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BadPenney

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Posts posted by BadPenney

  1. Textures and meshes load from the .bsa files. If a mod includes meshes and textures then they should go into folders marked meshes and textures and their subdirectories. If you run the mod and you see big red diamond shapes with white exclamation points in them, that means that the mod is looking at pathways for meshes that are not in the correct locations. If you see meshes that look all black then the textures aren't being recognized.

     

    If you expect to see custom meshes and textures but see only the same old vanilla objects, then maybe you need to download the Archive Invalidation Invalidated! mod so that custom meshes and textures that are placed in the correctly named folders can override the vanilla assets that are in the .bsa folders. The game will never look anywhere but the .bsa folders unless you direct it to do so. Modder's can become so familiar with how things get done that they might assume that everyone knows about tools that they take for granted, and omit steps that are necessary for the successful use of their mod from their documentation.

  2. i have a little trouble following your story. When you say room marker do you mean interior cell? What do you mean by "When I take a movable object out of the room marker it was spawned in and drop it in another room marker..." Are these objects that you are placing or objects from mods or the vanilla game? Are you describing what happens while editing in the GECK, or playing the game? I'm not familiar with teleport portals that you can see though either, so do you mean doorway when you say portal? What exactly do you mean when you say that an object has spawned? Are you using a PlaceAtMe command?

     

    I would need more clarification; specific places, objects and names that are used in the GECK might help.

  3. When you load your .esp into the GECK with the data window, you might see a small box right next to "Set as Active File" that is labelled "Details...". If you click on that box it will show all of the elements of your mod, including any that are marked with a D for deleted. I believe that highlighting an element and pressing the letter D again might undelete the unit.
  4. There is supposed to be a capacity of 255 mods loaded simultaneously.

     

    I would recommend placing your questions on the comments section of that particular mod's download page, where the author who is most familiar with his mod is more likely to see it.

  5. I made tga files from the LOD diffuse texture dds files for the associated missing objects and placed them into the directories where the GECK expected to find them. Make sure that filesize matches existing tga files.

     

    ..\Fallout 3\Data\textures\architecture\urban\urbanbuildingslod.dds

     

    becomes

     

    ..\source\textures tga\architecture\urban\urbanbuildingslod.tga

  6. No one knows?

    You can use Fallout Mod Manager to unpack the NIFs from the BSA if you want to edit them. You don't need to replace the files in the BSA in order to use a body replacer mesh though. You need to download Archive Invalidation Invalidated to prevent the BSA from overriding custom meshes and then place the body meshes and textures into appropriate subdirectories of the Fallout 3 data directory. On my computer the body meshes would go into D:\Fallout 3\Data\meshes\characters\_male. It is hard for me to believe that the documentation for these replacer files does not include this sort of information.

  7. My characters scrounge the best protection that they can find. Found armor and looting for stealthy upgrades is my focus for a newly hatched vaultboy. I like a stealth suit until I swap for combat armor. Upgrade to ranger armor until I get power armor training. When necessary I stow my favorite gear and make use of the best armor I can find that I can repair with drops.

     

    http://www.fallout3nexus.com/downloads/images/8219-1-1254421063.jpg

     

    Impressive looks draw enemy fire. Give me something stout and easily overlooked please.

  8. Update your drivers and BIOS. Get Official Patch 1.7 from Bethesda for the latest updates. Get Fallout Mod Manager (FOMM) to install and maintain your mod order. Get CASM so that you use can autosave with protection insurance against corrupted savegames. Get Fallout Script Extender (FOSE) because many user mods rely upon it. Get FO3Edit to help troubleshoot the inevitable problems that you will encounter with mods. Read and understand the documents that accompany those mods (ReadMEs) so that you get an idea about what they do, and where you might get further information about their usefulness to you.
  9. I agree that FOMM is my preferred mod handler, though I prefer to make a mod into a FOMOD without turning it into a BSA. I have found that deactivating a FOMOD is thorough when it comes to deleting mod associated files.

     

    I feel that it is respectful for a mod author to provide a FOMOD version of his mod, but if he has not offered a FOMOD version, then it can still be translated into one by a downloader using FOMM. I would not consider it disrespectful toward the mod author to FOMOD their mod unless they specifically refuse permission to do so.

     

    If any given mod was not a FOMOD and resisted attempts to turn it into one, then I probably would not use it. I am more interested in knowing for certain that I can get rid of a new mod than I am concerned with enabing a new one.

  10. Here is a thread that deals with LOD. http://thenexusforums.com/index.php?showtopic=126510&hl

     

    I generated new terrain, tree, and object LOD in the Wasteland for my mod. Doing that regenerates the entire Wasteland LOD, so I had to delete the extraneous info that did not pertain to the cells that I was working with to prevent it from overwriting any other mod's LOD changes. Yes, it is time consuming and tedious but it can be done.

  11. Plasma rifles and bottlecap mines both have glowy bits and they are weapons.

     

    Have you tried just making a textureset in the geck with diffuse, normal and glow map textures for the weapon without editing the nif itself? If you could make it work that way then you would not need to duplicate the mesh for your mod.

  12. They are too numerous to mention in one thread. Although it would be nice to make a summary of all of them to save you the time and trouble of searching through existing threads for that information, that would involve someone else taking even more time and trouble for your benefit. :no:
  13. Did you search glow map in any of the forums?

     

    Under Frequently Asked Questions in the General Modification Talk forum you can find a link to http://www.fallout3nexus.com/articles/article.php?id=35

     

    There might be others. I found that one in about 15 seconds and stopped.

     

    Basically you just need to make a copy of the rifle texture, paint the parts that you want to glow white and everything else black. Select the white part of the spectrum to be the glowing part. The portions of your diffuse map that match the white portions will glow while the parts that are covered by black will not. Save that as your glow map.

     

    Though I must say that a sniper that has a glowing rifle is also likely to have a short lifespan.

  14. Did you make the NPC a merchant class and select what sort of items he would sell in the NPC edit window? He will also need a local merchant box with a vendor key that is linked to an inventory box in the Vendor Inventory Cell.

     

    I just picked a merchant and traced out her processes when I made my first merchant. There may be some tutorials for it though.

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