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BadPenney

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Everything posted by BadPenney

  1. Why is 48kHz better than 32kHz when the range of human hearing maxes out around 15kHz?
  2. Maybe, though I'm not sure if it is necessary. I made a similar script that allowed a player to move through a door without unlocking it. I had to make a script to prevent vanilla companions from following, if I remember correctly.
  3. Some effects have a built in duration, some do not. "Imod" to initiate an effect and "rimod" to remove one. A timer is one way to remove an effect.
  4. If you only want the player to go thru and not every Tom, Rick and MoleRat that stumbles into the trigger box, then: begin OnTriggerEnter Player player.moveto MyTriggerTeleportMarker end
  5. I've uploaded a Version 1.3 plugin today which will hopefully resolve reported bugs without adding new ones. :blush: UPDATE - Version 1.3 Notes Primary fix is the removal of duplicated file components that prevented compatibility with Broken Steel. Suspect that this correction will aid in compatibility with many other mods as well. Fixed Supermutant bug which prevented holotape quest item and night vision goggles from appearing. Fixed Shishkabob schemetic bug. Removed goodbye flag from a Max greeting. Altered Master Huo miniquest slightly. Altered Raven caravan route slightly.
  6. I tried to be kind to anyone who downloads my mod, so I named the plugin "ShadySands" and the documentation "Readme - ReturnToShadySandsV1.3" (currently) and all of the supporting files begin with the prefix "0001". I've also made the compressed file that contains all of the above into a FOMOD so that FOMM can install and uninstall all of the files automatically. You can also turn mod files into a FOMOD yourself that were originally uploaded without being made into a FOMOD, before installing them. Name the FOMOD something that makes sense to you. Then when you want to uninstall the mod, FOMM will seek out and remove any meshes, textures, etc. that are associated with it, regardless of how they are named. Simple enough?
  7. UPDATE just to document what I found out. It seems that I caused a great deal of trouble with AI Packages by using FO3MasterUpdate to turn my plugin into an .esm, and then using FOMM to switch it back. When I redid the process with FO3Edit only I don't see the total loss of packages, though I still see some more issues than I had before. I think it is probably poor practice to toggle master flag with a file that you continue to GECK. Better to keep the original esp.
  8. SPOILER If you put on the discarded raider armor before going to the Khan's place then no one would attack you. If you trick Gizmo by giving him Killian's dogtags, you can set Tandi free and she escapes. But if you don't run out as fast as she does then Gizmo should get word that Killian is not really dead and run to confront you, then attack you. There is always a chance that he will kill you very quickly, but if you kill him first then all the Khans will come after you and you can kill them all and Tandi will still be okay. Tandi doesn't always tell you to bark off. There are two random responses.
  9. Not that simple. If you rename my plugin file then you will not be able to hear any of the sound files. I was only sarcastic in my first post, btw. I do not really carry a digital thermometer at all times. It is mercury.
  10. It's like lawyers and politicians talking in here. First of all, you don't have to rate a mod that you download. Yes, some people like to have their mods rated and have them in this or that list, but then some people think it is important to have their names listed for most miles ridden backwards on a bicycle. If you download a mod and you can't find the file, then either the file has extemely bad documentation (named "readme" like a million other mods with no listing of pertinent file names), the name of the file is totally unrelated ( Mod name "Villa Fantastico", file name "x10.esp"), and/or you are computer illiterate. Since you are "practically a lifelong computer technician" I can't believe that you would be unable to find a file that you had just downloaded. Your position is based on something besides the fluffery that you have been throwing out since your initial post. It is a pet peeve. "Baelkin, I see and understand the point you are making, but, how does the attempted association contribuite to the overall welfare of the author of the mod and this forum?" That is pure scritti politti. If you have a personal gripe, enough said. It is not a bad point to make, either. The threat of shunning anyone who doesn't conform to your suggestion adds no weight to it though, in fact it is more likely to bring out resistence to your suggestion. Maybe you can see that happening already.
  11. Stewarty should open the inner door if you give him some caps. Sometimes he is a sport and messes with you a little, but he shouldn't cause Tandi's death unless you mess with him back. I reckoned that most gamers would try going in with guns blazing as their tried and true method. That is why she will die everytime you try that. "Deception is the Art of War" ~ Sun Tze
  12. Is it possible? Probably. How much work? Massive. Possible to make weapons and equipment make the difference instead of player stats? Why not. That's why I use firearms instead of melee. Sam Colt made everybody pretty much the same size, right? Separating skills from stats? Well, a nearsighted sharp shooter who has lost his glasses would still probably lose out to a so-so shot with 20/20 vision.
  13. I know the feeling. I myself refuse to eat anything that is not served on blue willow china at precisely room temperature. I keep a digital thermometer with me at all times, for that reason. Since the file page and fomod for my mod are titled "Return to Shady Sands" and the actual plugin file is called "ShadySands.esp" then I suppose that you will refuse to download it. This is a black day, indeed. BadPenney Alias BadHalfPenney A.K.A. Can you spare a cutter, brother?
  14. Just give me a black powder blunderbuss and me cutlass, mateys! You can keep your newfangled plasma rifle in the 40 watt range ya smarmy pantywaist crybabies! Arrrr
  15. None taken. He sounds more like Crocodile Dundee than Max Rockatansky to my ears too. He likes the sauce a lot more than the original Max did as well. Reel gives you +3 Charisma, but everything else is negative. Mostly the drinks were just an excuse to play with FX, though Old School will help a player hack Razslo's terminal if their Science skill is a bit too low.
  16. Is there a Lars in Star Wars? I named him Lars because the guard at the front gate of Junktown in Fallout 1 is named Lars. Seth was the gate guard at Shady Sands and he is a bot. Killian was the mayor of Junktown and Aradesh was the mayor of Shady Sands, but there can be only one. I think that Killian could take Aradesh. I think that the problem that people are having with the holotape is because I didn't save the Supermutant that is carrying the holotape and NV goggles as a unique type, but mistakenly replaced the vanilla Supermutant brute with him ( likely a result of working on my mod when I should have been sleeping ). His inventory could then be easily overwritten by a mod like FOOK, which probably gave you the minigun instead of the holotape quest item. I've fixed that issue along with many others in the update that I'm working on. Only problem now is the AI Package stalls in Shady Sands that have seemed to have gotten worse in the update. The only lead that I have gotten on that problem is flaky NavMeshes. I am trying to revise them but they are kicking my butt. I'm on my 3rd attempt. Now Seth keeps moving but Lars and Jesse have decided to guard the town from outside the walls. If I do another mod I think that I will avoid modifying Wasteland exterior cells.
  17. Don't worry about messing with it in NifScope. Use update facegen model availability in the GECK under the character pulldown menu. That will set it right. If this isn't in the FAQ section already then it should be.
  18. I'm surprised that it doesn't open already, but try adding an object script to it. Make sure that you rename it so that you don't overwrite existing vault doors. scn MyVaultDoorSCRIPT Begin OnActivate Activate END
  19. Is there any way to add a stop combat command to the affected NPCs? Maybe add something similar to the Mezmetron?
  20. I continue to get instances in which my NPCs lose their way and stand in place rather than execute their AI Packages. I'm looking for any information about why this happens and what can be done to remedy it. Sometimes I get messages like this in the GECK also: I'm wondering if this might have something to do with package drops, but even if it doesn't I am curious about methods to speed up PostProcess times.
  21. I had to make lip files with a copy of Oblivion's TES Construction Set, because the GECK won't do it. It is a bit more complicated than it should be, but possible. I think that there are more detailed guides and threads out there concerning the process if you search a bit.
  22. It seems that we lost nearly a days worth of posts a couple days ago. I was guessing that it had something to do with the server changeover.
  23. FOMM seems to have saved the day for me. It looks really clean and still runs. My .esp filesize has gone from 6,111KB to 3,830KB and the only conflict that I had to resolve with Broken Steel became changing a dialogue priority from 55 to 57. After a few small unrelated tweaks I'll give it another play through before uploading a revised 1.3 that I hope will clear out current bugs.
  24. You will need to apply your retexture to the GO helmet as well. You shouldn't need to diddle with it in NifScope, just create a textureset of your new .dds and apply it to the wearable nif and the GO nif in your armor's edit window. This will overlay the nifs that are saved in the meshes - bsa and spare the need for copied nifs in a secondary meshes folder.
  25. Thanks for the reply VE, but I think that I have stumbled onto another solution. It looks as though the Fallout Mod Manager's plugin editor is going to do the trick for me. Opening my .esp there will allow me to delete all of the units cloned into my file without affecting the parent units from FO3. There were far more than I suspected too. I did a quick hack job that left me seeing mostly single incidents of items in my mod with only the items that I had intended to be modified still showing doubles. I was able to start Broken Steel with R2SS enabled, since there were no longer secondary copies of FO3 scripts interfering with it. I'm going to back up now, reload a backup copy of my .esp that I haven't altered with FOMM and proceed again like an old fox crossing thin ice to make sure that I clean out all the superflous feces without cutting away anything that the mod really needs. I have a feeling that this will absolve a multitude of sins for my mod and resolve conflicts with other gamer mods as well as Bethesda's works. I expect that it will reduce the overall memory footprint of my .esp as well. I'm certainly glad that there are smarter people than me around here to create utilities like FO3Edit and FOMM. :biggrin:
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