The dialogue for teaching Kelley Unarmed (aaIMOKelleyUnarmed01) is bugged to never show up, as it checks Unarmed>=75 for Subject (which is Kelley) when it should instead check Target (which is the PC). Very simple to fix.
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The "Signal for Kelley to Speak" sequence bugged out for me. Kelley and Ray-Ray never got to say their full lines, with combat always starting prematurely (from testing, it varied a little bit, but generally Kelley said her initial line, Ray-Ray said the first of his lines, then Kelley attacked and partially said the first of her followup lines; sometimes Ray-Ray had subtitles post-death XD). I'm not too sure what could've caused that in aaIMOKelleyRayRayExchange but maybe it's the multiple lines per response causing script to fire early? FWIW, I know that vanilla code handles these sorts of situations with the Conversation tab (e.g. see I Could Make You Care).
I didn't see anyone else reporting this issue, so maybe it's a me-unique issue... but I really have no idea about what thing outside the mod could be causing it. And to be fair, it was mostly because I'd gone through all the dialogue in xedit that I was able to notice the missing lines in the confrontation, so it's possible that others simply wouldn't have the intel to notice the discrepancy.
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I haven't played any of the other mods (maybe someday in the distant future), but I really liked this one. Simple scope; lots of endings; lots of roleplay-dialogue; fits really nicely into the gameworld; and a "full circle" feeling is always cool, in this case with the game's tutorial.
Thank you for playing and posting the bug! I made this mod last summer after a long absence, so there was undoubtedly a little rust in my scripting techniques. I really need to make an update to address some of these lingering missteps. I appreciate you taking the time to post them. I hope you enjoy the mods!
If you don't mind answering a question, I had one about the Wild Wasteland dialogue. I haven't played the OG mods nor the other new mods, so my initial assumption on encountering it was that it was a reference to something from one of them, because it otherwise felt like perfectly normal dialogue. But on re-read, no... it's you, right? You're Uncle Jimmy, duh.
FWIW, though the 4th-wall-y 'playful wink' should obviously be WW, I think that the rest of the dialogue fits seamlessly in (even more so because it parallels some of the potential journeys for Kelley herself, so of course she'd think about it, and of course it'd have narrative relevance). It's okay to have a roman a clef element like that - it's not even silly if it's done well, and those lines were done very well.
(Of course, Wild Wasteland is the only way to play the game, so it's not that big of a deal. But I still think it would have been nice as a default bit of dialogue.)
I can neither confirm nor deny my status as Uncle Jimmy. ;)
I tend to be conservative with such matters, hence my proclivity for gating that type of dialogue behind WW. Your point is duly noted, though - I suppose it was a reflection of my desire to remain incognito at the time.
Thank you for the kind words, by the way - this mod is precisely why I'm committed to releasing standalone projects in the future. I like the freedom to undertake small, character-centered projects that aren't tethered to some over-arching conspiracy involving my usual suspects (e.g., profane cowboys). If you enjoyed this mod, Sincerely is probably the closest in style and tone. Some of my other mods are... quite different.
Just a small piece of feedback: I am running a build that has next to no guns skill and it was pretty much impossible to progress the first step of the quest. Would be awesome to be able to give the first lesson with an energy weapons check as well, or at least allow the player to have a failed guns check visible in the dialogue tree, because i thought i had something wrong in my game that prevented me from progressing at all. Only after raising the Guns skill I saw the dialogue appearing.
Excited to see where this leads, thank you for the work as always!
this feels like a quest that was always meant to be in the game. i agree with others that said you are pretty much being her sunny smiles. it's really sweet.
really fun mod, loved the variety of dialogue when there's so many mods that only have one option to progress conversations. only issue is the AI voices messed up their words sometimes and at the end Kelly's accent seems to be gone but i guess those are just limitations of the tech. either way it was great.
You added an option to make her a cannibal?? Lmao wtf bro?? Is it a cut option or is xEdit lying lmao?
Jokes aside, this is a great mod. Not a big, empty "DLC SIZE!!" unpolished mess, just a small, very well done quest, with lots of roleplay opportunities. Well done.
I try to include cannibalism options in all my mods now. Cannibals need love too. Who knows, I might even have a mod dedicated entirely to cannibal role players one day… ;)
yes, Dr. Vincent Mago (I think I spelled that correctly). One of my favorite villain monologues from NVBI. "The wasteland really brings out that war of all against all quality".
Very good one. A masterclass example of how you can turn the simplest "help girl kill animals" fetch quest into an interesting, carefully-crafted story with lots of options and hidden choices. The only small complaint I have is that vipers speak a bit more eloquently from what I imagined them to be, but I suppose there's no established canon regarding how they should communicate, so this is more of a personal preference than a flaw.
This is a nice thing and I like where I've gotten so far - only 'critique' I can give is that the skill checks for the second stage seem a little high, especially if you're coming through Novac in the early game.
101 comments
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The "Signal for Kelley to Speak" sequence bugged out for me. Kelley and Ray-Ray never got to say their full lines, with combat always starting prematurely (from testing, it varied a little bit, but generally Kelley said her initial line, Ray-Ray said the first of his lines, then Kelley attacked and partially said the first of her followup lines; sometimes Ray-Ray had subtitles post-death XD). I'm not too sure what could've caused that in aaIMOKelleyRayRayExchange but maybe it's the multiple lines per response causing script to fire early? FWIW, I know that vanilla code handles these sorts of situations with the Conversation tab (e.g. see I Could Make You Care).
I didn't see anyone else reporting this issue, so maybe it's a me-unique issue... but I really have no idea about what thing outside the mod could be causing it. And to be fair, it was mostly because I'd gone through all the dialogue in xedit that I was able to notice the missing lines in the confrontation, so it's possible that others simply wouldn't have the intel to notice the discrepancy.
--
I haven't played any of the other mods (maybe someday in the distant future), but I really liked this one. Simple scope; lots of endings; lots of roleplay-dialogue; fits really nicely into the gameworld; and a "full circle" feeling is always cool, in this case with the game's tutorial.
FWIW, though the 4th-wall-y 'playful wink' should obviously be WW, I think that the rest of the dialogue fits seamlessly in (even more so because it parallels some of the potential journeys for Kelley herself, so of course she'd think about it, and of course it'd have narrative relevance). It's okay to have a roman a clef element like that - it's not even silly if it's done well, and those lines were done very well.
(Of course, Wild Wasteland is the only way to play the game, so it's not that big of a deal. But I still think it would have been nice as a default bit of dialogue.)
I tend to be conservative with such matters, hence my proclivity for gating that type of dialogue behind WW. Your point is duly noted, though - I suppose it was a reflection of my desire to remain incognito at the time.
Thank you for the kind words, by the way - this mod is precisely why I'm committed to releasing standalone projects in the future. I like the freedom to undertake small, character-centered projects that aren't tethered to some over-arching conspiracy involving my usual suspects (e.g., profane cowboys). If you enjoyed this mod, Sincerely is probably the closest in style and tone. Some of my other mods are... quite different.
Just a small piece of feedback: I am running a build that has next to no guns skill and it was pretty much impossible to progress the first step of the quest. Would be awesome to be able to give the first lesson with an energy weapons check as well, or at least allow the player to have a failed guns check visible in the dialogue tree, because i thought i had something wrong in my game that prevented me from progressing at all. Only after raising the Guns skill I saw the dialogue appearing.
Excited to see where this leads, thank you for the work as always!
We must convince her to use energy weapons!
;)
Jokes aside, this is a great mod. Not a big, empty "DLC SIZE!!" unpolished mess, just a small, very well done quest, with lots of roleplay opportunities.
Well done.
Thank you, glad you enjoyed the mod!
That said it's still a nice enough mod.