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About deliverance6
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United Kingdom
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Currently Playing
F3
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Is there a specanim (oblivion) for FO3?
deliverance6 replied to billypnats's topic in Fallout 3's Discussion
i dont quiet understand what your looking for. perhaps "TFC" (toggle free cam) when in thrid person followed by "Playgroup X commands will do it. *** by "Playgroup X" i mean using "Playgroup" command to force an animation ingame. such as "Playgroup forward" is the walk forward animation -
"Vacuum Cleaner, Fission Battery, a Toaster, and a Crutch." toaster! lol! im half tempted to make this now, except id have to actually go and look up how to make rideable vehicles since ive been out of F3 modding since before the first expansion came out
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i can safely say that i will <Snip> pay money for a DLC update Not only advocating piracy, but posting a link to pirated material - in other words a thief. By now, don't come back. thieves not welcome here. Banned, Bben46, Moderator
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what we really...really..REALLY need is an "OnFired" referance -.-' but since thats nbever going to happen.... you can try scripting the gun instead of the ammo, may turn out easier (think of the staff that turns people into sheep from Oblivion) and then your ammo remains normal, but your the gun is actually casting a spell to do the effect you desire. but as i dont know what your trying to script your ammo to do, i cant promise this'd be the best solution, but its more likely to happen than scripted ammo... **Ofc, you could just add an "Begin OnTouch" to your ammo, but then that'd kill the engine quiet badly ^^
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major problem making V2.0
deliverance6 replied to mechine's topic in Fallout 3's Mod Troubleshooting
best bet is make your own folder. bethesda/fallout/data/textures/weapons/2hand/GIANTSWORDLOL/* and put your textures in there... now, NifSkope doesnt normally display textures in these directories, since it doesnt use a Drive prefix, just a folder prefix. so, preview your textures using 3dsMax, Blender , Maya etc and then just use NifSkope to apply then. dont worry too much about seeing the texture in Nifskope, aslong as the folder/filename is correct then it'll work inGame and in the Construction Set -
Fallout is set in the future... thay have mini-nukes, secret research facilities and all kinds of tech-advancements that're mixed with old-tech so... skateboard + jets = hoverboard thus, lore friendly
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Tau or Eldar Warhammer mods
deliverance6 replied to theworddeath101's topic in Fallout 3's Discussion
i lol'd at "nobody likes space elves in their post-apoc soup?" anyways, if you cant find any weapons your after, send me detailed pics and specs and ill make them as best i can. i ain't doing armor tho, takes too damn long -
TGBlank is correct, its a line of small radius omni lights and a transparent "light haze" mesh. the game engine just cant handle directional lights as far as i can tell. ofcourse, there is always the possibility of using enough directional lights to emulate it, but they'd be tiny and in the hundreds to look anywhere near realistic which'd be a sever drag on resources
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exept the part where its a mauser and Mal's is more like a western style colt .45
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new patch and mods!!!! BE AWARE!!!!
deliverance6 replied to jaysus's topic in Fallout 3's Mod Troubleshooting
lol i dont have the patch either, well, not on the machine i use to mod with. i test on a vista laptop that, and that is patched up, noticed some broken vendor custom dialogue etc since patch so looks like a script recompile IS needed -
new patch and mods!!!! BE AWARE!!!!
deliverance6 replied to jaysus's topic in Fallout 3's Mod Troubleshooting
ahh sod! scripts need recompiling -.-' that'd be why my vendors have suddenly lost all dialogue options. cheers jaysus, thats saved me a few hours of trail and error -
Help with some Fallout 3 weapon mod textures
deliverance6 replied to Sarlerace's topic in Fallout 3's Mod Troubleshooting
check you're file structure is correct ie- Fallout3/data/meshes/weapons/WHATEVER-THE-FOLDER-IS-CALLED/weapon-mesh.nif Fallout3/data/textures/weapons/WHATEVER-THE-FOLDER-IS-CALLED/texture-file.dds chances are that'll be the cause of it, either that or possibly some kind of shader problem? -
honestly i dont know why you're system is doing that. try a fresh install of Fallout3 incase it's a broken .dll other than that, try it on a fresh install of windows (or just put you're windows disk in, and install a new copy over the top of you're current but make sure you check "keep file structure intact" so all settings etc are kept but its anew set of system files... other thn that im at a loss for ideas
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screenshots should be enabled by default (or they were for me anyway). try opening you're screenies with photoshop since you're windows may be lacking or have a broken .dll plugin to open /BMP files for preview
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all you basically need to do this to a workable degree is an EXTERMELY simple script and then changing a hell of a lot of dialogue. basically, create 2 new spells/effects. one that adds Radiation resistance +100. the other that adds healing from radiation +10. make a new activator (just a box, any box.) and place it infront of the player start location when you first become an adult and try to escape the vault. now you're script should look like this SCN a6AddSpellsForGoulScriptNameHerelol Begin OnActivate player.addspell a6myspellname1 player.addspell a6myspellname2 endif end and then assign this script to you're activator box. so that when the player first spawns and walks thru this activator those 2 spells are added and are there... well, forever. the dialogue changes can be made via the convosation topics/dialogue options in the actor values tab. the latter is ALOT of work but more than do-able. you'd have to do this with you're new race (player is a goul mod) already loaded and then tweak everything from there, using GetIsPlayerGoul==1) referance or w/e he new race is called for being a goul.