and it seems to cause no new amount of incompatibilities with my other mods.

 

(edit) So.. After another solid afternoon of recording, all internal cell dialogue has been finished. 67 new lines for about 40 cells. Next step will be to work on the outdoor location comments. After that quest integration (e.g. Ivy interjects during quest dialogue with NPC's). The build is stable, the ESM seems to be working fine. LIP files are being generated for the new material, so I know it's 'all good'(tm).

 

Now that I have established a work-flow things will go quickly. Hopefully with a daily recording session of 1-2 hours all DLC should be done in a couple of weeks, after which I can hand it over to Chick for recording. :)

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On 8/11/2018 at 6:58 PM, ThiefHawk said:

tracked the problem down believe it or not was a bunker mod that was causing all the issues... https://www.nexusmods.com/fallout4/mods/24032?tab=description

He is overriding the Root Cellar for Sanctuary, making it so Ivy doesn't even exist in game.

 

That's it. I'm adding a player home to the game, specifically for Ivy. A new place where you can pick her up, close to Sanctuary. Then you can use that place as your player home with Ivy, build stuff in it, etc..etc..

 

I'm also adding an alternative way to retrieve the voucher for low level players (e.g. the voucher can also be found closer by, unless the player is beyond level 7, at which time players will be forced to go to MedTek).

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1 hour ago, Reginald_001 said:

He is overriding the Root Cellar for Sanctuary, making it so Ivy doesn't even exist in game.

 

That's it. I'm adding a player home to the game, specifically for Ivy. A new place where you can pick her up, close to Sanctuary. Then you can use that place as your player home with Ivy, build stuff in it, etc..etc..

 

I'm also adding an alternative way to retrieve the voucher for low level players (e.g. the voucher can also be found closer by, unless the player is beyond level 7, at which time players will be forced to go to MedTek).

Both welcome additions if you ask me. I don't mind the cellar myself but getting that voucher right away is a bear, even with Codsworth it's tricky. (I'm no expert gamer these days. Fingers just don't cooperate like they used to! That's why I don't like to MMO anymore. I do play on survival or VH w/RSE tho, so I'm probably just whining.)

Player homes are ALWAYS cool. I've got like 15 of 'em. Heh.

And chic just answered the really burning question for me . . . I. Can't. Wait.

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1 hour ago, Chic Geek said:

Cannot wait to get my hands on some more insane Ivy dialogue ? 

 

Hopefully my other top secret Ivy project will be ready by then...?

I'm exited about that one! :)

 

42 minutes ago, Sulphur.4724 said:

Both welcome additions if you ask me. I don't mind the cellar myself but getting that voucher right away is a bear, even with Codsworth it's tricky. (I'm no expert gamer these days. Fingers just don't cooperate like they used to! That's why I don't like to MMO anymore. I do play on survival or VH w/RSE tho, so I'm probably just whining.)

Player homes are ALWAYS cool. I've got like 15 of 'em. Heh.

And chic just answered the really burning question for me . . . I. Can't. Wait.

Development is coming along! Already just went through all outdoor locations, am now into quest integration. Pre-writing/thinking things out before development was a good move. It's going hella-fast!

 

its_coming.thumb.jpg.2652a9c6d056efca1b6c6f327012a84b.jpg

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2 hours ago, Reginald_001 said:

He is overriding the Root Cellar for Sanctuary, making it so Ivy doesn't even exist in game.

 

That's it. I'm adding a player home to the game, specifically for Ivy. A new place where you can pick her up, close to Sanctuary. Then you can use that place as your player home with Ivy, build stuff in it, etc..etc..

 

I'm also adding an alternative way to retrieve the voucher for low level players (e.g. the voucher can also be found closer by, unless the player is beyond level 7, at which time players will be forced to go to MedTek).

I use https://www.nexusmods.com/fallout4/mods/23588/ as a home for Hojo and Ivy and have been pretty happy with it.

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Yeah there's a lot on the market. I'll just keep it simple though. Some architecture, a workshop and make it DIY for the player.

 

So today I recorded 117 new lines in total for the DLC. That made development go a lot quicker than I had hoped. I'm tired now from all that recording, so I'm calling it quits for today. Hopefully I'll get another sweet 100 or so lines in tomorrow. Then I'll be done with Nuka World before you know it. :)

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I've seen that issue posted a couple of times now. I don't think anyone has figured out what's causing it. It's something in your load tho, Ivy works fabulously for most of us. Her radio never works for me, I just go see her anyway, get the voucher, etc. I haven't had her pull this kind of shenanigans yet. If you figure it out let us know.

 

We'll help if we can.

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