[TUTz] CompanionFollower Tutorial

Post » Fri May 04, 2012 10:56 am

Make sure your custom topics are set to top-level.

I did that and now the only things I can say to him are "GREETING" and "I have to go"

I'm not sure what i did but now I can tell him to wait and access his inventory, but not tell him to follow.
User avatar
Penny Courture
 
Posts: 3438
Joined: Sat Dec 23, 2006 11:59 pm

Post » Fri May 04, 2012 3:20 pm

I did that and now the only things I can say to him are "GREETING" and "I have to go"

I'm not sure what i did but now I can tell him to wait and access his inventory, but not tell him to follow.

If you send me your .ESP, I'll take a look. :)
Sorry for the late reply.
I've been looking for some old stuff.
I might make an advanced comapnion/follower tutorial.
User avatar
Izzy Coleman
 
Posts: 3336
Joined: Tue Jun 20, 2006 3:34 am

Post » Fri May 04, 2012 4:37 am

Great tutorial for noobs like me. Hope you will continue this post with more advanced options.
User avatar
Rowena
 
Posts: 3471
Joined: Sun Nov 05, 2006 11:40 am

Post » Fri May 04, 2012 5:58 am

I havn't seen him around lately, but I still refer everyone who asks to his tutorial on NPCs and dialogue. :)
User avatar
LuBiE LoU
 
Posts: 3391
Joined: Sun Jun 18, 2006 4:43 pm

Post » Fri May 04, 2012 1:25 pm

I have been working on and off on a tutorial with more advanced dialogue topics. I haven't worked on it since I read that FoxtrotZulu was doing this as well. I didn't want to usurp his work since it was his tutorial that I used to get started myself.
User avatar
lucile
 
Posts: 3371
Joined: Thu Mar 22, 2007 4:37 pm

Post » Fri May 04, 2012 1:01 pm

Are there any tutorials out there now that would describe how to add voice sync? I have all the female02 voice files extracted from the BSA, folder paths are set up, just need to know how to link them with the response.

@Miax

Regards
Tuganut AKA Joey2176 ;)
User avatar
Alexandra Ryan
 
Posts: 3438
Joined: Mon Jul 31, 2006 9:01 am

Post » Fri May 04, 2012 10:56 am

Are there any tutorials out there now that would describe how to add voice sync? I have all the female02 voice files extracted from the BSA, folder paths are set up, just need to know how to link them with the response.

@Miax

Regards
Tuganut AKA Joey2176 ;)

Do you mean lip sync?

My audio holotape tutorial can show you how to add your audio files to your individual dialogue responses, but there is not a Complete tutorial on how to do LipSync with Fallout3. What I can tell you is that you need to use the Oblivion TES tools to create lip files for Fallout3.

Below are the notes I've gathered from posters, starting with what may be a complete process from Ethanil01:

1. You can record a .wav file in your dialog, but the in-game recorder pops and clicks. I recommend recording a dummy file, then recording the real thing professionally, then use the name of the file it shows in the GECK as the name of the .wav file you make with Goldwave or whatever floats your boat.

2. Take that file, go to the TES Nexus (yes...the OBLIVION nexus) and look for LIP. When you find the file called (something like) LIP TEMPLATE. Download it.

3. Download and install the OLD 1.0 version of the OBLIVION toolset, install it....now...COPY the .exe file for it and store it somewhere safe! (like another drive...)

4. Uninstall the TESCS and then install the NEWEST version of it (1.3 or something).

5. Copy over the ORIGINAL EXE FILE FROM THE 1.0 VERSION and use *THAT* to launch the Oblivion toolset.

6. Follow the directions for the LIP TEMPLATE mod, to the best of your abilities, with a few changes:

a. Open up QUESTS.
b. Find the quest named DIALOG
c. Open up DIALOG 1 for dialog editing
d. Select the argonian male since he is at the top of your list, as the person saying the line.
e. record something stupid.
f. Hunt through oblivion/data/sound/voice/LipTemplate.esp/Argonian/M for the new sound file.
g. Edit its name and copy the entire line as long as it ends in .wav
h. Paste this onto your professional .wave (the one for fallout 3) as its name, preserving the .wav extension, so you end up with the filename being EXACTLY the same as the one used in Oblivion.
I. Delete the one from the argonian, since it was nonsense and replace it with your professional one.
J. Go back into the TESCS and CAREFULLY listen to your file, and place in the RESPONSE TEXT anything you want it to say in text and as close to the soundfile contents as possible.
k. Highlight the filename in the white 'letterbox' with lines..where it shows the path to it.
l. Click the little dot next to WAV beside the create lip files button.
m. Now...click the .lip files button.

N. Now the pain in the butt part: Go BACK to Fallout 3.

o. Record a junk .wav file for the line your NPC is gonna say.
p. Find this file and use ITS filename as the filename of both the .lip file and the professionally recorded .wav file, except the .lip file keeps .lip and the .wav file keeps .wav (do NOT include an extra
.lip or .wav... )

q. Now that you have the oblivion generated .lip file named properly, as well as a properly named professional quality .wav file...find the spot the junk file for FALLOUT 3 was just generated. NUKE THE
FILE AND REPLACE IT WITH THE LIP FILE AND WAV FILE THAT NOW HAVE *ITS* NAME.

r. Save your work, launch the game, test it.

- Create the same dialogue structure (quest and topic names) in both TESCS and GECK. Copy and paste is your friend.
- Don't waste time recording in GECK. Do all of your recording in TESCS. (You can copy the GECK file name and see where it should be located in the "Edit Response" window)
- Edit your voice overs and then go back into TESCS and re-generate the lips before renaming them. (Later you can clean them or adjust volume, but nothing else unless you go back to your original TESCS files and re-generate the lips again)
- Use a unique race for each voice in TESCS. & create a unique Voice type for each new voice in GECK. It'll make it easier to track.


Additional Responses:

Hi,

you open up the tes-cs and load the "lip template" (from the tes nexus site), there is a standard NPC in the object window.
Just use him to create your dialog.
type in your dialog and reference it to your recorded wav files with the same speech content.
press create lip file, and a .lip file with the same name as your wav and voicetype (eg. maleoverseerneutral001.lip) will be saved in the directory of your wav file. (eg. data\voice\male\neutral\...)
now just copy and paste the wav, mp3 and lip file into your fallout 3 data directory that is referenced to your dialog in the geck. you might have to rename the files.
the tes-cs audio dialogue tutorial helps you understand what i?m saying, i hope wink.gif

Hope this helps,

Miax
User avatar
Dan Endacott
 
Posts: 3419
Joined: Fri Jul 06, 2007 9:12 am

Post » Fri May 04, 2012 1:30 pm

Ok, I got as far as:
:embarrass:
And when looking at http://geck.gamesas.com/index.php/Combat_Style it talks about simple and advanced settings while under the traits tab I only see a pull down menu. I'm running 1.5 geck, did I miss an update [looks to be sure], because if I did I don't see it..
I'm gonna go with "FollowerCombatStyleRanged" since I set the class to Super Sniper, but I'm still curious.. is the geck wiki goofy, or just me?
Your right on this, you get a menu. You can define a new combat style if your looking for something unique, but there are Many styles to choose from.

Acolyte isn't answering that one, even long distance he ain't touching it with a 10ft pole....
..but bossman is certainly goofy, at times :D

Are you launching the GECK with Fose?

You don't want to launch the GECK by running "GECK.exe", you want to run it using the fose_loader. Here is what your GECK icon should map to if you run XP:

"C:\Program Files\Bethesda Softworks\Fallout 3\fose_loader.exe" -editor

This will load the GECK with all of the FOSE commands. This may not be your issue here, but its sure to benefit your work on the dutchman!

Cheers!

Miax
User avatar
Joanne Crump
 
Posts: 3457
Joined: Sat Jul 22, 2006 9:44 am

Post » Fri May 04, 2012 3:50 pm

I cant find my script I made in the Quest window >.>
User avatar
FirDaus LOVe farhana
 
Posts: 3369
Joined: Thu Sep 13, 2007 3:42 am

Post » Fri May 04, 2012 1:58 pm

On the script page, there is a dropdown box that is used for the "Type" of script. For quest scripts, the type must be "Quest". For effect scripts, the type must be "Effect". For all others, the type must be "Object". Once you save your script with the correct "type", just re-open your quest and now you should see your script in the quest script drop down box.

Note: You must close the quest page and re-open it for the list of scripts to update even if you chose the correct script type initially.
User avatar
i grind hard
 
Posts: 3463
Joined: Sat Aug 18, 2007 2:58 am

Post » Fri May 04, 2012 4:12 am

Heh, thanks everyone for keeping the thread running. :P
'Been very busy lately, but I think it's over... those days without Fallout... let's just say, they were darker days...
:P
User avatar
Tai Scott
 
Posts: 3446
Joined: Sat Jan 20, 2007 6:58 pm

Post » Fri May 04, 2012 4:51 am

Welcome back. :)
User avatar
Tyrel
 
Posts: 3304
Joined: Tue Oct 30, 2007 4:52 am

Post » Fri May 04, 2012 10:24 am

Good tutorial, although its missing a few details.

The biggest being the 'GREETING' topic. I spent the last 6 hours trying to get my companion to talk to me, and all it would do is 'click' even though it has the E)Talk action. So, I looked at others and they all have the GREETING topic. I will guess that is why I cannot talk to them. :shrug:

Any pointers on making GREETING topics? I will try to mimic the other I was looking at.
User avatar
Kim Kay
 
Posts: 3427
Joined: Fri Oct 13, 2006 10:45 am

Post » Fri May 04, 2012 10:56 am

I guess this means you decided to try learning dialogue? Greeting topics aren't very different from others, just be sure to set the http://geck.gamesas.com/index.php/GetIsID condition to your follower for all the topics you want him to speak and also ensure that the quest you placed your dialogue in has started. If you place your dialogue in a quest that isn't "Start Game Enabled" or hasn't been started by other means then you won't see your dialogue in Fallout 3. You can't place several Greeting topics in one quest, just create different conditions for each different response in the Greeting topic. You can link other topics to the Greeting one by placing those topics under "Choices" when the Greeting topic is selected. I hope this helps, good luck with the follower.
User avatar
Crystal Birch
 
Posts: 3416
Joined: Sat Mar 03, 2007 3:34 pm

Post » Fri May 04, 2012 3:28 am

Well, I added the default 'GREETING' topic to my quest, then I added a simple 'Your word is my command' topic and set it to only display with my companion.
He now works like he should.
BTW, he is a newly textured Mr Gustsy robot. I also added, 'Dispense Water' and you get a purified water out of him. But, you probably guessed he is a robot since his name is Vindicator XL-7.

Hopefully I did not mess anything up by using the default 'GREETING' topic.
User avatar
ezra
 
Posts: 3510
Joined: Sun Aug 12, 2007 6:40 pm

Post » Fri May 04, 2012 6:05 am

If you use a default voice type, the greeting and goodbye stuff gets put there automatically by the "generic" quest. If you make a custom voice type, then you have to add you own infos to the greeting topic. As Kinguin says, you can then link the gretting info spoken by your NPC to the next topic via the Choices box. Another method (that I use) is to have an on load block on your NPC script that uses the addtopic command to add the initial topics spoken by your NPC (after the greeting). These will manifest as a seperate dialogue option for the player for each addtopic command used. Its the same thing as listing several topics in the Greeting Choices box.
User avatar
-__^
 
Posts: 3420
Joined: Mon Nov 20, 2006 4:48 pm

Post » Fri May 04, 2012 1:31 am

I don't need 'AddTopic' since he says everything from the start, which is what I wanted.
And the greeting and topics are all silent, which for now I can live with. I am just trying to get him to work correctly now. A Yau Guo attacked him and he just stood there talking to it. Dumb robot soon died! :rofl:
User avatar
Spaceman
 
Posts: 3429
Joined: Wed May 23, 2007 10:09 am

Post » Fri May 04, 2012 3:48 am

I would love some assistance here:

I am at the last stage where I have gone ot my follow package and am trying to link my script in the conditions tab. I have clicked:
Add new-->Gone to get quest variable-->And then when I come to chose my quest in the Invalid/Unknown box it doesnt list my script. I have already linked the script to my Follower quest so I know I have created it. But it doesnt show up D=

Have I done something wrong?
User avatar
cutiecute
 
Posts: 3432
Joined: Wed Sep 27, 2006 9:51 am

Post » Fri May 04, 2012 1:03 am

Welcome to the idiosyncrasies of the Geck. You have to save & close and then re-open your quest for the script list to update.

EDIT: And if that's not the reason, then it may be that the script type does not match. There are object, quest and effect script types.
User avatar
Georgia Fullalove
 
Posts: 3390
Joined: Mon Nov 06, 2006 11:48 pm

Post » Fri May 04, 2012 2:28 pm

Pretty useful, thanks. I've worked with quests, dialogue, AI and scripts already but I never used it for making a companion before so it was nice to see a tutorial for it, even if I did know 80% of the steps already. Thanks for the 20% I was missing. :)

By the way maybe I skipped through the tutorial too fast but I didn't think that in any part of the tutorial you explained that you have to use the addtopic box or a script command somewhere in order for the topics to appear on the companion's topic list. Unless you add them as choices to the greeting. Anyway I did it automatically but if it is missing from the tutorial you could consider adding a line about it, if it's really not in there somewhere.
User avatar
Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am

Post » Fri May 04, 2012 5:21 am

Hey, I have followed this tutorial to the letter, and i have run into an issue that I can;t seem to figure out.

when i get to this part:
"Open up your Follow Package. Hit the "Conditions" tab. In "Condition Function", find "GetQuestVariable". Hit the parameters button (should say "INVALID, UNKNOWN") and change the quest to your quest. Set the variable to "Status".

I cant see my quest in the dropdown list when i hit the "INVALID, UNKNOWN" button. I'm not sure if this missed a step in the sentance or what.
User avatar
Ashley Clifft
 
Posts: 3468
Joined: Thu Jul 26, 2007 5:56 am

Post » Fri May 04, 2012 3:32 am

Hey, I have followed this tutorial to the letter, and i have run into an issue that I can;t seem to figure out.

when i get to this part:
"Open up your Follow Package. Hit the "Conditions" tab. In "Condition Function", find "GetQuestVariable". Hit the parameters button (should say "INVALID, UNKNOWN") and change the quest to your quest. Set the variable to "Status".

I cant see my quest in the dropdown list when i hit the "INVALID, UNKNOWN" button. I'm not sure if this missed a step in the sentance or what.
Make sure you have your quest script associated with your quest object
User avatar
Melis Hristina
 
Posts: 3509
Joined: Sat Jun 17, 2006 10:36 pm

Post » Fri May 04, 2012 8:24 am

Make sure you have your quest script associated with your quest object

how do I go about doing this? I have selected my quest script in the drop down list in my quest.
User avatar
XPidgex Jefferson
 
Posts: 3398
Joined: Fri Sep 08, 2006 4:39 pm

Post » Fri May 04, 2012 12:26 am

how do I go about doing this? I have selected my quest script in the drop down list in my quest.

That's what I was trying to say and failed ;)

The only time i've had the problem you are describing is when the dropdown box in the quest had 'NONE' for the script.

I not saying that is the only thing it could be - just all I can think of.
User avatar
Joe Bonney
 
Posts: 3466
Joined: Tue Jul 17, 2007 12:00 pm

Post » Fri May 04, 2012 1:40 pm

I can't find my script in the Quest menu, it doesn't show up.
User avatar
daniel royle
 
Posts: 3439
Joined: Thu May 17, 2007 8:44 am

PreviousNext

Return to Fallout 3