Guest Posted May 6, 2017 Posted May 6, 2017 Companions who show up in "sunshine tidings" might say "can we stay here?", and it almost seems that the fortress of solitude you just left, complete with paintings and expensive chairs, is chopped liver in their eyes, until you dig and find out they've been brainwashed to say stuff like that based upon the "comment marker". If you did not understand that first sentence please go away, but if you did, please explain how to add a pleasant-beautiful comment marker to a person's favorite settlement. The modded settlement at the "Concord water tower" is tiny but beautiful, and not an actual settlement. But if I knew how, I'd add some comment markers so Curie would say "O, How wonderful" "Can we stay here?" "THIS is what I imagined"
Veladarius Posted May 12, 2017 Posted May 12, 2017 After looking it over in the CK it seems to be a somewhat complicated mess requiring multiple parts to be set up. I think it could have been done somewhat easier but not actually using the CK for FO4 it may require the different parts to trigger the dialogue. Skyrim was somewhat easier since most comments by npc's were actually just scenes with dialogue only and did not involve the player so they could have just placed an activator that would trigger a specific scene and the dialogue would vary depending on the npc as set with conditions or use the story editor to trigger the dialogue under certain circumstances. I would start with copying the comment marker and putting the copy at the location you want since each comment marker in the world has been modified from the base version and go from there.
tomomi1922 Posted May 17, 2017 Posted May 17, 2017 Where is the comment marker in CK? What does it look like? Anyway, I completely understand OP and the way FO4 is designed. But this topic is so little talked about that I find the knowledge base so lacking. While on topic, I want to ask if this is relatable to the mobile comment marker on certain NPC like Preston and Dogmeat? Or they are called something else? I still have a collection of basic followers from Ewoleth. 5 followers to choose from, they have very basic function of a companion, response to trade, follow and fight, no additional dialogue, and doesn't take up additional companion slot. Ewoleth took down the mod from Nexus, but the mod still works so I keep using it. Despite being barebone with dialogue, these followers keep on making comments about Dogmeat, something like "oh a cute dog" or whenever Preston is around, they greet him and praise Minuteman like a settler would. Is this also a comment marker on Preston and Dogmeat?
Veladarius Posted May 18, 2017 Posted May 18, 2017 These are comment markers: 1 - the comment marker itself and the screen with its info: 2 - what it looks like in the CK Render window: I believe these are similar to activators but are made to activate dialogue, how they work I am not entirely sure of but I believe there are quests with nothing but dialogue for companions that I believe key in in these and the keywords on them and such. As for actors making comments about people it may be something in the story manager that whenever they are in the same area within a certain radius they will say an appropriate comment. Skyrim has a part in the Story Manager for dialogue that is triggered when certain areas are entered and FO4 likely has something similar in it that links the markers to the dialogue. Overall both have positives and negatives but FO4's process seems much more complex. Your best bet is to choose one and dissect it to see all of the parts and how they interact with each other.
Guest Posted May 18, 2017 Posted May 18, 2017 I am glad you told me it's too complicated to mess with or worry about, although the copy-paste thing sounds good. One comment marker I know is broken on my setup is the modified starlight drive-in theater. "o, are we going to see a movie?" repeats on an endless loop. It would get very annoying on a primary settlement like sanctuary or my home-base (which happens to be the concord-water-tower). On the other hand, I've taken huge guesses and modified Curie's standard dialogue so she spouts less about weather and more about romance. I am attaching an ESP that you might be able to use in creation kt, but to play in-game you would have to remove some of the dependencies. Thanks again, @Everyone. MyGlasses.esp
tomomi1922 Posted May 18, 2017 Posted May 18, 2017 I am glad you told me it's too complicated to mess with or worry about, although the copy-paste thing sounds good. One comment marker I know is broken on my setup is the modified starlight drive-in theater. "o, are we going to see a movie?" repeats on an endless loop. It would get very annoying on a primary settlement like sanctuary or my home-base (which happens to be the concord-water-tower). On the other hand, I've taken huge guesses and modified Curie's standard dialogue so she spouts less about weather and more about romance. I am attaching an ESP that you might be able to use in creation kt, but to play in-game you would have to remove some of the dependencies. Thanks again, @Everyone. What's the pair of glasses for again? In a nutshell, "comments" are limited to what the game already gave you, unless you are willing to put up with unvoiced comments. Comment marker should be straight forward in theory. The complication lies in how the game control the frequency (and those guys at Bethesda probably made some lousy scripts to get it over with). In theory, say, each NPC gets 100 voiced comments (for example). They can put a comment marker at a waterfall. And whenever anyone walks by, they say "Nice waterfall", simple right? Harder part being to make them not keep on repeating it every 10 seconds when we run in circle in that area. Certain comments are fired by comment markers, others are fired by different triggers, like time, like affinity, etc... Companions want to talk to you after certain amount of time and affinity. If you can grasp all the triggers, you can fully control how to fire comments. Well, thing to note: there is actually a middle way out of "being at Bethesda's mercy" for existing comments. No, it's harder to create new voiced comments because you can hear the obvious sound quality difference. However, you know that Leito's sex animation uses A LOT of sex sound effects entirely taken from within the game? Download and check out the alternative female voice on his mod, it sounds like a hardcore porn in there with just chopping and editing voiced dialogues and FX in game. He said he only had to add the blowjob sound. That being said, there seems to be room for you to cut and splice together existing dialogues to create entirely new ones. And since you don't need to frabricate an entire game plot worth of dialogues, a few simple comments may have a lot of potentials.
Veladarius Posted May 18, 2017 Posted May 18, 2017 If you look at the comment marker in the second picture where it has been placed it has an enable/disable marker and the area circle for it is colored the same way. I believe that there is a setting someplace that once the marker has been triggered it will disable itself either entirely or for a prescribed period of time, not entirely sure. It may be on the properties of the placed marker itself and not in the section from the object window that is shown in the first picture.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.