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Osuirof

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Posts posted by Osuirof

  1. Well, choosing ENB is even more subjective than any other mod, and mainly the only thing that limits people is the ability to run said ENB.
    As for other "beautifying mods", start with some general HD-ish textures (like NMC's one), then add some, that those didn't cover (like UHQ Terrain), maybe some better body models (don't use them myself, so can't help here).

    • I'm looking for mods, that make the game harder. Preferably something that improves NPC's AI, although something that improves "bad guys\girls" stats loadout, etc., "across the board", is fine too,

    could you provide some names and download links to some hi-tech looking weapon, and\or armor mods (like Fallout 2142), preferably something with more than one, 1+1 items,

    is there a "showrecipemenu" equivalent for sleep\wait ?

  2. A2: that will only shot me? i dont understand. i assume you mean a gun that can only be used by the player? if thats the case, yes. go to the geck to any weapon, and you'll see a check list on the top right, one of the options is 'player only', meaning only the player can equipe it

    No, a gun that shoots only me. I have an idea for a "healing gun", that uses ammo lists to deliver different medicaments.

     

     

    I think damage must be greater than zero for onhit scripts to run with weapons. You could always deal 1 damage and then heal it again in the script.

    Yeah it looks that way, but if you deal damage to an NPC, "all hell breaks loose", and I want to have fun with it :]

  3. Is it possible to:

    • create a gun\whatever that will deal no damage, only move living beings (move, not knockdown). I created one, but it only works on dead\destroyed things.
    • create a gun\whatever, that will only shot me

    ?

  4. If the data is ported data from another game? then you do need to speak with the authors...

    So once again - who are the authors ? Because if you look again at my previous post, and what I quoted, there are some "mixed messages" about it.

     

    ...and moderation teams here to make sure all data is exceptionable.

    I know. That's why I wrote this:

    Thank you, The_Vyper, but I want a "ruling" from someone from the staff.

    But since no mod wants too, can you tell me who holds the position of "inquisitor" ?

     

    If you need the file to be inspected?

    I don't know. That's why I'm asking.

     

     

    ...so many ways to words things and the simple thing here is, you were already told.

    No I wasn't. But you right about the first part - so many words, and still no straight answer :sad:
  5. If you read the entire dropdown, you too can find these things.

    I did read it, hence that quote from the top of it, but it looks like you didn't. Just like my posts...

    But let's make this simple:

     

    Bolt Pistols and Plasma Weapons by ObiWan, adapted to Fallout 3 by EdCase

    [...]

    40k Las Gun by Darkmagi

    [...]

    Tyranids, Space Marine Scout armors, Eldar armors, Orks and Ork weapons and Imperial Guard armors and weapons by Andersh

    [...]

    Inquisitor and commissar items by Myerz

    Bolt pistols, and some of plasma weapons too, are IG weapons.

    Lasguns are sort of iconic IG weapons, mockingly refereed to as "flashlights".

    Commissars are Imperial Guard too (equivalent of real life NKVD Commissar from Soviet Red Army).

    etc.

    So which items, are which\who do I need to ask for permission ?

  6. On the file page is a button labeled "Perms". Left click on the button and read the results. Since the permissions were posted by the mod author, this will answer your questions better than any moderator can.

    If it was that simple, there wouldn't be so much bans, and self bans. But let's not be empty-worded:

    Other user's assets

    Some assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets

    Do you know which to assets, and which authors this refers to (you can leave out JQ) ?

  7. Thank you, The_Vyper, but I want a "ruling" from someone from the staff.

    O.K., I'll try to make this as simple as I can.
    There's this mod:
    http://www.nexusmods.com/fallout3/mods/14351
    Somewhat buggy, and unfinished, but awesome nonetheless. But it's missing one crucial (at least for me) feature - No conversion, content only.
    So I've tried to fix that by copying Imperial Guard weapons and armor entries (and things they need to work, like Armor Addon, or Textures, but no actual textures, models, icons, etc., just entries pointing to that Customizable Conversion), to a new .esp., putting those items into containers, and those containers in a sort-of obvious location.
    Beside some editing of repair lists, it's almost 1:1 non-conversion copy of what's in that mod. I did also some tweaking, for my own personal use. I don't want to post it as: "Advanced arms, and armor" and claim: "it's mine, my own", or something like that.

    So my questions are:
    1. Can I post my almost 1:1 non-conversion copy ?
    2. Can I post my tweaks for that copy ?
    3. Can I post a NV port of it ?

  8. I downloaded the .rar for JQ's Warhammer mod, but I'm not quite sure what to do with it. Do I extract the whole thing into my Data folder, or just the textures and meshes?

    Textures and meshes are fine. You can even just pick those bits you are missing, like Assault Cannon, Storm Bolter model, and icon for example.

     

    While I consider myself a capable person, I can't seem to figure out how to get this mod to work on my own, and I'm getting a bit frustrated.

    Well, from other people comments it looks like this mod if somewhat buggy, so probably there's no "figuring it out".

  9. So if you want to use someone else's materials in your work, you must have permission from them.

    Not really. But I need their permission if I want to make my modification public :smile:

     

    So are you telling me, that all those compatibility patches, or, for example, FOOK 2 Level Up Freeze Fix, are made that way ?

    Also, do you have some contact info for accounts that were deleted, banned, self banned ?

     

    (And note that the "provide appropriate credit" part comes after the "obtained in advance" part!)

    What if author noted that you can do anything with it. Do I need his "personal" permission too ?
  10. So I've tweaked some other people mods (made night vision brighter; changed sex, looks of some NPCs; made FOOK compatible, and further improved an Outcast Collection Agent mod, etc.).
    Can I post them (just my changes, not their whole mod with my changes) on Nexus ? Are there some conditions ? Like I must ask author for permission ?

  11. I got further questions\problems.

    1. I have a problem with non-vanilla creature companion. I know how to "fix" it (kill\resurrect, disable\enable, rinse and repeat), but I want to "streamline" it, so I want to know is there a way to get Ref Id from Base ID, and if Ref ID from savegame is "static", or does it change ?
    2. I know theres the Min Spread, but is there a setting that controls the weapon recoil ? I mean a setting for a particular weapon, not a general setting like fGunWobbleMultScope ?
    3. So I have a total conversion mod. But I don't want a total conversion, so I've "cherry picked" armors, weapons, etc. Is there a tool that will let me automatically move it to a new plug-in, but will also update the relevant references, like textures, projectiles, etc. ?


    P.S.
    Could a mod rename this topic to:
    "Creating items "sets", and other questions", or just: "Some questions" if it's too long ?

  12. So I got a helmet, and armor piece with "standard" buffs. When my character equips them, I want them to give some additional bonuses, so into effects in the armor, I've add a "getequipped" requirement "looking" for the helmet. Sadly, when both of those items are equipped, all of armor effects vanish both those "standard" and those with a "getequipped" bit.
    Help ?

  13. Sooner or later Fallout crashes for everyone. The only difference is how soon, and how game crippling it is.
    Can't say much about other of you mods, but I know from personal experience, that the respawn part of MMM, can lead to crashes.

     

    Try the other methods, beside mutlicore fix, of keeping Fallout alive (master update, stutter remover, etc.). At least for, me they did make a difference.

    Last resort, but not always working, is to disable AI, and scripting when you're in an area that makes your game crash.

  14. Yeah, I know - crazy, but it does. Tested it yesterday couple of times.
    Some details:

    • it's a second Bashed patch in my load order (copy of generated one), becasue sometimes I have do manualyy fix things like reapair lists, names, etc., that the generated one didn't get right,
    • I've scanned it with Fo3Edit error checking thingy, and nothing came up. Did some manual search for "wonky" entries, and also found nothing,
    • the place it crashes for sure, is Fort Independence. But I guess its responsible for other CTD's too.
    • I know\use the known tricks to keep the game alive (audio codec thing, cores thing, master update, no autosave, stutter remover, .esp that fix things, etc.)

    Any help, ideas would be very appreciated.

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