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Hmmm... I'm running into a weird issue. It has something to do with radio stuff, so I won't bore people with stuff they may not understand, it's a call for help, really:

 

 

 

I'm trying to implement some ending scenes for the main module, and after a lot of hair pulling, I managed to get the narrator working, but now there's an issue with the radio that's supposed to play background music. The station itself does work, and when selected throgh Pip-Boy, it plays the music correctly, but whenever I try to have the station pop up through a script function, it plays RNV or Mojave Music or something, if I turn the radio off and on again to the station, it plays the song it's supposed to play.

 

The script I'm using:

 

 

scn FBEndGameQuestScript

 

short FBNarratorShouldTalk

 

begin GameMode

 

    if FBNarratorShouldTalk==0

    

        ;Keep everything the same way like the Main Game would

        CraigBooneRef.Disable

        ArcadeRef.Disable

        RaulRef.Disable

        VeronicaRef.Disable

        LilyRef.Disable

        RoseOfSharonCassidyRef.Disable

        RexRef.Disable

        EDE1Ref.Disable

        EDE2Ref.Disable

        EDE3Ref.Disable

        VHDSecuritronEscort01Ref.Disable

 

        StopQuest DisguiseFactionPulseQuest ; Turn off disguise notifications.

        player.DispelAllSpells ; Removes all chem effects.

        startquest FBEndCreditsRadioQuest

        PipBoyRadio 1

        PipBoyRadio Tune FBEndingRadioREF

        Player.ResetHealth

        SetInCharGen 1

        DisablePlayerControls 1 1 1 1 1 1 1

        set FBNarratorShouldTalk to 1

    endif

 

end

 

 

 

If anyone knows how to fix this, much appreciated.

 

 

 

 

 

Unfortunately I've never used any of the radio functions before, but I am interested in doing ending scenes for my own mod so I would be willing to screw around with it if you'll upload the file. Also, the setnpcradio function looked like it could be a nice workaround. http://geck.bethsoft.com/index.php?title=SetNPCRadio

 

UPDATE: the setnpcradio command should definitely do the job I tested it out in my game and you can totally turn an npc into a radio playing any station you want, so you can just plop an npc down right next to the player and tune them to your station instead of using the pipboy radio.

 

something like

 

scn FBEndGameQuestScript

 

short FBNarratorShouldTalk

 

begin GameMode

 

if FBNarratorShouldTalk==0

 

;Keep everything the same way like the Main Game would

CraigBooneRef.Disable

ArcadeRef.Disable

RaulRef.Disable

VeronicaRef.Disable

LilyRef.Disable

RoseOfSharonCassidyRef.Disable

RexRef.Disable

EDE1Ref.Disable

EDE2Ref.Disable

EDE3Ref.Disable

VHDSecuritronEscort01Ref.Disable

 

StopQuest DisguiseFactionPulseQuest ; Turn off disguise notifications.

player.DispelAllSpells ; Removes all chem effects.

startquest FBEndCreditsRadioQuest

YOURREF.moveto player; obviously replace with your own npc ref

YOURREF.enable; only if initially disabled

YOURREF.setnpcradio 1 FBEndingRadioREF

Player.ResetHealth

SetInCharGen 1

DisablePlayerControls 1 1 1 1 1 1 1

set FBNarratorShouldTalk to 1

endif

 

end

 

Then you would need probably a timer to disable the npc after it's over. :)

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Hehe, I already have a talking activator, and the radio works fine unless I want to automatically tune in to it, then it plays a song it isn't even assigned to play... If manually select the radio there's no problems at all.

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Hehe, I already have a talking activator, and the radio works fine unless I want to automatically tune in to it, then it plays a song it isn't even assigned to play... If manually select the radio there's no problems at all.

I know, from looking at your script I assume its FBEndingRadioREF. The pipboyradio function seems like it's not the best option in this situation that is why I suggested using setnpcradio function as that will tune to any station you want without a problem. 

 

On another note I finished the 'First times the hardest' quest, but am not sure what to do next. Talking to elliot starts the 'Tearing at old scars' quest. Is that the next quest?. Am I done dealing with dr wolfe now? She still has the topics for doing the check ups.

 

Two final notes, for the FB9AlienNTTW quest elliots initial greeting [He stares at his glass...] needs another condition along the lines of getquestcompleted FB8dataslatesearch == 0 (actually getstage would be better but I'm too lazy to lookup the stage right now) to prevent him from repeating it after you complete that quest. Otherwise he will keep on giving the player translated dataslates to give to dr wolfe. From the same quest dialogue topic FB9NzGoodbye (elliot's goodbye) is conflicting with honest hearts so you should change the formid. Just make it start with the same XX as the rest of the mod so it doesn't overwrite HH anymore.

 

For some reason I'm exhausted after typing this. phew  :lol:

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Guest gdx711

One more thing I just realized I may have not been clear about the script, specifically

YOURREF.setnpcradio 1 FBEndingRadioREF

That =

(Your NPCs refid).(turn him into a radio) (turn on) (tune him to your station/talking activator ref)

 

You'll want to create a dummy npc to act as the radio, and If it gets in the players view (don't think it will) you can always scale it down.

 

As a side note instead of the NPC being turned into a radio we could always assume its got a radio in its pants. Personally I think its way cooler to be some sort of human radio hybrid. :)

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Nothing really seems to work, the game picks the wrong audio file to play and whatever I try, nothing's working, so I'm just going to leave it at what it is right now. Still, I appreciate the help :)

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On another note I finished the 'First times the hardest' quest, but am not sure what to do next. Talking to elliot starts the 'Tearing at old scars' quest. Is that the next quest?. Am I done dealing with dr wolfe now? She still has the topics for doing the check ups.

 

Two final notes, for the FB9AlienNTTW quest elliots initial greeting [He stares at his glass...] needs another condition along the lines of getquestcompleted FB8dataslatesearch == 0 (actually getstage would be better but I'm too lazy to lookup the stage right now) to prevent him from repeating it after you complete that quest. Otherwise he will keep on giving the player translated dataslates to give to dr wolfe. From the same quest dialogue topic FB9NzGoodbye (elliot's goodbye) is conflicting with honest hearts so you should change the formid. Just make it start with the same XX as the rest of the mod so it doesn't overwrite HH anymore.

 

For some reason I'm exhausted after typing this. phew  :lol:

 

 

Yeah, Tearing at Old Scars comes after First Time's the Hardest, Dr. Wolfe still offers the check-up dialogue, but this is only for money grubbing.

 

As for the dialogue overwriting Honest Hearts... very odd... I thought I was the only one to start everything with the "FB<m><i>" prefix... well, I've changed the EditorID, so that should fix it for the upcoming patch.

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Nothing really seems to work, the game picks the wrong audio file to play and whatever I try, nothing's working, so I'm just going to leave it at what it is right now. Still, I appreciate the help :)

 

It's not working even with the setnpcradio function? Well, my offer stands if you upload it I'll take a look.

 

Yeah, Tearing at Old Scars comes after First Time's the Hardest, Dr. Wolfe still offers the check-up dialogue, but this is only for money grubbing.

 

 

 

As for the dialogue overwriting Honest Hearts... very odd... I thought I was the only one to start everything with the "FB<m><i>" prefix... well, I've changed the EditorID, so that should fix it for the upcoming patch.

 

Thanks for clearing that up. You may want to add some dialogue or something to direct the player back to elliot because it's really not clear what to do after you hand in the translated dataslate to dr wolfe. As far as the dialogue overwrite goes the formid is the problem not the editorid. I think the only way for that to happen is if you started off editing the HH topic, and the geck doesn't give the nice little popup boxes about creating a new form when you change the editorid of dialogue topics.

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Nothing really seems to work, the game picks the wrong audio file to play and whatever I try, nothing's working, so I'm just going to leave it at what it is right now. Still, I appreciate the help :)

 

It's not working even with the setnpcradio function? Well, my offer stands if you upload it I'll take a look.

 

 

I could add you to the test squad, that way you can access the files without the risk of people downloading broken betas because it's on the thread. (And early access to everything I whip up :P)

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That's cool sign me up. I also have an idea why the pipboyradio function may not be working correctly for you(based off a script I did several months back), but I 'm going to give it a test drive in my game first and get back to you. If I'm right the fix is super simple if slightly awkward.
 
EDIT: Just noticed the following line on the pipboyradio function page:

  • If the radio station is disabled or out of range, it cannot be selected using "tune".

Not sure how range works with radio stations, but I'm wondering if that could be your problem.

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Huh, well I created a script to swap stations on the pipboy radio, and expected that it wouldn't work due to your issue and a problem I'd encounter in a previous script BUT it totally worked. Flawlessly. I swapped between the games 3 main stations RNV, MM, BMR regardless of the pipboy radio being on or off. I'll put the script in a spoiler so you can see. Your problem must be coming from somewhere else so I'll need to see the esp to find it.

 

 

scn PIPswitchthatradiotest

short fancylad

begin gamemode

If Player.getEquipped WeapNVHuntingShotgun == 1 && fancylad != 1
pipboyradio 1
pipboyradio tune RNVTARef; radio new vegas
set fancylad to 1
endif

If Player.getEquipped WeapNVHuntingRevolver == 1 && fancylad != 2
pipboyradio 1
pipboyradio tune RadioBlackMountainTAREF; black mountain radio
set fancylad to 2
endif

If Player.getEquipped WeapNVHuntingShotgunUnique == 1 && fancylad != 3
pipboyradio 1
pipboyradio tune vCountryRadioRef; mojave music radio
set fancylad to 3
endif
end

 

 

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i cant escape jeff ;-; ive birthed 4 calves for the asshole and she still hasn't figured out how to escape not only that but he has stopped coming to the basement all together.

Keep talking to Paula, and load a save in which he does appear, list his RefID and use that to summon him (every tuesday and thursday around 18:00 if I remember correct.) You are only required to turn in two or three calves, the rest is up to how often you talk to Paula.

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i cant escape jeff ;-; ive birthed 4 calves for the asshole and she still hasn't figured out how to escape not only that but he has stopped coming to the basement all together.

Keep talking to Paula, and load a save in which he does appear, list his RefID and use that to summon him (every tuesday and thursday around 18:00 if I remember correct.) You are only required to turn in two or three calves, the rest is up to how often you talk to Paula.

 

thank you for the quick response. i got it working thanks to you <3

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i cant escape jeff ;-; ive birthed 4 calves for the asshole and she still hasn't figured out how to escape not only that but he has stopped coming to the basement all together.

Keep talking to Paula, and load a save in which he does appear, list his RefID and use that to summon him (every tuesday and thursday around 18:00 if I remember correct.) You are only required to turn in two or three calves, the rest is up to how often you talk to Paula.

 

thank you for the quick response. i got it working thanks to you <3

 

 

No probs. Jeff is a little crude scripted, but he should work better in the Captured module, in which this scenario will see several updates.

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It guarantees you're impregnated when dealing with "trained" animals (the ones I added). You're also given the perk if you activate the Primary Beacon, but in the next update activating it while already having the perk will grant a hefty xp reward.

 

P.S., this will still be a lot less than the rewards you can receive for actually destroying the Beacon (a powerful weapon and even more XP)

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I'm having 3 issues with this mod at the moment. Hunter the cazador is incapable of impregnating my character and Chuck the gecko is impossible to talk to. And i'm not sure how to get Nate to give me the other bounty quest to get the Anti-material rifle since i got the first reward for killing Otis and have exhausted all dialogue options. Do i get the second bounty after giving Nate some Cazador larve?. Other than that great mod mate! 

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Thanks for the help earlier.  Jeff's quest did some odd things to tokens that left my toon unable to get laid afterwards, and he kept putting me in the cage twice* (which is probably related) but otherwise it went fine.

 

I am having the same issue as ScriptedEnd, with Chuck.  He's hard to reach due to the previous tire issue, but even when I get the option to talk, he's non-responsive.  Trying to activate him has no effect.

 

The missiles / dataslates quest is weird, and often leave my character bodiless until I talk to random NPCs.  You'll want to address your interaction triggers, possibly turning them off until the relevant quest points have been achieved.

 

Still, lots of fun.  Thanks for the zaniness.

 

*After interacting with the Breeding Stud, Jeff would walk over, spout dialogue, and send my character to the cell.  Then he'd appear in the cell, walk over, and send me to the cell again, with the same dialogue.  I have no idea why that sequence was triggering twice, but it did so consistently.

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You may need to p update your mod as the pregnancy beta has added male and female to the bighorner baby types

 

Already on it, final testing is being done right now and then the update will go online, along with a new addittion. Teaser: it involves some rewards when deciding what to do with the Primary Beacon and a presentation afterwards ;)

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In anticipation of Fallout 4 I have decided to curl up in a corner and cry because I realized my computer can barely run Skyrim on low graphics, so Fallout 4 is likely going to become a real problem for me. Because of this, I'm thinking of posting a link on PayPal so people can donate cash so I can save up for a new PC. As stated in an earlier post, this will not be a paywall, but entirelly up to members to decide. I'm not asking for €5 000,-, but I'm hoping I can save up around €500,- at least so I can buy parts for a good computer. The reason I'm posting this now is so you're not suddenly surprised when you see a link and know the context. I'll post the link with the next patch around the end of the week, and I'll include my email account as well so you can transfer money straight through PayPal and not risk them seizing all donations because they originate from LoversLab. Please consider donating a small amount (even as much as €1,- can make my day if enough people do so) so I can continue working on mods for Fallout 4 as well.

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New bug report.

Jeff's Cow - NPC interactions (mostly random raiders trying to kill Jeff or the Stud) can open the stud's pen.  If the PC talks to the stud, but hasn't been captured, the quest picks up from there.  EXCEPT Paula isn't in the cell.  On the plus side, you still have all of your stuff.

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New bug report.

Jeff's Cow - NPC interactions (mostly random raiders trying to kill Jeff or the Stud) can open the stud's pen.  If the PC talks to the stud, but hasn't been captured, the quest picks up from there.  EXCEPT Paula isn't in the cell.  On the plus side, you still have all of your stuff.

 

The raiders shouldn't be a problem, both the stud and Jeff are essential, so they won't die. However, the door opening up is something I can't really find a good way to fix... I'm counting on all of you playing it fair and not running away. ;)

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That is possible. There are three normal options, which have the following odds of death:

-3/3

-2/3

-1/3

 

If you up one of your SPECIAL attributes to 9 or higher (using chems or other AID items), the chanses of dying are 0.

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