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BadPenney

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Posts posted by BadPenney

  1. Would ending effects call for a timer? Or is there a simple command that can end the effect (like blurring, shaking, etc.) like after entering a door it ends?

    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.

  2. 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.

  3. 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?

  4. 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.

  5. 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.

  6. Just rename the esm or esp files then.

    Ah.. let's rename this A and rename that B. Not hard, is it?

    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.

  7. Sure, I may be missing great mods users have incorporated to Fallout 3. That does not give the submitter of said mod to confuse the downloader of said mod a right to make it difficult to for said user to associate the said file for which they (the user) is expected to rate.

     

    If the user can't find the file to implement due to difference of title, how can they rate the mod in question? This the challenge not only I myself face, but many members on this forum face.

    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.

  8. 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

  9. 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.

  10. If an author of a mod doesn't name the downloadable archived files in a manner which makes it less frustrating for a potential user / rater to find the file after downloading then I will not endorse the mod regardless of the content contained within.

    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?

  11. Max is the most awesome NPC I've ever seen but the voice is a bit too Australianish. I know in his first Mad Max he had a bit of an accent, but this one sounds a bit exaggerated (no offense)

    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.

  12. well I got into the cave of death, but unfortunately I couldn't get the IR goggles or the Holotape, there was only one Super mutant that had any loot and it was a Super Mutant Brute with a Perforator Minigun (compliments of FOOK), I checked my Apparel for Night Vision Goggles and my Notes for anything new but no luck. RTSS may not be FOOK compatible (I noticed it isn't Sharing and Caring companion mod compatible either, had to disable that mod to avoid frustration)

     

    also, any particular reason why you decided to name him Lars instead of Aradesh? was it just for the Star Wars reference?

    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.

  13. 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.

  14. How do I make an activator to the Vault 101 door I have in my Vault?

    Because when I want to open it now, I have to use the console...

    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

  15. I had put this in the Mod Troubleshooting section, but it seemed more fitting here.

     

    Alright, so, I'm no pro modder, by even a stretch of godlike proportions. What I *usually* CAN do though is make new weapons in the games respective editors, and I have figured this out, mostly, in the GECK, but I have come to a brick wall: The gun is meant to be an Expirimental Crowd Control pistol, being worked on before the war to help with a growing number of "insurgents" and "non-patriots". It is not meant to do much damage, not by a long shot, but is simply meant to temporarily stun the target and surrounding targets with a small concussive blast (the main target obviously getting a small amount of injury). The problem with the pistol, although effective, was TOO effective, the concussive force was bone shattering and threw the original target quite a distance, with surrounding targets only receiving concussions, and herein lies my problem with the GECK: I have upped the force of the projectile to immense levels, comparative to normal bullets, and lowered the damage, even made a tiny explosion that has the "Always knocks down living actors" tag, but all it does is "tickle", doing a paltry 3 dmg, any feedback?

    Is there any way to add a stop combat command to the affected NPCs? Maybe add something similar to the Mezmetron?

  16. 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:

    Queued ref 'FloorSitMarker' (02011432) of type FURN took 46.99 ms to PostProcess. This may cause a hitch

    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.

  17. Hmm, I'm sure this thread was less empty when I last saw it.

    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.

  18. 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.
  19. 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.
  20. 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:

  21. I've only just started to use FO3Edit, so there is a great deal that I don't know about it. I've been using it to smooth out conflicts with my mod and Fallout3.esm. Now I see that there are a number of bad conflicts with my mod and Broken Steel. If I am reading the data properly, it seems that I have inadvertently made multiples of quite a number of units from Fallout3.esm while creating my mod. When I check Return to Shady Sands against FO3 the multiples look nice and green with no conflicts. It looks as though they are often times identical to the original information.

     

    When I put Broken Steel in the mix though, it seems that many of the multiples are creating fatal conflicts to Broken Steel files. I assume that this is because Broken Steel is overwriting items in the Fallout3.esm, and then the multiples of those items in my mod subsequently overwrite Broken Steel's changes and reset those items back to their original form. I suspect that this process will cause conflicts with other mods as well.

     

    So, my question is: How do I remove those unnessary file multiples so that the original items can be modified without interference from my mod?

  22. I have seen freeze ups like that with Fallout 3 and no mods at all loaded. Doesn't even respond to Ctrl-Alt-Del. There have been a few occasions when that happens and then recovers a moment later where I see an error message about a conflict with my graphics card ( this happens on the computer with the NVidia 9800 ). I sometimes wonder if this happens because I have my screen resolution normally set much higher than FO3 uses. No real evidence of that, just superstition I guess.
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