Yeah, I understand. Things should be functional before you add bells and whistles. I would've liked to help but sadly I only have about 2 weeks of experience with the Fallout 3 GECK (though MUCH more with other SDKs, but that won't help much here) and have no idea how most of it works.
Just uploaded version 1.1. See the readme/description for details.
PSPSoldier534: Thanks. As for voice acting, yeah that is on my long term goal list. The is my first released mod with a new NPC / totally new dialogue... still learning Right now I'm working on a large amount of additional content for my CurrencyExchangeRates mod, which I plan to rerelease under a different name with AmmoSmith and others as optional additions. After all of that is in place, I'd like to go back and look at some voiceacting for each - I just want to have everything else with the NPC's pretty much finalized (including minor quests, etc) before putting on voiceacting as the final touch.
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...you realize I only beat your 2 weeks experience with the GECK by a few weeks. *grin*
PSPSoldier534: Thanks. As for voice acting, yeah that is on my long term goal list. The is my first released mod with a new NPC / totally new dialogue... still learning Right now I'm working on a large amount of additional content for my CurrencyExchangeRates mod, which I plan to rerelease under a different name with AmmoSmith and others as optional additions. After all of that is in place, I'd like to go back and look at some voiceacting for each - I just want to have everything else with the NPC's pretty much finalized (including minor quests, etc) before putting on voiceacting as the final touch.