[RELz] Sydney Follower

Post » Sat Feb 19, 2011 7:00 am

I don't think that'll work if she has body parts missing. I once resurrected Paladin Hoss after he lost against some Outcasts. He had a leg missing and as he was walking along his detached leg floated along beside him :yuck:
I suppose you can try, it'd be interesting seeing as she had no head.


That sounds pretty funny, though maybe it's because I hate Hoss. :P Might've been a glitch or something odd that got overlooked, since the resurrect function seems to basically "respawn" the entire NPC whenever I use it. In my tests I tried reducing Sydney to a bloody mess with the Terrible Shotgun, and when I resurrect her, all of her old body parts disappeared and then she reappeared whole with her original inventory.

Oh yes, I'll have him, thanks! He looks nice and would be a welcome addition to my 'team' :hehe:


Thanks. :) It might be a while before I release him though, since I'm trying to hit the same dialogue milestones as Sydney (at least 200 lines, reacting to various things, etc.), and I've only got 40 or so spliced so far.
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Emma Louise Adams
 
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Post » Fri Feb 18, 2011 6:44 pm

A little egotistical question from me, but will Sydney still give me that nice gun of hers at the end; or does she keep it and will only allow me to borrow it ;)

You see, I'm trying to gather up as many unique weapons as I can :P


Greetz & thanks,

Milt
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Trevi
 
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Post » Sat Feb 19, 2011 7:42 am

A little egotistical question from me, but will Sydney still give me that nice gun of hers at the end; or does she keep it and will only allow me to borrow it ;)

You see, I'm trying to gather up as many unique weapons as I can :P


You can still obtain the playable version of her SMG if that's what you're asking. After giving her a certain note like in the vanilla game, go into her "topics menu" ("Can I ask you something?" or whatever I changed it to last) and pick the option that lets you borrow it. There's no promise of returning it (nor is it even possible to return via dialogue; only through trading it back to her), so you essentially keep it indefinitely and can go ahead and put it on display or whatever you were intending to do with it. I just wanted the exchange written differently since it wouldn't make sense for her to say "I won't be needing it anymore" since she's not retired if you use this mod.
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Johanna Van Drunick
 
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Post » Sat Feb 19, 2011 7:53 am

I wanted to give ya a update. Due to liking the mod & Sydney I ended up going back to a previous save. Between her..Dogmeat..and Cross I've got a motley little crew traveling the wasteland. Funny story..and true. We were @ Grislys Diner (I think thats the name of it) with alot of cars outside. When we went in some Raiders decided they wanted in and Sydney went nuts with frag nades. She started tossing them and the whole place went up. When the dust settled & my fps rose I found her standing outside drinking. lol Great mod.
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TOYA toys
 
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Post » Fri Feb 18, 2011 10:55 pm

I'd love to, believe me. However, while I'm capable of writing the dialogues, lip-syncing the sounds, and putting it all together in the G.E.C.K. I don't have access to a voice actor and the means to create quality voiceovers, and that matters a great deal to me. At least with dialogue-splicing, I have access to tons of professional voicework that I can use to make an entire mod with. If I DID have access to those luxuries, then I'd scrap both ideas altogether and make an Enclave deserter fully-integrated into the storyline as per my first idea. Maybe I still can somewhere down the road, but for now I'm stuck recycling Bethesda's vanilla voicework.

It is kind've fun in its own way, though, since I do have to get pretty creative with how I convey specific information and details.


I just want to say thanks for this mod, installed it today and I am floored by it. I really dig mods that use the existing game dialog instead of silent voices since it makes it feel like a part of the original game, and I'd love to see you do this with other possible companions too.
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Jade Payton
 
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Post » Sat Feb 19, 2011 9:26 am

Funny story..and true. We were @ Grislys Diner (I think thats the name of it) with alot of cars outside. When we went in some Raiders decided they wanted in and Sydney went nuts with frag nades. She started tossing them and the whole place went up. When the dust settled & my fps rose I found her standing outside drinking. lol Great mod.


Lol. Gotta love how randomly epic things can play out in a Bethesda game. Half the fun of Oblivion & Fallout, I think. :P

I just want to say thanks for this mod, installed it today and I am floored by it. I really dig mods that use the existing game dialog instead of silent voices since it makes it feel like a part of the original game, and I'd love to see you do this with other possible companions too.


Yeah, I'm pretty particular about using mods in that they need to feel like they were always a part of the game. As for other companions, I do have a Work-In-Progress thread for my next project http://www.gamesas.com/index.php?showtopic=1056690 if it interests you, but I am considering picking up another vanilla-NPC conversion project - I'm a slight bit apprehensive of doing such admittedly since Sydney was a nightmare of compatibility issues, but I'm far enough along with my current project to know that I don't want to repurpose tons of vanilla dialogue for a single new character again (so I'm scrapping my third follower idea already), and would prefer one with a grounded backstory that I can just build off from there.

So I am willing to at least consider any suggestions if you have any -- preferably characters with non-unique voice types so that I've got a bigger pool to play with.
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Melanie
 
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Post » Sat Feb 19, 2011 9:47 am

Normally what I do is drop alot of equip into a follows (MW/OB/F03) and let them decide what they want to wear or use. http://img.photobucket.com/albums/v476/MainframeTM/Fallout/Capture-1.jpg
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Doniesha World
 
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Post » Fri Feb 18, 2011 7:15 pm

Hi, just downloaded this mod. It seemed to go quite smoothly at first, Until I noticed that her head is a different colour to her body! Her head is her very pale default colour, but her body is darker. I would be grateful for any help or advice about this please. Thanks.

http://i4.photobucket.com/albums/y110/Nephtys/Miscellaneous/Bthsda/ScreenShot45_Sydney.jpg
http://i4.photobucket.com/albums/y110/Nephtys/Miscellaneous/Bthsda/ScreenShot44_sidney.jpg
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suniti
 
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Post » Sat Feb 19, 2011 2:49 am

Hi, just downloaded this mod. It seemed to go quite smoothly at first, Until I noticed that her head is a different colour to her body! Her head is her very pale default colour, but her body is darker. I would be grateful for any help or advice about this please. Thanks.

http://i4.photobucket.com/albums/y110/Nephtys/Miscellaneous/Bthsda/ScreenShot45_Sydney.jpg
http://i4.photobucket.com/albums/y110/Nephtys/Miscellaneous/Bthsda/ScreenShot44_sidney.jpg


A common issue with how mod NPC's tend to be rendered -- to fix it is simple enough:

Locate "FALLOUT.INI" file in /My Documents/My Games/Fallout 3/

And add the following line somewhere under [General]:
bLoadFaceGenHeadEGTFiles=1


That should fix it.
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Lisa Robb
 
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Post » Fri Feb 18, 2011 6:27 pm

A common issue with how mod NPC's tend to be rendered -- to fix it is simple enough:

Locate "FALLOUT.INI" file in /My Documents/My Games/Fallout 3/

And add the following line somewhere under [General]:
bLoadFaceGenHeadEGTFiles=1


That should fix it.


Thanks for replying so quickly. I'll try it tonight and let you know how I got on. :)


Edit:

I tried it straight away, http://i4.photobucket.com/albums/y110/Nephtys/Miscellaneous/Bthsda/Sydney_3_fixed.jpg thanks. :thumbsup:
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Dan Endacott
 
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Post » Sat Feb 19, 2011 7:10 am

I was checking out the Fallout3 wiki and found mention of Emaline. Shes Sydney's friend that shows up with Sydney as a random encounter if you double-cross Sydney during the quest where you meet her. I wonder if you could add her in with Sydney? Seems only right she'd bring her friend along. =)
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Jacob Phillips
 
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Post » Sat Feb 19, 2011 2:55 am

I was checking out the Fallout3 wiki and found mention of Emaline. Shes Sydney's friend that shows up with Sydney as a random encounter if you double-cross Sydney during the quest where you meet her. I wonder if you could add her in with Sydney? Seems only right she'd bring her friend along. =)


It's feasible that I could do something with her, but I'm not really sure I want to try tackling her as a follower, since she has virtually no dialogue or background to herself (beyond being an ally of Sydney's of course, though the exact nature of their partnership is not explained), and after I'm finished with Jason, I'm not sure if I'd want to create another from-scratch follower using only vanilla voiceovers -- just one is already quite time-consuming. If I was to create another female follower, I'd prefer it to be someone with a grounded backstory and personality.
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Marine Arrègle
 
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Post » Sat Feb 19, 2011 2:01 am

I've just downloaded this one, too! I can't believe I've missed these mods - they look absolutely awesome!
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sam
 
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Post » Fri Feb 18, 2011 11:47 pm

Hello, DRG. I love this mod. Really, really well done. feels like it's a vanilla feature. :) One tiny issue, though. It seems this mod causes the Asian race to be listed twice in the race menu (~ showracemenu). Not sure why, and it's not a big deal at all. Just something fyi.
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Emily Rose
 
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Post » Fri Feb 18, 2011 11:52 pm

Hello, DRG. I love this mod. Really, really well done. feels like it's a vanilla feature. :) One tiny issue, though. It seems this mod causes the Asian race to be listed twice in the race menu (~ showracemenu). Not sure why, and it's not a big deal at all. Just something fyi.


Crud, I'd thought I'd fixed that. That's on my to-do list then for the next update. :P

Basically, the mod adds 9 new races to the game, all copies of the default asian race, but with different default hairs -- it's the nifty trick that actually lets you give Sydney a haircut. Of course, a direct copy means that the "playable race" flag gets carried over. If left like that, you'd see a duplicate asian race for every one. I thought I'd unchecked it on all of them, but I guess I missed one.

Thank you for bringing this to my attention.
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Tiffany Carter
 
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Post » Fri Feb 18, 2011 9:34 pm

This is actually really impressive. Must have been a great deal of work and frustration poured into this.

I've always liked Sydney. She's like the Michelle Rodroguez of Fallout.
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Cat Haines
 
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Post » Fri Feb 18, 2011 8:33 pm

Okay, just released 1.3 on Nexus. Fixed the duplicate Asian issue. It can be downloaded from Fallout3Nexus http://www.fallout3nexus.com/downloads/file.php?id=9320

For those who can't use Nexus, then you can get it http://www.megaupload.com/?d=0FWJVIO0
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Courtney Foren
 
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Post » Sat Feb 19, 2011 8:46 am

Great mod, but just chiming in with two issues I've had which I think are related.

When I first installed it (after having already started the Stealing Independence quest), the game would crash a second or so after entering the National Archives (I hadn't stepped foot in the building yet). I managed to get around this by uninstalling the mod, going into my Megaton house and waiting for a few days, then entering the Archives and saving (without waiting, the game would still crash even though the mod wasn't present). I could then install the mod and proceed as normal.

Now I'm having a similar issue with

(Regards one of the unmarked Sidequests)
Spoiler
The Lost Initiate (the quest to rescue Initiate Pek) and the office building you need to enter. I've already recruited Sydney, and have her and Dogmeat in my party. The game loads the building, then crashes with the Windows "Fallout 3 has stopped working." dialog.


I think it has to do with the way the game handles Sydney as a follower when it comes to quests which have other temporary followers, as I've managed to workaround this by firing Sydney outside the building then entering. Maybe a future release could solve this by auto-firing Sydney when it comes to similar situations?

Just to let you know :)
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Jonny
 
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Post » Sat Feb 19, 2011 4:33 am

Great mod, but just chiming in with two issues I've had which I think are related.

When I first installed it (after having already started the Stealing Independence quest), the game would crash a second or so after entering the National Archives (I hadn't stepped foot in the building yet). I managed to get around this by uninstalling the mod, going into my Megaton house and waiting for a few days, then entering the Archives and saving (without waiting, the game would still crash even though the mod wasn't present). I could then install the mod and proceed as normal.

Now I'm having a similar issue with

(Regards one of the unmarked Sidequests)
Spoiler
The Lost Initiate (the quest to rescue Initiate Pek) and the office building you need to enter. I've already recruited Sydney, and have her and Dogmeat in my party. The game loads the building, then crashes with the Windows "Fallout 3 has stopped working." dialog.


I think it has to do with the way the game handles Sydney as a follower when it comes to quests which have other temporary followers, as I've managed to workaround this by firing Sydney outside the building then entering. Maybe a future release could solve this by auto-firing Sydney when it comes to similar situations?

Just to let you know :)


TBH, I'm not really sure what conclusions I can draw from that. I certainly haven't had any issues with crashes at the National Archives with the mod active, nor have I heard of any up to this point, and see no reason from a technical standpoint why she would conflict with the Initiate quest -- at no point does her code become relevant to that quest. It's possible that there's something else at work in your load order that's causing it; Fallout 3 is such a temperamental game that it's hard to pin down crashes besides the very obvious start-up ones. That you still get crashes even without the mod leaves me rather skeptical, since there's nothing I modified that would require a few days to refresh.

I'm not in a position to do it right now, but I will try testing the Falls Church areas with her when I get my desktop up and running again. Better safe than sorry --- I'd be an idiot to think that my work is glitch-free. :P
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Dina Boudreau
 
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Post » Fri Feb 18, 2011 7:52 pm

Well, it's certainly been a while since I last dusted off the G.E.C.K. and my old projects. Sorry to say that, for those interested, Jason is officially on life support until Vegas comes out and I can judge which game he would be better suited for. Sydney's still alive and kicking though.

Just giving a heads up that 2.0 has been released on Nexus, adding a lot more content to the mix (nearly doubling her voice over count in the process), with more on the way. Most prominent are a number of conversations you can have with her based on your current location --- and a catfight with any variation of the Bittercup follower to boot! :)

2.1 (or whatever the next version will be) is slated to include a restructured dialogue menu, more NPC interaction, in-combat radio commands, a fix for the "weapon wristwatch" bug (Sydney only, mind you), and Raven Rock integration.

Bug reports, comments, questions, and requests are all quite welcome.
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Silencio
 
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Post » Sat Feb 19, 2011 3:03 am

Thanks for making this, it's definitely my favorite companion mod. :)
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electro_fantics
 
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Post » Sat Feb 19, 2011 4:43 am

Any more news on your companion mod?
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Nauty
 
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Post » Sat Feb 19, 2011 4:32 am

I am curious about this too and especially about how exactly you fixed the "weapon wristwatch" bug...i would love to implement this into my own companion plugin as well ;)
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J.P loves
 
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Post » Fri Feb 18, 2011 9:49 pm

same here
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jenny goodwin
 
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