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AutisticAussie

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  1. I've been working on a mod for a bit over a year now but can not remove unwanted masters. It is a modification of Rayek's Mini Hideout, which I have permission to mod, and the Hidden Spy Safe House When I created it, I accidentally had several mods open that I was recreating content from. These included: Leveler's Chamber - Used content from this RR Companions Vault - Used content from this Nos Cosmetic Resource - Used nothing from this Umpa moves - Used nothing from this Vault 172 - Used nothing from this but recreated content from this in a really shitty way after originally copying some content from this. Anyway, I need t remove the last 3 masters and clean up this mod to work better. I have tried doing this for over a year now. Used GECK and FO3 Edit with no success. Can some one please help me do this. The mod is in the attached zip file.
  2. Okay I am working on a big mod that adds several player homes to the game. I have some existing released mods with homes that I would like to copy and paste into the main big mod. However I want to do it in a way that does not make the main mod require the extra mods as an extra master to run it. I'm sure its possible, and probably easy. Anyone know how to do it? I use the GECK only as other programs just don't work on my computer.
  3. I occasionally encounter this and just cheat by using metal planks o similar embedded and hidden in the floor or walls. It's dirty, but it works.
  4. Yeah, it seems to be pretty much a bug/feature. Some times you just random faces, actually, most times.
  5. I generally make mods that are buildings or bunkers. Take a look at my mods, and if you think I could create something that meets your needs, let me know. I can't do custom meshes or scripts, just simple buildings.
  6. Well it took like 7 months, but your wish has finally be answered. Let me know what you think: https://www.nexusmods.com/fallout3/mods/23174/
  7. I had that issue too. Dogmeat stuffing me up again I see.
  8. Thanks heaps. I am learning how to make map markers. I'll be adding one soon. Edit - now added the Map markers. Much easier than I thought it would be.
  9. Okay, so I'm new at the GECK and modding, but I've been hard at it for a couple of weeks and have produced some Mods. Some really basic, some somewhat big and involved. So if you'd like to download a few and give them a whirl, you are most welcome to. My first is Gas Station, and requires that you have the Mods Nos' Cosmeic https://www.nexusmods.com/fallout3/mods/12876 and Valult172R https://www.nexusmods.com/fallout3/mods/8299 It adds small fortresses to every Red Rocket gas station in the game. Just little places up on the desk of the Red Rocket made from Deathclaw cages. They each have a bed, sink, toilet, and a few storage containers. Next is lake Shack which creates a small player home at the small lake on the western edge of the map, north west of Vault 87. It is a simple lore friendly shelter in a caravan / camper. - Now with a map marker. Pond shelter is a similar shelter north east of the Corvega factory, across the road, near the edge of the map. Again it is by two small water ponds on the map. - Now with a map marker. Bridge fix1 repairs the broken bridge near Kaelyn's Bed and Breakfast, and turns the BnB into a Brotherhood of Steel base. Goes well with the next mod. LL2BT-LightedPath is a mod i made when I figured hey, surely some one in BigTown would have made a bit of an effort to make the way from Little Lamplight to Big Town a bit easier to follow? It clears the road a bit, removes some stones, logs, cars and fills some potholes as well as leaving a trail of lamps to follow. it also renovates the two huts along the way to make them a bit more livable. The hut at 6 bottles junction gains some settlers. Springvale fortress. My first large mod. With all the bunkers, vaults and other goodies in the Springvale region, the Brotherhood of Steel decided to set up a small fortress there. With a bit of chain link fence, barbed wire, wood paneling and Deathclaw cages they've fortified the town and set up a home sweet home with a little diner, and radio link to the capital. Oasis Lake shelters A small community built to the west of oasis in the shadow of the old highway and monorail by three small lakes. Built from whatever they could haul in, and locally cut timber, this small community consists of people who left oasis, and some Wasteland refugees. I'm petty proud of this one. Features about 7 small shelters and a large community hall. Includes 2 traders (who always seem to run away!) a source of the water, a fresh water drinking fountain and some green trees. - Now with a map marker. Power Station 4. Makes some small changes to Power Station 4 to turn it into a player home. Mini Hideout Modded. This is a mix of my favorite parts from several player homes. It included parts from https://www.nexusmods.com/fallout3/mods/6394 - Mini Hideout https://www.nexusmods.com/fallout3/mods/13632 - Leveller's Chamber https://www.nexusmods.com/fallout3/mods/8299 - Vault 172 https://www.nexusmods.com/fallout3/mods/6686 - RR Companions vault refurbished. It may needs the following mods to work https://www.nexusmods.com/fallout3/mods/12876 Nos Cosmetic resource https://www.nexusmods.com/fallout3/mods/634 - Umpa animation The mod took a while to make and is still buggy. I'm not sure why I am getting big ! symbols. I'll need to remove a few items to get it to work. Plus the fish tank has stuffed up. It is a work in progress. Needless to say, it replaces the mini Hideout, and the 2 will not play well together so disable MiniHideout before using it. Obviously I will be crediting Rayek and all of the others who should be credited if i ever make this mod an official release. Please try the mods. Let me know if there are issues. If you can remove the excess master files from gasStaton and MinHideout Modded I'd be grateful, as I have tried myself in GECK (it didn't work) and Fallout Edit (program does not run). I am also happy to be given positive and constructive advice, and idea for improving the mods. Please be kind. I'm new. I'm Autistic and I'm really not good with negative feedback.
  10. I have also made another couple of mods, both exteriour cells. One 'fixes' the Toll Bridge and turns Kaelyn's Bed and breakfast into a Brotherhood of Steel base. The other is just a small player home camp by a couple of ponds south east of Canturbury Commons
  11. Ahh I worked out what the issue was! I have a mod (Portable Camp Stuff) which I had been using to add bits and pieces to the Wasteland. That was before i learned how to makes mods using GECK. There was s much stuff added to the wasteland that it was making it somewhat unstable. I had also added stuff to the areas I built those mods in. So, I started with a new game and everything is nice and stable! No crashes around the new mods. Doh! I should have done that first. The master mods for Gastation.esp are Nos' Cosmeic https://www.nexusmods.com/fallout3/mods/12876 and Valult172R https://www.nexusmods.com/fallout3/mods/8299 In reality though it does not need those, and I'm not sure why they are there. I learned from that though and subsequent mods don't have unnecessary master files. Now if I can figure out how to remove the masters from Gastation. Oh, and I updated the file with some cool changes like cars up on cinder blocks with tires and wheel hubs on.
  12. No Navmeshing. What's finalizing? I have no idea how to do that. Maybe I should have. may you please tell me what I should do to finalize the mod. Thanks. Sorry for sounding like a noob.
  13. Thanks for the help and advice. I didn't modify the water at all. I don't know how to yet. I just plonked in the bits and pieces of the building like the camper, wood wall chunks and logs. I guess I should figure out how placable water works. Thanks for the advice. everything helps.
  14. So I'm brand new to modding and have been trying to create my first mods. The first one is going well and so far has not caused any crashes. it's a modification of Rayek's popular Mini-Hideout. I basically copied stuff from my favorite mods to make a nice player home. My second mod and third mod though are both causing game crashes. They're external cells. I'm not sure if I am doing this right. I viewed world cells in GECK, found the location I wanted and dragged the bits and pieces I needed, placed them and then built a nice little shack on the edge of a small lake. I then saved the file as Lake Shack.esp. In FOMM I added the mod and made it active. Now however whenever I go anywhere near the area (apart from once) the game crashes. The same with the second mod which adds small player homes to all of the Red Rocket garages. Am I doing this right? Should I be modifying the cell and then save it? Anyone willing to take a look at my mod for me to trouble shoot it? Many thanks in advance.
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