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BadPenney

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Everything posted by BadPenney

  1. Actually I found a dead wastelander much like this in rhe vanilla game while modding. He is on top of a small hill near Oasis. His note starts with "F*** it" and describes how he has given up on life, went out into the wasteland and took 20 hits of psycho so the wasteland would eat him up. You are welcome to anything left on his body, which is surrounded by dead molerats. Probably OD'd eating him. Sounds like a fun mod though. The wasteland is a hostile place to mod I have found, especially if you plan to upload. Lots of mods could overwrite your changes because the Wasteland is heavily modded, especially near populated areas. That wasn't something I really considered much at first, so just a heads up for you to consider.
  2. Don't panic. It is okay. There are ways to undelete things. You haven't really lost anything, you have just told the game to ignore stuff. I recommend that you download FO3Edit if you haven't already done so, along with Miax's Guide for FO3Edit. It will allow you how to find out what you deleted and undelete those changes to your mod. Read the instructions, be thorough and careful and you will be alright. There are many other useful applications for FO3Edit that you should become familiar with too, once your current situation is resolved.
  3. If you want to repaint the terrain so that it does not generate randomly placed grass or brush it is not so difficult. Highlight the cell quadrant that you want to paint and press ( i ) to display the landscape textures that are already painted there. There are variations of most textures. Landscape textures that generate grass end in "grass" (for instance: LDirtScumWasteland01 and LDirtScumWasteland01Grass). You can delete the grass version and repaint with the no grass version. Sage is the term for the random bushes. Deleting landscape textures can cause drastic changes in appearance. I believe that there is a maximum number of 7 textures per landscape tile. If you find that you can't paint anymore it is likely that you are already max. Placing objects in the Wasteland in places that aren't already painted with grass or sage is the most reliable, since repainted Wastelands are easily overwritten in mod lists.
  4. Was that within the past week? I may be seeing a little slower performance online at times but it may be paranoia since I see no excessive CPU usage. My connection is a bit slow anyway. I am more interested in any current issues that people are experiencing rather than non-specific discussions about operating systems, browsers, firewalls or anti-virus software.
  5. Can you see any markers or triggers? I think it is the M key that makes them toggle visibility. I've sometimes placed items under the floor without realizing also.
  6. Another option would be using result scripts on the NPCs' AI Packages to change clothes. Give them a travel package that takes them to the location of their bed. When they reach that location then set their sleep package to begin. Within the AI Package edit windows are places to add result scripts at Begin/End/Change. You can tell the NPC to unequip their PA and equip their nightshirts (or go commando) before settling in to sleep. Reverse the method in the morning at the beginning of the travel package that begins their daily routines. This method eliminates the addition of trigger boxes around beds and also allows the NPC to use whatever bed may be available since it is activity triggered and not specific to a certain trigger box.
  7. I think that this is a practical method. I used a similar script idea for custom alcohol/drug effects, but did not choose one of the looping sounds. My sounds only triggered one time at ingestion and had limited durations. Some non-looping sounds have long durations though. If you make a chem that wears off in 30 seconds and add a timed script that causes a 5 second long sound to play every 5 seconds until the 30 seconds is done, then you can make a very long duration sound that doesn't degrade into a neverending cacophony. Cipscis's timer tutorials should make the process clear if you want to try that method.
  8. I read some posts by admin about malicious code attacks on the forums by Ukrainian hackers. It seems that this is exactly the wrong time to ask further questions of Robin due to scheduling, so I will place the question to the forum at large. Do the malicious code attacks on the forums include targetting visitors to the forums? If so, how sophisticated is their work and are there any recognizable symptoms if my computer has been ghoulified? My sweeps show nothing, but then I am not a hacker. I guess what I am asking is: does anyone know anything more?
  9. http://th02.deviantart.net/fs71/PRE/i/2010/191/0/4/Bucketheads_Comic_by_BadHalfPenny.jpg I'm not always into realism. Sometimes I really like that old fashioned corny science fiction too. I've found some outlet for my control freak tendencies in making videos like Bucketheads, which is also giving me a chance to work out storylines and scripting ideas for a real game mod. I can make combat work just the way I want in a video, but that leaves no options and choices for the viewer. I have to have lots of choices when playing a game to have fun, so I'm trying to work out another mod that can operate incependently but concurrently with other mods in an attempt to make as many choices as possible available to anyone who happens to play it. That is an interesting challenge also. It will have to involve quests and puzzles that cannot be solved with advantages given by other mods without trying to oppose or override them. Recent adventures in the GECK have reminded me of all my dissatisfaction with it, so I am waiting for the release of New Vegas and its GECK in the hope that it will be new and improved, more reliable and less frustrating, before continuing serious work on another player mod. New Vegas also seems like a more appropriate location for a vault with a self aware AI that was designed to produce androids for entertainment but has since decided on its own agenda. Thanks for all of your inputs.
  10. I want a mod that not only gives me all the credit for my companions' kills but also makes them take all the blame and bad karma. It could be called "The 2nd Lt. Mod".
  11. If there is something like that, then Ghogiel's Star Wars thread is likely the best way to find it.
  12. I used to agree with this statement and even advised people to use this approach, but I have reversed my opinion about uploading duplicated vanilla meshes. because: if you retexture clothing and armors from Fallout 3 by creating new texturesets that reference vanilla meshes then your mod will work as expected unless it is put to use by someone who also has a mod in their load list that replaces vanilla meshes with custom ones. For instance, if a type of overhaul mod not only retextures combat armor but includes a new mesh for combat armor with different UV mapping then your custom texture for combat armor may very well not work properly when your mod is enabled in the same load list. Personally, I find overhaul mods obtrusive and don't download them, so I can't say how often this sort of situation might arise. But if it can happen then it will happen, so my approach from now on with retextures in my mods will be to create unique items in the GECK that are referenced to uploaded duplicates of FO3 meshes. The additional size of the mod seems like a small price to pay compared to the inevitable irritation caused to mod users when their mods clash.
  13. Yup. Keep your party down to just you and old Regulator to garner all the glory.
  14. I hesitate to recommend that you buy a program when the free one that you already have is probably sufficient at this point. I only brought up SoundForge because it is the one with which I am familiar. The key is learning to use the tools that are available to you, not seeking out even better tools that you still don't know how to use. I found this site that discusses Audacity and Pitch, Amplitude, and Waves. I am sure that there are more resources like it that will help you get the most out of your program. If you want to spend money then I would recommend that you first invest in the front end sound sensor and get a good but simple condensor microphone for your PC. ( Garbage In, Garbage Out, as they say.) Then as you learn to get the best results from your input, you can experiment with your source data by manipulating it with your software. Again, don't go overboard on the price of the mike. You could end up like the guy who spends big money on a camera because it is just like the one used by a National Geographic photographer, and yet still gets his fingertips in his photos. Upgrade your equipment as your requirements demand it. You can also get some clean sounds from sites like the Freesound Project and use them as source material for experimentation. If you end up using sounds you find in their library, they ask to be given credit, much like modders in the Nexus library.
  15. That would put an end to my quest mod alright. I sympathize about the radscorpions though. Those flying pterydactyl creatures in Morrowind used to drive me mad.
  16. I've been having some fun with sound files, but I don't know about Audacity and its functions. I like to use Sony SoundForge for recording. I suspect that many of the functions are similar. Your microphone is important. Condensor mikes are good. Headsets are low fidelity units and should be avoided. I don't recommend using noise suppression when recording. It is an automated, generic process that removes information before recording it. I would rather record all audio data first and then use a noise gate filter to remove undesirable noise by setting the decibel levels manually, preserving as high a signal to noise ratio as possible. A quiet recording environment is necessary too. You can make acceptable recordings without a sound studio but there is only so much that noise reduction can do. I'm lucky enough to live next to a park instead of an expressway. Using line conditioners on your power supply and turning off electronic devices and fluorescent lights nearby can reduce the amount of electrical hum in your recordings. I use effects in SoundForge to help me get some extra variation when using my own voice. Pitch contouring can make you sound much different; older or younger. I'm even finally having some success altering my voice to sound female. It is also good to be a ham actor and to have a recording space that is not only quiet but private enough that you can make some noise, even shout if necessary. As long as you set your recording input levels such that you don't get hard clipping on the peaks then your recordings are usable. You can't mutter words and then just increase the volume to generate dramatic dialogue though. It is important to have fun when you are recording dialogue. If it feels more like a job than playing like a kid then your recordings will probably be boring no matter how good your gear and software. If you don't know any friends that are silly enough to come over and play, then you might still be able to get usable vocal files of other people from the net. I like to use Marcel Duchamp's "found object" approach for dialogue sometimes, which in this case involves searching through open source creative license recordings for interesting bits, and then finding a use for them as mod dialogue. There are a surprising number of audiophiles recording all manner of high fidelity files and uploading them for others to use. Splicing and mixing the source files can provide even more material.
  17. I was able to make vanilla female leather armor look black instead of brown by importing the .dds file into Photoshop and converting it from color to black and white. I did a little more than that by adjusting brightness and contrast and doing a few detail changes like adding some glossiness to the leather, but it is really rather simple to keep all of the original scuff marks and such when retexturing armor.
  18. Now that you have gotten GECK to load up, get into the habit of saving your mod file often. The GECK is a finicky beast and is prone to locking up, freezing and crashing just after you have done important work. Have fun :)
  19. You've gotten good advice already. Replacement mods are popular, but you can avoid conflicts with overhauls by not replacing vanilla items in your own mod. I strive to make my mods as conflict free with the Fallout3.esm and the DLCs as possible. As long as other mod authors do the same then there is a better chance that our mods won't conflict. Using FO3Edit for cleaning your mod is essential in my opinion. Your mod will make copies of most every vanilla asset that you interact with in the GECK. Not removing those identical-to-master copies from your mod is a sure way to create conflicts with other mods. FO3Edit can help you clean up your mod after you have completed it. It will reduce the overall size of your mod by eliminating unnecessary files and make it more friendly to other mods as well.
  20. The solution will be an efficient combination of your setup and your scripts. "A good designer knows he is finished not when there is nothing left to add, but when there is nothing left to take away."
  21. Depending on your talents and interests, there are also free downloads like GIMP for texturing, BLENDER for modelling, and NIFSCOPE that are useful for creating armor and weapons for the game.
  22. Your points are valid but they are also irrelevant. If someone makes another furry, anime race it is because they wanted to do it their way, not because it has never been done before or because it is needed for the sake of variety. No one is trying to fill in gaps in the big picture of the variety of available mods. No one is trying to discover and exploit niches in the mod market, because there is no market. "Consumers" of mods may be taken into consideration, but unless a modder is seriously driven to seek popular approval and external validation of his personal worth, the consumers of mods are an afterthought and uploading mods for your possible free enjoyment is a byproduct of the kindness of people like Dark0ne who provide space in the file library and free access to people like you. I think of this all as being more like a party than an entertainment business. If I go to a party and tell some stories and jokes to people there it is for the purpose of having a good time. If it is a good joke they will laugh. If it is a bad joke they will groan and walk away. I don't expect anyone to say "Wait! Now tell a joke about a priest, a rabbi and an atheist!" Say what? Your post is a big complaint, but the truth is no one owes you anything. That is the answer to your "WTF?". You don't pay for any of the mods. You aren't even a premium subscriber helping to pay for the Nexus' survival. Why are you complaining? It's bloody FREE!!! If there is a mod here that you like, download and play it. If there are none that you like, pass on by or request something specific in the appropriate forum. If no one makes one that you like then make one yourself. If you can't make mods and you are bored, then go buy a new game, watch the tube or play with your dog. You don't hint at a single gram of gratitude to the makers of mods or the providers of the servers that give you access to all this free stuff, so please don't complain. A great deal of time, effort and even money has gone into this junk. You can state your wishes without cursing at us for your dissatisfactions because you haven't earned the right, and you certainly haven't paid for it. "Hey Van Gogh, what's with all the flowers? We've seen those. Where are the nekkid wimmin pictures? WTF?"
  23. I think that this variation on your script might work: I am assuming that the terminal only triggers the activator once per sequence, so with one activation the timer is set to 5, the door is locked and everything is enabled. When the 5 seconds is up everything is disabled, the door is unlocked and the stage is reset to 0 so that it can be triggered again. scn AADeconSequence01 float Timer short Stage short DeconComplete begin onactivate if stage == 0 activate set Stage to 1 set Timer to 5 AADeconSequenceTriggerREF.enable AADeconKlaxonLight001.playgroup left 1 AADeconKlaxonGlow001.playgroup left 1 AASoundDeconAlarm001.enable AADoorDeconChamber001REF.lock 255 set DeconComplete to 1 end Begin GameMode if Stage == 1 && Timer > 0 set Timer to (Timer – GetSecondsPassed) Set Stage to 2 endif if Timer <= 0 && Stage == 2 set Stage to 0 AADeconSequenceTriggerREF.disable AADeconKlaxonLight001.playgroup left 0 AADeconKlaxonGlow001.playgroup left 0 AASoundDeconAlarm001.disable AADoorDeconChamber001REF.unlock Set DeconComplete to 0 endif end Remember that your variables always start at ground zero, so that is why you may be seeing "The variable "Stage" has not been assigned a value yet". So it is good to start with "If X equals 0 and Y happens then set X to (X+1) and make Z happen", As for your door script, I'm not sure what you intend to mean by "if (player == AADoorDeconChamber001REF)". This statement will never be true. Also, I do not believe that you can call variables from one object script to another object script. You may need to include a start game activated quest script to oversee variables for your object scripts.
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