zonderbunny Posted April 22, 2013 Posted April 22, 2013 Love the mod so far Swyke, it seems to have loads of potential. There seems to be an object you added to the house that Trudy and Sunny stay in but I only get the red exclamation point box.
Swyke Posted April 22, 2013 Author Posted April 22, 2013 Updated to Alpha 0.51: changelog: Deleted some items in the vanilla houses and put them in the "red house". If someone wants to look, if there are still missing meshes: Put some condomes on the table in the sleepingroom. And in the first room there should be a statuete which uses some model which is (I think) from the Spectrum Warrior Toys? Deleted the key to the new "other schoolhouse" interior. So you can't talk to the Headmaster anymore ------------------- @zonderbunny: The exclamation marks should be vanished. I don't know which mod has added the condomes, thougt, they are in the SCR. Have you found the "Strange Blue Statuete"? or had it an exclamation mark, too?
zonderbunny Posted April 22, 2013 Posted April 22, 2013 Keep getting an error message when I use the download link. @Swyke I haven't found the statue yet, but I did find one of the new books. Any plans on using the new books as part of the school girl quests in the future? edit: just found the statue lolz. It shows up fine and works as intended it seems.
Swyke Posted April 22, 2013 Author Posted April 22, 2013 It seems, that the link in the first post here didn't get updated. Go to the download-section, this link works without issue. Tried it ... I will figure out, what I've done wrong with the first post. And: The books (magazines) and the other items, I will hide in Goodsprings, are placed to get the corier curious about the things, going on in the village. As soon as the courier has found a few of them, the quest will get visible ... Maybe me or someone else wants to create some nice covers some day And maybe someone has nice ideas for more items, which could be missinterpreted first. [edit] fine
zonderbunny Posted April 22, 2013 Posted April 22, 2013 Almost everything is working in the red house. There is something showing a red box near the table. I think I am missing a mesh/texture but not sure which one it may be or where I would get it. I'm using the latest beta release of SCR.
Halstrom Posted April 22, 2013 Posted April 22, 2013 Almost everything is working in the red house. There is something showing a red box near the table. I think I am missing a mesh/texture but not sure which one it may be or where I would get it. I'm using the latest beta release of SCR. It may be a SCR issue, which latest version, today or yesterdays? Your time or my time? They have version numbers for a reason.
zonderbunny Posted April 23, 2013 Posted April 23, 2013 Pfft always with the details (j/k) Using SCR: 20130422.1
Swyke Posted April 23, 2013 Author Posted April 23, 2013 Almost everything is working in the red house. There is something showing a red box near the table. I think I am missing a mesh/texture but not sure which one it may be or where I would get it. I'm using the latest beta release of SCR. OK, as I have written, I have moved the condomes form the "vanilla-house" to the "red (test) house" in v0.51, and I have an older SCR installed then you. So Halstorm has to decide which one has the "wrong" version.
Halstrom Posted April 23, 2013 Posted April 23, 2013 Almost everything is working in the red house. There is something showing a red box near the table. I think I am missing a mesh/texture but not sure which one it may be or where I would get it. I'm using the latest beta release of SCR. OK, as I have written, I have moved the condomes form the "vanilla-house" to the "red (test) house" in v0.51, and I have an older SCR installed then you. So Halstorm has to decide which one has the "wrong" version. Weird because I don't think I've changed anything to do with the condoms other than move them from the Pregnancy Datapack into the SCR data pack, because they are also necessary for Diseases, perhaps ZB's missed the SCR datapack update.
saladboy21 Posted April 23, 2013 Posted April 23, 2013 So, not a major issue but the saved game names now seem to be in german. It's odd.
Destynova99 Posted April 23, 2013 Posted April 23, 2013 So, not a major issue but the saved game names now seem to be in german. It's odd. Aber ja, das ist seltsam. <.< Do you cloud-save or something? Maybe something went wrong on Steam's end (if you have the steam version). And is it just the savegame text in German, or are the character speaking in German now?
saladboy21 Posted April 23, 2013 Posted April 23, 2013 Just the save game names, though generic Goodsprings citizen's name is german also. All actual text and voices are english.
Swyke Posted April 23, 2013 Author Posted April 23, 2013 Ooops! How did I do this? Maybe I touched some vanilla contend and saved it with the german names? Does anyone else have this phenomenon? I will look into FVEdit ... Sehr merkwürdig ....
Soap desu Posted April 23, 2013 Posted April 23, 2013 Yea the save game names, location names (towns and such) are in German lolz. A few things the Golden Gecko can die completely. Two other Geckos + Golden Gecko still get attacked/pull agro by the robot that patrols around good springs. Quest marks more of them. (these are so helpful but really just a added bonuses and are not needed). Golden Gecko has trouble pathing into the area with the other two Geckos (rather funny things can occur). (Have no clue about how to start the Golden Egg part once the Golden Gecko is brought back even though there is a quest for it). All in all so far so good.
BruceWayne Posted April 23, 2013 Posted April 23, 2013 If you add or change anything in the wasteland the complete object tree changes, hence everyone is seeing "Ödland" or Goodsprings "Siedler". You can add AI packages with reference.addscriptpackage yourpackagename without having to change the NPC record. I don't know if, there is a way to prevent the change of the name of the wasteland, without having to edit it in FNVEdit. Da sind auch noch ein paar deutsche Dialoge drin, hab ich gesehen...
Swyke Posted April 23, 2013 Author Posted April 23, 2013 Oh! Sch...! I will put a WARNING to the Download post and see what I can do ... But this will get a huge and hard job! Don't know how to solve it without the possibility to control it by myself. Just annoying!
BruceWayne Posted April 23, 2013 Posted April 23, 2013 If you want to make really sure, you always could change the game language to english in the steam settings. (if that's possible with the "no gore" version) A temporary fix for the worldspace edits could be the use of weather mods, as they change all exterior cells and would (theoretically) change the names back to english. They have to be loaded last of course.
Swyke Posted April 23, 2013 Author Posted April 23, 2013 Oh! I have the german uncut from austria, but I never tried to change the language ... [Edit: 100st post! Time to celebrate ] [Edit 2: Steam is changing F:NV to english. Now I just have to remake the whole mod without german contents ... any suggestions/guides how to rechange the changed content in FNVEdit?]
Swyke Posted April 23, 2013 Author Posted April 23, 2013 Yea the save game names, location names (towns and such) are in German lolz. A few things the Golden Gecko can die completely. Two other Geckos + Golden Gecko still get attacked/pull agro by the robot that patrols around good springs. Quest marks more of them. (these are so helpful but really just a added bonuses and are not needed). Golden Gecko has trouble pathing into the area with the other two Geckos (rather funny things can occur). (Have no clue about how to start the Golden Egg part once the Golden Gecko is brought back even though there is a quest for it). All in all so far so good. OK, I will figure out, how to rechange the changed content via GECK or FNVEdit. Now I have changed my game to english, so I should be able to figure out whats to do. At a first look I have seen the "Goodsprings-Settlers", The "Goodsprings-Houses", the "Mojave-Wasteland" ... and? There are some topics, too? If someone wants to report ... Next ... ... Dying Gecko: Yes. But he should respawn, now. But I will do as you prefer: Essential or respawn? What do you like more? ... Hostile Robot: I thought, I got it. Will look into the robots factions to fix it. ... More Quest markers: OK. Thougt it is all so close together. ... The wayfinding-thing is so annoying. Will delete another part of the fence. It allways depends on the direction, you come from. But the gate seems to be to small for the fat gecko ... And - sorry - there is no further content with the geckos so far. Thank you! Swyke
BruceWayne Posted April 23, 2013 Posted April 23, 2013 You can see in FNVEdit, which original records are being overwritten (green=no change, yellow/orange=changes are made, your mod wins, red=changes made, your mod loses). Just drag the orignal names to your mod. Make sure that your edits are still in there after you're done. As for the AI packages, I'd still recommend adding them with a one-off script, in order to be compatible with other mods that change the same NPCs.
saladboy21 Posted April 23, 2013 Posted April 23, 2013 SO far just goodsprings settler and house, and Mojave wasteland is what I noticed. I will play more and mention if I see something.
Swyke Posted April 24, 2013 Author Posted April 24, 2013 OK, I took FNVEdit and threw anything out of the mod, that touched the vanilla content (except some additional things in the prospector saloon and (obviously) the exterior. It seems, that I had touched two vanilla-greetings, too (by acident). The mod seems to work ... but I have to re-add the AI-Packages to some vanilla-npcs. As BruceWayne suggested, I wantto use addPackage. How shall I do it: Add and remove the single AI-Package via Topic-Script? Or keep the schedule/conditions and add them all together via Quest-Stage-Script? Or is there a even smarter way?
dragenx Posted April 25, 2013 Posted April 25, 2013 I got the book and talk to pete and he gave me the key but went I get to the school it said key require lock can not be picked and it is in red I got the key how do I get in and if I talk to anyone else like the doc I get not now so what do I do ?
BruceWayne Posted April 25, 2013 Posted April 25, 2013 OK, I took FNVEdit and threw anything out of the mod, that touched the vanilla content (except some additional things in the prospector saloon and (obviously) the exterior. It seems, that I had touched two vanilla-greetings, too (by acident). The mod seems to work ... but I have to re-add the AI-Packages to some vanilla-npcs. As BruceWayne suggested, I wantto use addPackage. How shall I do it: Add and remove the single AI-Package via Topic-Script? Or keep the schedule/conditions and add them all together via Quest-Stage-Script? Or is there a even smarter way? You can do that with an "one-off" if-block in your quest script (there are of course other ways to do this). Basically you run that block once and let it do everything you want to do, like adding the packages. int doonce if doonce == 0 ref.addscriptpackage yourpackage ... ... set doonce to 1 endif You can edit the vanilla GREETING topic, as long as you give your topic an identified speaker with "getisid" or something similar. Otherwise everyone would be eligible to say the topic (from Mr. House to every rat in the game) which you most likely don't want.
zonderbunny Posted April 25, 2013 Posted April 25, 2013 @dragenx there are two separate doors. One is to an area that's not yet fully implemented, looks like a regular wooden door in the back of the school yard. This is probably the one you can't open. There is another 'door' its like a sewer entrance grate on the ground close to the other locked door.
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