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BadPenney

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Everything posted by BadPenney

  1. You can also select Preferences under the Files pulldown menu and then check snap to angle 90 degrees. Then when you rotate the marker it will more easily pop into an appropriate direction. Use the F key to drop it flush to the ground.
  2. Not realistic enough? How about setting it up so that if you survive stepping on a landmine you spend the rest of the game in a wheelchair?
  3. :blink: Seem to have touched a nerve. I think that you at least have to be a moderator to pin threads, maybe only admin can do it. "Men of talent must be dragged kicking and screaming to achieve their potential". I think that it was Bruce Lee who said that. The question is not so much whether I or anyone else can make a better tutorial than you have done, but whether you can. I know that when creative people hear "That was good, but it could be better" all they tend to hear is "it could be better". People really only want to hear praise, and anything less is seen as harsh criticism. Adults especially take that personally and get angry. I know that I found certain criticisms very hard to take regarding my own mod, especially when they were repetitive on a point that I did not know how to correct. But regardless of how I came away feeling about the person criticizing my work I still took note of their points if I could see that they were valid points. I used them to make my mod better; never flawless but better. It takes a calm mind to see the difference between hateful BS and valid constructive criticism. You don't have to do anything to make your tutorials easier to read. But we work with a Graphical User Interface and images trump audio everytime when it comes to conveying information. "A picture is worth a thousand words" and all that. It can be very helpful to be able to pause a video and check it against the GUI that you are working with to be certain that you are following the instructions correctly, especially when you aren't getting it and your frustration levels are high. Only people that aren't getting it are likely to use tutorials in the first place. It is not always as easy to follow vocal instructions for a visual process. I don't hate you or your videos. I don't know you and I haven't seen any of them. I was only responding to the comments already in this thread. I know that zoomed views of GUIs are possible in video tutorials because I have seen them. And you don't have to use them, may not even know how to do them, but it is not necessarily a feeble demand of an attention deficit disordered mind to think that a more clear view of the interface in the tutorial would be an improvement. You should consider it an attempt at a supportive push more than hateful BS.
  4. look at it this way bro. there's some tutorials, you don't have to watch them. if you LISTEN to what i'm saying, i try my best to explain what i'm doing at all times on the screen. .... Be happy there are YOUTUBE tutorials at all, i've been modding a while now and i remember waiting days or weeks for an answer, and sometimes not getting any answers about what i wanted to learn about. I hope this really makes people understand that i have worked hard for my rig (that you can see in my very first tutorial <NPC DIALOG TUTORIAL PART 1>, and that i'm not about to compromise my workspace that i dearly cherish so that some A.D.D. prone mod-i-toids can monitor my keystrokes. Totalisti. CROW Look at it this way... if you are making tutorials that are supposed to show people how to do things right, but your videos look buggered up, it ruins your credibility. Why should people believe that you know what you are talking about in your voiceovers if you don't look like you can even make a decent video? There is plenty of information on the web that is of dubious quality, incomplete or just plain wrong. I know that because I have gotten bad information and I've given advice that I later found out was either wrong or not optimal. The fact that you have made mods does not automatically make your advice beyond question. If you don't care what people think about your credibility and the perceived lack of quality of your vids, or whether they use your tutorials at all, then why bother making them? You can insult me for saying this too if you want, it doesn't matter to me, but if you are making tutorials that you want other people to actually use then you might consider that the number one complaint about your videos has some validity. You can rant and put on an eminence front and cow some people into silence, but what good does that really do? Taking on a combative tone about it, and starting your own tutorial thread with all caps and big font sizes instead of adding your list of videos to the pinned tutorial thread that already exists, makes it look like you are more interested in your own notoriety than making tutorials that are accessible, informative and easy to use for the modding community. Granted, that could be a totally incorrect perception, but "presentation is everything" and "the media is the message". [Place insulting rant about my intelligence, mental disorders and lack of testosterone here.]
  5. I think that a simple DisablePlayerControls command without all the 1's will still disable all player controls. It is only really necessary to add numbers afterward if you want to include some 0's to allow certain controls to be available, like being frozen but still able to look around.
  6. I think of myself as more of a smartass :whistling: Availability of electricity in Fallout 3 is so ridiculous that I just had to put it all in the suspended disbelief category. Sometimes though I can't help but wonder why abandoned subway tunnels are well lit with electric lights. I think that I might like a mod that had all underground areas unpowered and pitch black. If Bethesda made a profit from user made mods then they would have to take responsibilty for all of our naughtiness. Oblivion's rating got changed from E to M just because modder's could make sexy stuff with it. Can't blame them for keeping us at arm's length. I just made a mod because I had fun doing it. I don't expect that I will get paid for having fun. I usually have to pay someone else for that. That reminds me, I haven't seen Nova for a while...
  7. There are a number of power stations in the Wasteland that appear to function to some degree, though it is not made clear what generates the power. While training in electronics an instructor told me of a battery concept that provided electricity from the radioactive decay of isotopes. The inventor claimed that he had developed a large battery of that type that was shielded and could be placed in the basement of a home and provide all the power it needed for 100 years. The reasons given for the battery never being used: radioactive isotopes are dangerous and anything that can go wrong will go wrong, and such a battery would take a home off the power grid for 100 years and that is bad business for power distributors. Nicola Tesla also had a concept that would allow power to be transmitted like radio waves. A home would just need a receiving coil placed like an antenna to receive enough power to operate, eliminating the need for power lines. It was also not profitable and was discredited along with its inventor. So back to your mod: what is the reason for building the dam and fixing power lines? Engineering a dam is extremely difficult and receiving payment for providing the power would be impossible to ensure considering the anarchy of the Wasteland. Even if you were able to build a dam that didn't collapse when the water started to back up and install the massive turbines and generators needed and acquire the engineers and technicians needed to make it all work, what would stop the Enclave or the Outcasts are even a well organized group of raiders from seizing control of it? I remember a portion of the post-apocalypse movie The Postman wherein a group of people occupied an existing power generating dam, kept the power for themselves and defended their prize by shooting at anyone who threatened to take it from them. Altruism is one of the first victims when an ordered society collapses. Speaking of which: you cannot sell Fallout 3 mods made with the GECK because Bethesda Softworks owns the rights to the GECK and anything that is produced with it. You agree to that by downloading and using it. That is part of the long and boring text that nobody reads before checking [X] I accept this agreement.
  8. Replacing KF files with ones extracted from the BSA is redundant. Try deleting the files, or the entire meshes\characters\_1stperson subdirectory if there are no custom animations in there that you want. If a secondary _1stperson override folder does not exist, then the game should revert to the existing KF animation files in the original BSA.
  9. Bed ownership is selected in the reference window for each bed. To make all beds available you would likely need to select "None" as the owner for each bed reference. Can't say for sure, but that might also mess up a good many NPC sleep AI packages.
  10. I don't know... let me see... could it be... SATAN????
  11. OP writes an inflammatory thread title and first post, tells everyone they misunderstood, anxiously tells everyone to chill out, argues again and again that he doesn't want to argue. Smells like attention w#O73 stuff to me. Could simply put a post for new practical full body armor mods in the mod request section, but then it might be ignored, so places SEX in the mix to draw attention. Gets people salivating like Pavlov's dogs for no good reason. This thread should be locked, lost and forgotten IMO.
  12. Yes, and 90% of reported statistics are made up on the spot. Any point worth making is worth exaggerating, right? I just looked though several pages of armor mods and the vast majority were simple retextures of vanilla armors. That means they aren't "mature content". You and the other "regular" players have plenty of selections to make. Unless you sign a disclaimer stating that you are an adult and willing to see adult only content then you won't see it. How much more do you have to be protected from yourself? If you want to know of any hair mods on Nexus, then try looking at the category "Hair and Face Models". There are currently only (59) listings, so it shouldn't take you too long to go through them all. You probably want to check them out before there are (69).
  13. There is a script that allows notes to be played while hacking the computer inside Tranquillity Lane. You might check that out for ideas. Otherwise, first of all, don't select a sound that loops. If you add a DoOnce type of placemarker you can get the sound to play just one time and stop, else it will contine to play once the conditions of the script have been met. As an example, a script that could be attached to a triggerbox: scn SoundAlarmSCRIPT short DoOnce Begin OnTriggerEnter Player if DoOnce == 0 PlaySound OBJBuzzerBell set DoOnce to 1 endif End Begin OnTriggerLeave Player Set DoOnce to 0 End The first bit plays the bell sound one time. The second bit resets the DoOnce so that the alarm will sound if the trigger is entered again.
  14. I may be wrong, but if I remember correctly, I decided not to upload BSAs because I could get a better compression ratio without them.
  15. Not all NIFs are compatible with Fallout 3. I think that the latest version of Nifscope has a Fallout 3 compatible NIF export option. Other modders know more about the process.
  16. The transparent rips are part of the alpha channel, I think. I made ripped posters by copying vanilla posters, renaming them so that they don't overwrite the originals and then pasting my own pics in place of the vanilla images. Preserving the alpha channel from the original and using the same mormal maps as the original let me keep the tattered appearance of posters.
  17. It may not me that bad. If your mod does not depend on those particular cells it shouldn't be that difficult to resolve. The GECK makes copies of most anything that you interact with, whether you intended to alter it or not. You can start by using FO3Edit to remove any duplicates in your mod that are identical to the FO3 masterfile. Then, if you did not intend to modify those cells that you mentioned, you can hunt them down and delete them and their changes from your mod. That will allow the original cells and navmeshes to work again. FO3Edit makes backups of your mod, but I think that it is also prudent to make your own backups and store them in subdirectories before making any major changes.
  18. I would recommend that you download the latest version of FO3Edit and check your mod with it. Miax's Fallout3 Training Manual for FO3Edit can help to guide you. The GECK can do some pretty strange things behind the scenes and FO3Edit can help to root them out and resolve them.
  19. I think that FO3Edit can help you find a clear up mod conflicts, but it still needs FOMM to do the actual ordering.
  20. I'm finding miax's Fallout3 Training Manual for FO3Edit very helpful for those sort of questions. http://www.fallout3nexus.com/downloads/file.php?id=8629 "You cannot simultaneously prevent and prepare for war." ~ Albert Einstein
  21. Okay, I'll bite. My one and only mod contribution so far is Return to Shady Sands [ http://www.fallout3nexus.com/downloads/file.php?id=8219 ]. Sorry, but I can't offer my soul to Lappy, though. It is already spoken for.
  22. If you open the GECK, and type vertibird in the filter box in the upper left hand corner of the Object Window, then scroll all the way down and select *All, you will see a big list of things related to vertibirds. That includes meshes and scripts. The meshes are kept in the Fallout - Meshes.bsa [Vehicles\VertibirdGround01.NIF]. You can extract the NIF with the Fallout Mod Manager's BSA Unpacker and then import it into a modelling program.
  23. Fallout Mod Manager works well for arranging mod load order.
  24. The meshes and textures of vanilla objects are in the BSA files that were installed with your game. Mods don't delete or modify them, they just push them behind the scenes, so to speak. Deleting mod meshes and textures for an item should allow the originals to show. I don't understand why you can't just deselect the mod from the datafiles that your game is using though. Most mod readme files describe methods to uninstall the mod too, if there is no part of it that you want to continue using.
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