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RoyBatty
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GNR unavailable in some worldspaces

There's a bug with the radio station handling, you can't tune into GNR in Megaton before the repair quest (you can in FO3), and other worldspaces you should be able to.

I can't make heads or tails of the TTWFunctions quest/script so someone who knows it will have to take care of it.

 

Category: 

Bug report

Component: 

Sounds and Music

Priority: 

Normal

Status: 

Closed (merged)

Project: 

Tale of Two Wastelands

Version: 

TTW 2.7

Reporter: 

RoyBatty

Created: 

Sat, 01/24/2015 - 23:43

Updated: 

Mon, 01/09/2017 - 04:00
Edited by: RoyBatty on 01/09/2017 - 04:00
JaxFirehart
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My hunch is that it is

My hunch is that it is unrelated to the TTWFunctions quest script.

That stuff is only for switching stations on and off when jumping between worldspaces and is copied (almost entirely) from vanilla worldspace transitions (like honest hearts and back as well as point lookout and back).

If I had to guess I would say it is more related to obsidian changing things. If you start in FO3 and NEVER go to DC (or even any of the FO3 DLC worldspaces) does it work as expected? If so then it definitely is TTWFunctions. If not it is probably something else.

sesom
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Roy the problem with the

Roy the problem with the radios is that the NV engine manages the distortions differently (actually we don't get any at all). It is not possible to have a similar effect like in FO3. The NV engine simply makes the radio silent in this case. Not much we can do about it except enabling the GNR radio completely from start which contradicts with the GNR quest.

Another technical possible solution would be to make our own radio station with edited sound files... but that would be simply bloat....

Gribbleshnibit8
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I've made stations have the

I've made stations have the radio static, that part works fine (Delay DLC Dead Money start radio does this). What I think is happening ins the "Connected Worldspaces" calculation isn't being calculated properly.

This might be solvable by putting a high static percentage GNR broadcaster in the Megaton worldspace, enable linked to the one at the top of the Washington Monument. It might also be solvable by just increasing the range of the broadcast by a bit. Wouldn't affect the gameplay aspect of it still being broken, especially if it becomes only just audible in Megaton.

 

Really the bigger issue is the one we can't do anything about, the fact that music plays at regular volume while audio is virtually unaffected by static. Black Mountain gets around this by having a very tiny static percentage of only 5%.

RoyBatty
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Except if you leave the

Except if you leave the Megaton space, you can tune in and it has static just outside the megaton gate?

The pipboy doesn't allow you to tune in while in the megaton worldspace, it is greyed out. This happens in new worldspaces too like Columbus Circle.

That's why I figured it was something related to TTWFunctions. The spaces are connect to Wasteland DC as parents, so I don't know. BTW Chuck brought this to my attention.

Gribbleshnibit8
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It COULD be an issue with the

It COULD be an issue with the locational thing. I think the best way to test that is to put a message or console print in the stages that enable/disable stuff and see if they trigger when going into Megaton. Looking at the TTWFunctions quest it looks like, if I messed up how LogicalAnd works then yeah, it would disable things.

RoyBatty
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This does indeed seem to be

This does indeed seem to be because of something Obsidian did. Will need to figure out some way to approach this, probably determining which spaces can hear GNR before the dish fix and adding more radio talking activators to those spaces.

RoyBatty
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Fixed it with a simple script

Fixed it with a simple script addition. I added it the door fix quest and changed it to a generic quest to deal with similar things.