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Everything posted by ultskeletor
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FWE Primary Needs: Empty Bottle
ultskeletor replied to Relmfu's topic in Fallout 3's Mod Troubleshooting
Unless there has been a recent change in FWE on this, Empty Bottles are supposed to be in the Misc tab of your inventory. By themselves, they do nothing. If FWE is working properly, you should be able to fill them at a water source by "using" the water source while sneaking. I think it also removes a cap from your inventory too, which you should get back after drinking the bottled water. -
How do I modify weapon sway in RH_Ironsight?
ultskeletor replied to wafflepacman's topic in Fallout 3's Mod Troubleshooting
If I remember correctly, there should be an option for that under the mod's configuration menu, which can be opened by using the Gun Oil item in the Aid section of your inventory. -
If you didn't already know, you can easily get a list of all the weapons that use a particular ammo type in the GECK. Load up whatever mods you use, check the Ammo section in the left pane of the Object Window, right-click an ammo type in the right pane and select Use Info. It will pop up another window that has all the other objects it could find that have a reference to the given ammo type. Click on the first column's heading (I think it's "Type") to change how the objects are sorted, and scroll down to the WEAP type. Those will all be weapons that use your ammo type. Repeat for any other ammo types you want. You still have to transcribe the list by hand if you want to use it in other ways. Also, some of the weapons that show up will be ones that cannot be used by the player but still exist in the game, like NPC-only weapons and such.
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I think the OP is talking about the marker you can place on the map by right-clicking. However, you should both check out More Map Markers, if you haven't already. It map markers to a great deal of otherwise completely unnamed and unmarked locations, plus adds a marker in Megaton you can use to fast travel right to the front door of your house. The standard Megaton map marker has been moved from the town entrance to the Craterside Supply entrance, so you can quickly sell off your loot.
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19th/20th Century weapons items distribution issue
ultskeletor replied to aaaaaaf's topic in Fallout 3's Mod Troubleshooting
Your distribution is probably normal. It's really been a long time since I've used 20th Century Weapons unmodified, though. Raiders should indeed be heavy on the shotguns and pistols. Scavengers with .50 BMG weapons and other really heavy stuff is normal; it's just a quirk of the lists used to generate them. I think Brotherhood of Steel NPCs should spawn more often with assault rifles and SMGs, which should correspondingly create a higher quantity of rifles in 7.62x39mm, 7.62x51mm, and so on. In rifles though, 5.56mm weapons are just going to come up more often than any other caliber. 9x19mm will similarly dominate the spawned pistols. As you level, I think it just opens the possibility of more powerful calibers spawning, but it probably does little to decrease the odds of the "weaker" calibers spawning. -
19th/20th Century weapons items distribution issue
ultskeletor replied to aaaaaaf's topic in Fallout 3's Mod Troubleshooting
Supposedly, the general areas of the Wasteland do not get locked to your level; they should always be able to spawn enemies up to your current level. I don't know if that applies to "named" outdoor areas like the outdoor area around Wheaton Armory. I also don't know how it applies to places like Falls Church or D.C., which while both are "outdoors" neither is part of the general Wasteland. It has something to do with the specifics of the Encounter Zone assigned to a location, not merely the fact that a location is indoors or outdoors. -
19th/20th Century weapons items distribution issue
ultskeletor replied to aaaaaaf's topic in Fallout 3's Mod Troubleshooting
FWE is specifically designed to work well with MMM. 20th Century Weapons works with them both without errors, but 20th Century Weapons' weapon attributes are not scaled properly for use with FWE, hence my patches. I'm not sure where I read it, but that is supposedly how the Wasteland is set up. Other locations, however, become locked to the level at which you first visited them. There is supposed to be a way to change this to behave more like the Wasteland, though. I'll look through my browser history to see if I can find that thread again. Edit: I can't find it, but I remember that this was a function of the Encounter Zone attribute. You could look into that. I don't remember the specifics, but by setting up the Encounter Zone attribute for locations similarly to the Wasteland, one could turn off the "level locking" behavior, or something like that. -
Command to get weapon condition?
ultskeletor replied to davidnowlin's topic in Fallout 3's Mod Troubleshooting
There is the FOSE function GetHealth, but I'm not sure whether it returns the current health or the maximum possible health for the object. -
The Iguanas mod does this (a version of which is now included in MMM.) I'm not sure how dropping them from your inventory works, though. You could check it out, though.
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19th/20th Century weapons items distribution issue
ultskeletor replied to aaaaaaf's topic in Fallout 3's Mod Troubleshooting
I've heard some chatter that this is possible by setting some value assigned to a location to "None" instead of whatever it normally is. Apparently, the Wasteland is set up this way, which is supposed to cause it to always spawn enemies up to your appropriate level. I don't know of a mod that does this, though. I only read it in passing here, at the Fallout 3 Underground forum, or on the official Bethsoft forum. I don't remember where. MMM is fully compatible with FWE. With older versions, you would not use most of the MMM plugin ESPs, because FWE would detect MMM and allow you to configure all that stuff in-game from within the Support Mods section of the FWE Control Panel. Now, MMM has its own in-game configuration menu. I don't use any of the plugins, using instead only what is available in the in-game configuration menu (which includes Increased Spawns but not something like Hunting and Looting, I don't think.) You might want to ask someone else about if any plugins should or should not be combined with this or that. -
19th/20th Century weapons items distribution issue
ultskeletor replied to aaaaaaf's topic in Fallout 3's Mod Troubleshooting
Those are from the load order, yes. 20th Century's ESPs should go before MMM's ESPs. I'm just guessing, but those scripts probably have something to do with MMM's stat randomization when the NPC spawns. I can't recommend FWE enough, especially if you want challenging yet highly configurable gameplay. Scavenging is much more important than in vanilla FO3. -
I don't know the "best practices" for doing this, but I know how I've done it. The sights, the rear Aperture and front Barleycorn, are indeed separate meshes in RH's hunting rifle model, so no Blender necessary. Right-click, Block > Copy Branch on the sight's NiTriStrips node and right-click, Block > Paste Branch into the destination model. As far as where in the model to paste it, I try to stick as closely as possible to whatever conventions that model follows. If all the other meshes are just sitting under the BSFadeNode, I paste the new mesh into the BSFadeNode. If all the non-animating parts are contained under a NiNode like "10MMPistol", that's where I will paste my sights if they, too, will not be animated (obviously, iron sights that are attached to the pistol's slide will animate along with the slide.) Don't forget to rename the node you've pasted in, which may be where you're going wrong. By default, the node's name will still be pointing to whatever number it was in the original model. The number is visible in square brackets after the label associated with that number ("10MMPistol:0 [18]", for example.) You should edit the name and point it to something similar in the new model. For a hunting rifle, I would go with whatever points to "HuntingRifle:0" (which happens to be 14 in this particular model I'm looking at for reference,) because the sights will only move as part of an animation when the rest of the weapon's body moves. The sights do not animate when the bolt moves, so they should not be assigned to "##Bolt:0" (which happens to be 7 in my reference model.) However, the sights mounted on the slide of a weapon may move. If you look at the 10mm pistol, the front sight is non-animating and is basically just attached to the rest of the weapon's body. The front sight, if it was a separate mesh, would be a good candidate for 10MMPistol:0. The rear sight is actually mounted on the weapon's slide, which does animate. Its mesh, if separate, should go under the ##Slide NiNode and should be assigned ##Slide:0 (as the rest of the slide probably is.) Also, consider what is easiest based on the situation. Given how much work goes into lining up a weapon's body and sights for accurate iron sights use, it might actually be easier to paste the WMK accessories onto the RH IS model instead of the reverse. You should learn how to use Blender, too. Most weapons don't have the sights separated out into another mesh for you, but it's usually extremely easy to do in Blender.
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19th/20th Century weapons items distribution issue
ultskeletor replied to aaaaaaf's topic in Fallout 3's Mod Troubleshooting
The game apparently takes your character's level into consideration when setting the level of an area, but it can still generate NPCs as low as level 1, regardless of what your character's level is. Even when I do my gear distribution testing at level 20, I still run into level 1 NPCs, though they are not as common as level 2 and 4 ones. I'm testing out the Book of Earache mod at the moment, so I can't check out 20th Century Weapons right now, but load up FO3Edit with your regular mod loadout and expand the 20th Century Weapons plugin for Raiders. There will be a section for Leveled Lists under that, which you should also expand. On the left, you'll see what lists get modified by that plugin, and on the right, what the contents of those lists are (if you click on one of them.) You'll probably see entries named something like "20cent1h##Npc________" where the hash marks (#) are replaced with a number and the underscores (_) are replaced with a weapon family name (assault rifles are contained under something like Autoloading Rifle, I think.) You can then expand the 20th Century Weapons.ESM and check out the contents of whatever list it was you found, and you'll be able to see what can spawn from that list. You keep following the chain of lists and you'll eventually run into "WithAmmo20cent_____" lists, which will specify a particular weapon. I don't recommend changing this stuff without understanding how the network of lists functions, but once you do, you could lower the probability of 5.56mm weapons being spawned, for example. That's normal. If you were using more mods that changed what can spawn, for example, you'd run into more problems without a merged patch. Keep in mind, under these circumstances, any time an assault rifle can spawn, it has about a 50% chance of being a 5.56mm assault rifle of some kind. 7.62x39mm has a comparatively low chance of spawning (there are only a few weapons that use that ammo type.) 5.56mm dominates just because there are so many weapons that use it. 7.62x25mm Tokarev probably has about as many weapons as 7.62x39 (I can't check at the moment,) but the probabilities are skewed for it because most of the 7.62x25 weapons are available in two different magazine capacities, doubling the number of weapon entries there (and thus, doubling the probability due to the way weapons are spawned in 20th Century Weapons, if I remember correctly.) As I've said before, if you provide me with an email address, I can send you my patches, where, among other things, I've completely reworked weapon distribution. You can send me your email address in a private message through the forum, or, I think you can actually email me through the forum. I use FWE, though, and I've changed the weapon stats appropriately. If you don't use FWE, you may find the weapons do much more damage than you're used to (though you can edit those yourself, if you want.) -
Blenders export screen is cutoff on right side
ultskeletor replied to Trypal7's topic in Fallout 3's Discussion
As I said, the pane your mouse cursor is currently hovering over will be the one that gets expanded with Ctrl+Up Arrow or Ctrl+Down Arrow. This will not get you additional horizontal space unless you have other panes set up that are taking up some of that space. I just did a quick test. It looks like Blender's Nif Export screen cannot be shifted around with the middle mouse button, but it works with most of Blender's core windows. If you look at the Nif Import or Export screens, on the bottom panel of the pane, you'll see a button with a square icon that has a heavy bottom border. That button does the exact same thing as Ctrl+Down Arrow. -
Conflicting mods RH_Ironsights, 20thCW, Arsenal
ultskeletor replied to zedundead's topic in Fallout 3's Mod Troubleshooting
I don't see any glaring problems in your load order, but there are a lot of little mods I'm not familiar with in there. Usually with xCALIBR's override's, you only use one of them. Nothing will break, but in your case "xCALIBR_override_unsorted.esp" is completely overriding "xCALIBR_override.esp", so you really don't need them both. When you change your mod loadout, deactivate your current merged patch in FOMM, load your new set of mods in FO3Edit, and make a new merged patch to use. FYI, that animation problem is easy to fix, if you're still interested. You build an override patch containing all of 20th Century Weapons' weapons, remove the "Don't use 1st person IS anims" flag from each weapon, change AttackLeft to AttackRight on the few weapons that have it, and you're pretty much done. Even for a beginner, you'd be looking at about 10 minutes of work, tops. I think I know why it stopped working in the first place, too. I seriously doubt it had anything to do with the Arsenal mod. In your first load order, you have "complete 20th century iornsights compatability.esp", which I'm willing to bet is essentially an override patch designed as I said earlier in this post. However, after your 20th Century Weapons plugins, you have "xCALIBR_2CW_CP.esp" which I'm guessing is a patch to swap 20th Century Weapons' weapons to use xCALIBR's projectiles and ejected brass. If so, that's what is overriding the iron sights compatibility patch. If you still want RH's Iron Sights, I can give you detailed instructions to build your own override patch to get it all working again. -
Conflicting mods RH_Ironsights, 20thCW, Arsenal
ultskeletor replied to zedundead's topic in Fallout 3's Mod Troubleshooting
RH's Iron Sights is composed of basically two main parts. The animations, which are .kf files, and the ESM/ESPs. Just by placing the animation files into your Data directory (I think they end up somewhere under Data\Meshes\Characters\) RH's Iron Sights animations will take precedence over Fallout 3's vanilla animations unless RH's animation files get moved/overwritten/deleted. Even on weapons that are set to not use 1st person iron sights animations, you'll still probably see them change position to the center of the screen when you fire them. They'll immediately move back to the right after the attack animation finishes. There are a few exceptions to this, though (heavy weapons and weapons using the "AttackLeft" animation, I think.) Did you try different guns out to see whether this was an isolated incident, or do RH's IS animations just flat-out not work for all 20th Century Weapons? Also, are you certain the weapon(s) you test are from 20th Century Weapons and not the Arsenal mod? I only ask because there are some duplicated or very similar weapons between the two. Finally, are you aware that "complete 20th century iornsights compatability.esp" doesn't seem to be in your load order anymore? -
Blenders export screen is cutoff on right side
ultskeletor replied to Trypal7's topic in Fallout 3's Discussion
In Blender, you can often move your view around within a pane by holding the middle mouse button and dragging. To temporarily expand a pane to cover your entire blender window, move your mouse cursor into that pane and hit either Ctrl+Up Arrow or Ctrl+Down Arrow. Hit the key combo again to shrink that pane back down when you are done. -
19th/20th Century weapons items distribution issue
ultskeletor replied to aaaaaaf's topic in Fallout 3's Mod Troubleshooting
Certain kinds of raiders are more likely to spawn with certain kinds of weapons (pistols vs. machine guns, for example) and raiders themselves are more likely to spawn with certain kinds of weapons than other groups, like "settlers." If you think there is a problem with weapon distribution beyond straight chance, you need a significant amount of data (including the type of NPC, weapon, NPC level, and such.) Once you have that, you open up the 20th Century Weapons files in the GECK or FO3Edit and pretty much just work through generating NPC inventories by hand for comparison. I haven't used an unmodified 20th Century Weapons in a while now, so it's hard for me to say at a glance whether or not your distribution is normal. Friendly Scavengers do spawn with .50 BMG weapons very often, though. I distinctly remember that being true in "vanilla" 20th Century Weapons. -
Conflicting mods RH_Ironsights, 20thCW, Arsenal
ultskeletor replied to zedundead's topic in Fallout 3's Mod Troubleshooting
Can you elaborate on the symptoms of your problem(s)? What is happening in-game leading you to the conclusion that RH's Iron Sights isn't working correctly? From just a quick look at your load order, I can tell you that Fellout, since it is a weather mod, should go at the end of your load order and before your merged patch. I can't be 100% sure on RH's Iron Sights plugins, but I can tell you that the contents of 20th Century Weapons and RH's Iron Sights don't actually interact in a manner that could cause a conflict. If using any of the RH IS plugins that add new weapons, you need to use a merged patch (but really, you should be using a merged patch anyway.) Also, you have the xCALIBR FWE override active, but you aren't actually using FWE. -
Shooter and Rambo, yes. Most of the weapons from most of these movies are available across a number of mods, just not necessarily the specific configuration, with the specific accessories, or with the specific texture as the weapon seen in the given movie. The rifle you are probably looking for from Shooter, the CheyTac Intervention, may not be available, though I know of at least one person who is currently working on one. 20th Century Weapons alone has most of the weapons from both Shooter and Rambo: First Blood, at least (I didn't have time to check the other Rambo movies.)
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19th/20th Century weapons items distribution issue
ultskeletor replied to aaaaaaf's topic in Fallout 3's Mod Troubleshooting
After Waiting in the player's house for at least 7 straight days (or whatever the standard respawn time is?) Before, you weren't using the Zones Respawn plugin for MMM, so some places may not respawn at all. Do your testing by going somewhere you've never been before. I think Fallout 3 locks areas to your level the first time you visit them, so revisiting a place you've already been probably won't give you an accurate distribution of weapons compared to your current level. It's kind of a pain in the ass if you want to do it, but when I'm testing weapon distribution, I save, turn on god mode ('tgm',) and enter a location I've never explored. Every time I come across an enemy, I open the console, click the enemy to make it the target, get the enemy's level ('getlevel' I think,) and the equipment with which it spawned ('showinventory',) and kill it ('kill'.) I record all the data and after 10 or so runs of the same exact place, I analyze the data for problems. After level 18 or so you aren't going to see any new weapons anyway. If Waiting didn't help, I'd say do your testing on a new playthrough. Super mutants are somewhat flawed for testing general weapon distribution, because they cannot use one-handed firearms, so they are set up not to spawn with them. Otherwise, you can PM me an email address and I can send you some patches I've put together. -
You have to clear (uncheck) the box next to "Don't use 1st person IS anims" or something very similarly phrased. It's in the Art tab in the GECK or under Flags1 (I think) in FO3Edit. Assuming you are using an iron sights mod, that will center the weapon, more or less, while aiming.
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There was a mod called something like FO3 Performance Enhancer, by RegentEagle, but I'm not sure what happened to it. According to the History in my web browser, it was at one time located here. If I remember correctly, it removed Bent Tin Cans, Burned/Destroyed Books, some small rocks from the Wasteland, and a few other things.
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19th/20th Century weapons items distribution issue
ultskeletor replied to aaaaaaf's topic in Fallout 3's Mod Troubleshooting
That would probably be it, unless your 20th Century Weapons plugins for Raiders and such are corrupt. Your original post said you did create a merged patch. To be safe, you should be creating a merged patch whenever you are using mods. The merged patch process goes through your active mods and tries to combine changes made by multiple mods to a single given record, primarily leveled lists and form lists. Without a merged patch, only the last mod that, say, edits the ammo types that can spawn in containers will apply. A quick look inside 20th Century's files reveals that raiders should definitely be able to spawn with any of the .50 BMG rifles. Create a merged patch in FO3Edit, make sure it's last in your load order, and make sure it's active. The changes probably won't affect anything that has already spawned, so you'll probably want to wait in the player's house for 7 days or however long the respawn timer is. You might want to use MMM's Zones Respawn plugin, too. If you do, make sure you either make a new merged patch after adding it, or hold off on creating a merged patch until after you've activated it. -
19th/20th Century weapons items distribution issue
ultskeletor replied to aaaaaaf's topic in Fallout 3's Mod Troubleshooting
It's been a while since I've looked closely at the 20th Century Weapons internals, but I might be able to shed a little light on this. I can't say for sure whether you've run into a bug of some kind, especially with regards to weapon distribution, but I think it's unlikely. Overall, 5.56x45mm assault rifles are a full 50% of all assault rifles. By probability, the majority of all assault rifles you come across will be 5.56mm. 5.56mm has a good chunk of the machineguns as well (closer to 30% or so.) This is all important because, most, if not all, of those assault rifles have an ammo capacity of 30 rounds and net you around 50 5.56mm rounds every time you come across one (on average.) So not only are 5.56mm weapons incredibly common (numbers-wise exceeded only by shotguns and 9x19mm weapons, if I remember correctly) but most of them also come with a lot of ammunition. On top of that, 5.56x45mm ammunition is from vanilla Fallout 3, as are the Assault Rifle and the Chinese Assault rifle that use it. You are also getting all the ammo from those and all that placed ammo from the Fallout 3 game world. That's contributing to your accrued ammo disparity. I'm not sure there's a convenient fix for you. 20th Century Weapons is only scaled up to level 20, so you aren't going to be seeing more variety after that or anything. If too much ammo is a problem, or if you want a challenge, you could install FWE and use my Ammunition Rarity compatibility patch (here. My Realistic Ammo Weight patch is also usable, but the non-realistic weight version needs some minor updates for the new version of FWE.) If you PM me an email address, I have a couple of other patches that might help. You could also try an ammunition crafting mod to turn some of that excess ammo of one type into another type (there are several such mods, and FWE has ammo crafting built-in now, though I haven't used it yet.) Other than those options, you could open up 20th Century Weapons and start making your own changes (that's exactly how I first got into modding.) All of the mod's content is contained in 20th Century Weapons.esm. That file, loaded by itself, will have no effect on Fallout 3. All of the changes, which get the items spawning on NPCs and in containers, are located in the various plugin ESPs. It's pretty easy to follow, and you can ask on the forums you have questions. You can ask me if you have more specific questions on 20th Century Weapons, though I'm not the mod's author. Try Companion Share and Recruit. If you have at least 40 in Speech, take the perk, and pass a Speech check, you can ask friendly NPCs if you can "borrow" something. It's essentially a merchant window, but the NPC unequips their gear, so you have a chance at buying their weapon and ammo. FYI, Fellout, as a weather mod, goes at the bottom of your load order (but before your merged patch.) You can get a better output of your load order by, in the Fallout Mod Manager, clicking Load Order at the top, then Export. Make sure you remove your old merged patch and generate a new one whenever you change your mod loadout. That's probably not connected with your problem. It's just a good practice.