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BadPenney

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Posts posted by BadPenney

  1. I don't play with console commands much, but I know that you can use the GECK to create duplicate items. Find your quest item, edit the item and uncheck the Quest Item box and save it under another name so that you don't overwrite the original. If you modify the Museum mod that you are talking about, then you could load an interior cell for that museum and just drop the new nonquest copies on the floor where you could pick them up next time you visit in game.
  2. Why is it... they don't believe that deleting vanilla ref's is a bad thing?

    Quite often, even people who have created mods before don't believe that deleting vanilla assets is a bad thing because it has not affected THEM. (Why shouldn't I leave my skateboard at the top of the stairs? It's convenient. I've never had a problem with it!) Often times people with this viewpoint will voice the opinion that it doesn't matter in threads like this and further muddy the waters. It may only be a problem for another mod that uses one of those objects as a reference. Then when both of those mods end up in the same load list the CTDs begin. Refusing to acknowledge this eventuality and refusing to take the simple steps to avoid it is selfish and unkind, imo.

     

    It is also important to note that while modding for FO3 is similar to modding for Oblivion, the processes are not identical. So someone who has modded for Oblivion for years may be used to methods that are less efficient or simply do not work when it comes to creating mods for FO3. That may not stop them from laying down the "final word" based on their experience, though.

     

    I have never felt the need to create an .esm/.esp pair. If you think about it though, all .esp plugins are part of a pair or multiple, even if Fallout3.esm is the only Masterfile in the pairing. Your .esp will not function without it. In your case, if you want to do this sort of thing in order to make nice with that particular house mod that you referred to, then possibly putting everything that is not affected by that mod in your .esm while placing the affected portions in the .esp might be the ticket. Your .esm would be loaded before the house .esp by default, and then your .esp could be loaded after the house.esp so that it could overwrite all of the sloppiness that is causing problems for you.

  3. I am not proficient with Blender, but if all you are trying to achieve is a little more dimensionality around the bear's eyes then maybe altering the normal map for the bear textures would be enough to make the button eyes appear to stand out from the head enough to satisfy you. Using the Emboss filter in Photoshop on the texture before converting it to a normal map, then copying and pasting the eyes from the new normal map to the existing normal map should make them look more prominent and less like flat images with shading.
  4. You will have more luck searching among the lists of mods available for download rather than in the forums or image files.

     

    Try mod Categories

     

    When I typed "eyes" into the Name box that is just under File Search on the right side of that screen I got immediate results for eye retextures.

  5. By and large, custom meshes need custom textures because their UV maps are unique. So the skintones are most likely not from vanilla resources.

     

    Most of us find the search engine to be more efficient than a catalogue. Catalogues are static while the database is continually changing.

  6. I know nothing about the house mod to which you refer, but personally I would do nothing to try making a mod compatible with a dirty mod. Deleted vanilla references is a major red flag, and persistent crashing is one of their effects. Common advice is not to clean someone else's mod, but if you like a mod and it is giving you issues then you could clean your own personal version of it so that it is compatible with your own clean mod. If a dirty mod is causing problems with your mod then no doubt it is causing problems with other mods too, and it is that mod author's responsibility to fix the problems, not yours.

     

    If you have pointed out issues with an author's mod then you have done him a favor, and there is no shame in that. Comments about a mod here are no more public than the comments section on a mod's download page, and your comments are considerably more polite than some that I have gotten, so I don't believe that you have said anything deserving of an apology. If a mod author doesn't appreciate your comments and doesn't want to address any of the problems with his mod that you point out then that is his choice and maybe his loss.

     

    I think that it is possible to create a mod that remains an .esp, but if mastering your mod takes care of issues that are more than cosmetic that you can't resolve otherwise then I say go ahead and master it. Maybe one day Bethesda will make a patch that makes mastering unnecessary, but until then we do the best we can with what we have.

     

    My own approach is to attempt to make a mod accessible to the most people possible. There will always be individuals (quite often the most vocal) who will insist that you tailor your mod to their personal taste or their mod list and load order. You could go nuts trying to make everyone happy without ever achieving it. I think that you should mod for your own personal taste. You aren't getting paid by the people who download your mod, so there is no reason to treat them like clients with veto power. Pay attention to comments about your mod that affect general compatiblity and playability but dismiss comments that are unhelpful or involve changes that don't take your mod in the direction that you want to go with it.

     

    No one is compelled to download your mod. If it doesn't work for them then they can uninstall it and go about their business. As long as a mod is compatible with Fallout3.esm and the DLCs then I feel that the author has done all that can be expected of him. Trying to adapt to every current and future popular mod and all of their revisions would be an endless task. My viewpoint is that unless you want one mod to be a nearly full time job then don't attempt it.

  7. Oh I don't want you to tell me how, actually it's not illigal just like it's not illigal to mod the pc version. I know where this is going so let's just forget I said anything.

    I'm not sure where you got your information that modding for XBox 360 is not illegal, but here is the response from a moderator on the official Bethesda Forum as he locked a thread on the subject:

     

    Sorry, we do not allow the discussion of modifications to an XBox360 as this is illegal and voids any warranty.

    Something tells me that he may know more on the subject than you.

     

    In order to make mods for the 360, they would need to be digitally signed. I expect that you either pay for that privilege or you crack for it.

     

    The GECK was made for the PC so modding for the PC is legal. When you talk about the XBox 360 though, you are talking about Microsoft and Bill Gates, remember? He didn't get rich by giving stuff away. Seneca might have thought that all great ideas are common property, but Bill Gates and Paul Allen surely don't.

  8. If there is no way to add an object script to the notes then using a quest script may work. Though I have been able to associate Note meshes that have object script options with the type of notes that show up on the player's PipBoy; it may be simpler to make a quest script. There is a spot on the first tab of each quest to plug in a quest script. In that case you would probably want to stick with Begin GameMode.

     

    The note script doesn't have to be the entire quest script, but could be added to a quest script that you may already be using. Just make sure to add the "shorts" and then copy and paste the portion from Begin to End. If it still doesn't work try adding back the =1 bits that I removed, just in case I was too ruthless with trimming.

  9. Maybe you could use a pod like the one you have to get into to visit Tranquillity Lane. Hop in with the disk in your possession, fade to black, remove the disk from the player's inventory, boost the target skill, advance the game clock by two hours, fade back from black and open the pod again. You might even be able to play a short bink movie during the time out, maybe just a single short slide for each topic. Something like:

     

    HAVE YOU HUGGED YOUR RIFLE TODAY?

     

    Survival and Weapon Maintenance - Part One

  10. This may also need to be a quest script rather than an object script to work properly, though it might work if you used it as an object script on each of the notes and used "begin OnAdd Player" instead of "Begin Gamemode". That would leave the script dormant until a note is picked up and make it unnecessary for the game to continually wonder if the player has all of the notes yet.
  11. This might work:

     

    scn aEXPExplorerHolosSCRIPT
    
    
    short HasItems
    short DoOnce
    
    BEGIN GameMode
    
     if player.GetHasNote aEXPExplorerDiary1 && player.GetHasNote aEXPExplorerDiary2 && player.GetHasNote aEXPExplorerDiary3 && player.GetHasNote aEXPExplorerDiary4 && player.GetHasNote aEXPExplorerDiary5 && player.GetHasNote aEXPExplorerDiary6
    	  set HasItems to 1
    		   if HasItems && DoOnce == 0
    				Set DoOnce to 1
    				ShowMessage aEXPExplorerHolosMessage
    				player.addperk Explorer
    		   endif
     endif
    End

     

    The condition that is symbolized by || is "OR" so your original script would trigger the message and perk if any of the notes are present in the player's inventory, rather than needing all of them; so I changed that to && for "AND". You did not specify the subject who needs to have the notes, so I added player.GetHasNote. It is not a problem to add == 1, but I don't think it is necessary in this case since it is only checking for either 0 or 1, so I omitted them. I also nested the "if HasItems" condition so that the game will only poll for that condition when all of the items are in the player's inventory. I also added the DoOnce to script function to prevent the message and perk from looping.

  12. If you want a bandana that is like a do-rag then look under HeadGear under the Armor section of the Object window. Check out HeadWrap01 through 04. I think that they cover the top of the head. There are also bandanas that are more like sweatbands, like MS01OutfitRedHat.

     

    If you are looking for a bandana that is worn around the neck, then I don't think that there are any vanilla meshes like that.

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