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Nessa

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Posts posted by Nessa


  1. :cool:


     


    Alright, got the dialog for the swimwear done finally. Currently it will be under tactics (for lack of a better spot at the moment). Still need to test it but I'll try to do that the next chance I get. After it's confirmed working I'll upload the next update. From there it's Dead Money and the Pitt. (And I haven't forgotten about the wonkiness with Point Lookout's boat ride either!)


     


    I'll probably put Morrowind off a bit still. Wouldn't want it to suffer because of Skyrim's issues. :blush:


     


    EDIT: Right, and I need to get the perk added too! This is what happens when I take a break from a project! :angel:


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  2. Sorry for the delays. I've been playing Skyrim and making clothes for Oblivion lately. (In between all the holidays.)


     


    I've got Bittercup's swim handling working well and added some comments if you make her walk around "in the buff". :cool:  OWB is done also. Basically what's left:


    • The Thorn (should be quick)
    • Swim outfit dialog. (Only complicated by making it voiced.)
    • Dead Money (Not too bad, partially done.)
    • Point Lookout: fix the entry part. (Basically just add a check to make her disappear during your first trip.)
    • The Pitt...  This is going to be the most complicated out of everything. But in the end, probably not all that hard. :lol:

    When I get the swim outfit dialog spliced together I'll release another update. :lol:


     


     


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  3. Huh, I guess I never subscribed to my own thread.


     


    Dad says something but you have to have subtitles turned on. I think on my next revision I'm just going to give him actual voiced dialog (as well as Bittercup and Amata).


     


    I'm still at a loss over the missing mesh on Cloud Nine. There isn't supposed to be anything there in the first place. I've been busy with other mods lately but there's a bunch of half finished dream sequences that I'll get back around to messing with eventually. :blush:


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  4. Tobar IS pretty creepy. But Bittercup seems to hit on anything still breathing (and in some cases barely breathing) so that could be funny. All I need to do is warp her to the dock when the player agrees to go to Point Lookout the first time. Easy enough.


     


    I just worry about all these timer quests I keep making. If anybody has looked at the scripts that's why I'm speeding up and slowing down quest delays all the time. Hopefully that will keep things from getting messy. It would be a simple matter to just edit the quest scripts (like they do for vanilla companions) but then say hello to incompatibilities! :dodgy:


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  5. Oh, forgot to mention. Yeah I have Brisa's weapon bug occasionally too. She'll seemingly randomly forget to use her gun and just stand there. Or she uses her police baton. Or something else. At no point did I ever tell her to stop using her plasma pistol either. :lol: :lol: Really I'm just keeping her around to see how the DLC handling goes with both her and Bittercup together. After that I'll likely be ditching her. ;)


    You know, it's odd. But I much prefer Wendy for some reason. She didn't say much and had no DLC handling at all but for whatever reason I preferred her. :D


     


    And back to Bittercup, has anyone traveled with her to Point Lookout recently? I think I may need some handling for the crazy intro sequence. (Where the player is actually wearing a boat helmet! :lol: :lol:)


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  6. I play with Brisa too. She so far attacks....


    • Bittercup
    • Fawkes
    • Butch
    • RL-3
    • Willow
    • Dogmeat
    • That poor idiot from Little Lamplight. The annoying guy. Except in that case I was grateful to her. :shy:

    I don't even know where to start to "fix" Bittercup's interaction with Brisa. I can't even figure out why Brisa likes attacking other companions. Doesn't like competition? Jealousy? Who knows? :lol: :lol:


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  7.  

    Yes, that is on his "to do" list. However, his list is rather long.... :P

    Too true. And I may be putting all of my projects on temporary hold sometime in the near future to focus on helping out the Blender Nifscripts project.

     

     

    If you have anything to do with getting nifscripts working on Max 2013 I will love you forever. ;)

     

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  8. I couldn't decide on an icon so I just threw this together. Courtesy of Tragiverse's Vault Girl icons that is! :cool:


     


    post-99-0-25698200-1417571022_thumb.jpg


     


    Got the preliminaries out of the way for Dead Money. But I think there's a little more to deal with there than I thought. Shouldn't be an issue however.


     


    I must be on a roll this week!


     


    EDIT: And... got her a custom jumpsuit in now. Because Bittercup wouldn't just wear any old jumpsuit! :cool:


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  9. Oh I should mention, the OWB thing finally does edit a cell. I just didn't feel like warping in some 20 objects & xmarkers to avoid a cell probably nobody else edits. (It's one thing if it's just a container and a couple of xmarkers. But not a whole outfitted cell for Bittercup plus xmarkers for her robot jailor. Ugh!) That will probably be the only time I directly edit a cell however. I don't see that happening for the Pitt, Dead Money, or anything else.


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  10. For the swimsuit I've got a TypeN suit for her that the player can swap out with whatever via dialog. Or nothing actually if that's the player's wish. She'll comment about walking around "without apparel" though!


     


    Also since I've got a quest sitting there for swimming I thought I might as well add a few other things. Like sitting when the player does. That kind of thing.


     


    @RDKateran


     


    Not sure if that would work out. My scripts aren't using anything too wonky but what I don't know is if FOSE has some of the same conventions as NVSE. If it does, it might work. Mostly. Have to change the voice type and rename the voice files to coincide with FO3. And of course removing any of the FONV specific quests. And adding FO3 style companion handling. And....   OK, that would be a lot of work! :lol: :lol:


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  11. Good ideas for the perks! :shy:  Willow already gives +1 CHA so I was thinking....


     


    Teenage Angst: With Bittercup in tow, merchants are quick to agree with anything to get away from her. She can at least help you move more quietly at night due to years spent skulking in the dark.  +5 Barter, +5 sneak at night.


     


    What's that sound like? :cool:


     


    Next version will have swimwear. Already tested and working great, just need to decide on the dialog now. ;)


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  12. Little more productive tonight than I thought. OWB is done. Needs testing as usual. I sent her to the Y-17 Medical Facility in the cells behind the forcefield. So the player has to work a bit to get her out. Her gear gets sent to THE FORBIDDEN DOME. Also gave her some snarky idle chatter if she's walking around naked.


     


    By the way, two three questions!


    • Should I bother giving her an option via dialog to turn off idle chatter?
    • Should I bother making her change outfits when swimming? (Swimsuit can be assigned via dialog.)
    • Since FONV companions have perks, any ideas for Bittercup?

     


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  13. OK, new update includes Point Lookout handling. Note it has NOT been tested yet so it might fry. (Haven't had a chance to get out there to check it yet.) Also fixed the dialog for Project Purity. I went through the crazy battle scene again just to be sure it works, and it does! Finally, success! :angel:


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  14. I can manage that when I get to messing with her. Some of the companion stuff is a bit of a pain. Not so much for FONV but rather converting an FO3 companion over.


     


    With Point Lookout out of the way I'm hitting the Mojave again. (I'm saving the Pitt till the end.) ;)


     


    EDIT: I've missed the Mojave. Things aren't as bleak there!


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  15. Those are both a tad gothy for me but it shouldn't be hard to convert appearances once finished.


     


    I thought Sydney's lines were actually voiced. I'll need to check to make sure that's the case. Making sure everything is voiced is a real pain because you have to sift through dialog and splice sound files. The good news is Sydney has a lot more possible dialog than Bittercup. I've got a couple lines in mind for Bittercup's comments about Sydney though. :cool:


     


    EDIT: The dialog about Sydney calling Bittercup jailbait WAS voiced! LOL! I just found the voice file. Just needs some renaming to work with TTW.


     


    I wonder if she was really intended as a companion but they axed her? She has TONS of dialog about everything and it's all voiced. Probably should have focused on Sydney first. Oh well.


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  16. OK, new update that fixes some lingering clipping and adds two raider outfits that ... look like other raider outfits. :lol:  (I had them laying around so I figured I'd throw them in.) The merchants are all now using the "warp the stupid chest into the stupid cell for the stupid merchant" technique. Hopefully this should solve some of the issues people were having with the old method.


     


    Only caveat is Friday at the Pitt refuses to work but she's also not working with her vanilla inventory either. May be a TTW issue. Still her safe is full of some goodies if you can nab her key. If there is a TTW issue, she'll be functional if and when the issue if fixed. :cool:


     


    @ Swyke


     


    You know, I think I had a school uniform somewhere but tossed it due to the lore perspective. Figures!! :dodgy:


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  17. OK, I'm trying out yet another new idea. This time warping containers directly into the store cells to avoid cell edits. To anyone having issues with the old one, try this one out. The vendors "fixed" should be: Chet, Novac, Mojave Outpost (Lacey), and Vault 21 (Sarah). They all should now have a safe somewhere in the store. The downside of course is that they must be inside their store cell in order to sell the items. (Only really affects Nash in Primm. He doesn't get to his store until you get rid of the bandits.)


     


    I'll eventually get around to getting all vendors updated this way (including TTW) but you know... Thanksgiving and all... :angel:


     


     


    TypeNOutfits.esp

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  18. Really? There aren't troubles in FO3? Considering I haven't been through that part of FO3 in eons you're probably right then. :D (Come to think of it, I don't recall ever running into issues in FO3 there either. Liberty Prime certainly wasn't going swimming all the time! I would have remembered because it was truly funny!)


     


    While I'm at it, isn't Sarah Lyons supposed to be lying on a cot when you wake up? In FO3 I mean. She's not in TTW....


     


    And back on track, seems I missed the appropriate quest hook as Bittercup's dialog didn't fire. (I gave up and warped Sarah to the player to get the quest to move forward.) Based on all the issues I've had with just getting to this point, I'm going to just forget that it doesn't work for right now. :angel:


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