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Mattatatta

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  1. Just ignore my last post. I was thinking about the zebra carbine and how it was probably smuggled into the country in more then one area. Maybe it could be an American/Equestrian design change, using the same tech for the marksman carbine. Just a thought.
  2. Oh, also, I know it sounds a bit stupid, but I was wondering if you could make Spitfire's Thunder for FO3, maybe as a personal request from little ole me. I would greatly appreciate it, but understand if you can't.
  3. I hope you do. I really love Lil Macintosh, and I have high hopes that you would be able to make the other guns also. If you do want some of my ideas, I would gladly give them to you. No credit needed, I just want to help.
  4. I'm just wondering, do you still plan on doing Spitfire's Thunder and the Zebra Carbine? I have a great idea for the Zebra Carbine if you need it.
  5. I've looked around on the forums, and done a few Google Searches, but have found nothing that answers my question. Is it possible to change the starting items the Player Character receives from Doc Mitchell just before leaving his home? For example, the usual outfit given is the Vault 21 Jumpsuit, say I wanted to change the outfit to a different outfit or armour. Where would I have to go to in the GECK to make these changes? I know it will be buried somewhere in scripts, and scripting is something I'm extremely poor at. But I'm hoping that if I at least know what script I should be looking at, I should be able to work it out in the. The reason I wish to alter the script is to give the Player Character alternative items from vanilla. Similar to the preorder packs, but replacing the vanilla items rather than being additions to them. This is so that some mods I've been making that have been intended for the PC to be able to get at the start of the game can be given to the PC at the dead start of the game, rather than have to recovered from some silly box in Goodsprings or automatically added upon game start via script - which would mean the script shall give previously saved characters the items on top of new characters, I wish to avoid that.
  6. It's a single word, that has little to do with anything on it's own. I mean, if we're going to go on about the "value" of a word, then I'd say the word "Elder" is worth a ton more. How many games do you know of that use the word "Elder" in their title compared to games that use the word "Scrolls"? "Scrolls" is a simple, if unexciting, title. On it's own it holds no real connections to anything other than the mental image of rolled up sheets of paper - like it is supposed to. Now if the upcoming game 'Scrolls' is similar to 'The Elder Scrolls' in terms of gameplay, graphics, content, etc, then I can see an argument arising. But over a title? Please, that's just ridiculous.
  7. If bumping old topics is forbidden, then my apologies, but I'm having the same problem again (with the missing bridge part), but with more information to add. I opened the GECK and viewed the Jefferson Memorial to get the bridge piece's ID (the piece that is missing in the image in the post above). Never remembering which is need in the console I copied both base (000b2d79) and reference (000b2d7a) IDs down. I started up Fallout with just the normal game and DLCs active, and loaded a save inside the memorial (for a minor note, I'm on my way to Vault 112 in the main quest this time). I walked outside and found that the bridge piece was still missing, ruling out any mod plugins causing the issue. I opened up the game's console and tried the following: "prid 000b2d79" (Received an "Invalid Object ID" error) then "prid 000b2d7a" (Received the same error as above) This is weird, because I walked to the opposite end of the bridge and clicked on that end piece there, it's ID was "000b2d78" I think, and disabling and enabling it would make it disappear and reappear respectively. That is normal. Checking the GECK again, I confirmed that the ID for this part was the same as the ID as in-game (I'm still a noob at this), and double-checked the missing part in the GECK again for it's ID. While I can successfully use "prid" to target the bridge part that is present, and disable and enable it as I please, I cannot use "prid", followed by the target object's ID, to be able to re-enable the missing bridge piece. It simply says that the Object ID in invalid. I checked the plugins (all of them, including my mods) in FO3Edit, and looked for the worldspace in Fallout3.esm that contained the placed object that wasn't showing up in game. I found the data entry, and found the bridge piece in the temporary block with the other bridge parts of that cell. There is only one override though, and that is Broken Steel increasing the height of the object by 0.0001 Don't tell me that that miniscule decimal is what's causing the bridge part to disappear. This is extremely confusing. How can the game's console fail to locate an object's Ref ID that both the GECK and FO3Edit can locate with ease? How come that object keeps on disappearing in-game despite there being no obvious conflicts or overrides causing the issue?
  8. Do you use FO3Edit's Master Update function? I'm only asking because it wasn't stated. Try removing the PurgeCellBuffers.esp temporarily and see if that helps, I've had trouble with mods that attempt to do pcb via script. Have you also ran a filter using F03Edit? I don't see a merged patch at the bottom of your load order. Perhaps some mods are conflicting with eachother, but can be fixed with a merged patch. Beyond that, I don't know what to suggest
  9. I've learned that it *isn't* my self-made mod that is causing this. Rather, it was bad timing. The problem occurs all the time now with and without the new mod file. First of all, I'm really amatuerish at making mods in F3, most of my modding experience derives from GTA:SA modding, which is almost nothing like F3 modding. So bear with me. I have recently created a custom weapon mod, using a modified Infiltrator (weapon) mesh that features a standard G3 Assault Rifle stock. Basically, I just cut the stock off a G3 model and stuck it to the Infiltrator, and made a few tiny changes, and then exported the results. I've got the weapon in-game, it appears fine (unless everything else is bugged, which means this mod gets bugged too) in first-person and third-person view, no texture issues or model problems at all. Custom icons for certain mods including MMM, UPP, and various custom weapons turn into blue boxes on the Pipboy's screen, custom weapons become either texture-less models, or giant red exclamation marks - indicating missing meshes - even if the weapon appeared fine earlier in the same gameplay session. Sounds also drop out too; reloading sounds for assault rifles don't play, rifle firing sounds don't play, and the background music doesn't play again once a track ends. Once this bug occurs, I can no longer save or load my save games. Previously saved files become 'null' yet work just fine when loaded after a restart of Fallout 3. This is pretty bizarre, no? I've tried toggling Invalidation, changing the load order, and removing files from the load order list. No success. I opened up FO3Edit and checked for conflicts, but there is nothing I can see that can be causing such a big screwup with the textures. BIG EDIT: This is interesting. The Zebra Carbine mod I made isn't actually causing the problem, but, the problem will not go away and I still have no idea how to correct it. What is interesting about it is this: I removed Archive Invalidation and played the game, naturally, modded items lost their textures. But when I applied it once more, the textures came back and worked normally up until I hit "F" to toggle between 1st and 3rd person view. After toggling that, and checking my Pip Boy and modded items, I discovered that they ALL LOST THEIR TEXTURES. I've never heard of Archive Invalidation FAILING in the middle of a game session, but that is what it looks like. Everything that I have modded in my game looks fine up until ONE item loses it's texture, and once that occurs. EVERYTHING loses their texture (well, everything that is modded does). What the hell is wrong with this? Here's my current Load Order, minus a few plugins (this current load order is still giving me bugged textures). ANOTHER EDIT: It appears that once I check a certain amount of plugins into my load order, leaving me with the last plugin at 94, the game screws up. No matter what plugin is last, or which plugins I leave checked or unchecked, as soon the load order number reaches and exceeds 94 (in hex), the game loses all knowledge of modded meshes and textures mid-game. However, the effects are not instant. Upon loading the game for the first time, if I check my pipboy all of the icons are there, if I pause and check my save games in the load menu, they appear correctly and not as 'null' files. But the moment I fire my weapon or move, the game suddenly loses knowledge of textures and meshes that I had just confirmed were present, and also treats all of my save games as 'null'. I was running more mods than I currently am and the game worked fine. The last plugin (my merged patch) would be numbered 98, and the game would work fine. Now it seems like the game doesn't want the load number to be 94 or higher. Can anyone confirm that they either successfully run as many or more mods than I do without these kinds of hitches, or that F3 genuinely cannot take a load order that reaches and exceeds load number 94? Note: I am currently running 148 mods (hex number 93) without the issues I've reported above. If you can run more than 148 mods, please confirm so (and possibly offer assistance); or if you know F3 cannot run more than 148 mods (as in 'absolutely without a chance', not 'no, not without the occasional crash), then also confirm this (and possibly offer help).
  10. Adding a picture to show what happened to the last bridge at Jefferson Memorial. If anyone can explain how this happened or offer any way to fix this I'll appreciate it. http://i605.photobucket.com/albums/tt136/Mattatatta/ScreenShot0.jpg I took this screenshot after unloading ALL of my mods (except for the shotgun). All that is left is the game and the DLC (and that one mod). I loaded up a save in the laboratory before you speak to Elder Lyons and trigger the quest "Take It Back!". Not only does Liberty Prime STILL STOP AT THE LAST BRIDGE, the other end of the bridge is still missing a part of it, as shown in the image above. What the hell has happened to my game?!?! Edit: Though I didn't want to, I uninstalled the game and played the save on a fresh install. All problems miraculously disappeared, which leads me to believe that I did something wrong while modding my game which caused the game to mess up. Hopefully my initiative will become somebody else's cure, should they ever run into a similar problem as me.
  11. EDIT: Found a 'fix', if you are like me and have tried everything short of uninstalling Broken Steel or spending additional hours finding the mods may or may not caused this, then read the fix at the bottom I know it is a common glitch, but I cannot find any solutions that work. Liberty Prime decides to stop right at the start of the final bridge before the Jefferson Memorial and do nothing but look around. He simply refuses to advance and take down the last fence. I've tried: -Playing from an earlier save; one just before reporting to Elder Lyons, and even one right back at Raven Rock after being captured. No difference -Running back to the Citadel lab and activating Prime's computer, then running back. This only made Prime move a few steps forward. I repeated it and he decided to walk back to where he was originally stuck. -Setting Vargas as essential in some hope that it was his tendency to die that halted Prime mid-attack. The console worked (for once) and Vargas is still alive, but Prime will not budge. -Moving Prime back a few meters using player.getpos and setpos commands. These do nothing to jog Prime into action. -Same as above but moving him to the fence. -Reserructing Prime via console. He flashes and stands upright, but then resumes his searching animation once I leave the console. -Spawning more Enclave ahead so that Sarah Lyons will fight them and Liberty Prime *may* decide to advance and help. I cannot get any soldiers to spawn since I don't know how to spawn any. Instead, I tried resurrecting the dead ones and I just got an error instead. -Shooting Prime out of frustration -Reloading saves just before he gets stuck -Continuing the quest without him, because for some reason the bridge is missing a part of its model on the plasma fence end, and this gap allows me to go under the fence (even flick a secret power switch which disables the plasma fence, but does not remove the invisible wall) and go inside the Memorial. However, when I enter the Rotunda, Col Autumn is inside alone, without any body guards, and I have to manually initiate dialogue with him. After killing him, Sarah Lyons shows up and stands by the Airlock switch. She does not talk to me, and when I attempt to talk to her, she just shouts out battle cries such "For Elder Lyons!". Li doesn't contact me through the intercom, and the Airlock Door to the chamber is sealed and needs a key to open. The game also lists the two objectives: Follow Prime, and Secure the Rotunda. This basically means I cannot continue from here and activate the Purifier. This is pissing me off to no end, I've been trying to fix this over the course of almost 24 hours without any progress being made. I am reluctant to remove Broken Steel to see if that fixes anything because even if it did, it would mess up my save (My character is already lvl 23 coming onto 24). Yes, I am using mods. But I don't know which ones could be affecting the game, if any at all. I have mods that add quests that I do not want to remove due to the new weapons they have (And since I've already completed some of them and gained a lot XP from them, I feel it's kind of like cheating doing them again). I am at my wits end, though. I just want to get this quest out of the way so I can go back to free-play. At this moment in time, I do not care if the solution involves hacking the quest and completing it that way, or preferably getting Prime to bloody well move! I hate that robot! "Fix" I managed to bypass the failed robot by using the console, and skipping the objective "Follow Liberty Prime to Project Purity". 1. Open the console once Prime has got stuck. 2. Type sqs 14e91 You shall get a list of stages with either a 0 or 1 beside them. (This only so you know what stages there are in the quest, and what numbers they are.) 3. Now type CompleteAllObjectives 14e91 and send it. Now exit the console 4. You shall notice that the Follow objective is now listed as complete, but the next objective hasn't become active. 5. Go back into the console and type SetStage 14e91 50 (The '50' is the next objective, which you can find in the list after typing sqs 14e91) 6. Exit the console, you shall notice the new objective is now active. 7. Sadly, the final barrier is still active, and impenetrable. Use tcl in the console if necessary to pass the barrier. 8. Enter Project Purity and enter the Rotunda. 9. Another glitch occured here for me. Only Col. Autumn is in the Rotunda without his bodyguards. You'll have to talk to him rather than let the game bring up the dialogue. 10. Now, I noticed that killing him as usual still messes up the scripts, but talking him into leaving without a fight fixes Lyons and Doctor Li on the intercom. Killing him also seems to not make a difference to Broken Steel as I'm sure Elder Lyons made a remark about his escape during the "Two Weeks Later" sound montage. 11a. If you killed him, you'll have to use CompleteAllObjectives 14e91 again and use SetStage 14e91 60 to activate the next Objective. If you are going to infect Project Purity, or have the vial and want the objective active for the sake of keeping things how they should as best as possible, also type in SetStage 14e91 61. 11b. If you didn't kill Col. Autumn, the game shall resume its normal scripting, and you shall be able to complete the quest any way you wish. This 'limp mode' got me through the quest to Broken Steel, but left several glitches and problems. 1. I think Col Autumn is still thought to be alive by the game, even though I killed him. 2. The fences around Project Purity are still up and active. The forcefield's invisible wall appears to be forever on. That said, I was able to remove the one Liberty Prime was supposed to destroy by using disable commands on pretty much every object involved with fence (note, there's a small blue field beneath this field next to an Electric Box. I was able to disable this small field and switch off the Electric Box due to the Bridge model being bugged. If you can't disable that particular part of the invisible wall, use tcl to go underground and disable the small field. 3. Because of the fences, traders and water caravans, as well as your travels to Rivet City, are messed up. I am not sure if the game will simply move the traders along when you're not near Project Purity, or if they'll get stuck. But you and your follower(s) are going to have to swim or fast travel to Rivet City so to keep from getting separated. This isn't the best fix, and I've kept an early save backed up in case I find this outcome too obnoxious for me to deal with - and I feel like uninstalling all my mods for the 50/50 chance of the quest functioning properly. This solution will at least get you to Broken Steel, and allow you to finish it without further brick walls (just invisible ones)
  12. Thanks, I'm making the changes to the Achilles Rifle mod, and adding it to Outcasts and BoS, aswell as TC and Raiders. Hopefully the weapon shall start appearing in their hands - having the only copy of the weapon seems like a big advantage to me.
  13. I'm new to playing F3 on PC, I decided to get the PC version after playing the PS3 one and seeing the vast amounts of mods available. Anyway, I've been playing the game with some mods, and I've been tweaking mods or vanilla files with the GECK - stuff like Damage, Ammo Type, Repair Lists, basic things, really. Well, I have noticed that some of the weapon additions I have in my game were also made to add the new weapon to various NPCs in the game. Examples include the VSS Vintorez mod and SVD Dragunov. These two sniper rifles have spawned in the possession of Talon Company as the owners of these mods described, which to me, makes the game more realistic as there are more than *one* copy of the same weapon. However, I also have weapon additions that only have the weapon appear once, be it on the ground, in a specific container, or at a Vendor, these weapons are not really on par with vanilla Unique weapons, so I feel that these new weapons should too appear in the hands of random NPCs such as Talon Company, Raiders, and other factions. I'm stumped, though, on how to go about making this change. So far, I've deduced that I have to make the changes within each individual plugin each weapon uses - since that's how I changed the basic attributes of each weapon. I've also found, through reading several threads on this forum, that getting NPCs to spawn with new weapons involves changing some kind of list associated with them, I think that is in Leveled Item under the Items menu of the GECK. The brick wall I run into is what to do to make the changes. I've looked at the Vintorez mod's esp, and noticed that it is mentioned in the Leveled Item list at least twice. The entries are CondVintorez (condition) and WithAmmoVintorez. But when I check anything to do Talon Company, I find no references to either of the two entries, which has me confused because I cannot see how the creator got the weapon to spawn on Talon Company mercs. So, how do I add an other weapon to the Leveled Item list? And then how do I ensure it spawns in certain factions in different weapon conditions? Can the same formula be applied to armours, and other objects?
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