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BadPenney

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Everything posted by BadPenney

  1. The M key toggles visible/hidden. I think that visible is default. You may just need to become familiar with which semi-transparent colored block does what. Standard operation procedure is not to delete such items but rather to move them where they are no longer in the way. I often lower them well below floor level. Not deleting items is less likely to create conflicts in mods. A program call to an item that is marked as deleted is a potential crash to desktop.
  2. I was able to do something similar by using idle markers. Each marker was set to a different dance animation. I gave two NPCs wander AI packages that only allowed them to use idle markers. They will find a marker at random and begin dancing there. If they are interrupted then they may wander to another idle marker with a different dance animation. Depending on which idle markers the NPCs end up on, they may appear to be dancing together.
  3. Download the Garden of Eden Creation Kit if you have not done so already. Start a new mod plug-in. After loading Data from the Fallout3.esm master file, look at the Object Window of the GECK. Expand the sub-directories for Game Effects. Expand Ingestible. Expand Clutter. Click Health. You should see a short list of items to the right that include Radaway and RadX. Right click on one of them and select Edit. Leave the ID alone but change the Name. For instance, ID RadAway, Name Bisphosphonate. This will rename all RadAway in the game. Click OK. Do the same thing for Rad-X. Now save your plug-in with a unique name like RadiationTreatments.esp and enable it as a datafile.
  4. How far can you go? You can go nowhere. You can go there. You can go too far. The last is the easiest. Going too far, I mean. As a novice modder you are bound to go too far before you find out how far is far enough, right? "Vanilla" territory is interlaced with more than terrain, and the opportunities for wreaking havoc when modifying Fallout 3 worldspaces are great. Although it may seem at first glance easier to copy and modify existing cells to create a new worldspace, it is not so. That is especially important to consider if you want to create a mod that is meant to be downloaded by others. If that is the case then you should strive to make it compatible with other mods. Keeping that as a goal from the planning stages of your mod will make your life easier in the end. Notice that official Bethesda DLCs come with new worldspaces. Only portals to the new lands are placed in vanilla Worldspaces to minimize interference. I would recommend that you study those worldspaces that you mentioned, even copy objects from them, but start with your own new, clean worldspace for building upon. Practice terrain building, placing static objects and navmeshing. You can check it out in game by just providing a single doorway to and from a vanilla worldspace. It may seem harder at first, but at least you will know that nothing is in your new land that you did not put there. Copied terrain looks good in the GECK fast, but it can include data that causes conflicts if not located and cleaned out. You may be spared many possibly bizarre and inexplicable occurances in your mod that can result from rough editing, such as triggers, scripts and packages that can remain attached yet fragmented or conflicted. Conflicts that can include Crash To Desktop results. Interior cells make good practice.
  5. Did you start your vault mod by copying the interior cells of an existing vault? Have you toggled the GECK view that allows you to see "invisible" objects like barriers and markers? If you can find them in the GECK then you can move them out of the way.
  6. Make a custom race. You can start by copying a vanilla race. Look in the object window of the GECK under actor data. Copy one and save it as Tattoo Race or some other name that you like. Change the skin textures for that race to your custom .dds skin texture files with the tattoos. Save an .esp mod file with your new race. Call it something memorable like TattRattRace.esp. Put your new TattRattRace.esp in your game load order. Create a new character with that race or use a console command to change your existing character to that race. [ Is that command TRST? I forget.] Since only the TattRattRace will have tattoos and your character is the only member of that race in your game then only he will have tattoos. And he can still wear armor instead of a tattoo shirt. http://www.fallout3nexus.com/imageshare/images/1103832-1244322338.jpg
  7. I must confess that I have not answered the questionnaire. It gives one the impression that the focus of your mod is undecided. I am confused.
  8. I think that it is probably better to have one .esp rather than two. I don't think a large .esp file is really going to be that large. It is usually supporting files like unique meshes, textures, sounds and such that really add size to a mod.
  9. It may just require changing the stats in the armor's object edit window and maybe tinkering with an enchantment attached to it.
  10. Which is exactly why so many games these days are text only.
  11. It is a very big time commitment. I like the results though. Having good file organization helps a great deal. I made flow charts for my dialogue choices to keep things straight too.
  12. Yes I did, should i get rid of them or something? ... been told autosaving, quicksaving and loading a game in game are at fault.. Never realized FO3's save mechanism was so volatile.. -V73- No, don't delete the old saves. You may need to use an older savegame if your recent one is corrupted. There is a mod called CASM that revamps the quicksave and autosave features to make them less vulnerable to corrupt savegames. Have not had a problem with loading games while in game myself, but I do not use quicksave or autosave because of bad experiences.
  13. In other words, if it comes to light that you have uploaded a mod to Nexus that uses content from the DLCs but have not made that mod dependent on those DLCs then your mod will likely be taken down and you may well be banned from this site.
  14. Do you have any savegames from before installing the offending mod?
  15. If you are interested then I recommend that you download the mod and open it in GECK to look at it.
  16. I recommend that you download FO3Edit and Miax's guide for it, if you haven't done so already. It can tell you if different mods have conflicts and can help you resolve them if they are present/
  17. Theory, but not an untested one. Here is probably my favorite mechanisma of my own creation: http://www.youtube.com/watch?v=iexH0VTh5FQ It began with my mod as a base, but I used the throw away type of edits that I described in the previous post. When the video was done and edited I just deleted the variation of my mod that I used to shoot it. I seriously doubt that deleting a few NPC spawn points for the purposes of scene editing will result in any dire results. It will definitely prevent the unwanted NPCs from making an appearance and I certainly haven't seen anything like cats and dogs raining from the sky in the vids that I have made. As I stated earlier, don't try this for a finished mod, as it can indeed be disastrous for something meant to integrate with a player's game. But this is just a quick and dirty, fire and forget method for the sake of a video capture. But, yes indeed, it is your call.
  18. You can also just delete things that you don't want to include. That is a bad idea for a mod, but if you are just setting up a scene for a vidoe then you don't have to worry about compatibility issues. You can make an .esp for each scene that you intend to create, then when you are done with the shoot either disable and archive the .esp file just to be safe or simply delete it if you are certain that you will not need to revisit for a reshoot. Then move on to the next scene with another .esp. If you have elements that you want to show in many scenes (for instance NPCs) then you can create a file for them that becomes a master when creating plot scenes. It is a lot like making a movie, in that the only thing that matters is what the camera sees.
  19. Use Update Facegen Model Availability in the character pulldown menu of the GECK to correct that one particular problem. Nifscope can also be used to tweak models on the x, y and z planes and rotations without much fuss if you want to do more than just correct the aforementioned problem.
  20. Inconsistencies like the fact that everyone would be dead except maybe rats and cockroaches in a real post-apocalyptic world? There is also strong evidence that nuclear winter could result in another ice age rather than sunny skies and hot temperatures for the DC area. The military doesn't commission 20 types of equipment for the same purpose, and it is illegal for ciizens to even wear body armor in many parts of the US today, so 6 types of power armor in the future does not seem too little to me. I have only seen one type of power assisted armor in development as endorsed by the US military at this point. Short lived power supply is a real problem, since miniature fusion reactors are not really as available as they are in Fallout 3. Not to say that your mod wouldn't be fun to play, it would just be unreal and inconsistent in a different and possibly more diverse way.
  21. Sorry if I offended you. Didn't notice that you had over 10k posts, and added the link because your post seemed to say that you were unaware of it. I guess I don't understand how your list is supposed to do what Nexus lists do not do already. I would mention that there is Mez's Gameplay and Immersion Mod List over at the Bethesda Forum, but you probably know that already too.
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