BruceWayne Posted November 5, 2012 Author Posted November 5, 2012 This rule doesn't even apply to music videos alone. Every video with protected music is affected. It's not even that the institute benefits (much) from that rule, but only the copyright holders, as they would get the money from those royalties. Now, some companies struck a deal with youtube and it's not as bad as it was, when it started. I like the idea with custom music and that generator. That way anyone could have the music they want. Those oldies aren't exactly everyones taste. The only problem I see with this is, that maybe track length would be off and the music would most likely play until it's done. But I think that's not a big deal and the trade off would be acceptable.
srayesmanll Posted November 5, 2012 Posted November 5, 2012 Personalized Music on Skyrim is a mod that allows you to put your own music into Skyrim is situational areas (taverns, taverns night, underground, etc) using a specified folder structure and file naming convention. It works really nicely. If you've got Skyrim and the ck (although with the current update you may need to wait a bit), you might take a look at that for some inspiration/help. I use that mod plus a mod that makes bards only sing on request so I can have my own tavern music playing (hell of a lot better than the 4 songs they have...)
BruceWayne Posted November 5, 2012 Author Posted November 5, 2012 Personalized Music on Skyrim is a mod that allows you to put your own music into Skyrim is situational areas (taverns' date=' taverns night, underground, etc) using a specified folder structure and file naming convention. It works really nicely. If you've got Skyrim and the ck (although with the current update you may need to wait a bit), you might take a look at that for some inspiration/help. I use that mod plus a mod that makes bards only sing on request so I can have my own tavern music playing (hell of a lot better than the 4 songs they have...) [/quote'] I think that's what I'm going to do. I put in some blank files in the correct folders and let people overwrite them with their own songs. I wanted to make a Skyrim walkthrough anyway, so that mod sounds awesome. I haven't even touched Dawnguard yet. For the bards, I always had that mod, that makes the female bards sing Malukah's covers.
ChancellorKremlin Posted November 5, 2012 Posted November 5, 2012 Could you not use songs from FNV anyway? I mean, I know the selection isn't very big, but if its already in there... especially if they are going to be 5-10 sec clips?
BruceWayne Posted November 5, 2012 Author Posted November 5, 2012 That was my first thought too, but I think I like the idea with people being able to use their own songs better. It shouldn't be a big deal. If you don't want to, nothing changes to what you have now and if you do, you can let her dance to Rammstein or Mozart or whatever strikes your fancy...
DoctaSax Posted November 5, 2012 Posted November 5, 2012 We're probably not talking 5-10 sec clips anyway, right? It would be like the exploration music you have under Music/LOC/ & perhaps enforced by an audio marker linked to a media location controller?
BruceWayne Posted November 5, 2012 Author Posted November 5, 2012 We're probably not talking 5-10 sec clips anyway' date=' right? It would be like the exploration music you have under Music/LOC/ & perhaps enforced by an audio marker linked to a media location controller? [/quote'] Since I haven't managed to transform the dancing into a "cut scene" yet, I'm going with my current way of playing sounds in dialogue. I would attach the sound to the play-on-equip part of an item and give/remove it to the player. I'm not sure how it would pan out, if I let her "say" the song, that means pick the song for her dialogue file. I know that it'll work this way, but I fear that the animation wouldn't play the whole time the sound is playing. If I were to do it outside of dialogue, I'd probably just "playsound" or "playsound3d" it.
DoctaSax Posted November 5, 2012 Posted November 5, 2012 Ah, ok. I was picking up on srayes' idea on using location music, assuming you'd take her somewhere where there's music playing, & then you dance for a while. But I take it you'd like the song to start only when you start dancing, & that the song & dance finish at the same time? Maybe your best bet to do it outside of dialogue would be a custom radio station that you flag as non-pipboy & with range 'everywhere'. That way you won't hear it until you need it. You can probably have your NPC act as the actual radio receiver for it with SetNPCRadio. Have a look at radio functions in the wiki. I can give you a few pointers on setting up the radio itself if you like the idea. Because songs are tied to topics under the radio tab, you have some control with conditions & result scripts that way. And you just do the dancing bit with playidle (& a stand-still package for the npc like SexoutDoNothing).
BruceWayne Posted November 5, 2012 Author Posted November 5, 2012 Ah' date=' ok. I was picking up on srayes' idea on using location music, assuming you'd take her somewhere where there's music playing, & then you dance for a while. But I take it you'd like the song to start only when you start dancing, & that the song & dance finish at the same time? [/quote'] Exactly. At the moment you pick up some music disks and need to have them in your inventory to get access to the dance. The idea being, that your pipboy would act as music player. Maybe your best bet to do it outside of dialogue would be a custom radio station that you flag as non-pipboy & with range 'everywhere'. That way you won't hear it until you need it. You can probably have your NPC act as the actual radio receiver for it with SetNPCRadio. Have a look at radio functions in the wiki. I can give you a few pointers on setting up the radio itself if you like the idea. Because songs are tied to topics under the radio tab, you have some control with conditions & result scripts that way. And you just do the dancing bit with playidle (& a stand-still package for the npc like SexoutDoNothing). Wow, I didn't know that this was even possible. Maybe I'll do just that for the next update and leave the music out for this one. I wanted to inlcude a proper dance scene, where both you and her dance anyway. I failed to make them act like I wanted to, so I've had to put that idea on the backburner. But that way you'd get dancing and music in one "package". Edit: Any help with this would be of course very welcome.
DoctaSax Posted November 5, 2012 Posted November 5, 2012 Well, sure, it takes a while to fine-tune everything - takes a bit of testing - so it's probably best not to try & squeeze it in just yet. Just hit me with a PM when you want to get 'round to it.
BruceWayne Posted November 5, 2012 Author Posted November 5, 2012 Well' date=' sure, it takes a while to fine-tune everything - takes a bit of testing - so it's probably best not to try & squeeze it in just yet. Just hit me with a PM when you want to get 'round to it. [/quote'] Very cool. Will do!
ChancellorKremlin Posted November 5, 2012 Posted November 5, 2012 I'm liking the direction this is taking. CK approves of this turn of events.
BruceWayne Posted November 12, 2012 Author Posted November 12, 2012 Updated OP. Moved some stuff around, so it shouldn't be as cluttered as before.
KainsChylde Posted November 12, 2012 Posted November 12, 2012 I like the idea of a conclusion of some sort. Maybe the legion (or NCR depending the route you take) backtracks you and uses her against you in some way. Maybe she concludes that as much as she likes you, the life of a roving courier isn't for her and you help her find a nice local boy to settle down with. Maybe she gets sick of the small town life and you help her move to Vegas. Or she decides she wants to understand the NCR better, so you escort her to Mojave Outpost, where she can make her way to California. Lots of options to "end" the story with Inga, with a possibility depending on which option you chose for her to come back in future.
TheLordofMist Posted November 12, 2012 Posted November 12, 2012 Conclusions are a good thing, definitely... so long as the options exist for a satisfying result as much as a disastrous one. When you invest as much time and energy into a character like Inga as most folks will have, leaving it all open ended and empty is a shallow victory. If she's still crazy about you, then she ought to want to follow you around. It's the end of the wandering courier. Marriage would of course depend upon the characters involved, and some replies to certain things too, but hell... hardly everyone in the wastelands who considers themselves 'together' is married. So it ought to be just one of several possible choices in this vein. I agree that there ought to be some disastrous consequences as well... things that come up and strain the relationship to the point of breaking. Maybe they're random, maybe they're decision based, maybe a bit of both... but yes... no relationship is guaranteed success. Success is something that happens with the shedding of blood, sweat, and tears. If it comes to easily, it's a hollow victory. If it's too difficult, some will give up. But then again, maybe some people knowing when to step back and say 'Enough is enough' ought to be a possible conclusion too. Either way, I'm excited to hear about conclusions at all! I'm hoping this will mean there's some more characters on the near horizon...
BruceWayne Posted November 12, 2012 Author Posted November 12, 2012 I like the idea of a conclusion of some sort. Maybe the legion (or NCR depending the route you take) backtracks you and uses her against you in some way. Maybe she concludes that as much as she likes you' date=' the life of a roving courier isn't for her and you help her find a nice local boy to settle down with. Maybe she gets sick of the small town life and you help her move to Vegas. Or she decides she wants to understand the NCR better, so you escort her to Mojave Outpost, where she can make her way to California. Lots of options to "end" the story with Inga, with a possibility depending on which option you chose for her to come back in future. [/quote'] Yeah, something along those lines. I love the idea of meeting her again, after she's left for whatever reason. Like meeting her on the strip or in some other part of the wasteland. Maybe even in some sort of "Damsel in distress" scenario, like it's discussed in the "companions in peril" thread. But I don't want to get too far ahead of myself. Two or maybe three endings would require a lot of work, if there'd be still some sort of possibility for the player to intervene. Conclusions are a good thing' date=' definitely... so long as the options exist for a satisfying result as much as a disastrous one. When you invest as much time and energy into a character like Inga as most folks will have, leaving it all open ended and empty is a shallow victory. [/quote'] Yeah, that's what I was feeling too. I just hate it in games, if I can keep doing stuff, but there really is no point, because nothing new will ever happen or I can't achieve anything anymore in terms of the story. If she's still crazy about you' date=' then she ought to want to follow you around. It's the end of the wandering courier. Marriage would of course depend upon the characters involved, and some replies to certain things too, but hell... hardly everyone in the wastelands who considers themselves 'together' is married. So it ought to be just one of several possible choices in this vein. [/quote'] I don't think that marriage would fit in the couriers role in New Vegas. And like you said, the overall scenario of the post apocalyptic world doesn't really call for it either. With that being said, there could be of course some old fashioned characters that are very fond of old traditions. Think of the shotgun marriage in Fallout 2. The marriage would basically be the "end" of your dating adventure and you have to find some kind of solution, how to get rid of an annoying, useless follower. Which would be of course, on first glance the "evil" choice, depending what you do with her. But in the end, it's not that clear, because she would probably die very quickly, if you choose to have her around as a standard follower. I'm thinking out loud here, so this is not a guarantee that there'll ever be such a thing. I agree that there ought to be some disastrous consequences as well... things that come up and strain the relationship to the point of breaking. Maybe they're random' date=' maybe they're decision based, maybe a bit of both... but yes... no relationship is guaranteed success. Success is something that happens with the shedding of blood, sweat, and tears. If it comes to easily, it's a hollow victory. If it's too difficult, some will give up. But then again, maybe some people knowing when to step back and say 'Enough is enough' ought to be a possible conclusion too. [/quote'] Yeah, truly random outcomes most likely won't work. People would just reload and see if they get a better outcome, the next time they try. I'm not really sure, how people perceive my plugin in terms of difficulty. What might be easy for one, might be difficult and frustrating for others. It's hard to find the golden path, that caters to both sides, while keeping it an overall enjoyable experience. I'm not a big fan of handholding players, but if something requires me to read a gameplay manual first, I'd rather like to have some pointers in-game. This is one of the reasons I introduced the bartender in Primm. You do some stuff for him and he more or less tells you what to do, if you bug him long enough. Either way' date=' I'm excited to hear about conclusions at all! I'm hoping this will mean there's some more characters on the near horizon... [/quote'] I don't know if we have the same definition of "near horizon" , but a new character is already in the making. I'm very cautious about release dates and such, so: "It's done, when it's done"
zippy57 Posted November 13, 2012 Posted November 13, 2012 Yeah' date=' truly random outcomes most likely won't work. People would just reload and see if they get a better outcome, the next time they try.[/quote']This is why in SexoutAgent I generate all the random stuff at the very beginning of the quest lines. If the player wants to reload for a better outcome they also have to redo everything.
BruceWayne Posted November 13, 2012 Author Posted November 13, 2012 Yeah' date=' truly random outcomes most likely won't work. People would just reload and see if they get a better outcome, the next time they try.[/quote']This is why in SexoutAgent I generate all the random stuff at the very beginning of the quest lines. If the player wants to reload for a better outcome they also have to redo everything. Not such a bad idea. It's like in Civilization, where you have the option to choose if it generates a new random seed every time you load a game or just once at the beginning of the turn, which makes all subsequent rolls more or less predetermined. So you can't suddenly win a fight you were losing before reloading. In my case a random element most likely would only determine when a certain scenario happens. I'd leave the outcome up for the player to decide.
KainsChylde Posted November 13, 2012 Posted November 13, 2012 On the subject of marriage and being a companion, what about home markers? Set somewhere as home, whether it be Lucky 38, a mod-added house, whatever and leave her there. Come home to visit, maybe find a way to make it so if you don't check in say once a month, she leaves. Integration with pregnancy, the ability to make a family, would be cool too.
RDKateran Posted November 13, 2012 Posted November 13, 2012 Given that it's Vegas, I don't think marriage is out of the question. Hell, New Vegas was originally supposed to have an event where male PCs woke up married to Cass after a night of drinking.
astymma Posted November 13, 2012 Posted November 13, 2012 Given that it's Vegas' date=' I don't think marriage is out of the question. Hell, New Vegas was originally supposed to have an event where male PCs woke up married to Cass after a night of drinking. [/quote'] The dialogue and voice files still exist for the King to marry the PC... just not used.
BruceWayne Posted November 13, 2012 Author Posted November 13, 2012 Given that it's Vegas' date=' I don't think marriage is out of the question. Hell, New Vegas was originally supposed to have an event where male PCs woke up married to Cass after a night of drinking. [/quote'] The dialogue and voice files still exist for the King to marry the PC... just not used. Hmm, this almost begs for a "Little Wedding Chapel"-drive-thru-style location and scenario. Eloping, bachelor parties, hangover... I think, I'm starting to warm up to the idea. And if there are already voiceovers for the "ceremony", that'd be a good start.
iron_jack Posted November 15, 2012 Posted November 15, 2012 I've no idea how "dark" you'd be willing to get, but I agree that Inga could tie in quite nicely with the whole damsel-in-distress thing. If the player gets a "good end", such as marrying her/moving her into your home, a faction that hates the player could kidnap her. I'm thinking specifically of the Legion, since spying, kidnapping, and (sex) slavery are already things they're into. But for Legion-friendly players, the Powder Gangers could work, too. Barring those, even Jackals or Vipers, who everyone has killed tons of. I can't really see any of the "good" or "neutral" factions doing it, even if they hate you. But yeah, that would afford an opportunity for rescue (and 'damage control' if she's been subjected to sex slavery or hooked on drugs or whatever else), or (if you just want it to be done with) a tragic failure of a rescue attempt. "Bad end" players might still could run into her in some slave camp or something, say if she got angry with you and struck out on her own to move to Vegas/Cali/wherever. Or just randomly somewhere like Vegas or one of the 'Sides, perhaps with a new beau on her arm. Lots of possibilities there too. Just throwing stuff out there, don't know if any of it could be useful.
KainsChylde Posted November 15, 2012 Posted November 15, 2012 Maybe a Boone-style situation. You find her on an auction block, too many legion to make a rescue so you have to make the choice of letting her be sold or putting her out of her misery.
BruceWayne Posted November 15, 2012 Author Posted November 15, 2012 Lol, the way I planned it, I'd be already done with the 2nd or 3rd character. It'd be nice to have a satisfying solution for the player's relationship with her, without being in a neverending limbo of the same stuff on one hand and on the other hand, closure for me on this particular character. It seems that she has a live of her own now and grew up to a size already, that I didn't anticipate in the beginning. Throw in some awesome ideas I got here on the forum from other members and she has almost the same amount of lines as a major vanilla character now. I think, if I'm going the damsel in distress route, I'm not going to involve the major factions. The reason is, because, like you've said, I'd have to take every possible combination of alliances the player can make into account. If I'm doing it, I think I go with one of the minor bad boy factions you mentioned, like the vipers, jackals or an undisclosed group. Basically someone the player doesn't have much influence over and who's story doesn't have so many "variables". But it's still totally out in the open right now. I'm still in the process of collecting some opinions and ideas and go from there. To the Boone suggestion: Mercy-killing her would be indeed a very dark solution. I'm not sure, if it would fit in the more "lighthearted" nature of this plugin. I'm thinking more like: "Damn, why did I tell her to go to the strip. She lost all her money and works as the cryer for the Atomic Wrangler now" or "She must be in on her way to California now" and you meet her in the process or direct aftermath of a robbery or...
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