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AlaricMod

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  1. I have been messing around with the "paralyze" effect on bullseye to get it to act better (not paralyze your target, have the target fall over, then have the arrow fly over his or her now prone body). So far I have not had any good amount of success and was wondering if anyone had any helpful ideas that may get me a working model. The two approaches I have tried are: *slowing the target almost completely instead of paralyzing. This has had limited success in that I was able to create the effect to get the target to stop walking (though their idle animations were still at full speed), but the target would not resume normal activity on expiration. The target would only resume normal activity after something happened that forced the target to use a new animation. This makes me think that Bethesda's lame (knock em over) paralysis is their halfhearted fix for this result I am experiencing (if they are on the ground they have to play the "get up" animation to resume combat after the effect expiration). *trying to put the target in an extended stagger animation. This I think would be the best representation of the bullseye perk intention but I have had no success at all in trying to implement this. I would appreciate any ideas or "have you tried"s because it may be something I just have not thought of or an approach I was not aware of.
  2. That is another reason I like Naouak - all the clothing works (well it works as well as the game does) lol Thank you both for your replies!
  3. Note this information request is for my use only - I do not intend to upload the resulting product - I only intend to use it for myself... (unless of course I get permission to re-upload it here from the original author(s).) I was wondering if there was anything I should know before attempting to port a body replacer from FO3 to FNV. I am under the impression that if the mod is only texture and mesh that it should just be as easy as copying it from my FO3 folder to my FNV folder. However, I would like to ask if that is all there is to it before starting (so I may learn from others before repeating problems already experienced by others). My questions are as follows: Are the file structures the same for the textures and meshs? If the structures are the same are the file headers the same or will I have to edit them? (If so what editor would you suggest for someone who is an intermediate skill modder (ie I cant rig skeletons but I have built tile pieces that were missing from different room or area sets in FO3: like for instance a left side inward corner for the vault diner set.) Was the same naming convention used or will I have to name the files differently for FNV? (ie are they still calling the stuff for the fiends by the raider file name) Are there any other pitfalls I should watch out for? (and yes I know how to use the archive invalidation stuff) And for those who ask why... I like the Naouak replacer (it seems to me to be the replacer that is closest to an "everywoman representation" of the female body), but I want it used as the base body for all the NPCs of the races it covers - there is also a ghoul one but I dont remember the name off hand. And the biggest reason I want a replacer is not for variety or my jollys - its because a small part of my brain dies every time I strip the armor off of some half dressed tribal and *bam!*, like magic, underwear and a shirt or sports bra appear from out of nowhere. Just thinking about it to type it bugged me lol. Thanks for any help! Alaric
  4. Is it possible to determine when the gun is fired - if so couldn't an "interjected" animation (much like the one for changing ammo clips) be done? Then you could just interject a 1 second filler animation every 3rd ammo round spent. -Alaric
  5. How do I check with a script to see if a quest has been completed? For the Megaton bomb quest I can just check for the player's megaton house key in inventory - but what if there was no key - how would I know if the player blew up megaton, saved megaton, or is somewhere inbetween? Plus is it the same method for checking on all quests - including freeforms? -Alaric_
  6. Best way to scare your player is to get them into a stressed but rote condition. i.e. fast moving mobs with spooky lighting and mood sounds. Now the mobs cant be overly fast mind you - they have to be within the player's ability - just a challenge enough that the player has to really pay attention to keep from getting the snot kicked out of them. These encounters should have a slightly noticable cue (like a skittering sound) before the attack actually happens. After no less than 3 of those encounters - provide the cue sound but no mob (you can even provide the red marker on the enemy locater by spawning a mob on another level (up or down) from the players position. This is where timing is key. To scare your player you will need to attack them full in camera view just as the player starts to realize that the cue sound was a false alarm (remember you put your player on edge by requiring him or her to react quickly). Basically you get the player on edge but with their guard down (because they assume it was a false alarm). Sound can greatly help intensify this effect - have a environmental backdrop noise that has a "beat" of about 70-80 beats per minute (the average heart rate of adolescent to adult heart rates). But make sure the noise is a backdrop noise, not prevalent enough to pay attention to consciously but audible so that the sub-conscious hears it. (like the far off sound of a generator). Then slowly increase the beat of that sound until you are above 90. (the closer you match the original rythym of the heart and then increase from there the better). It is a natural biofeedback response from when all humans were in the womb - if mom is at rest the fetus/child is relaxed (and more likely to play which is why unborn babies like to kick at night) but stress out the mom (increased heart rate) and the fetus/child will ball up tighter than normal and stop moving (self preservation response). Using beats similar to a heartbeat will still carry the emotional effect that we had as babies. watch some scary movies - play some first person shooter "horror" titles - heck its almost Halloween you can even go to a professional haunted house - you will find they all employ these same tactics. Stress - background noise to increase stress - increase stress - give a momentary release (just enough for the player to stop holding his or her breath waiting for the next expected happening) - then BAMM - blindside them right in the kisser (lol). It takes a lot of work and timing on your part - but done well it will even startle people who have already been startled by it once before. -Alaric_
  7. Every time you open the GECK it sets some file as the active file (the active file is the one it is writing the changes to). When you are modding you should only be checking the Fallout3.ESM and the ESP you are working on (which you will set to active when you load the data files). If you are using resources from other mods the best choice for you is to either alter the mod they came with or pull the resources out of the first mod and make it part of yours. Working with multiple mods at once makes for an ugly recipe - which you are tasting right now. When you deleted the first crate it marked in the .esp that was active that it was deleted, but since the crate was originaly placed there when another .esp was active the item was technically still there (it was just marked as deleted). Then you deleted the .esp file that had the delete tag so the item came back. here is an example - 3 mods "firsttime.esp", "secondtime.esp", "thirdtime.esp". In your first time in the GECK you create 2 crates, crate A and crate B, and you put them in spot A and spot B respectfully. When it asks you to save you save your mod as "firsttime.esp". Then you decide you dont like crate A and you start up the GECK, delete crate A and create crate C which you put into spot A. When it asks you to save, this time you save your mod as "secondtime.esp". Finally you decide that something is not right with your newest crate, crate C and you create crate D. You delete crate C and place crate D into its place in spot A. When the GECK asks you for a name this time you name it "thirdtime.esp". Now to make sure you have crate C deleted you go find the "secondtime.esp" file and delete it - and this is where the problems start cascading. Now when you open up the GECK you find both crate A and Crate D in spot A. --Here is why-- When you decided you did not like crate A and you loaded up the GECK to fix it after doing your fix the GECK asked you for a save file name. Thus you saved your delete in a file (secondtime.esp) separate from the file (firsttime.esp) the actual item was created in. When a delete is saved like this the item is only *Marked* as deleted so the game will ignore that item. However the item is still very much in the game - it is just being ignored. Ignored until the mod that is telling the game (and GECK) to ignore it is gone. Then POOF, it reappears in the game. With your multiple .esp files it will be really tough for you to backtrack where all the changes and edits are - like trying to untangle a bowl of spagetti. Due to this you may have to start over (remembering to download new fresh copies of every mod (build by someone else) you normally use in the game (unless you are REALLY REALLY SURE none of the changes you made to the game are in those files). My advice - better to safe than sorry. To keep this from happening to you again - when you open up the GECK to start a new mod save that mod (and name it at that time) after your first edit to the game world (no matter how small). Then every time you load up the GECK to work on your mod mark that same file as active each and every time. Good Luck Alaric_
  8. The problem you are probably having is that FOMM's BSA (it's my prefered program too) is not very user friendly. You say your files are in the BSA but they proabably are not stored with the pathing info. I solved this problem as follows (There is likely an easier way but this way works for me): Lets call out mod "MyUniqueMod". I name my mod file "MyUniqueMod.esp". Then in the data folder I create a folder called "MyUniqueMod-BSAbuild". I then go about building the assets for my mod and placing them into the proper spots in the data folder as I need them. After I have tested the asset I put it into my "-BSAbuild" folder I created in the same file structure it would be if it was in my normal data files. Lets say I made a new texture for a laser pistol. I have tested it and it works in game and in the GECK. In my Fallout 3 data folder the texture file I made is located at "textures\weapons\1handpistol\FlamingPinkLaserPistol.dds". I place that into my "MyUniqueMod-BSAbuild" folder with a path of "MyUniqueMod-BSAbuild\data\textures\weapons\1handpistol\FlamingPinkLaserPistol.dds". Now that it is in my "-BSAbuild" folder I open up FOMM and launch the BSA Creator. I click the "Add Folder(s)" button and then navigate to the "MyUniqueMod-BSAbuild" folder and select the "data" folder inside. The BSA Creator then packages up my BSA for me with the correct pathing info, and I save it as "MyUniqueMod.bsa". I put the "MyUniqueMod.bsa" file into my Fallout 3 data directory and delete the file that is now contained in the bsa from my Fallout 3 data folder (but not the copy that is left in my "MyUniqueMod-BSAbuild" folder. I now test the BSA file. If it works I move on to the next asset. Wash - rinse - repeat. Eventually your "MyUniqueMod-BSAbuild" folder contains all the meshes, textures, etc that you want and because the assets are not only packed in the BSA but stashed away in this folder, updating (should you find a problem with one of your assets is as simple as fixing the one asset and repackaging the BSA. Hope this helps. -Alaric_
  9. To delete an item you have placed in a cell, just select the item in the render window and press delete. The other way to delete items is to select them from the right hand column of the cell view window (left hand column is where you select the cell you want to see in the render window) As far as the items you deleted that now show a "D" next to them they will be gone the next time you load up the GECK - provided they are not base game items or part of another mod file you are loading. If they are base game items (or part of another mod file you are loading), do not worry they are only marked as deleted in the ESP (Mod) file that you had marked as active. Any base game items (or items in other mod files) deleted in this fashion can be undeleted by editing your ESP file (the one that was set as active when you did the deleting) with a utility in FallOut Mod Manager(FOMM). You can download FOMM here: http://www.fallout3nexus.com/downloads/file.php?id=640 The selection in FOMM you would be looking for is "Plugin Editor" - It opens up a program called TESsnip and allows you to edit your plugin in a direct text based fashion. Good Luck -Alaric_
  10. I am trying to build an item sorter for a player home and after a ton of looking around I have some questions I haven't found the answer to. If anybody can help with any of these questions please chime in. If it helps any, my end goals for the sorter are as follows: Basic vanilla sorter Sorts out all inventory items based on custom form lists Doesn't change the condition of items sorted out When loading out items gives the best condition version of the item in the container to the PC Assigns items to hotkeys as they are loaded out to PC Loads out ammo needed for any weapons that have been loaded out. [*]Sorter with FOSE (enhanced sorter) does all the vanilla sorter does plus: Detects automatically if FOSE is loaded and, if so, uses the enhanced sorter Uses a script (or scripts) to build custom form lists so that every inventory item in the game is accounted for - even if not part of the base game. Allows the user to customize load out quantities of ammo (for use with ammo weight mods) Dynamically build list of needed ammo from weapons loaded out (so ammo is correct even with re-chamber mods) Allows Player to build and save several custom "load-out" profiles, including hot-key assignments, for quick restock. Allows Player to build a "do not touch" list so that any desired inventory items always stay in inventory and are ignored by the sorter (quest items, food purifier, etc.) The question list... Is there a way to move via a script from a terminal the actual item carried by the Player Character (PC) into a container? Note I say actual item because I have found sorters that replace the items as they take them (ie find a 10mm pistol in character's inventory - create new 10mm pistol in container - delete 10mm pistol from PCs inventory) but I dont want this - if you have a busted up pistol I want it to stay a busted up pistol. Is there a way without FOSE that I can, with a script, sort items (like that 10mm pistol) in a container based on name then condition and then pick the first occurance of that item (so if I have 3 10mm pistols in the container - I pick out the best one (or worst one) first? Is there a way for me to do a conditional check to see if FOSE is loaded and change the programming of a terminal (or even the terminal itself) based on that check? This way I could build a base item sorter that only sorts the vanilla items that came with the game and if FOSE is loaded then use a more dynamic version that could possibly sort anything the PC might have. How would I check the PCs inventory against a form list? If I understood it correctly, I read that with FOSE I can dynamically build a form list with a script. How would I do this to create lists for different types of weapons, armor, items, etc.? Lastly, is there a way with a script to automatically assign items placed into inventory to a hotkey?
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