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tehflambo

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Everything posted by tehflambo

  1. There is a mod for Oblivion that does this, but it requires the player to install animation replacers for everyone (PC and NPC) and then manually refer every single NPC to a new folder containing the old vanilla animations. No idea if such exists for Fallout 3 yet.
  2. So from past experience on the Nexus, I was aware of Slaves Stick Around. Since I'm doing mostly good deeds I wanted to balance my karma with slavery, and thought it would be nice to see the people I've captured. But in that mod's comments I read about FNNCQ Slavery Overhaul. Now I'm torn. All I really want is a simple mod to make slaves stick around, ie the first link. But I read in FNNCQ that Vanilla slave sale is written such that selling a slave keeps any NPC from ever respawning in that slave's original point, and therefore that selling a lot of slaves can actually depopulate whole raider bases in a way that just killing said raiders would not. I don't really like the sound of that. But I'm also not sure I like all of the changes involved in FNNCQ. What's more, it looks like when you do actually decide to sell a slave, FNNCQ will allow even unique NPCs to return to their original locations eventually. I might have made a mistake reading that part. Is there anyone who can clarify how Vanilla slavery stuffs work with regards to respawning, and/or has experience with slavery mods/overhauls? I'd love to hear what you have to say on the issue.
  3. Yeah, this is definitely a cool request. I'd love to see it happen, but I'm guessing that this thread's losing a lot of views because the title looks exactly like someone couldn't use the forum search.
  4. Firstly, I'd like to apologize for now having two active threads in the Troubleshooting forum. Given that I'm not spamming the same topic, I'm guessing this is fine. I'm using FWE in a modded installation extremely similar to the one described in the 4-part "How to install Mods" video. Most things are working very well so far with no crashing at all. The one problem I am having is with Primary Needs. I have been unable to locate a primary needs readme file. I installed Primary Needs as part of the FWE package. By using the hotkey to show my needs status, I can see that my Hunger is -33% and my thirst is -41%. Sleeping causes these values to decrease further, and waiting causes no change at all. The same status menu also says that Primary Needs values should only range from 0% to 100%. To corroborate this, when eating I get status messages about being "too full", accompanied by a "too full" effect in the STATS section of the Pip Boy. In short, the only problem I am experiencing with Primary Needs is that my Hunger/Thirst values are negative, and only become more negative with time slept. It also seems strange that Primary Needs completely ignores time waited. Update: I have solved the problem by disabling and re-enabling Primary Needs. I have kept a copy of the save file with the original symptoms in case anyone is interested in figuring out where this buggy behavior came from. When testing Primary Needs after the reset, I noticed that the DarN UI HUD display for PN first shows values as going negative after sleeping, only correcting them a few moments later.
  5. Erm, sorry, I wasn't quite clear enough. Normal run/walk behaves fine, but FWE comes packaged with a sprint mod which is on by default. It seems that normally in FWE this new sprint ability is disabled when a leg is crippled or when you're overencumbered. Since none of those conditions apply to me after my heal, I'm wondering why I still can't use the sprint ability.
  6. Hey, just set up a fresh install of Fallout 3 + the mods in the 4-part install video for FWE, MMM, EVE etc. Everything's working great, just one problem thus far. I got into a bit of a scrape, came out with a crippled leg. Gained a good 600 rads looking for a stimpack and medical brace to fix it. Used Triage with the first wasteland doctor perk, limb healed up nicely to full or nearly full health. I'm not limping, but for some reason I can't run. Not overencumbered. I'm out of stimpacks and low on antirad or I would mess around and figure out what the problem is. Is there a different option I have to use with Triage to restore sprint functionality to a rehealed limb? Does high radiation poisoning stop me from running? Any help much appreciated. And yes, I did try to search the forums for things like "triage can't sprint" "FWE triage readme", but had no luck finding a solution.
  7. Hrm, that's lame. In the Oblivion DarNified UI there was an in-game radio button that let you turn off enemy healthbars. I was hoping that would be the same in Fallout 3. If you've got to go rooting through XML files for a solution then that means we still need a mod for this after all.
  8. Firstly, I agree completely with your post. Melee got the short end of the stick. It's definitely got its place, but still deserves the changes you describe. And while I agree wholeheartedly about a good RPG requiring challenge and defeating the player from time to time, the only challenge I recall from the original Fallout games was one of patience for the perpetual saving and loading required by the all-too-common random crit deaths. I'm actually expecting most of the improvements in Fallout: New Vegas to be reverse engineered from the Fallout 3 modding community. Things like the companion wheel and melee VATS would obviously be new, but things like the new and improved animations and seeming weapon customization definitely look familiar.
  9. DarNified UI for Oblivion made the healthbar display in that game toggleable thru in game menu. Any idea if DarN or a similar UI mod exists for FO3? Might help. Also, if I may ask, why do you find it such an immersion breaker? I would find it even more of an immersion breaker to have no indication whatsoever of the enemy's health. Real combatants get those indications through an enemy's posture, and later through signs of blood and wounding, and finally through gasping, limping and feeble attacks. FO3 offers no such indicators, so I'd much rather have a healthbar than nothing at all. Just a question/ point for thought, and not an attempt to tell you that your mod request is wrong or anything obnoxious like that. :happy:
  10. Yeah, there really would be a ton of room for variation and improvement in the name of immersion, challenge and fun. Once a project like this got started it could be really easy to see it escalating into a compilation of advanced AI enhancements. Probably not in time for Bethesda to pick up on the work and pass it off as their own in F:NV, but oh well! :tongue:
  11. I would definitely love behavior like that. Even more, I'd like to see the AI make a fight or flight evaluation when they run out of ammo. Raiders fighting scavengers might unload their clips and then run in with knives and bats, while raiders against Brotherhood could unload and then run for home. For the scope of this mod request though, I'm trying to keep my wish list short. If the mod ever sees an initial release, it would be way cool to add in more features like these.
  12. That would actually be really cool. The only catch is that I don't even have Fallout 3 installed at the moment. A few months ago I was on the nexus to mod a clean install of Oblivion, and now I'm back for Fallout. I'll probably have a modded install up in about a week, and if your offer still stands at that time then I'd love to take you up on it. Yeah, definitely not a simple problem. I don't even have any idea of how much AI modification is possible through mods. I think I've read here and there about mods adjusting AI, so I hope something is possible. If it were, I can think of some simple AI logic to adjust behavior with regards to ammo conservation. Am I on my last clip? YES: conserve ammo behavior (see below) // NO: Do not conserve ammo; normal behavior. Conserve Ammo Behavior: What is my maximum effective range? <handy equation factoring NPC weapon skill and weapon item's accuracy to meet a target 'hit chance' value. 'Hit chance' target value could range randomly from 50% to 100% across individual npcs> Eg. (Modifier x Small Guns) x (Modifier x 10mm Pistol Accuracy) x (Modifier x Weapon Condition) x (Modifier x Accuracy Target) = Maximum Effective Range Is the target within my maximum effective range? YES: normal attack behavior // NO: seek cover; do not engage. Have any of my friends been killed by <target> in this encounter? YES: "Jumpy" behavior; maximum effective range doubled // NO: Maximum effective range normal. Am I out of ammo? YES: Seek ammo or weapon from corpses or local placed items/storage containers // NO: continue present behavior. Did I find ammo? YES: Put no more than one clip of ammo into inventory. Return to conserve ammo behavior // NO: Vanilla suicidal melee engagement behavior. But again, all of this depends entirely on the amount of control a mod can actually exert on AI behavior. If anyone happens to read this who knows anything about altering AI via mods, input would be madly appreciated.
  13. For thirty bucks you can buy an extremely nice dinner for a different kind of female companion. Sure, odds are it'll be awkward and won't go anywhere but hey, at least you don't have to troubleshoot lip syncing issues. :tongue:
  14. You're a scavenger. Every day and night you fight off mirelurks, ghouls and mole rats. Every day you dig through trash. Last week you found fifteen bullets for your 10mm, and boy was that a big haul. Scavenging isn't easy and it isn't makin' you rich, but it's a living and you're good at it. Or at least that's what you thought, until you ran into raiders. Seriously, does it drive anyone else crazy that any enemy with a gun just unloads on you like he's toting a munitions dump around with him, and yet never drops more than like six bullets for loot? To be more precise: I love that ammo is rare in Fallout 3. I think it could stand to be even more rare than it is, actually. But it drives me crazy that ammo isn't rare for NPCs. A small tweak or change is what im looking for. Two important features: - AI remove ammo from their inventory when they shoot. When AI have no ammo in their inventory, they can't shoot. - AI understand that they have limited ammo, and don't waste it by taking potshots on hopelessly distant enemies. The upside: - WAY better immersion when fighting enemies with guns. - More reason to finish firefights quickly (with grenades, heavy weapons, stealth, however you want to play it) The downside: - AI isn't very smart. A change like this could potentially make it too easy to fight Raiders and similar enemies. - A change like this might be difficult. I don't know anything about writing mods for Fallout 3. More detail: (If you haven't read enough yet) AI maximum firearm engagement range derived from several factors: - Amount of ammo available - Weapon skill of AI unit (a.k.a. maximum effective range) AI should spawn with more ammo in inventory, so that they can still do a reasonable amount of shooting before running dry. End of Request. MORE FEATURES OH EM GEE: (if someone takes up this request and is feeling ambitious) - "Have any of my friends died yet?" ** If the AI knows you are attacking its camp, and knows that you have succeeded in killing one of their buddies, they should become more trigger happy. Why? Because if the AI sit around conserving their ammo while a sneaky character picks them off one by one, then this mod would make stealth gameplay way WAY more powerful than it presently is. - AI will restock their ammo from nearby containers they own. ** If a bunch of raiders are in a raider camp, they will refill their ammo from ammo boxes, depleting the inventory of those boxes. ** If a bunch of raiders are wandering the wasteland, they will not omnisciently refill their ammo from the random box that happens to have a few bullets in it. That's all! Thoughts, or even worse, has this already been done? Looking forward to feedback/someone agreeing to do this mod.
  15. Excellent. Just two more questions then: what level's good to start the main quest, and will the game ever get easier? So far it feels like I've been getting progressively less effective, except for two high-powered, hand-placed magic weapons I stumbled across.
  16. I'm running a few mods - FCOM, Realistic Levelling, Medieval Oblivion Balance System, Midas' Magic, Reneer's Guard Overhaul and a few body/armor graphic replacers. I'm really enjoying everything, except that many/most of the things I fight are much stronger than I am. I'm a level 10 Dark Elf with a mix of combat and magic skills. ~100hp/magicka and all stats in the 45-60 range. Lately I've been checking enemies' health levels using the console. The weakest bandits have around 95 hp, while the battlemages (who can cast spells almost endlessly) have around 250hp. Most of them hit me for between 15 and 30hp, more if they use magic. Meanwhile I strike for a measly 17 damage with my Elven Claymore, and can scarcely afford to cast Shock II three times before I'm out of mana. So, my question: Is my character awful? Is early hybridization a bad idea? Am I just using some mod that makes the game obnoxiously difficult? I know there's a difficulty slider, but I'm really reluctant to use it. Much appreciation for any input!
  17. Well, well, well. As is to be expected I've run into problems. While the game is playing everything is fine, but it crashes every 20 minutes or so. Considering that quicksaves and autosaves are not to be used to avoid save file corruption, this is a bit of a problem. I've started looking through my load order using the link you posted, but in the mean time is there any convenient format I could use to show you my load order? I'd post a screenshot but it's about 8 lines to big to fit on one screen. Edit: Also is it possible that .esp files left in my Data folder will cause problems/be used even if they are neither checked, dotted or plussed in Wrye Bash?
  18. Hey, thanks for the reply. Since posting my last edit, I've taken what I think I know and made a bashed patch. I now have a bunch of nifty little dots or plus signs inside the green icons for the green-colored-text mods that I am using, and the game loads and plays without apparent problem. To make the bashed patch I followed an FCOM bashed patch guide as to what to check and what to leave unchecked. I have done only very limited testing of my custom installation so far. Most tutorials recommend hours of testing after each individual mod addition, and while my experience writing software tells me that this is sage advice, I do not have the patience to spend the rest of the month testing my mods as much as I ought to. Instead, after each new mod I have added, I have done roughly fifteen minutes of testing starting from character creation. I have yet to encounter buggy behavoir. Male and Female body replacers are working. Mobs not present in vanilla oblivion are working. I can see evidence of armor changes from EVE. Containers and flora harvest graphics display properly - you get the idea. While Wrye Bash initially seemed vast and intimidating, trial and error has so far worked for me. I understand basically that a bashed patch takes mods that modify the same resources and allows them to work together without conflict by somehow merging the changes they make. Beyond that, however, I still have no idea why I'm actually doing any of the things im doing. BOSS takes care of load ordering automatically, and determining what to check with the Bashed Patch Rebuilder has been a matter of following the FCOM guide, BOSS warnings and avoiding duplicate .esps from the same mod (ie Mod1 for MMM.esp with Mod1 for OOO.esp) Any resources or advice that you could offer to help me actually understand what I'm doing would be greatly appreciated. Without understanding, it is only a matter of time until I mess something up, assuming I haven't already.
  19. Edit: I've done some more reading and I think I can narrow my question down to this: If I want to EVE with FCOM, it's been said that I need the EVE patches for OOO, MMM, Frans and FCOM. Do I also activate all of the respective .esp files? Beyond simply dumping everything from these patches into the Oblivion/Data folder, what other handling is necessary? I have found nothing in the readmes for the respective mods to address these questions. Of the EVE mods that contain readmes, none of them specifically mention any steps necessary for an FCOM installation. ==Original Post Follows== Hey, I was just looking at EVE HGEC armors, googled "EVE FCOM" and found this thread. I think what's already been posted here covers everything I need to know, but the problem is I don't quite have the understanding of Wrye Bash I need to decipher it. I've been doing nearly everything I can to avoid needing to make a Bashed Patch. After much googling I have OBMM, Wrye Bash and BOSS and have used each to some extent or another. I've gotten FCOM and a handful of other mods working together, apparently just fine, without using a Bashed Patch. All because I've yet to come across anything that has explained to me how to make a Bashed Patch. I'm sure there's a tutorial somewhere. I've been to the Wrye Bash wiki/manual pages and hunted around as best I can, but the information I've come across seems to be intended for someone with a greater understanding of things than I. Anyway, I guess what I'm posting for is to ask if anyone could explain to me what does/does not go into a Bashed Patch, and why. For that matter, why is a Bashed Patch needed for the EVE armors? Shouldn't the mod just be replacing some armor meshes/textures? Thanks in advance for any advice, and my apologies if this post is out of place.
  20. For HGEC, just search "HGEC". Robert's Male Body Mod List <-- don't know when this was last updated Thanks. The last list in that quote is actually a dead link, I had tried it before posting this. Didn't notice the Robert Female list; browsed the OP by keyword "armor".
  21. Hey, props for all the work put into these lists. Having second opinions really helps when swimming through the sea of mods on the tesnexus. I did notice, however, that many of the lists aren't really described beyond "the mods that this user likes". That aside, what I'm really looking for is a list of custom male and female armors, sorted by which body replacer(s) they are compatible with. I tried searching the forums a time or two for such a list and haven't had any luck. Is there anything like that floating around?
  22. Looks very cool. I'd be interested to see lots of detail with regards to the development of the town. Multiple stages of growth for helping the city, the possibility for the city to be ruined or destroyed by the player, and eventually a branching growth. That'd allow you to add gambling and brothels without spoiling the feel you want from the town. You could do it something like this: Stage -1: village has been ruined, few/no survivors Stage 0: village on the brink of dying, like Bigtown Stage 1: initial stage, mediocre small village Stage 2: village has been renovated slightly, no new occupants Stage 3: village stands out from the other wasteland areas as being better maintained, few new occupants Then, player actions could cause development to branch. As an example, doing quests for shady/aggressive NPCs could cause the town to evolve into a gambling den. Doing quests for upstanding citizens could cause it to evolve into a bustling refugee shelter. If you were especially ambitious, you could have even more branches, and even have alignment branching (good/evil) run separately from growth branching (small village, large town). For even MORE excitement, you could scatter NPCs throughout the wasteland who, if rescued, make their way to your village and contribute to its success/failure and good/evil. Of course, to mess with all of that right now would be probably getting ahead of things. A town that grows in 3 stages would be a really spectacular mod to me, even if it didn't have much in the way of special NPC features, farming, etc. EDIT: Another thing to think about is how much play time you want each stage to require, and how much game time as well. If your crop growing feature requires the player to use the Wait feature for 3 days, you probably don't want your town to go from one stage to the next overnight. Perhaps adding intermediate stages where the NPCs can be seen "working" on something could be used to indicate to the player that they have done enough to improve the town, but that more time is required before it will upgrade. EDIT Again: You could even add in generic "bring me some scrap metal!" quests during these intermediate stages, to prevent the dull experience of the player using Wait for 72+ hours! ;) Ahh, the list of possible complications goes on and on.. don't let me distract you from your immediate goals.
  23. I'd guess that actually equipping multiple items from the "Weapons" category at the same time would be a challenge. On the other hand, adding new cosmetic-only Apparel items that look like a particular weapon strapped to your hip or back ought to be fairly straight forward. Thoughts?
  24. Just download a nude male body replacer too, and show your wife. I'm sure everything will be okay after that. ( :P )
  25. I know this sounds strange, but load your old save, whip out a grenade and blow yourself up. Let the slow mo cam do its thing and automatically reload your game, then try saving. Should fix the problem - always does for me.
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