Adding talking head

Discussion in 'Fallout General Modding' started by Skynet, Jul 5, 2008.

  1. Skynet

    Skynet Mildly Dipped

    501
    Jun 5, 2003
    Ok.

    1. I have put the necessary FRM's in /data/art/heads/ directory.

    2. Script has the "start_gdialog(NAME,self_obj,4,HEAD_MYTALKINGHEAD,BACKGROUND_WASTELAND);" in talk procedure.

    3. I have added the "#define HEAD_MYTALKINGHEAD (13)" in define.h

    4. HEADS.LST has necessary info added.


    When I compile the script and talk to the person, dialog screen comes up ok, but the head is not showing.

    What else I need to do?
     
  2. MIB88

    MIB88 So Old I'm Losing Radiation Signs
    Modder

    Feb 22, 2005
    I think that is all there is. But, maybe it is something very simple. Are you sure the names of the art are the same as the art included in the list files? I'll check my own files, though. And, just in case, could you shorten the names and try it? Some things in the game freak out when you go over 8 or 9 letters.
     
  3. GlowHound

    GlowHound Look, Ma! Two Heads!

    311
    Jun 12, 2008
    Who's the talking head for?
     
  4. Skynet

    Skynet Mildly Dipped

    501
    Jun 5, 2003
    I got it working!

    I just removed all the F2 Restoration pack head data in HEADS.LST.

    So it was just a incompatibility with F2 Restoration pack (because the missing source files).