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New Vegas GECK will not compile quest script


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Posted

Well, at least its good news!  :)

Not so much...The new station will play vanilla music.  It will not play any new music I add.

 

For instance, I can add Dean Martin's 'Ain't that a Kick in the Head' from the Sound files in the GECK and it will play.  This is true for any vanilla music I pick.  The radio station works just like a vanilla one.  BUT when I add new music it will not play.  I went through all the basic trouble shooting about file paths, what MP3s I'm adding, etc.  It boiled down to me extracting 'Ain't that a Kick in the Head' from the bsa and replacing it with another vanilla sound file.  SO...the vanilla sound file MUS_Aint_That_A_Kick_In_the_Head was replaced with MUS_I_m_Movin_Out.  Both are vanilla files.  All I did was a rename.  My radio station still plays Dean Martin and NOT the replaced file.

 

Data\Sound\songs\radionv\MUS_Aint_That_A_Kick_In_the_Head.  The file path IS the file path and I didn't do anything in the GECK.  I just replaced the music in the folder.

 

I am testing this mod with a new character and I have never listened to the game radio or been inside Gomorrah before, so it cannot residue in the Save.  I have no idea WTF is going on and I assume the game music is hardwired somewhere since I can find nothing in the Form Lists or World Space Regions that governs radios....and renaming the actual sound track doesn't change anything.

Posted

Wait, are you saying you've tried calling your "MUS_I_m_Movin_Out" to "MUS_Aint_That_A_Kick_In_the_Head?" and it would still play the "real" song and not yours? Because if not, try that.

Music is known to be a little finnicky to get to play in FNV. All the way from you having to have "ogg" copies of the songs you want to play for it to play, to it not reading your songs if they are in BSA format. If all else fails, you should talk to DoctaSax about it, as he had his own radio station with custom songs working for one of his mods, and it worked like a charm!  ;)

Posted

Yeah.  I simply renamed the vanilla MUS_I_m_Movin_Out to MUS_Aint_That_A_Kick_In_the_Head.  I have lip and ogg files for the RadioHello topics in my quest.  I was already wise to that little trick.

 

I'm just going to leave eveything for the radio station in the esp.  It works with vanilla music but there is no point in playing MORE vanilla tunes.  I have the everything set up in the cell and I tagged them as initially disabled so they won't play.  When the time comes I'll try and get someone to look that part of the mod and see if they can get it working with custom music.

Posted

Yeah, never had these kinds of problems with the FO3 GECK.  I'm beginning to regret ever jacking with quests and scripting for NV now.  It's pretty fucked up that I can duplicate verbatim something vanilla and it refuses to work.  Makes no sense.   :-/

Posted

I used talking activators doing new localized radios, never modified an existing vanilla. I never managed to make them work in "vanilla style", like in FO3, so usually I prefer creating new topics for every song. The only 2 issues I had in this case were: 1 - adding { } on response (as vanilla does) was preventing my files to play and 2 - I was saving as 16 bit mono with Audacity, but still, when I was re-opening them it was telling me 32 bits, so it wasn't playing, after conversion with Goldwave I finally achieved the 16 bit mono.

Posted

You may be having issues with the new dialogue editor Obsidian added to the GECK (it's the one making use of the {} as hint or commands). Personally I never understood how you are suuppose to use it :( and did not see any online help.

 

Posted

Those bracket things { keeps the game from registering them as dialogue text }.  Really pointless and just something else for the engine to translate into what we see on screen.

Posted

If it's the only reason, I agree they are pointless, but still I wouldn't under evaluate my statement "preventing files to play". I wasn't the only one which encountered this issue: http://forums.nexusmods.com/index.php?/topic/274194-tutorial-how-to-create-a-new-radio-station/ <- this person makes different topics just like me, and it seems he had the same issue with brackets. I found quite strange the fact you added a song to the Radio Hello, following vanilla, but it wasn't playing, that's why I thought brackets could be the cause.

I've read NV handles audio "in a different way" than FO3 (never modded there, so I don't know specifically what it means), maybe your approach in FO3 style could create unexpected issues?

Personally, I would disable the Gomorrah TA and would place my new TA with a working radio, since if you are going to add music to Courtyard too you still have to do something from scraps.

 

By the way, I always was curious... what's playing in that lovely Fairfax bar? Is it "Oye como va"? :P

Posted

The winged brackets in dialogue are for commentary only. At least I didn't see any other use for them. It helped me to keep track of multiple branch dialogue and doesn't show up in-game at all.

 

I believe the dialogue-writers used them to make the sound-department understand how different lines were meant to be read.

Posted

By the way, I always was curious... what's playing in that lovely Fairfax bar? Is it "Oye como va"? :P

Yeah, it's Santa.  It was a hold-over from my pot smoking days.

 

And I'm starting to figure out that NV is simply broken as far as modding scripts go.  Basic commands like 'resetai' will prevent a toon from doing a scripted package..no not end it..prevent it.  I struggled with a fade to black cut scene with one sound effect and it took me AN HOUR to get a 25 line script to fire off like it would in FO3.  The only thing I've stripted so far that wasn't a total pain in the ass was an automatic door script I use for vault doors.  Activate it and 4 seconds later it closes ala Star Trek.  With the time I've spent on this mod I should be over half way done.  I'm nowhere close to that.  It's very frustrating.

Posted

ResetAI does just stop the packages, the problem is the engine doesn't evaluate them again on it's own until some time has passed; I think it checks every in-game hour or 30 minutes, something like that. You can call actorRef.evp if you want to force it.

Posted

And I'm starting to figure out that NV is simply broken as far as modding scripts go.  Basic commands like 'resetai' will prevent a toon from doing a scripted package..no not end it..prevent it.  I struggled with a fade to black cut scene with one sound effect and it took me AN HOUR to get a 25 line script to fire off like it would in FO3.  The only thing I've stripted so far that wasn't a total pain in the ass was an automatic door script I use for vault doors.  Activate it and 4 seconds later it closes ala Star Trek.  With the time I've spent on this mod I should be over half way done.  I'm nowhere close to that.  It's very frustrating.

Hate to break it to ya, but I write scripts all the time that seem to work, so let's just say some nv gecks are more broken than others ;)

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