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NV-style speech/skill/perk checks

General mod discussion and requests.
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retlaw83
Posts: 279
Joined: Sun Mar 17, 2013 8:40 pm

NV-style speech/skill/perk checks

Post by retlaw83 » Mon Oct 14, 2013 3:27 pm

Right now in Unity I'm going over all the dialog in Fallout 3.  NV-style speech and perk and skill checks are easy additions to make by modifying the existing topics.  The trade-off is additional dialog (usually for failed perk/skill checks) and the failed vanilla speech choices are going to be unspoken and need subtitles, but they'll generally be hilarious like in NV.  Is this worth the tradeoff?


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

This has actually been

Post by Gribbleshnibit8 » Mon Oct 14, 2013 4:37 pm

This has actually been started as something to be included in TTW. Jax knows more about it. He's using a scaled system for the difficulty, balanced against the point in the game you should reach the challenge as well as the original challenge difficulty. Also, iirc the conversion he's using preserves the audio with the failure dialogue, so there's that.


Work has not progressed much on it due to how horrendously tedious the task is. If you want to help with TTW, talk to Jax about continuing that work to get it put into TTW main.



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

That's not really what I had

Post by retlaw83 » Mon Oct 14, 2013 5:03 pm

That's not really what I had in mind with what I'm doing, but the tedious part is going through every chunk of dialog to see where the checks.  If he plans on making it all voiced, that's going to be about 5 times as tedious.


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



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

Well personally, if a mod isn

Post by JaxFirehart » Mon Oct 14, 2013 6:11 pm

Well personally, if a mod isn't voiced, I don't use it, it drives me nuts. What gribs is talking about is converting the existing FO3 percentage based checks to FNV style skill checks. What retlaw is talking about is writing NEW skill checks, correct?


Were they voiced, I would 100% be for it. With them being unvoiced, I won't use it, but I think it would be awesome for the people who dont mind unvoiced dialogue.


The last option is to find responses from the same voice actor, that DON'T have to be edited to work, and then write dialog to fit it, giving the best of both worlds but making your task MUCH harder.



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

Yes and no.  I'm taking the

Post by retlaw83 » Mon Oct 14, 2013 6:21 pm

Yes and no.  I'm taking the speech checks That exist and turning them into speech or whatever skill is appropriate, then also using different fail responses.  I think I've maybe added two that didn't exist previously.


My main concern is finding voice files that work. With how everything is organized, sifting through the voice files seems the hardest part.  What's your method?


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



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rickerhk
Posts: 123
Joined: Mon Sep 17, 2012 1:50 pm

retlaw83 wrote:

Post by rickerhk » Tue Oct 15, 2013 2:47 am

[quote=retlaw83]


 


Yes and no.  I'm taking the speech checks That exist and turning them into speech or whatever skill is appropriate, then also using different fail responses.  I think I've maybe added two that didn't exist previously.


My main concern is finding voice files that work. With how everything is organized, sifting through the voice files seems the hardest part.  What's your method?


[/quote]


I use the Geck to export dialog for a particular voicetype. Then I import that text file into Excel. Then you can highlight stuff you might want to use.



retlaw83
Posts: 279
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Wow. That's a new one on me.

Post by retlaw83 » Tue Oct 15, 2013 12:51 pm

Wow. That's a new one on me.  How does one export voicetypes with the GECK?


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



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rickerhk
Posts: 123
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retlaw83 wrote:

Post by rickerhk » Wed Oct 16, 2013 2:00 am

[quote=retlaw83]


 


Wow. That's a new one on me.  How does one export voicetypes with the GECK?


[/quote]


Open up any old quest - say GenericAdult, then click on the View Filtered Dialog Window. Highlight 'ALL', then 'Ok'. When the new window pops up, on the top left side, filter by voice type. Be patient because it may take some time - some minutes. Also it might just hang forever. Then when that is done, click on the 'export dialog' button- right above the 'view quests' window in the same area. The file gets saved in your fallout root directory as a tab delimited text file, with TMI. Import it into Excel and trim off the excess. I ended up with something like this (fallout3, femalevoice04): https://dl.dropboxusercontent.com/u/55759080/Geckxport.JPG

 



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

Nice. Thanks!

Post by retlaw83 » Wed Oct 16, 2013 2:22 am

Nice. Thanks!


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



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