The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com

Play something new! (Radio)

General mod discussion and requests.
Elder
Posts: 7
Joined: Fri May 31, 2013 2:41 pm

Play something new! (Radio)

Post by Elder » Wed Apr 30, 2014 12:07 pm


isn't it neat how you can turn on and off the radios of fallout...... wouldn't it be neat if you could tune into another channel too?


 


could someone make a mod that allows you to change the radios station? 


 


perhaps something like this: press "E" to turn on/off radio HOLD "E" for a little menu to pop up and have a list of available channels to choose from.


 


Thanks MODDING GURUS! 


 


 


 


 


 


(ps im not sure if i posted this earlier... i think i goofed up and closed the page.. hmmmm. don't hate me! )


User avatar
KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

I don't see this happening

Post by KeltecRFB » Wed Apr 30, 2014 6:19 pm

I don't see this happening unless you do it.  I mean really, all you have to do is open your Pip-Boy and change the station that way.  


"Si vis pacem, para bellum!"

Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

Without a compatibility file

Post by Gribbleshnibit8 » Wed Apr 30, 2014 6:38 pm

Without a compatibility file for every mod, and every radio mod needing to do something 99% of them did not, it's next to impossible. The reason is because the radio station is tied into the base form of the activator object. It can't be changed via script, they have to be hard set in the editor.


Now, this wouldn't be too bad, if every radio mod had made a placeable radio activator for their stations, but most of them don't. So the only other option is to make either an edit to the mod to add one, releasing all new plugins for every radio station, or to make a new file for each station mod that adds one in. Neither of which is practical.


I actually came up with a solution that... sort of works. NPCs can be radios, like the eyebots, and there are script functions to make them change their radio station. In my radio hotkeys mod I went through and actually implemented a system to do this. However, it has quite a few issues. For one, the NPC radio has  to be forced to change via script, and resets when you leave the cell. Second, I couldn't get it to not play static even when turned off. And third, getting the switched station to play immediately required starting a new  radio conversation, which will interrupt things if you're listening via pipboy or another nearby radio is tuned already. Then I got distracted and left the mod for a while, discouraged at those issues. I still plan on revisiting it sometime this summer and hopefully sorting the issues, but I don't know if I'll be able to.



Elder
Posts: 7
Joined: Fri May 31, 2013 2:41 pm

the idea was just to have an

Post by Elder » Wed Apr 30, 2014 8:33 pm

the idea was just to have an atmospheric effect for lets say a home with a radio, so when you walk in you are greeted by your favorite elevate music radio  channel that you think really livens your house up. and then when your favorite companion comes over for a special evening you could turn on that special music channel to put them in the mood lol.


 


does that make it a little more clear?



retlaw83
Posts: 279
Joined: Sun Mar 17, 2013 8:40 pm

It was perfectly clear from

Post by retlaw83 » Wed Apr 30, 2014 11:53 pm

It was perfectly clear from the beginning. It just remains damn near impossible. Gribs is on the right track, but he already old you the issues he was having with it.


30 Helens agree that I am, pound for pound, the strongest man in a group of ducks.



User avatar
Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

http://www.nexusmods.com

Post by Puppettron » Thu May 01, 2014 12:44 am

http://www.nexusmods.com/newvegas/mods/51115/?


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

Elder
Posts: 7
Joined: Fri May 31, 2013 2:41 pm

Puppetron........... <3

Post by Elder » Thu May 01, 2014 12:51 am

Puppetron........... <3





do you think this will kill ttw?


 


im guessing so.



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Kill TTW? It's a tunable

Post by JaxFirehart » Thu May 01, 2014 12:58 am

Kill TTW? It's a tunable radio mod...



Elder
Posts: 7
Joined: Fri May 31, 2013 2:41 pm

just meant crash it. O.O you

Post by Elder » Thu May 01, 2014 1:47 am

just meant crash it. O.O you make me feel silly MR jaxfirehart SIR 



User avatar
Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Usually it is safe to use New

Post by Risewild » Thu May 01, 2014 6:35 am

Usually it is safe to use New Vegas mods with TTW unless they are huge projects that change a lot of things and stuff, I doubt this mod Puppettron posted the link for would cause problems, but only way to find out is trying laugh.


Signature:

Post Reply