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Posted

Ok.. so what has been DESTROYING ME for the last 24 hours now is this:

 

[04/19/2019 - 09:14:59PM] warning: Property p_ivy_WarperQuest on script CompanionIvyScript attached to _IvyCompQuest (0A000805) cannot be initialized because the script no longer contains that property

 

Because I've based Ivy's NukaWorld ESP off of her main ESM, she uses her main dialogue quest to insert new dialogue into topics.

I should switch that to script injection, so I don't have to override her main quest. But I don't know if that's possible to begin with and I don't know how to do it if it is..

 

Anyway... any PROPERTIES I add to her main script are overriden by the properties in the Nuka World plugin.

This means that for about a kazillion ff'ing times when I tested stuff, it was likely working as it should, but was just missing the fucking property values because of the Nuka World plugin.

 

I will now dedicate my time to overcoming this issue by trying to find some other way of injecting Ivy's NukaWorld dialogue without having to override her main companion quest, this way I can change her base quest as much as I like without running into constant issues.

 

1 hour ago, ChicGeek said:

@Reginald_001Check your dm’s ?

This made me very excited.. ❤️

Posted

YES! It finally works! You can tweak this feature, or turn it on and off, inside the NX-2C controller holotape. (short/medium/far distance for it to activate).

 

Next steps:

- Try to disable her built-in warp system, if that is possible at all. For now it already works a lot like I want to.

- I might tweak the distance a bit. I know that personally I will want this setting at near distance. (FINISHED)

- Tweak the effects, lighter sound effects. (FINISHED)

- Now that it works I will also implement a stealthy version of it, so that when you are sneaking, the teleporter sound will be quiet, at the expensive of a longer teleport time. (FINISHED)

- Add some kind of random dialogue when she teleports. (FINISHED - 25 random lines. At a chance of 15% to be spoken, and only when the player is not sneaking. I'll add some more at a later time.)

- See if I can make her teleport back to the player when she falls a great distance (emergency teleport).

 

In the video I let Ivy take her time to idle in a chair, then dash off for the warp system to take effect. I created this, because she got stuck behind a gate yesterday and it just looked bloody stupid, especially for a bot that's supposed to be able to teleport.

 

For now, the proof of concept in action, something that took me way to much trouble to build because of the Nuka World plugin overriding my work:

 

I humbly PROUDLY present Ivy's automatic teleport system!

 

Posted

I don't want to blow my own hoot.. (well I would if I could and believe me, I've tried but it hurts my back too much and I just can't reach about 1cm short.. anyways).. I don't want to bow my own hoot.. well.. I want to but let's not get into that again.. having said that..

 

I just played for half an hour with Ivy's new automatic warp/teleport system and it's fucking awesome....

You run into a bunch of enemies, order Ivy to stay. While she distracts them, you circle around, then when you get far enough Ivy teleports back to you and she confuses the shit out of them, giving you time to line up the headshots.. It's really changing up the play style as you get quite a few more tactical options when playing with Ivy. Making her more useful than a regular companion.

 

I am also looking into a special type of attack, inspired by Mass Effect's Kasumi, where she teleports behind an enemy, gives them a deathblow, then teleports back. Ivy would do these at random sometimes, much like the mysterious stranger attacks.

 

 

Posted
7 hours ago, Reginald_001 said:

Thanks!

You mentioned wanting to add certain features to Ivy but weren't sure how to do it. Would FlashyJoe be willing to help you in regards to rest requirements and calls of nature? I know he's adding it into his companion mod Malia.

 

I'm not sure if you answered this elsewhere, but will we still have a choice for voices for Ivy? The trailers you've posted have her robotic voice, which I prefer. Nothing against ChicGeek. She has a wonderful voice. This is simply my preference. Ivy refers to herself as a 'robot' so the voice fits. But on a deeper level, I think her longing for a more human voice points to her anguish and desire to know who she truly is and what her place is in the world.

Posted
7 hours ago, Reginald_001 said:

 

I am also looking into a special type of attack, inspired by Mass Effect's Kasumi, where she teleports behind an enemy, gives them a deathblow, then teleports back. Ivy would do these at random sometimes, much like the mysterious stranger attacks.

 

 

Oh, +1 to this, that would be all sorts of bad-ass. Would it require the Mysterious Stranger perk, or be a gated feature? Affinity, a quest to enable it or what have you.

 

Love all he stuff you're tossing around for Ivy, may all your dreams for her come true! Way to take it "to eleven," she really is going to a masterpiece of a follower, Reginald. Thanks for pouring your time and creativity into her, she's really going to be fun on many different levels. 

Posted
6 hours ago, Rampdog said:

You mentioned wanting to add certain features to Ivy but weren't sure how to do it. Would FlashyJoe be willing to help you in regards to rest requirements and calls of nature? I know he's adding it into his companion mod Malia.

 

I'm not sure if you answered this elsewhere, but will we still have a choice for voices for Ivy? The trailers you've posted have her robotic voice, which I prefer. Nothing against ChicGeek. She has a wonderful voice. This is simply my preference. Ivy refers to herself as a 'robot' so the voice fits. But on a deeper level, I think her longing for a more human voice points to her anguish and desire to know who she truly is and what her place is in the world.

I'm figuring things out. Flashy is currently in the honeymoon phase with Malia all his love and attention goes to her, as it should be.

Also remember that Malia is based on a framework, where Ivy has no such framework to draw upon. My idea is to keep Ivy completely autonomous.

But there's a bit more going on in the background so keep your eyes peeled, as development unfolds. :)

 

The main voice for Ivy IS Chic Geek but I will always release with both voices as long as I have the option.

To me.. Chic *is* Ivy's voice personified, but I'm creating all the new content in the same way and with the same voice work as before. (Robot and Chic's voice).

 

33 minutes ago, Sevatt said:

Oh, +1 to this, that would be all sorts of bad-ass. Would it require the Mysterious Stranger perk, or be a gated feature? Affinity, a quest to enable it or what have you.

 

Love all he stuff you're tossing around for Ivy, may all your dreams for her come true! Way to take it "to eleven," she really is going to a masterpiece of a follower, Reginald. Thanks for pouring your time and creativity into her, she's really going to be fun on many different levels. 

It'd definitely be separate from the MS perk. Special attacks for Ivy has always been drifting around my head and while working on her warping system I figured I might be able to do it. If I can get her combat targets then I should be able to teleport her to one of them, do the attack anim, then teleport back.

Posted

Hi Reg,

Just read up on all the post's I missed sounds like your on on roll. I just wanted to throw an idea about the voices , what if there was a quest that started after speaking to Miss White that resulted in getting chic's voice type installed as during that quest Ivy mentions to Miss White how she would love a better voice.

 

Posted
1 hour ago, chubjub said:

Hi Reg,

Just read up on all the post's I missed sounds like your on on roll. I just wanted to throw an idea about the voices , what if there was a quest that started after speaking to Miss White that resulted in getting chic's voice type installed as during that quest Ivy mentions to Miss White how she would love a better voice.

 

Doing that would cut hundreds of lines of content so I've decided against it. All text/complaints from Ivy about her voice have been removed in the new build (when you use Chic's voice).

 

Finished this a long time ago, but time to share. Players will find new lore in the world, chronicling what happened to Deb's raider gang (The Disciples of Mercy, not to be confused with Nuka Worlds' Disciples) after she was taken by Dr. Stein:

 

ScreenShot574.jpg.e50d13cca4d7d6a9c206ad97fe76659f.jpg

 

Real spoilers below:

 

 


ScreenShot575.jpg.9254b2b5d79a7296c84f261cf4327e7f.jpg

ScreenShot576.jpg.cdf1525816376950c7a9be39a094e2d5.jpg

ScreenShot577.jpg.766b5e9ac97f879ce25a684731a58607.jpg

(CONTINUED IN GAME)

Posted

I loved the novelty of the automatic teleportation of ivy, I loved it

 

on the Kasumido style attack Deatdly strike
has a companion that I like a lot, that works exactly like that, her weapon is a stick and she is a sinty, so when she has enemies near her she teleports to the side of them, a few blows and teleports back to you,


even funny happen as she appears back out of nowhere in front of you that you have a target in the crosshairs and hit her unintentionally, but outside iso, this dynamics of teletrasporte in combat is very cool, is one of the reasons I like much of it


maybe there's something there that might be useful https://www.nexusmods.com/fallout4/mods/13815

 

I'm also loving the news of more stories about Ivy from her Deb period and what happened to her gang after she left,
super anxious

Posted

Thinking here ...
the Batlestar had to give you a prize, you are giving a huge survival pro 4 falout with Ivy, anyone who knows a little Ivy wants to redo the whole game with her again

 

 

Ivy was already fantastic, but with all these innovations she's been reaffirming herself by far as the best companion mod of all time,

 

Ivy Fan Club

Posted

Working on the proof of concept for Ivy's special attacks. I've implemented a special attack quest, which can dynamically add Ivy's combat target to the alias, then one of multiple random attack cinematics play, resulting in insta-kills for human opponents.

 

There are some tricky parts, such as: The combat target must be in a particular range (not too far, not too close) and should be random.

 

Maybe.. I should also stop the combat target from initiating any melee combat (basically, stop their combat for a bit while they are being killed by Ivy). And.. I should experiment with that as well.. Perhaps it's cool if some tough enemies can resist her attacks.. so I'll start with that check disabled and will see how things play out.

Posted
17 hours ago, Reginald_001 said:

YES! It finally works! You can tweak this feature, or turn it on and off, inside the NX-2C controller holotape. (short/medium/far distance for it to activate).

 

Next steps:

- Try to disable her built-in warp system, if that is possible at all. For now it already works a lot like I want to.

- I might tweak the distance a bit. I know that personally I will want this setting at near distance. (FINISHED)

- Tweak the effects, lighter sound effects. (FINISHED)

- Now that it works I will also implement a stealthy version of it, so that when you are sneaking, the teleporter sound will be quiet, at the expensive of a longer teleport time. (FINISHED)

- Add some kind of random dialogue when she teleports. (FINISHED - 25 random lines. At a chance of 15% to be spoken, and only when the player is not sneaking. I'll add some more at a later time.)

- See if I can make her teleport back to the player when she falls a great distance (emergency teleport).

 

In the video I let Ivy take her time to idle in a chair, then dash off for the warp system to take effect. I created this, because she got stuck behind a gate yesterday and it just looked bloody stupid, especially for a bot that's supposed to be able to teleport.

 

For now, the proof of concept in action, something that took me way to much trouble to build because of the Nuka World plugin overriding my work:

 

I humbly PROUDLY present Ivy's automatic teleport system!

 

 

cf4afac9410f7440943a70a7fdcaf7aac9a6adf2

Posted

Arrrghh.. the struggle is real.. but I'm wading through it.. if I got her warp system to function as well as it does, I'm convinced I can get her special attacks to function also. I just need to have patience and perseverance..

 

Scriptwise, things seem fine:

[04/20/2019 - 07:09:17PM] Ivy has this much combat targets:2
[04/20/2019 - 07:09:17PM] Ivy sees conditions are met for the combat target, proceeding with special attack
[04/20/2019 - 07:09:18PM] Ivy Forcing ref to combat target
[04/20/2019 - 07:09:18PM] Ivy finished with special attack

 

But.. I don't see stuff happening in game when I'm testing, so I'll keep digging.

Posted

OnCombatStateChange is too soon to pick up a combat target for some strange reason. You should probably have aeCombatState == 1 call a function that has waits in it before polling the actor ref. Just to ensure Ivy is actually in combat with a valid target.

 

Or, you could do a while/endwhile loop on it.

 

Actor CT = Ivy.GetCombatTarget()

 

While CT == None

     CT = Ivy.GetCombatTarget()

Endwhile

 

That would just loop the check until CT was actually an actor that you could action on. This is risky though as it hangs up the script until such a time as Ivy actually has a combat target. I don't really recommend such a thing in this case, but it could be useful for your testing purposes.

 

Or if you like the While loop, just add another condition to it to prevent the endless stuck loop, in this case, is Ivy still in combat. If yes, loop for target ref. If no longer in combat, exit the loop and then check next condition.

 

Actor CT = Ivy.GetCombatTarget()

 

While CT == None && Ivy.IsInComabt()

     CT = Ivy.GetCombatTarger()

Endwhile

 

If Ivy.IsInComabt() == false

     return

else

     {Target NPC found and Ivy still in combat, do attack code here}

endif

 

Or if keeping the original method, you should change your code a little bit to prevent the spam in the logs when CT is NONE. The following will prevent the log spam.

 

Actor CT = Ivy.GetCombatTarget()

If CT

     {Target NPC found, do attack code here}

Else

     {no NPC in CT ref, do nothing - this will keep your log clean}

Endif

Posted
16 minutes ago, Flashy (JoeR) said:

OnCombatStateChange is too soon to pick up a combat target for some strange reason. You should probably have aeCombatState == 1 call a function that has waits in it before polling the actor ref. Just to ensure Ivy is actually in combat with a valid target.

 

Yes! It looks I'm running into what you're saying. The actual GetCombatTargetRef is still empty.

I was thinking about the same approach and I can add another conditional to the loop GetAllCombatTargets() > 0.

In that way she will escape the loop if the combat already has finished.

 

(AllCombatTargets does have an array of actors I can ref. I could also choose to use a random ref, but since the combat AI already has its own system for picking targets, I want to use Ivy's actual combat target).

Posted
6 hours ago, urbanoantigo said:

I loved the novelty of the automatic teleportation of ivy, I loved it

 

on the Kasumido style attack Deatdly strike
has a companion that I like a lot, that works exactly like that, her weapon is a stick and she is a sinty, so when she has enemies near her she teleports to the side of them, a few blows and teleports back to you,


even funny happen as she appears back out of nowhere in front of you that you have a target in the crosshairs and hit her unintentionally, but outside iso, this dynamics of teletrasporte in combat is very cool, is one of the reasons I like much of it


maybe there's something there that might be useful https://www.nexusmods.com/fallout4/mods/13815

 

I'm also loving the news of more stories about Ivy from her Deb period and what happened to her gang after she left,
super anxious

Almost missed this post. I was thinking while making this that I could reuse some of the Mysterious Stranger code, but it all looks to be hardcoded into the engine somehow.

What I really want is to give Ivy an 'assassinate' option, where you can talk to her while in sneak mode, command her to assassinate, then she executes a special stealth kill move.

 

Now that I'm thinking about it. She'll also need a cool down period for her special attacks.

Posted

Hahahaha!! Some of the stuff you run into while testing and developing is hilarious!

I GOT IT TO WORK! Ivy jumps to her opponents, does a special attack, and jumps back to the player.

THEN SHE DOES A SPECIAL ATTACK ON THE PLAYER AND YOU'RE DEAD, :P

 

Yeah I need to tweak that some more.. but I'm getting real results.. I'll only need to kill a couple of more test subjects to get her to do what I want her to..

 

Buggy hilarity ensues... (This one will go into the blooper reels)..

 

 
Posted

Ok. So I knew I was close. And I got it to work like a fucking charm.

With extreme pride, I present: Ivy's Special Kill Moves!

You've NEVER seen an NPC fight like this in a Fallout game.

 

fffuuuck you can't believe how awesome it is to see an enemy stuck behind cover, then to see Ivy teleport behind them and stab them do death..

 

9 Different types of special kill moves that will play at random on certain types of enemies, when certain conditions are met.

 

 

Posted
18 minutes ago, Reginald_001 said:

Ok. So I knew I was close. And I got it to work like a fucking charm.

With extreme pride, I present: Ivy's Special Kill Moves!

You've NEVER seen an NPC fight like this in a Fallout game.

 

fffuuuck you can't believe how awesome it is to see an enemy stuck behind cover, then to see Ivy teleport behind them and stab them do death..

 

9 Different types of special kill moves that will play at random on certain types of enemies, when certain conditions are met.

 

 

 

I'm super fucking excited!!!!! wow!

Posted
1 hour ago, Reginald_001 said:

Ok. So I knew I was close. And I got it to work like a fucking charm.

With extreme pride, I present: Ivy's Special Kill Moves!

You've NEVER seen an NPC fight like this in a Fallout game.

 

fffuuuck you can't believe how awesome it is to see an enemy stuck behind cover, then to see Ivy teleport behind them and stab them do death..

 

9 Different types of special kill moves that will play at random on certain types of enemies, when certain conditions are met.

 

 

 

This is crazy cool stuff, this just makes the vanilla NPC followers look truly pathetic (I though before they couldn't seem any worse, I was wrong).

 

Q?: Will there be a condition set on this ability that means she will loose it if the Institute is destroyed? From what I understand Ivy is meant to be able to teleport because she can still access the Institute's teleport systems because her body was originally that of a Courser. Unless those systems where replicated just for Ivy (or she removes and saves the actual systems before the Institute is blown up and then hooks it up to W.I.V.S. Radio) then I can't see how she is meant to be able to continue teleporting if the Institute is a smoking crater. Then again the game lore is already partially broken here; Classical Radio (the signal used to piggyback the Institute's teleport signals) shuts down but the Synth Relay Grenades somehow still work after the Institute is gone. If it comes down to loosing Ivy's new fighting skills if one blows up the Institute than that is going to make what was an fairly easy decision then quite difficult.

Posted
1 hour ago, ShaddowAU said:

 

This is crazy cool stuff, this just makes the vanilla NPC followers look truly pathetic (I though before they couldn't seem any worse, I was wrong).

 

Q?: Will there be a condition set on this ability that means she will loose it if the Institute is destroyed? From what I understand Ivy is meant to be able to teleport because she can still access the Institute's teleport systems because her body was originally that of a Courser. Unless those systems where replicated just for Ivy (or she removes and saves the actual systems before the Institute is blown up and then hooks it up to W.I.V.S. Radio) then I can't see how she is meant to be able to continue teleporting if the Institute is a smoking crater. Then again the game lore is already partially broken here; Classical Radio (the signal used to piggyback the Institute's teleport signals) shuts down but the Synth Relay Grenades somehow still work after the Institute is gone. If it comes down to loosing Ivy's new fighting skills if one blows up the Institute than that is going to make what was an fairly easy decision then quite difficult.

Well the answer to that is kind of spoilerish, but without spoiling too much, her teleport systems are independent of the Institute's.

Ivy actually comments on her ability to teleport at several moments in the new build, hinting to more background on her abilities, bestowed to her by Dr. Stein.

Posted

Holy shit  she  we get to be a NINJA?!?! 

 

Her  Our awesomeness knows no bounds.  

 

Guys I think Ivy is starting toshhhhhhh, bitch.

 

Wait till you guys see my new do'. 

(hint-its no longer a fucking mess)

See you soon!

xoxo

The real HBIC ? 

Posted
1 hour ago, Reginald_001 said:

Well the answer to that is kind of spoilerish, but without spoiling too much, her teleport systems are independent of the Institute's.

Ivy actually comments on her ability to teleport at several moments in the new build, hinting to more background on her abilities, bestowed to her by Dr. Stein.

Good, good. I was worried we would get these super great abilities in Ivy and then suddenly loose them. Thanks that belays my concerns there.

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