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BadPenney

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Everything posted by BadPenney

  1. If it was a no no to upload files pulled from FO3's .bsa data files then I don't know how modding the game would be possible to the extent that it is. Meshes and textures are edited from the originals and added to mods, why not sounds? If there is a way to create new lines of dialogue that are pathed to existing sound files then I am unaware of it, and would like to know the method too.
  2. If you want to get your feet wet with modding, then maybe follow a basic tutorial that helps you construct a cave that you can add some beasties to and maybe some loot. Then add a cave entrance somewhere in the Wasteland and link it to your cave's interior cells. Just use vanilla pieces. That will give you some experience with manipulating things with the GECK and give you something to show for your efforts. If you have fun doing that then as you gain skill with the tools you can always add complexity later.
  3. Not sure if you can attach a sound to a weapon with FO3Edit, but you should be able to do it with the GECK's art and sound settings for weapons.
  4. This post reminds me of my old "Lite Brite" toy. :biggrin: Didn't take me long to lose all my lights. :confused: Good luck with your project.
  5. See the pinned link at the top of the page: Pinned: What Mod Is This? 123ยป 30 Fallout 3 Mod Detectives
  6. I know that vanilla companion scripts keep track of damage to their limbs and subsequent loss of use and mobility during combat, then resets their health to full if they survive the encounter. There might be a way to modify that kind of damage monitor script to reset back to the same level of crippled appendage after the stimpak "wears off". Might not be a simple script, but it should be doable.
  7. I know that Fallout 3 uses .ogg sound files and Oblivion used MP3s and Wavs for voices. I have heard that Bethesda Softworks obtained a license for software different than that which was used for Oblivion to create the lipsynch files for Fallout 3, but that the license agreement did not cover inclusion into the GECK. Not sure if that is the real reason, but it sounds plausible. Fortunately, I still have my old, non-downgraded version of the TES Construction Set.
  8. I use inventory items dropped on the ground or corpses arranged in identifiable ways to show me that I have already passed through a spot. There is always more junk around than you can carry, so collect the useless items and then dump the extra tin cans, pilot lights and empty nukacola bottles at the intersections of passages to show where you've already been. A raider stripped to his skivvies is also a good marker. You can use the Z key to drag them to an easily visible spot once you've cleared the immediate area of threats.
  9. Yes you can use vanilla dialogue sound files. You will need to copy the sound files that you want to use from the .bsa files that came with FO3. When I wanted to do that, I unpacked all of the sound files from Fallout - Voices.bsa and Fallout - MenuVoices.bsa with Fallout Mod Manager into folders under /data/sound/voice/fallout3.esm. I left them under the default voicetype sub-directories then searched for the ones that I wanted to use by checking out the dialogue trees and sometimes using the text search function of the edit pulldown menu in the GECK. Then I created appropriately named voictype folders as sub-directories of my mod ( /data/sound/voice/mymod.esp ) and copied the files that I wanted to use into those folders. In some cases I used SoundForge to re-edit the files to make new dialogue, but often just re-used the same .ogg files and .lip files. After that, you can probably use those tutorials to figure out the rest. You just need to rename the files to whatever filename the GECK assigns to your new dialogue. If you don't remix the sounds then the original lipsynch will work the same, otherwise you would need to use the TES Construction Set to create new lip files, since the GECK won't do that. Once I was done picking out the voice files that I wanted, I just deleted all of the unused files that I unpacked. Fallout 3 goes back to using the default files in the BSAs for any voices that aren't custom.
  10. If you are going to mod a town in the Wasteland be prepared for some weird and unexpected consequences. Modifying the landscape can be problematic, especially if you dig down into the ground. If you drop the elevation of the land then you will see a blurry LOD texture that you can walk through. That will require you to regenerate the LOD for the Wasteland to get rid of. Building up the terrain is much less complicated. I have also seen AI package problems when sending NPCs from inside houses to the outside. Often times the NPCs will stop and not move again. This is not just a NavMesh problem apparently, but something to do with the game engine. I have also had problems with NPCs appearing far away from town and have had to create scripts to yank them back if they get too far away. I think that this might be related to the game engine too, since I have seen Rivet City residents far from their town on occasions. Good luck with your project. I am just trying to learn Blender, so I can't help with the modelling. I was able to make unique looking signs just by retexturing vanilla sign meshes, though. You might find that method useful.
  11. Isn't there a rate of fire setting for weapons? Yes, it is called "Fire Rate" and it is on the first page of a weapon edit window. I have a pet name for weapons that damage me if they run out of ammunition... abandoned.
  12. There is no reason to overwrite an existing dialogue. Just create new ones with your new voicetype. There are tutorials that can be accessed through the GECK help pulldown menu and through the pinned items at the top of the General Modifications forum in the Nexus. People who ask others to search out tutorials and post links for them rather than search them out themselves are not likely to have the initiative to complete mods by themselves either. If you think that you want to create something then you should be willing to be self supporting in your efforts. If you search out answers methodically while you are working on a mod and still cannot find the information that you need, then by all means post questions. Please do not expect to be spoon fed fast and easy solutions to your questions with little or no effort on your part though. Most modders are involved in their own projects, and the ones who create mods of note are the ones who are motivated enough to seek out and use the resources that are already available to them.
  13. Neither is it that hard to follow the available tutorials in a step by step method rather than get impatient and try to skip over them. Take the time, you will be glad that you did. Also use the search functions in this forum and search the GECK and Oblivion Wikis for information. Dogmeat helps those who help themselves.
  14. Have you read the readme files that came with the mods that you downloaded? If at first you don't succeed, read the directions.
  15. If you used Fallout Mod Manager to install and enable the mod then you can use FOMM to disable and uninstall it, too. Otherwise, you would need to manually remove any meshes and textures and any other assets installed with it. That might be difficult if you are running other mods as well.
  16. The bodies of the vicious wild dogs are closer to dobermans than the australian shepard good dogs, though their muzzles are broader. Retexture a vicious dog with a black and tan coat and dial down the aggressiveness and you might have a reasonable copy of a doberman. Oh and... read the tutorials.
  17. Would there be problems? Oh yeah. Doesn't mean it is not possible. Good or bad depends on your viewpoint. I don't have enough patience even to build the makeshift weapons from the schematics that vanilla FO3 provides, but some people like that stuff. I think Tony the Wookie is already working on a town that will allow the player to build and upgrade the place, and he is doing a cooperative workgroup of modders. You and he might be able to exchange some useful give and take.
  18. It has been a few years since I used ACAD. I used its 3D capability for designing electrical enclosures. Unless it has been changed a great deal, then I doubt that it would work well for gaming. Marketing being what it is, I expect that AutoDesk would not make AutoCAD perform the same functions as 3DS Max, especially when it comes to animating objects. That would cost them sales. Blender does seem cryptic, but there are some very good YouTube tutorials for it. It is a modelling program, not a texturing program, though. I use PhotoShop for texturing. Some people use GIMP for texturing. It is another free download.
  19. You can change the rotation of an object with NifScope. If you use NifScope to rotate a helmet to fit the head properly, and then later use Update Facegen Model Availability, the helmet will rotate to the other side of the head. Maybe that is what happened with your helmet.
  20. Blender is similar to AutoCAD, though not as high end. AutoDesk makes AutoCAD and also 3D Studio Max, I believe. That is the high dollar modelling program that folks use for modding. Blender has the advantage of being free.
  21. Good luck with that. You have completed 5% of the mod already... the inspiration part. Now comes the 95% perspiration part.
  22. Disable the mod with either FOMM or the FO3 launcher. Start the game and make a new savegame with the mod disabled. Exit the game. Enable the mod again. Start the game and load the savegame that you just made.
  23. http://geck.bethsoft.com/index.php/Regions
  24. Try: player.addtofaction 97Faction 1 That sort of line worked for me. Yours may be working anyway. Turrets are kind of weird about remaining hostile when the rest of the faction is friendly. I think that I had to create an additional turret faction for my turrets that start out friendly to the player faction to get them to go green. So my turrets are city faction and city turret faction that is already friendly. I don't know why turrets are such a pain in the bum. I never tried 3 at the end. Setting higher rank?
  25. Use the "Update Facegen Model Availability" function in the Character pulldown menu of the GECK. If this is not in the FAQ already then it should be. BTW, if you are using the original mesh of the helmet you don't need to extract it and change it in NifScope. Just make a copy of the combat helmet in the GECK under a new name, create a new textureset with your retextured .dds images and apply that to the new item. It will save you from bloating your mod with redundant meshes.
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