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BadPenney

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Everything posted by BadPenney

  1. No. I was afraid to. Would it help or hurt?
  2. I did try that, and then loaded a savegame from before I had either it or my mod running. No difference. I found out how to tell what version of FO3 you have running. It's in the properties description of the file. Must have been a bit longer since I patched Fallout than I thought. The only other patchfile I had in my data directory was Fallout3_v1.1.0.35. I'm thinking about re-installing and removing 1.6. I thought it was supposed to be better than 1.5. Apparently that just means that it has a different set of problems.
  3. I've just updated my copy of Fallout 3 with the 1.6 patch and I've spotted some very obvious problems with my mod. The last time that I updated was in February or March, so I think that I may have been using Patch 1.4 up to now. I don't see any indicators on the Load screens to tell for sure what version is running. I'm also using the Fake Patch. The problem that chaps me the most is that every tree that I've moved to clear space for my town has tree LOD textures back in its original location, many of them floating in mid-air. I've tried the Update Distant LOD Data function in the GECK and generating tree LODs but to no avail. Can anyone point me to a solution to this? I also see that all NPCs have white bodies now, except for one custom race character I have that is directed to a Type V body and textures. That issue may not affect people who are using body replacer mods, I'm not sure, but vanilla chars are skewed. It's the LOD thing that really takes the biscuit though. I can't foresee releasing a mod with trees sticking through houses and hanging in air, at least for people running the newest patch. Any help would be greatly appreciated.
  4. I'm curious about this script command MarkForDelete. If I have a persistent object that is no longer necessary and I script it to be disabled and then mark for delete, will it reduce the size of subsequent save games?
  5. Maybe 0 spread does not compute. Try boosting it a hair?
  6. I had to play test the Yankee Trader caravan quest with a companion to see how it would work. So I made a video while I was at it. It highlights 4 gamedays in 4 minutes. I saw no problems with bringing a companion along. On the contrary, Fawlkes proved to be quite useful. Either he directs his fire very well, or the caravaners don't flinch at his friendly fire (they'll shoot players for it though). I've set the caravaners to be essential when they are running the circuit alone, but if a player signs on as a quard then Raven, the caravan boss, loses her essential status. So you have to keep her alive. She's pretty tough, and regains health after combat like a companion, but she can die. If she dies you fail the quest, and she won't respawn. Having Fawlkes along improved her survivability, so I have no more worries about companions on quests. Raven and her crew show up after the Fargo Trader quest is completed successfully. They will loiter outside the entry gate into Shady Sands indefinately until you talk to Raven. Then whether you sign on or not, their circuit begins. There are 2 half circuits between Shady Sands and Canterbury Commons that pay 500 caps each, and a player can do them in any order to get credit towards the Yankee Trader Perk, which gives a 10% discount when buying from traders. She will only offer work while loitering at either Canterbury Commons or Shady Sands, though she will still trade with if you happen to meet up elsewhere.
  7. Rather than expect some sort of global understanding about mods, I think that you should just be very specific about your wishes in regard to your uploads. If you want veto power over the redistribution of your work then say so on the page that presents your work; as in: DO NOT MODIFY, REDISTRIBUTE, SAMPLE OR OTHERWISE MAKE USE OF THIS SOFTWARE WITHOUT WRITTEN PERMISSION OF THE AUTHOR. Some people may ignore that anyway, but at least they can't claim they didn't know your wishes.
  8. http://thenexusforums.com/index.php?showtopic=137284 http://thenexusforums.com/index.php?showtopic=137133 http://thenexusforums.com/index.php?showtopic=136814 http://thenexusforums.com/index.php?showtopic=136597 Shockingly, your question is not unique. In order to save you the effort of bumping your thread every half hour ( or searching through old threads like I just did for about 90 seconds) I've posted 4 similiar questions. There might be more back there somewhere...
  9. http://www.fallout3nexus.com/imageshare/images/1103832-1248052493.jpg Fawlkes followed me into the radscorpion den. He said it was "Too fun". This pic has had the brightness boosted for readability. The real cavern is a good deal darker. It seems that I let some NavMesh problems slide as a result of not considering companion followers. So this has ended up being a good thing. In some cases I had altered the topography without updating the NavMesh for the area, causing problems like radscorpions materializing halfway inside walls and rocks as well as the follower problem. One of the interior cells that Paladin Cross glitched with had no NavMesh at all. Even though it is a pivotal room for the plot, I had place no NPCs in it and didn't create a NavMesh because of that. So I'm reviewing areas for NavMeshes now. I haven't updated to 1.6 patch because I didn't want to introduce more unknown variables in the middle of creating this mod. Before uploading to Nexus I plan to make a full backup onto a DVD, package and zip the mod nicely, update my patches and drivers and then re-install the mod as if I were downloading it to be sure that it all expands properly. I'm anticipating an upload at the beginning of August. That will give me time to tidy up, create a good readme, and also my data transfer allowance will be renewed by then. It's nice that some of you are looking forward to playing it. It keeps my motivation up. I think that it will prove to be a modest effort compared to DLCs and such, but I hope you find it entertaining.
  10. If your large wingspan metaphor means another overly massive project, then I might recommend soloing a few ultralights before trying to pilot another airliner.
  11. After a bit of searching I found that the maximum per file size at TES Nexus is 300Mb. I'll assume that FO3Nexus has the same limit. I'm familiar with a method of zipping files that, if expanded within FO3's DATA folder, will place files in the appropriate sub-directories. I've used 7-Zip for this in the past. Do RAR files allow a greater compression? I'm running into some difficulties playing my mod with a companion tagging along. It seems that they don't like to follow me into some of the interior cells that I've created. In some cases they wait outside, but sometimes they are simply gone when I come back out. I'm guessing that they are searching for me somewhere, because they are not "fired" when they finally return. Their disappearances also tend to correspond with erratic behavior from the Shady Sands NPCs, such as termination of AI packages and sometimes absence from town. I wonder if my scripts are clashing with the companion protocols. I expect that my scripts could stand to be cleaned and simplified to a point beyond my skill. I would recommend telling companions to wait outside while you go about town chatting with the residents to avoid losing them. In one case though, Star Paladin Cross did not follow me into the cavern that contains the radscorpion den during the first quest. Although I met up with her when I returned outside, it made her useless as far as a helper in the quest. She also tends to engage any enemies that I try to sneak past when she is following, but that is why I don't like companions to begin with. It is hard to be a stealthy sniper when you have some idiot tagging along who likes to cut loose on every fly and rat within range. It seems to me that even vanilla companions cause my mod to become less stable. I expect that companion mods might be even less sympathetic. I'm not sure what to do about that at this point, other than recommend that a player forego the use of companions. Maybe FO3Edit can help iron out issues like this? Not being familiar with it, I've been holding out from its application until I got close to the finish.
  12. I think this mod is nearly in the can. I'm doing a playthrough with a companion and looking for tweaks to make. So now I'm thinking of how to pack it for upload. I want it to be compatible with the Fallout Mod Manager, but know nothing about what is needed to do that. Is the process self-explanatory? If not, is there a tutorial for that? Or do I just zip the .esp and data and let FOMM handle the files for each player who has FOMM installed? I'm also unclear about the maximum filesize that can be uploaded. I expect that I may need to create more than one zipped file to get all the data onto the site, but would like to keep the number to a minimum.
  13. I don't recall her name, but there is a small town in the northeastern portion of the FO2 map in which a young woman lives with her father and brother. If you make the right moves, then she invites you to have a naughty. Unfortunately, her Dad breaks into the room whilst you are both in nudus delecti. You are invited, at point of shotgun, to wed his daughter or die. If you marry her she becomes your travel companion and you later have opportunities to rent her out. I think that Fallout 2 is overall the bawdiest of the series, which I quite enjoyed.
  14. "The King's English" is not an uncommon phrase, but since you pretend ignorance of it... I believe that it originated with the English King Henry V. He claimed that his only language was that of the common soldier who said what he meant, and meant what he said. He was actually quite a silver tongued devil. Which devil that might be, I will leave for you and Google to decide. Poor storylines, gameplay with no entertainment value and programming glitches rank higher as mod killers for me than poor spelling and grammar. I quite enjoy Mark Twain and William Faulkner because of their entertaining stories regardless of the grammar and spelling. But then, they wrote that way deliberately to represent the language of common people. Poor writing due to sloth is harder to take. "It all smacks of effort." said Bart Simpson. The GECK does have a spell check, and it will automatically prompt you for an explanation when you try to save a line of dialogue that its dictionary does not recognize. It will also provide alternate word choices and the opportunity to add new words to its dictionary. I find it to be handy. You would need to deliberately avoid it in order to insert words that are spelled incorrectly. It does not evaluate grammar.
  15. Couldn't I just sell my girl to slavers? Or pimp her out like in Fallout 2? :wink:
  16. While I don't agree that nothing kills my enjoyment faster than spelling and grammar, I do applaud anyone who makes the effort to speak the King's English. As far as being obligated to make errors in mods for the sake of lore, that is clearly nonsense. They are no more part of Fallout lore than are misplaced, floating rocks. I see them as failures in quality control, nothing more.
  17. Just out of curiosity... what does this mean? Does this mean there is a dress code? Quite flowery, that. Are the Knights militant thespians? Didn't this concept get floated some time ago?
  18. To be fair you should make for ways to lose points too: Say Sheila sees you buy Veronica a drink... -10 points. You don't call for 3 days... -5 points. You make naughty with Chloe... -100 & bullets fly. Or make the girls totally unpredictable. Say you proudly bring Daphne a clean pre-war stroller outfit that you just scrounged, and she runs away crying. And schedule about a week every month when you do the wrong thing no matter what you do.
  19. You can open scripts by pulling down the menu under Gameplay and clicking Edit Scripts... There will be a list of all the scripts in the mod plus the vanilla scripts. Hopefully the mod author named his scripts in a way that makes them easy to find. I like to name all of my additions so that they group together and are at the top of the stack. Another helpful tool is the Find Text function under the Edit menu. Try typing in likely words, such as "join", "warden", etc. After a slight wait lists of scripts, objects, quests. etc. will show up that might help you to narrow down the field of search.
  20. Open your mod in the GECK. Look at the upper left corner of the Object Window for a little box labeled "Filter". Select it and type STAIRS in it. Scroll to the bottom of the list in the Object Window and right click on *All. Wait for the list of all the stairs to show up. Preview them for something that looks good to you.
  21. The script that delivers the join/leave messages probably has not been adequately conditionalized. If the conditions that make the argument true are too broad then the messages will continue to display repeatedly. Try adding a limiting condition to the script, like a doOnce type of placeholder.
  22. Your script would never count down. This might work. The semicolons at the start of lines prevent that line from affecting the script, btw. The doOnce is to make it happen just once, instead of continuously placing things at you. Don't understand what the Mark for Delete is for. If this works, I expect that your character will die? Or is it just a light show?
  23. Well, it's your muse. I would be more likely to download creatures for Fallout that look like they come from Earth, though.
  24. Any truly unique material has to be created in a third party program and imported into the game with the GECK.
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