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Everything posted by joey2176
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Open up the Geck and select the master files you want to use. After they are done loading, save your file. Check to make sure it is located in your data folder (your new save) Close the Geck. open the Geck again, select your file and then select 'make active'. To add to inventory you need to drag and drop from the object menu ( items/armor/ weapons) to the inventory tab of your NPC. Right click to delete items from the inventory tab. Save changes and load your esp file after all your master files. Activate using FOMM. Hope this helps.
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Did you duplicate the weapon you are trying to add a script to or are you trying to change all weapons? If you did not duplicate, (change the editor ID and select yes when asked to create 'new form' ) this might be the cause of the freeze.
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Purple people and floating heads
joey2176 replied to sporkmanjr's topic in Fallout 3's Mod Troubleshooting
Sounds like you have the textures installed incorrectly. Check to make sure they are in the proper folder. data/textures/characters/female -
Download and install FOMM http://www.fallout3nexus.com/downloads/file.php?id=640 Download and install the GECK & 1.5 update (even if you don't plan on modding) http://geck.bethsoft.com/index.php/Main_Page Make sure the files are installed to your Fallout3 folder, one before you data folder. Worth a shot.
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Fallout mods load order - crashing in game
joey2176 replied to simonparnell's topic in Fallout 3's Mod Troubleshooting
CrossModData should load after the Prostitution mod and your ESM Master files need to load before your esp's. (Seducing women and DC Interiors need to be moved up the list) -
FOOK 2 with MMMF (RC 5) compatibility issue
joey2176 replied to ReddFighter's topic in Fallout 3's Mod Troubleshooting
Download and install FO3Edit and FO3Edit manual. This program will allow you to find the conflicts between the mods you are using. FO3 Edit http://www.fallout3nexus.com/downloads/file.php?id=637 FO3Edit Manual http://www.fallout3nexus.com/downloads/file.php?id=8629 -
Moriarty and Gob are on a travel loop
joey2176 replied to thenoseknows's topic in Fallout 3's Mod Troubleshooting
Please post your load order so we can see what mods you are using. -
The only way to make sure there are no gaps in the kit pieces you are using is to use snap to grid. If they don't seem to fit right, try changing the snap from 64 to 32 or even 16 or 8 if you have to.
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Thanks for the help pkleiss, I would give ya a kudos but I already did months ago ;)
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Here is a link for beginners learning to install mods... http://thenexusforums.com/index.php?showtopic=120735
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I want to create a trigger box so when the player enters he will die. What line would I use to accomplish this. Begin OnTriggerEnterPlayer player.kill ? Any help is appreciated. Joe
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The best tool I have found for editing a mod without loading it in the GECK is FO3Edit. You can download from Fallout3 Nexus and also Miax's FO3Edit manual. FO3Edit http://www.fallout3nexus.com/downloads/file.php?id=637 FO3Edit Manual http://www.fallout3nexus.com/downloads/file.php?id=8629
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Sounds good in theory but my data folder is already over 10 gigs. With regards to installing mods, it is always a good idea to examine the files first before putting them into your data folder.
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Question: How to modify armor / weapon stats
joey2176 replied to feetjai's topic in Fallout 3's Mod Troubleshooting
It is a good practice to first duplicate the item that you want to modify first. If you change stats on a assault rifle for example without duplicating it, all assault rifles will be changed. To create your own assault rifle or to duplicate an item, you have to change the editor ID in GECK. You will be asked to 'create new form', always select yes and your item will be created and the original will be left untouched. -
The GTS Global Travel system ESM should load before GTS Essentials ESM. Make sure you have the BSA and LOD files installed. When activated, there will be a motocycle in Springvale, close to the map marker. This will enable you to use the travel system.
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EDIT:Rossss X you are correct, it is rag doll. So I had removed Tara from her cell in Fort Constantine (she was not tagged as a REF) and when I look at the mod in FO3Edit, it shows the the rag doll thing as being edited. I want to know how this is tied into the dead NPC's. When placing a dead NPC into a cell does this get created automatically? Does this have anything to do with setting up a custom position for your dead NPC? Thanks in advance Joe
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How to use Fallout3.esm models ?
joey2176 replied to AeRoSon's topic in Fallout 3's Mod Troubleshooting
The default meshes and textures are located in the Fallout3 BSA not the esm. You need to extract them using a program like FOMM, keeping in mind the original file structure. If you extract one file you will have to specify the location to place it into whereas if you extract multiple files the folder path will be created for you. If you want to create your own container, then you must duplicate an existing one in the GECK by changing the editor ID. When asked to 'create new form' always select 'yes'. This will create your container or whatever it is you duplicated and leave the original untouched. Then you would need to save the file to create your own esp. -
How to use Fallout3.esm models ?
joey2176 replied to AeRoSon's topic in Fallout 3's Mod Troubleshooting
EDIT: double post sorry -
Sorry but I'm not sure and currently at work so I cannot load the GECK to check it out. (No internet where I live)
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Thanks Quetzlsacatanango for the reply.
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Thanks for the reply Rossss X. Do you know anything about the body rags? or something to that effect. I have seen this before in the GECk but not sure how to use. I removed Tara from her cell in Fort Constantine and I noticed there were dead body rags that had been affected after I had touched her. Just trying to figure out how all this ties together.