[WIPz] Vault Follower - Jason

Post » Fri May 13, 2011 4:17 am

A lot faster now that I'm back on my desktop. :)

Still haven't really been implementing the Vault sequences (and TBH, I probably won't for a while because developing main companion content is WAAYYY more fun :P), but I will say that I have exceeded over 250 lines of dialogue so far on Jason's companion dialogue -- that are fully implemented and voiced, that is. Mostly just working on more detailed companion features right now -- I'd hate to go spoiling all of them, but I will say one is a new medical system, where you can treat his injuries with your own medicine skill or find someone with the required expertise (vanilla doctors, plus Moira, Dad, and Doctor Li since they qualify via plot) to do so for you. This would be for both combat injuries and plot-specific ailments, plus an attempt to just add more immersion overall to the character.

Edit: Oh, one thing I just finished implementing. Unlike Cross, who whines and moans about how she'll leave you if you do something bad but never does anything, Jason actually WILL leave if you prove yourself a very sociopathic person. Permanently. Bear in mind that it's not karma related (the way the system works, you'd be considered Satan himself if you stole enough discarded pencils), it's doing something that's just pure EVIL in a quest, and those options should be pretty obvious. It's just more of a common sense thing; I know that I certainly wouldn't be willing to tag along after my friend if he's guilty of blowing up entire towns for money or selling children into slavery. Unprovoked killing will bother him, but it's nothing something he'll strongly object to, especially after "hardening" his personality to accept it.

BTW, I will still be providing home support for Tenpenny Tower, but you'll have to acquire the suite by other means --- either cheating or using a mod so that you can purchase it.


Love these features! I feel like a little girl in a candy shop, can't wait to have him in my game :wub:
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Destinyscharm
 
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Post » Fri May 13, 2011 6:56 am

Well this has certainly been a productive week. I've shot up from 170-180ish voiceovers to nearly 350. :D Of course, now I gotta get the noisy-as-hell graphics card in my desktop replaced right now, so that'll set me back at least another week since I can't test what I'm doing. :( Oh well, I guess I can use the time to indulge my feature creeping tendencies. :P


Anyway, is anyone gonna hate on me if I drop the variable G.O.A.T. result feature and just give him a set one? I got to thinking that it'd be better to devote the effort to content that everyone can experience rather than on several watered down abilities that not everyone will get to experience all at once. Makes him less customizable in the long run, but storywise I think that it would've attributed way too much to the PC's ability to influence another person's interest, especially since he/she would just be a kid at the time.

It would be awosme if you could make Jason use stimpacks,and apply stimpacks to to the PC if the PC has low health and jason have some in his possessions and he doesn't have low health.


It's a given that he uses Stimpaks on his own if his health is below the tolerance level.

Regarding using them on the PC, as part of his flavor dialogue he actually will express concern if your health is less than 30% and try to give you one. As for whether or not he does it in combat.... combat scripting isn't exactly my forte. I'm still very much a Fallout modding newb. :P I can give it a try at some point, though.
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Kit Marsden
 
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Post » Fri May 13, 2011 6:41 am

I don't think anyone would have hate on you. You're the boss, I think everyone will accept and respect your every decision. If it weren't for you, there won't be awesome Sydney and WIP Jason at all. Anyway, speaking for myself, go ahead on dropping the g.o.a.t result feature, I totally agree on "better to devote the effort to content that everyone can experience rather than on several watered down abilities that not everyone will get to experience all at once."
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Emily Graham
 
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Post » Fri May 13, 2011 3:31 pm

Well this has certainly been a productive week. I've shot up from 170-180ish voiceovers to nearly 350. :D Of course, now I gotta get the noisy-as-hell graphics card in my desktop replaced right now, so that'll set me back at least another week since I can't test what I'm doing. :( Oh well, I guess I can use the time to indulge my feature creeping tendencies. :P


Anyway, is anyone gonna hate on me if I drop the variable G.O.A.T. result feature and just give him a set one? I got to thinking that it'd be better to devote the effort to content that everyone can experience rather than on several watered down abilities that not everyone will get to experience all at once. Makes him less customizable in the long run, but storywise I think that it would've attributed way too much to the PC's ability to influence another person's interest, especially since he/she would just be a kid at the time.



It's a given that he uses Stimpaks on his own if his health is below the tolerance level.

Regarding using them on the PC, as part of his flavor dialogue he actually will express concern if your health is less than 30% and try to give you one. As for whether or not he does it in combat.... combat scripting isn't exactly my forte. I'm still very much a Fallout modding newb. :P I can give it a try at some point, though.



I think I saw this feature on another mod "All Phalanx Modules "(http://www.fallout3nexus.com/downloads/file.php?id=1925)
maybe if you want, you can PM the author and ask him for help,
It your decision after all...
But I think this feature is awosme B)

About the droping the variable G.O.A.T result feature,
sounds good to me
But again it your decision...

And don't worry I'm not going to hate you. this mod gonna be too awosme for that ! :lol:
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Amy Gibson
 
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Post » Fri May 13, 2011 8:25 pm

I think I saw this feature on another mod "All Phalanx Modules "(http://www.fallout3nexus.com/downloads/file.php?id=1925)
maybe if you want, you can PM the author and ask him for help,


Way ahead of you. Tarrant said he doesn't have an issue with me using Phalanx's source code, so I'll try and make it happen. :)
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David John Hunter
 
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Post » Fri May 13, 2011 4:41 pm

Oh wow - this mod gets more exciting by the minute! :D
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Rebecca Clare Smith
 
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Post » Fri May 13, 2011 7:59 am

Oh wow - this mod gets more exciting by the minute! :D


Indeed... :nod:

It gonna be freaking awosme ! :lol:
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sharon
 
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Post » Fri May 13, 2011 6:16 am

Congratulations and thanks for all your work on this DRG6520. :)

I was wondering if you would consider, once you complete this could you make this a choice to have a female instead of the male companion?


Thanks and good luck. :)
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Crystal Clear
 
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Post » Fri May 13, 2011 3:12 pm

Congratulations and thanks for all your work on this DRG6520. :)

I was wondering if you would consider, once you complete this could you make this a choice to have a female instead of the male companion?


Thanks and good luck. :)


He already did :P http://www.fallout3nexus.com/downloads/file.php?id=9320 Enjoy!
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Phoenix Draven
 
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Post » Fri May 13, 2011 1:25 pm

He already did :P http://www.fallout3nexus.com/downloads/file.php?id=9320 Enjoy!


Sydney is Sydney, not a childhood companion and friend from the vault, with a new story and dialog. :P
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Elina
 
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Post » Fri May 13, 2011 4:35 am

Sydney is Sydney, not a childhood companion and friend from the vault, with a new story and dialog. :P


Ahh, I understand what you mean, very sorry about that :)
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April D. F
 
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Post » Fri May 13, 2011 5:20 pm

Hehe, no worries, thanks very much for the thought and linkage. ;)
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Silencio
 
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Post » Fri May 13, 2011 5:18 am

I was wondering if you would consider, once you complete this could you make this a choice to have a female instead of the male companion?


To be honest, probably not.

It's a lot of work to do the voice for one character via splicing (there's a good reason that most follower mods have only 30-80 voiced lines tops, let's just say), and with how much content I've been stuffing into Jason it'd be a VERY daunting task, since I'd have to not only go through the process of creating a couple hundred splices again, but I'd have to rewrite/delete/add content to accomodate the fact that Jason's voice actor says stuff that who I would choose for the female's doesn't. It's not something I want to repeat for an entire new character, especially one that's just an alternative to an established project. If was I going to do a female in that respect I would've just stuck with Amata, since having a second female childhood best friend would've seemed rather superfluous, and I've got several reasons to not try anything with her.

At the most I could consider making Jason's sister an optional follower from "Trouble on the Homefront" on, but given that the focus of this mod is Jason, you shouldn't expect a vastly detailed extra character if I go that route.

Sorry to say that Sydney is my only real female companion project for the moment, and I don't have any reason nor desire to do any others, especially given that I can just pick-and-choose from the thousands on Nexus if I really wanted another one.

Sydney is Sydney, not a childhood companion and friend from the vault, with a new story and dialog. :P


Well, obviously not on the Vault Dweller and new story accounts, but she does have quite a bit of dialogue added -- not as much as what I've put into Jason so far, but enough that quite a few users have regarded her as one of the more "life-like" companions on Nexus. She's not available from the get-go, but I'd think that she's still at least worth a try.
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Nicole Coucopoulos
 
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Post » Fri May 13, 2011 1:48 pm

Sorry to say that Sydney is my only real female companion project for the moment, and I don't have any reason nor desire to do any others, especially given that I can just pick-and-choose from the thousands on Nexus if I really wanted another one.



I have 50percent warning level here on the beth forums because I used to troll people when Oblivion came out for being nvde mod hounds. Now AP is number 2 mod on the vault and the top companion is a teenage girl. The nukes need to drop IRL at this point, humanity has failed in some crucial and lasting way.
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Stefanny Cardona
 
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Post » Fri May 13, 2011 1:10 pm

Yep, more male companion mods :)


You've done remarkable job with this DRG.
It's good to see actually good companion mods for once. Must be the NPCs I decide to make, that my companions never get so much dialogue because of limitations in voices.


This will kick everyone's ass when released, that's for sure :thumbsup:
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phillip crookes
 
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Post » Fri May 13, 2011 3:22 pm

Sydney is Sydney, not a childhood companion and friend from the vault, with a new story and dialog. :P

That would be an Amata companion.
:D
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Sophie Payne
 
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Post » Fri May 13, 2011 7:22 am

This sounds like a really exciting companion! I'm really pleased it's male too. Most companion mods are either barbie doll eye candy or..... nope wait, that's it. :lmao:
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Latino HeaT
 
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Post » Fri May 13, 2011 5:50 pm

It's good to see actually good companion mods for once. Must be the NPCs I decide to make, that my companions never get so much dialogue because of limitations in voices.


Having actually done my own poking around the dialogue for Sarah Lyons, Autumn, and Amata there really isn't a whole lot to use. All three only appear in limited scenes during the game, and with the exception of Amata fairly restricted in the dialogue department anyway. Then you got the fact that Amata's dialogue is 50% whining and screaming and that cuts things down even more. :P I thought you did a pretty good job given those limitations. That's the charm of using generic voicetypes, though -- there's several NPC's to draw from instead of just one. A little less unique in the long run, but it works.

Most companion mods are either barbie doll eye candy or..... nope wait, that's it. :lmao:


That would be the exact reason I made Sydney and am making Jason. For all of the popularity of the "top 2" companion mods and the raves about how they "add so much to the game", I was pretty disappointed to see that most of their features consisted of only "change your outfit / change GAME VARIABLES in a blatantly un-immersive way / do something else that reminds you you're playing a mod" menus, and uninstalled them promptly within 15 minutes each. I still can't see their appeal, and I think it's a shame that the endorsemant system ensures that they overshadow virtually ever other companion mod out there.

To be fair, there are some female followers that aren't meant to be Barbie Dolls --- I highly doubt ones like Sarah Lyons and Lucy West were developed with that in mind, though that's certainly something a user of the mod can indulge in. To each their own really, but companion share pretty much means that any follower can be used as a decent Barbie doll by default, so there's really no need to focus on that aspect when making one.

But I digress, and I'd hate for this to get turned into a (bigger) rant. More on topic....

I implemented the "stim the player in combat" function based on Phalanx's scripts, though I have to wait until my replacement graphics card gets into test whether that actually works. One little experiment I'm also trying out is closing off the main dialogue during combat -- instead, you get a much more simplified dialogue menu with commands relating to the fight (switch to melee! switch to ranged! use this stimpak! etc.) I'll have to see how well it works out, though from an immersion standpoint it does effectively close off the ability to chat aimlessly while time is frozen in combat. :P If it does work well, I've created voiceovers for Sydney so that I can apply the same to her in the next update.
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Rudi Carter
 
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Post » Fri May 13, 2011 5:04 pm

Each time I read what you are trying to do, I think to myself "Wow! I want to try him out right now...Now...NOW!!" :bigsmile:

I agree with you on turning off the chit chat main menu during combat and having the combat related options. I like the Switch to (insert combat method here) and the use (insert type of drug here) methods for topics for combat. No one wants to have small talk while fighting anyways lol.

I can't thank you enough times for the amount of work you are putting into Jason, and even making him in the first place. Every time I even thought of a companion before, I would think: "No thank you, it will just get in my way", but now I want to explore the world with him and make sure he is well taken care of :wub:

Once again, thank you many many times!
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Scott Clemmons
 
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Post » Fri May 13, 2011 5:03 pm

Okay, here's another question. And this is a rather serious one, since it impacts the content I'll be implementing into the Vault sequences.

Does anyone know anyone (or is anyone) who happens to be a female who owns quality recording equipment that would be willing to voice his sister (ages from 16-25 over the course of the story)? She's a character that exists more-or-less to convey what backstory I can't through Jason's dialogue, and how much she specifically conveys depends on whether or not I have the freedom to write my own dialogue or if I have to splice it from one of the vanilla voicetypes. It's a bit too late for Jason, especially since he's nearing 400 complete voiceovers (and what a waste it would be to just dump them), but there's still a chance for Linda since I haven't begun implementing her yet, and won't for a while.

If I can get a voice actress, you get a nice new series of dialogues during the prologue and some misc. tidbits through new computers. Otherwise, you get a single-minded doctor chick who blows you off at most opportunities, and whose sole purpose is to convey backstory through her computer, along with a few new entries in the Overseer's and Dad's terminals. Either way works for me, personally. The bulk of the content comes once you leave Vault 101 anyway, and it can simply be assumed that you interact with her more during the intervals between the prologue sequences.
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Len swann
 
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Post » Fri May 13, 2011 4:46 am

Okay, here's another question. And this is a rather serious one, since it impacts the content I'll be implementing into the Vault sequences.

Does anyone know anyone (or is anyone) who happens to be a female who owns quality recording equipment that would be willing to voice his sister (ages from 16-25 over the course of the story)? She's a character that exists more-or-less to convey what backstory I can't through Jason's dialogue, and how much she specifically conveys depends on whether or not I have the freedom to write my own dialogue or if I have to splice it from one of the vanilla voicetypes. It's a bit too late for Jason, especially since he's nearing 400 complete voiceovers (and what a waste it would be to just dump them), but there's still a chance for Linda since I haven't begun implementing her yet, and won't for a while.

If I can get a voice actress, you get a nice new series of dialogues during the prologue and some misc. tidbits through new computers. Otherwise, you get a single-minded doctor chick who blows you off at most opportunities, and whose sole purpose is to convey backstory through her computer, along with a few new entries in the Overseer's and Dad's terminals. Either way works for me, personally. The bulk of the content comes once you leave Vault 101 anyway, and it can simply be assumed that you interact with her more during the intervals between the prologue sequences.


I can offer. I've done a bunch of voice work for Oblivion mods, "Heart of the Dead" and "Viconia" being most recent. I also lent my voice to the Fallout 3 mods, "Butcher Pete" and "Buildable Bots"- I voiced the robobrains in that. Here's a http://www.onmvoice.com/greenwarden to my old ONMVoice audiopage. Bear in mind that some of those samples are pitch shifted for a specific role. I also just got my trusty Samson C01U mic working again, and think that the mod you are making here sounds great. A non-fetishwear Barbie companion? That gets my vote.

I have a little catching up to do for some Oblivion mods, but that shouldn't take long. PM me if you are interested.
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Danielle Brown
 
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Post » Fri May 13, 2011 8:51 am

I'll be getting this, he has the same name as me. Looks great man!
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joannARRGH
 
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Post » Fri May 13, 2011 4:17 pm

I have 50percent warning level here on the beth forums because I used to troll people when Oblivion came out for being nvde mod hounds.


Not bad! I was banned then unbanned and am now at 25%! I've been told mods will remove the warning if you've been good for a while but I think it adds character!

IRT DRG6520: glad to see you still working on Sydney! Been meaning to check that one out when I get time to actually play this game. Shes one of my favorite characters! Submissive girls are fun for a while but get boring fast, its the strong ones that keep you interested! Thats for games and real life.

IRT Greenwarden: Great stuff! Nice voice AND you can act! Nothing worse then a good voice with bad acting. Men are the worst for it because they always try to make their voices sound more manly and it comes across as forced. Mod trailers are the worst for it.
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JERMAINE VIDAURRI
 
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Post » Fri May 13, 2011 5:43 am

IRT Greenwarden: Great stuff! Nice voice AND you can act! Nothing worse then a good voice with bad acting. Men are the worst for it because they always try to make their voices sound more manly and it comes across as forced. Mod trailers are the worst for it.

Thanks, DMKW, for the vote of confidence. And sadly, I couldn't agree with you more. A lot of amateur voice acting right now seems to be more about imitating famous voices than creating new and true ones that fit the role. Here's hoping that will change. Good voice acting can add a lot of nuance and opens up new storytelling options for writers, since they are then freed of the limitations of splicing existing audio.

Anyway, I'll throw in my own vote of confidence for this project. Even if I don't end up participating in it, I will be downloading, playing, and enjoying it immensely. :)
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Kyra
 
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Post » Fri May 13, 2011 2:08 pm

Good voice acting can add a lot of nuance and opens up new storytelling options for writers, since they are then freed of the limitations of splicing existing audio.


Very, VERY true. Thanks again for volunteering for the role.

Assuming that this works out (and I think it will), that means that the Vault sequences will be 10x better than what I'd originally planned. :D
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Anna S
 
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