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BadPenney

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Everything posted by BadPenney

  1. 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?
  2. 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.
  3. Deleting vanilla objects from your mod rather than moving them or disabling them can be risky.
  4. This fellow posted that albino scorpions were spawning right by the front gate of Shady Sands (which had no creature spawn points in FO3 of BS that I can see ) and near the southeast tower guard station ( which had 3 mole rat spawn points that I have already disabled ). Makes me think that he might be getting some overflow from MMM. I'll check with him. Thanks for the replies.
  5. Tested with level4 - work with terrain,objects and visible_when_distant objects(world_name.level4.high.) level8-32 not tested(we don't need them anyway), but there shouldn't be any difference. So, to put it simple. If level4.x<=Your_cell_coord_x<level4.x+4 && level4.y<=Your_cell_coord_y<level4.y+4 , then this NIF contain LOD for Your_cell Two Wasteland cells that I had to modify were Wasteland.Level4.X-4.Y24 and Wasteland.Level4.X-8.Y24. They are immediately adjacent east to west and just a bit south of Oasis on the map, on Wilderness -5, 25. Does that fit your equations properly? Some of the objects that I had to create LOD for in the same area share the same coordinates ( though at least one of them is on Wilderness -3,24). None of the trees that I had to modify seem to match up though. All of them were Level8, and none of them share the same X and Y coordinates. I hope that you are onto something. It would make a great modder's resource to see a map of the Wasteland the matches GECK coordinates with LOD coordinates. Sort of like a Rosetta Stone.
  6. I searched forums for a bit about these creatures but didn't find the information that I'm looking for. I've been told that a person who tried playing Return to Shady Sands found that the town was being overrun by albino radscorpions from Broken Steel before he was able to finish even the first quest. So I downloaded that DLC and I've finished the quests (I think) and still see none of the dreaded beasties anywhere. The only thing that the BoS seems to want me to do after blasting the Airport is to find cameras and mutant blood. My character is still only level 23. Do the scorps only show up after you reach a higher level? I am patched to 1.7 and have only Fallout3.esm and Broken Steel enabled right now. Also, when I load FO3 and Broken Steel into the GECK, I don't see any unique spawn points for Albino Radscorpions, so do they come from the same spawn points as yao guai or mole rats? Or is it a possibilty that this particular player is seeing spawns from another player mod instead of BS?
  7. It might make sense, but did you test it to see if it is true?
  8. Must it be an object script? Would you consider making it a quest script instead? You can even create a quest that does nothing more than act as a placeholder for a script that provides variables. Then you can set those variables from dialogue topic result scripts, use them as conditions for dialogue and AI packages, and call them from other scripts.
  9. You can also add custom animations to the list of Loose animations in the GECK, add those animations to Idle Markers, and have NPCs perform the animations autonomously with Sandbox or Patrol AI packages.
  10. Well I believe that cream rises. Mods that successfully do what you say would be required for your certification are most likely already the ones that stay in the most recommended lists. So you propose that you take some of those "popular mods" and give them your GoodModKeeping Seal of Approval and then people will look to you as an expert judge? The process is already under way as a function provided by the Admin of Nexus, has been underway and has undergone polishing by Admin since Nexus was formed. It is a democratic winnowing process, and mods of different types can gain acceptance within a niche of players who might hate other "certified" mods. I think that if people like a mod they will play it whether you certify it as good or not, and word will get around that such and such uncertified mod is fun. They will also avoid well documented unappealing mods whether you certify them or not. Depending on which way that popularity wind blows your certification might likely be added or rescinded, just as you now propose certifying the current most popular mods. Personally, I preferred the recent posts that tried to bring to light mods that the posters considered undiscovered pearls. See, right now everyone can weigh in on mods and in effect certify them with their recommendations. I question whether a Nexus Certification isn't more or less a way to make the vote of certain individuals have more weight than others. If one person makes a recommendation for a mod and says: "I endorse this mod because I like the attempt to standardize ammo so that various weapon mods don't come into conflict or start causing unnecessary confusion in ammo types." his vote doesn't count more than the guy who says: "I endorse this mod because it makes all the women nekkid with big hooters! OORAH!!! 10 out of 10!!!" Something tells me that wouldn't rate as high for your certification standards, but among the big hooter crowd it is much more important than standardized ammo. And who is to say which is more correct?
  11. I think that Fallout 3 will need the same image size multiple for .dds files whether it is done with PhotoShop or Gimp, else the files that you find in the texture bsa would have more than those specific variables.
  12. This might be common knowledge to many, but it was new to me: I had never heard this before but I tried it out and it works. I went into the options menu and turned off Save on Rest, Save on Travel, and Save on Wait. Then I played through the the first 3 main quests of Return to Shady Sands and saw not one lost AI package, no funky weapon carries and no CTDs the whole time. So if you are having those sort of problems with my mod, or any mod, trying turning off Autosave features and don't use Quicksave. The loss of convenience is more than compensated by better gameplay. I thought that this little nugget was too choice to let go overlooked.
  13. You are a goddam genius! Whether you figured this out yourself or not I am indebted to you, but you'll have to settle for kudos cuz I'm too cheap to pay. I just did what you suggested and played a quick run through of the three main quests in my mod Return to Shady Sands and saw not one lost AI package, no funky weapon carries and no CTDs. Thinking back now they all started after walking through doors, fast travelling, resting... all the autosave enablers. I have to post this for people having those problems with my mod. I think there are a lot of us noobs that don't know this. I shall be forever in your debt, wanderer!
  14. That is referring to the size of the saved image. If you check out one of the .dds files you will see that they all have certain sizes that are multiples ( 3.556 inches, 7.111 inches, 14.222 inches, etc.) as long as you save your .dds in the same way it will be saved properly. Doesn't matter if you save per pixel size, inches or centimeters as long as you use the same specs that FO3 does.
  15. So do recommend turning off Save on Rest Save on Wait Save on Travel since they autosave?
  16. NVidia has this site: http://developer.nvidia.com/object/photosh...ds_plugins.html That would probably have something that would work with CS3. Not sure if it works with graphics cards other than NVidia's though. If you use some other manufacturer's graphics card, then you might need to Google for something similar, or go back to the 3rd party dds to jpg converter that you found.
  17. You could unpack their images from the Fallout3 textures bsa and get the highest resolution possible, and they would not be angled like they might be if taken from screenshots.
  18. You should be able to pushactoraway without using a weapon if you specify unarmed. Maybe create a perk gained through a quest or something. A script something like: scn ForcePushSCRIPT ref myself Begin OnHit Player if player.HasPerk ForcePush if IsWeaponSkillType Unarmed set myself to getself player.pushactoraway myself 5 endif endif END Adding a stop combat command might let you push people around with them taking offense. Don't think this will work as is without additional work. Of course if it did work then it would work with any unarmed attack. Perhaps it could be linked to a variation of the brahmin push animation in a manner similar to paralyzing palm. Just free associating, feel free to disregard. I might dabble with this more myself. I like reinventing the wheel and I thought the brahmin push animation was funny when I stumbled on it in the GECK and tried it out.
  19. Create a custom playable race that is directed to the custom Alice body meshes and textures in the GECK instead of the default ones. Create a new character with that race option selected or use the console to change the race of an existing character to that race.
  20. You don't need Gimp if you have Photoshop, you only need to download the .dds plugin for Photoshop in order to edit FO3 textures. In can be downloaded from Adobe's website for free. Many people like Gimp because it is free, but if you already paid for Photoshop than it will simply be redundant. With Photoshop you can edit the .dds files directly without converting back and forth to .jpg. The textures that you need to unpack from the .bsa files have .dds extensions, not dss. Any associated meshes use .nif extensions. Fallout Mod Manager will let you pick and choose the files that you want to extract. Extract is a button selection from the BSA Unpacker that you click once you have highlighted the files that you want. If you select more than one file at a time and direct them to be extracted into the Data directory of your Fallout 3 installation, FOMM will maintain the subdirectory placement of the files, creating appropriately named folders as needed. This can be helpful. You do not have to worry about biped characteristics with posters, they are static forms and have no legs. You may want to download NifScope. If you find the poster that you want to retexture in the GECK, you can open the edit window for that item and find the name of its associated NIF. If you extract that NIF and open it in NifScope then you can find the name of the .dds files that are associated with it, and then extract those for editing. By choosing the .dds files that you are editing in NifScope you can check your new textures to see how they look on the meshes. The image will update each time that you save your .dds file. I understand that the GECK has a viewer that can be used without opening the full GECK editor. I haven't used it yet because I am familiar with NifScope, though I hear that the GECK viewer gives you a truer idea of how your image will appear in game. Copying an urban poster and giving it a unique ID is a good idea so that you don't overwrite vanilla posters. Copying the textureset for that item is also a good start as long as you also give it a unique ID for the same reason. If you create a unique textureset and apply it to an existing mesh, then you only have to provide a folder with your new .dds file. You won't have to keep the .nif if you used it to check your work. It can be deleted once you are finished editing. Most of the posters in the game have .dds files that provide images for more than one poster. Four posters per .dds is common. You just need to make sure that you put your edited images in the same locations as the original so that they are mapped onto the mesh correctly. The nice part of that arrangement is that you can make 4 new posters and only have one .dds file for all of them. You can usually use the original normal texture for posters; they just give a slighty wrinkled look to the surface of the poster most of the time. A nicely redone poster can be had just by assigning your full color image to the diffuse texture slot of the textureset. If you want to keep the ragged edge look of Fallout 3 posters then be sure to preserve the alpha channel data of the original .dds. In Photoshop the selection for mini-maps is "Generate Mini-maps." I believe that I normally use the DXT5 ARGB 8 bpp interpolated alpha generate mipmap save option for posters.
  21. i think that there is a "force push" type of mod that uses a variation of this: scn VictoryRifleKnockdownScript ref myself Begin ScriptEffectStart set myself to GetSelf player.pushactoraway myself 5 End
  22. The usual method, I think, is to create the dialogue in a Quest and add an NPC to the dialogue rather than add dialogue to an NPC. So if you are editing the NPC, clicking on the dialogue box and then trying to drag default dialogue onto your NPC then you will likely get no joy. You could edit new dialogue, but it would have no voice unless you create it. You might be able to get a custom NPC to speak vanilla dialogue if the NPC uses one of the default voices, but I think that you would still have to locate the dialogue and add the NPC to its list of users. Even with that, dialogue conditions might still prevent your NPC from delivering the line, and changing conditions could have bad side effects. Default dialogue also has the next dialogue choices already scripted, and so might be difficult to use unless it is a short hello/goodbye type of line.
  23. Check out GECK tutorials. No matter what you do you can always undo it it by dumping the .esp that you create. You won't modify Fallout3.esm with the GECK, so no worries there.
  24. How do you change the super mutant list? If you edit one of the supermutants you will see a "weapons list" box right under "Creature type" in the center of the edit window, "Supermutant Weapons" is the default selection for supermutants. It may be a good idea to create your own list, but f you just want to add to the default list then open the Miscellaneous directory of the Object Window. Find the Form List sub directory and open it. Scroll down until you find the SupermutantWeapons list and open that. A smaller window will open that shows all of the current weapons in that list. Leave that window open but go back up to the Items directory of the Object Window and open it. Open the Weaopns subdirectory and find the weapon that you want to add to the list. Left click and drag that weapon into the SupermutantWeapons list window. Close and save. Now any NPC that uses the SupermutantWeapons list will be able to operate that weapon if it is in their inventory. Money back guarantee.
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