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BadPenney

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Everything posted by BadPenney

  1. You could create your own mod for it. Open the GECK and load only the Fallout 3.esm. Locate Star Paladin Cross among the NPCs under AfricanAmericanOld and edit her. In the edit window for her character, scroll over to the Head Parts tab and select a different hairstyle for her. Check her look by checking the Preview Head box. When you have the style that you like, save a new .esp file with that data and enable it as a datafile for your game. Then you should see her in your game with a new do.
  2. There is no reason to modify the fallout-textures.bsa file if that is what you mean by BFA. There are good reasons not to modify it. Install the mod's texture folder and mesh folder if it has one into your fallout data directory and use Archive Invalidation Invalidated! to make sure that the new files are used. AAI comes as a standalone mod and is also packaged with Fallout Mod Manager.
  3. I think that pkleiss is on target with his recommendations. What about modpcs for skills? On a side note: most players who are interested in god items (like an instant, permanent increase of all stats and skills to maximum) are familiar enough with console commands to achieve the same ends without downloading a mod.
  4. There is a UseWeapon command if I remember right. Check out the firing ranges in the Citadel's courtyard. They are set up for NPCs to take position and fire in one direction.
  5. BTW, the story of how she rolled you and then rolled out of town is described in the previous episode, The Gypsy. BadPenney Mills puts Karma back into Fallout! WARNING: Contains Android Bikini Streaker. http://www.youtube.com/watch?v=58Dgs5hCmFk
  6. Are you saying that a script would perform more reliably if it moves a remote container to the same cell as the player (perhaps out of sight), unlocks it with Activate. and then moves the container back to its original location in order to give the appearance that the player's actions opens a container in a distant location?
  7. Yes, the same chick, but she never made it to the city and she has already lost all of your caps.
  8. http://www.youtube.com/watch?v=czNtCgtuOI8 A short HD mech video about an ongoing project. [ M+ ] Warning for vanilla Fallout violence. Important sound files are thanks to: thefreesoundproject and contributors Corsica_S and AmyG. Yeah, sure it was. Whatever you think that you know about the internet... is wrong.
  9. Are you talking about generic items or are you trying to duplicate anything that the player moves from his personal inventory into one of the containers? If you are trying to duplicate random items that have been acquired by the player then that would be much more complicated then adding 100 caps to a distant box when 100 caps is put into a box nearby.
  10. If you want to show a brief view of your new city as seen from a distance by a new arrival then, you might be able to create a bink movie of the scene that is triggered by script. Another possiblity is to use scene transitions for the player similiar to the vanilla transition to Raven Rock. Player controls are removed, companions dismissed, and a combination of FX, dialogue and moveto commands causes the player to appear to be kidnapped and imprisoned. If you could create a viewpoint in your cell that shows your city as an LOD view, then you could make the player see your city from there in a similar fashion.
  11. Did you install in the default Programs directory? Are you using Vista?
  12. If you mean that you want to be able to keep the player in the dark by script then: if ( player.hasmagiceffect PipLight ) player.removespell PipBoyLight endif
  13. Yes, well.. as one who is extremely lazy I of course take great offense to any suggestion that I might be, in fact, lazy. If you say that is stupid then I am out of here for good. Have you downloaded and reviewed Miax's FO3Edit Tome? It can be extremely useful for guidance in sorting out mods with the application..
  14. Highlight an XMarker that is already in the same cell where you want to add one. Select Copy Render ( Ctrl+C) from the Edit pulldown menu. Reorient your camera position to a spot directly over the place where you want a new marker. Select Paste Render ( Ctrl+V ) from the Edit pulldown. Press the F key to drop your new XMarker to a position resting on the collision plane beneath it.
  15. "You can get more with kind words and a gun than you can get with just kind words." ~ Al Capone
  16. Don't load the mesh into the GECK if you haven't modified it. If you have only unpacked the mesh from the .bsa and retextured it, then make a new textureset in the GECK with your custom retextured .dds files. Create a unique armor object by editing Colonel Autumn's coat. Keeping the default mesh the same, reference your new textureset to it. Save the object with a Unique name and item ID so that you don't overwrite the original coat. GECK is different than the TES CS in this way, requiring fewer meshes in the final mod.
  17. Maybe that's because the Wasteland has no Navy, the only laws are survival and karma, and the whole big area is a crime scene.
  18. I think that it is simplest to create an arnor enchantment for your suit that casts a spell like "EnclaveInfiltratorStealth" with the condition that the player.IsSneaking.
  19. I know how to place custom animations into animation markers, but I don't know how you can do it without learning to make mods. However, with Umpa's permission, I used some of his animations to make a very few custom idle markers in Return to Shady Sands. There are no pole dances though. Still, you are free to toy with it while you are in the process of not learning to make mods. If you aren't familiar with the mod, it also: et cetera
  20. I could never expect a gentleman to ask his fiancee to record the words that I might be expected to put into her mouth.
  21. You don't specify an important point (and I may be stereotyping viciousness) but I assume that you are male?
  22. I don't really know the answer to your hardware question. Does Fallout 3 run fast enough without the mods? I am curious if it is necessary to run FreePlayAfterMQ_V05.esp when you are using Broken Steel. Doesn't Broken Steel extend gameplay beyond the Main Quest by itself?
  23. No. I'm not sure that I can explain more clearly than I have already attempted. A sound is like any other object. If you create a piece of custom armor then you first create its object name in the GECK. Say I make KevlarVest as a new armor. I open an edit window for a new object, give it an item ID like KevlarVest and then I list the directory locations of the .NIF and .DDS files that are my custom files. Then I don't have to include those directory locations in a GECK script, just the Item ID. ( player.additem KevlarVest 1 ). It is the same routine with sound files. if DoOnce == 0 PlaySound KevlarVestHit set DoOnce to 1 endif
  24. "If i had a custom wav file, how would I then get it into the GECK for listing?" Try navigating to the Sounds portion of the Object Window of the GECK to sounds that are similar to your custom sound might be found, right click on the list of them and select "New". Make a name that makes sense to you ( i.e. FXMySound ) and link it to your custom sound's file. Research the directory structures for sound effects with FOMM and copy them ( i.e. \Data\Sound\fx\FXMySound.wav ). It helps to keep the same directories that Bethesda did if you unpack vanilla sounds from the .BSAs for reuse. As for your script: I would recommend making it a quest script. Your Quest should be start game enabled and your Quest Script should be selected in the Script box on the first page Quest Data on your Quest window. In a code block that uses "Begin GameMode" include that condition "if ( Player.GetInWorldSpace Wasteland == 1 )" in order to get things going. If you use "Begin OnTrigger" then you will have to attach the quest to a trigger box but "Begin GameMode" in a quest script will operate even if the player enters the Wasteland in an unknown part of the map.
  25. You just need the name of the sound as it is listed in the GECK under Sound, for example: PlaySound AMBElevatorBell An easy way to check if the player has left Vault 101 that would not conflict with alternate start mods might be simply to require that the player is in the Wasteland. if ( Player.GetInWorldSpace Wasteland == 1 ) Since leaving the vault is the first time that the player enters the Wasteland that should trigger your action. Including a doOnce argument will assure that your action will happen only one time.
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