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A N00bs Quest to change a Mod


irzal

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In order to take my silly questions out of the original Sewer Slave Thread, I thought it might be a good idea to post them here.

 

I really have no idea about scripting and I find the Wiki and the Tutorials not very helpful. Most of the time I just look for scripts from the Vanilla Game and try to apply and modify them, but sometimes it doesn't work like that.

 

I plan the following in revamping the Mod.

[]Duncan acknowledges when you have followers in your party and won't go into the sewers with you. (I suppose I can use the script Victor uses when you talk to Mr. House)

 

[] A subquest where a guy called Crazy Pete agrees to help you out. For a price.

He asks the character for a lot of caps (500) that must be earned first. He also has a deposit where they can be stored so Dermot cannot take them away. (Maybe a script that acknowledges what is in the container and initiates the talk then?)

He also wants the character to sleep with his dog (can be avoided with a high enough speech skill) and to retrieve something from the Lower Sewers. This should make the players occupied, so they cannot escape right away, but is probably a bit better then the lottery which nameless NPC can probably open the collar and the fact that it is hard to convince Dermot to work topside.

For this I need the script sequence that is iniated to start the animation when the character has sex with dogs.

 

[] A Hard enough Speech check (maybe 80?), to let you work topside, even if the character doesn't have enough "Sewer Reputation".

[] Something that indicates how high the Sewer Reputation is.

 

[]A means to escape via the NCR, dependend on your reputation with them. If you are not completely hated by them (in that case they simply rape you) they let you kill the fiends. If you are already a hero they help you right away.

 

[x] A way to be healed by the Ghoul Doctor if the character is really in bad shape.

[] A way to heal STDs with the Ghoul Doc, when they are life threatening. (AIDS)

 

[] A means to talk about what happened with companions and friends.

 

And very down on the list, probably something that is very hard to accomplish.

 

[] Dermot can become a party member, so the player can travel with him topside. She still has to solicit herself and give him the earnings and he demands sex on a frequent level, but can otherwise continue her quest. He refuses all other party members and when he is killed the player dies, too.

This is a means for the player to stay enslaved but still continue with the game, if the sewers become boring,

 

And then a more common question: Why the hell vanish conversation topics simply from the list? Most of the time I spent was on rewriting stuff, because suddenly it wasn't there anymore. I made the mistake of changing the ID for one of the NCR Troopers. Now that I changed him back the NCR conversation I had written is no longer there. Why? It was not even directly assigned to him. This angers me a lot and makes work even more difficult, particularly since the conversation editor is a pain in the a*** as it is.

 

So a few N00b question right away:

- How and where can I create new Variables and use them?

- What is the proper tag in conversation for the player to say the name. Something on the lines of: "My name is ." charname = Mary. ==> "My name is Mary."

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And then a more common question: Why the hell vanish conversation topics simply from the list? Most of the time I spent was on rewriting stuff' date=' because suddenly it wasn't there anymore. I made the mistake of changing the ID for one of the NCR Troopers. Now that I changed him back the NCR conversation I had written is no longer there. Why? It was not even directly assigned to him. This angers me a lot and makes work even more difficult, particularly since the conversation editor is a pain in the a*** as it is.

[/quote']

 

These are referenced by ID (meaning Form ID, the 8 digit number), not by the 'name' you enter in (except in scripts). The short answer is, when it comes to deleting or renaming things, "don't do that." Not until you have a lot more experience in the GECK, and not if the column that says "users" in the object window says anything except "0".

 

So a few N00b question right away:

- How and where can I create new Variables and use them?

 

Variables are made by either editing the quest script and defining them at the top, or by making a new quest of your own with its own script.

 

The quest does not have to have anything in it when it comes to stages or dialogue topics, and does not even have to be enabled. It's just there to use as a NAME. The actual variables are held in the script, which is assigned to the quest.

 

- What is the proper tag in conversation for the player to say the name. Something on the lines of: "My name is ." charname = Mary. ==> "My name is Mary."

 

I don't remember seeing this in a single quest, ever. Not in an add-on, and not in a vanilla quest. There might be a reason for that. ;)

 

Not that it's not possible, it might be, but I don't remember ever seeing it.

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- What is the proper tag in conversation for the player to say the name. Something on the lines of: "My name is ." charname = Mary. ==> "My name is Mary."

 

My name is &PCname;

 

As for variables and scripts' date=' take a look at http://www.cipscis.com/fallout/tutorials/beginners.aspx , I learned the basics there.

[/quote']

 

:huh: Is there a list of those somewhere?

 

of those tags? I don't know, seen those being used in some vanilla notes, or it was a mod, cant remember. So yeah, there was &PCName; &PCRace; &PCSex; in the notes, kinda bounty warrant or something.

I guess those can be used in topics too.

 

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I definitely remember this being used when the character talks to some ranger near the Hoover Dam, I just couldn't find the conversation file again. Thanks for the tags and the help, guys, I hope to get to work asap.

 

Because of my stupid renaming of this NCR Trooper I have to start all over again. The game freezes now when entering the Central Sewers. Also naming him back didn't change a thing. Is there a way to salvage the conversations I have already changed? I tried exporting, but G.E.C.K. froze as well.

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You can try this (make backups of your version and the original first).

 

1. Open the original in FNVEdit, and set it as an ESM. Rename it to .ESM.

 

2. Open up your edited version in FNVEdit, delete everything in it except your quest dialog, and set the sewerslave ESM you made in step 1 as one of its masters.

 

That might get you to the point that you can salvage the quest in your ESP. You can then use FNVEdit to merge the ESP into the ESM, and then change the ESM back to an ESP and resume editing.

 

I haven't actually tried this FYI, but it might actually work. ;)

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You can try this (make backups of your version and the original first).

 

1. Open the original in FNVEdit' date=' and set it as an ESM. Rename it to .ESM.

 

2. Open up your edited version in FNVEdit, delete everything in it except your quest dialog, and set the sewerslave ESM you made in step 1 as one of its masters.

 

That might get you to the point that you can salvage the quest in your ESP. You can then use FNVEdit to merge the ESP into the ESM, and then change the ESM back to an ESP and resume editing.

 

I haven't actually tried this FYI, but it might actually work. ;)

[/quote']

Thanks for the tip. For now I have no idea how this program works, though. If I cannot figure it out till tomorrow I write the dialogue again. >_>

However I just found a very comprehensive tutorial. :)

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You can try this (make backups of your version and the original first).

 

1. Open the original in FNVEdit' date=' and set it as an ESM. Rename it to .ESM.

 

2. Open up your edited version in FNVEdit, delete everything in it except your quest dialog, and set the sewerslave ESM you made in step 1 as one of its masters.

 

That might get you to the point that you can salvage the quest in your ESP. You can then use FNVEdit to merge the ESP into the ESM, and then change the ESM back to an ESP and resume editing.

 

I haven't actually tried this FYI, but it might actually work. ;)

[/quote']

Thanks for the tip. For now I have no idea how this program works, though. If I cannot figure it out till tomorrow I write the dialogue again. >_>

 

 

It's a simple but powerful tool, be careful with it. Make sure you only load the mod you want to edit. Any masters, including FalloutNV.ESM, will be loaded automatically. You CAN edit them here, and screw your game up to the point that you need to reinstall it.

 

Make sure you're in the right tree on the left, never edit anything but your file or you'll put yourself in a world of pain. ;)

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I was able to salvage the dialogue for the doctor. But even with the new mod and everything back to normal the game freezes when I want to go to the Central Sewers. This time the NCR Soldiers IDs are untouched, except for their new dialogue. And in a way I had a clean save. Ideas?

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I was able to salvage the dialogue for the doctor. But even with the new mod and everything back to normal the game freezes when I want to go to the Central Sewers. This time the NCR Soldiers IDs are untouched' date=' except for their new dialogue. And in a way I had a clean save. Ideas?

[/quote']

 

Hmmm... well you can rename your version, load both of them in FNVEdit, and then look at the differences. Something should 'pop out'.. I can try to help with it if you upload your file, but it'll be a little while. Busy with real life + trying to figure out why SexoutNG is breaking on Donkey. ;)

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Do we have the load order of users that crash?

 

This set of mods causes it to crash:

 

 

 

[X] FalloutNV.esm

[X] DeadMoney.esm

[X] HonestHearts.esm

[X] OldWorldBlues.esm

[X] rePopulated Wasteland.esm

[X] ELECTRO-CITY - CompletedWorkorders.esm

[X] ELECTRO-CITY - Highways and Byways.esm

[X] Project Nevada - Core.esm

[X] Project Nevada - Equipment.esm

[X] Military Explansion Program.esm

[X] MikotoBeauty.esm

[X] NSkies URWLified.esm

[X] Sexout.esm

[X] SexoutLegion.esm

[X] LonesomeRoad.esm

[X] populatedcasino.esp

[X] 0PA_Pregarmor.esp

[X] MikotoBeauty.esp

[X] The Mod Configuration Menu.esp

[X] SW_Recipes_v07.esp

[X] Project Nevada - Cyberware.esp

[X] Project Nevada - Rebalance.esp

[X] NSkies URWLifiedDM.esp

[X] NSkies URWLifiedHH.esp

[X] NSkies URWLifiedOWB.esp

[X] SexoutRapers.esp

[X] SexoutProstitutes.esp

[X] SatellaDNKAnalizator_eng.esp

[X] SexoutDrugs.esp

[X] SexoutSexWithFollow.esp

[X] SexoutDiscounts.esp

[X] SexoutHookups.esp

[X] SexoutKings.esp

[X] SexoutKhans.esp

[X] SexoutPowderGangers.esp

[X] SexoutNCR.esp

[X] SexoutPregnancy.esp

[X] Smalltalk.esp

[X] SexoutSS.esp

 

 

 

But this one didn't:

 

 

 

[X] FalloutNV.esm

[X] DeadMoney.esm

[X] HonestHearts.esm

[X] OldWorldBlues.esm

[X] LonesomeRoad.esm

[X] cortexscrambler.esm

[X] MikotoBeauty.esm

[X] Project Nevada - Core.esm

[X] Project Nevada - Equipment.esm

[X] SexoutLegion.esm

[X] Sexout.esm

[X] MikotoBeauty.esp

[X] The Mod Configuration Menu.esp

[X] Project Nevada - Cyberware.esp

[X] Project Nevada - Rebalance.esp

[X] bzArmour.esp

[X] SW_Recipes_v07.esp

[X] HomeCooking.esp

[X] MojaveExtended100.esp

[X] MojaveExtended20.esp

[X] MojaveExtended40.esp

[X] MojaveExtended60.esp

[X] MojaveExtended80.esp

[X] Power Armour is Powered.esp

[X] Armored PA Gloves.esp

[X] cortexscrambler_dance.esp

[X] PA Footsteps.esp

[X] T3Belts_BootsNV2.esp

[X] Portable Bedroll - Well Rested.esp

[X] CONELRAD 640-1240.esp

[X] PimpMyScarf_CamoRetext.esp

[X] Combat Ranger Armor MII.esp

[X] UnlimitedCompanions.esp

[X] LevelCap100.esp

[X] FNNsysNV.esp

[X] UnderwaterFX.esp

[X] UWFXGodrays.esp

[X] AK_AR15WP.esp

[X] FNVEnhancedShaders - AA-DOF Enable.esp

[X] Fellout-OWB.esp

[X] Fellout.esp

[X] SexoutRapers.esp

[X] SexoutProstitutes.esp

[X] SexoutDrugs.esp

[X] SexoutSexWithFollow.esp

[X] SexoutHowAbout.esp

[X] SexoutDiscounts.esp

[X] SexoutHookups.esp

[X] SexoutKings.esp

[X] SexoutKhans.esp

[X] SexoutPowderGangers.esp

[X] SexoutNCR.esp

[X] SexoutBribes.esp

[X] SexoutPregnancy.esp

[X] Smalltalk.esp

 

 

 

This leads me to think it is either:

 

SewerSlave

ElectroCity

rePopulatedWasteland

MilitaryExpansion

populatedcasino

 

As far as I am aware, these are the only NPC heavy mods that tend to populate areas like Westide, but it could also be SewerSlave itself, I have not had time to test these last mods out individually though. Someone else using SS though did report the same problem.

 

 

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Sure thing. Here is the file.

I have to check on differences in FNVEdit (still trying to find that function).

My plugins are (for the record):

 

[X] FalloutNV.esm
[X] DeadMoney.esm
[X] HonestHearts.esm
[X] MercenaryPack.esm
[X] TribalPack.esm
[X] ClassicPack.esm
[X] CaravanPack.esm
[X] MikotoBeauty.esm
[X] wsex.esm
[X] SexoutLegion.esm
[X] rePopulated Wasteland.esm
[X] Sexout.esm
[X] bzArmour.esp
[X] bzBodySuits.esp
[X] Type3 Leather Armors.esp
[X] [ARMOR]-NCR_Freelancer_gear.esp
[X] UnlimitedCompanions.esp
[X] ExtendedNVRadio.esp
[X] wsexInnuendoNPCs.esp
[X] MAC.esp
[X] wsexInnuendoAnims.esp
[X] wsex_workgirl_tryout.esp
[X] The Mod Configuration Menu.esp
[X] 0PA_Pregarmor.esp
[X] SexoutSex.esp
[X] Body by Race.esp
[X] MikotoBeauty.esp
[X] Armor by Race w Undies.esp
[X] SexoutWorkingGirl.esp
[X] SexoutKhans.esp
[X] SexoutPowderGangers.esp
[X] SexoutNCR.esp
[X] SexoutKings.esp
[X] Smalltalk.esp
[X] SexoutRapers.esp
[ ] SexoutPregnancy.esp
[X] SexoutSS (2).esp

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Looks like it's crashing because the quest you made and are referencing in your new dialog is no longer there / is null.

 

Did you create a new quest, or was this new dialog you added supposed to be in the existing SexoutSS quest?

 

Edit: Or was it supposed to reference SexoutSSSideQuests maybe?

 

Talking here about "SexoutNCRResponse". Right now it does not belong to any quest.

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Looks like it's crashing because the quest you made and are referencing in your new dialog is no longer there / is null.

 

Did you create a new quest' date=' or was this new dialog you added supposed to be in the existing SexoutSS quest?

 

Edit: Or was it supposed to reference SexoutSSSideQuests maybe?

 

Talking here about "SexoutNCRResponse". Right now it does not belong to any quest.

[/quote']

 

No, as far as I know (and that doesn't mean anything, because I really don't know anything ;) ) I did not create a new quest. But it is possible that I didn't adhere to any quest-related naming conventions of dialogue.

So yeah, it was supposed to be in the SexoutSS quest.

 

Come to think of it - it might probably be best to create a new quest for every escaping option so that it is a bit more clearly laid out.

 

And I really don't know how I managed to delete the idle animations, because I do not recall touching anything in that direction. So far I only played with dialogue and did not really delete anything to my knowledge. Maybe it happened when I used FNVEdit, but I didn't touch the original SewerSlave File there, just merged my dialogue from the other one.

Thanks for looking into this and sorry for being such a noob.

 

 

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Looks like it's crashing because the quest you made and are referencing in your new dialog is no longer there / is null.

 

Did you create a new quest' date=' or was this new dialog you added supposed to be in the existing SexoutSS quest?

 

Edit: Or was it supposed to reference SexoutSSSideQuests maybe?

 

Talking here about "SexoutNCRResponse". Right now it does not belong to any quest.

[/quote']

 

No, as far as I know (and that doesn't mean anything, because I really don't know anything ;) ) I did not create a new quest. But it is possible that I didn't adhere to any quest-related naming conventions of dialogue.

So yeah, it was supposed to be in the SexoutSS quest.

 

Come to think of it - it might probably be best to create a new quest for every escaping option so that it is a bit more clearly laid out.

 

And I really don't know how I managed to delete the idle animations, because I do not recall touching anything in that direction. So far I only played with dialogue and did not really delete anything to my knowledge. Maybe it happened when I used FNVEdit, but I didn't touch the original SewerSlave File there, just merged my dialogue from the other one.

Thanks for looking into this and sorry for being such a noob.

 

 

 

Idle animations are fine, I was just misinterpreting something. The quest dialog was not attached to the quest though, which is what's probably causing your problem with crashes and whatnot -- or contributing to them -- can't say this is the only thing that could cause a crash, but it's one thing.

 

I'll try to get you a fixed file soon, kinda busy here, sorry. Anyone who knows FNVEdit can step in and fix it though, if I'm too slow. ;)

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Hi prideslayer and thank you so much for your work. I have it downloaded now and will have a look at it in the next couple of days.

 

I have no idea why the NCRDialog was or was not assigned to this quest. Has this something to do how the dialogues are named? Or did I just put it in the wrong "folder" so to speak?

 

Edit: It still freezes when I try to enter the Central Sewer, but at this stage I probably make the savegame responsible. Anybody else experiencing a freeze when entering the CS?

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I think it was just because you deleted 'something' and it caused the quest dialog to be unlinked from the quest. Really there's no way to enter those dialogs into the GECK without them being in a quest, so they had to be forcibly delinked somehow.

 

FONV reports no errors with the file I sent, but that just means the structure is ok; there can still be problems with crashes, certainly, if scripts have been changed. One misstep in a script makes it very easy to crash the game.

 

Honestly I would suggest 'starting over' at this point, after making many notes on what you've done so you can easily recreate the work. It's going to be hard to determine what is causing the crashes at this point.

 

I have experienced no crashes with the last 'official' version of SS, but I have to admit I did not try the version I edited before uploading either.

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