Just require that Full Dialog mod, rather than trying to reduce every dialog prompt to caveman level.
TTW - Tale of *Three* Wastelands?
- Puppettron
- Gary
- Posts: 1715
- Joined: Sat Nov 23, 2013 10:47 pm
Shit, how did we summon Ret?
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retlaw83
- Posts: 279
- Joined: Sun Mar 17, 2013 8:40 pm
pintocat wrote:
[quote=pintocat]
Just require that Full Dialog mod, rather than trying to reduce every dialog prompt to caveman level.
[/quote]
The dialog system has been nuked and isn't accessible via the GECK. Dialog in Fallout 4 is carried out in "scenes" that have a maximum of four options, with each response taking you to the next section of the scene. Dialog can detour and then come back around to the original topic, as seen in the question prompts, but it looks like it can no longer branch.
30 Helens agree that I am, pound for pound, the strongest man in a group of ducks.
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rockitten
- Posts: 139
- Joined: Mon Oct 14, 2013 4:40 am
retlaw83 wrote:
[quote=retlaw83]
pintocat wrote:
Just require that Full Dialog mod, rather than trying to reduce every dialog prompt to caveman level.
The dialog system has been nuked and isn't accessible via the GECK. Dialog in Fallout 4 is carried out in "scenes" that have a maximum of four options, with each response taking you to the next section of the scene. Dialog can detour and then come back around to the original topic, as seen in the question prompts, but it looks like it can no longer branch.
[/quote]
Is it possible to "walk around" it by a special "companion wheel" or a rearrangement of dialogue trees to walk-around that?
- zilav
- Gary
- Posts: 225
- Joined: Tue Apr 09, 2013 4:03 pm
Just create your own quests,
Just create your own quests, I'm pretty sure there are enough knowledgeable people here to make it happen. The original converted worldspaces/cells would serve only as familiar locations for the new content. It shouldn't be some huge epic main quest story line, maybe scattered misc quests not tied together about different people and groups and how they struggle to survive in the Wasteland. That's what Obsidian managed to create, and what Bethesda failed to understand, and never will.
Unlike other new worldspace mods out there for FO4, you will have hundreds of working locations will all interiors cluttered out of the box after the initial conversion. From my own modding experience 9 out of 10 of worldspace mods don't even reach that point.
- zilav
- Gary
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- Joined: Tue Apr 09, 2013 4:03 pm
I mentioned it before several
I mentioned it before several times - convert the places but populate with the new content. "Tale of ...." doesn't mean it should be the one from Bethesda.
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paragonskeep
- Posts: 738
- Joined: Thu Oct 25, 2012 6:19 pm
zilav wrote:
[quote=zilav]
I mentioned it before several times - convert the places but populate with the new content. "Tale of ...." doesn't mean it should be the one from Bethesda.
[/quote]
So setting, location, NPCs? With new quests and dialog.
I am not a modder at all, very very basic use of Xedit and GECK. But I am a good writer. I'll see what I can come up with in regards to quests etc and post for review.
- Risewild
- Posts: 3219
- Joined: Mon Oct 01, 2012 9:14 am
zilav wrote:
[quote=zilav]
I mentioned it before several times - convert the places but populate with the new content. "Tale of ...." doesn't mean it should be the one from Bethesda.
[/quote]
Would be a pain to find VA for everyone in the wastes if we don't use the voices already existent
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- zilav
- Gary
- Posts: 225
- Joined: Tue Apr 09, 2013 4:03 pm
You can always record lines
You can always record lines later when everything else is ready, lack of voice acting doesn't stop the development.
It is just sad to see a group of talented and experienced modders with their own site, forum, chat and community in general doing basically nothing apart from polishing a project that is already fully playable and doesn't require that much attention at this point.
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Dead Sirious
- Posts: 105
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