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lostmisery

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Everything posted by lostmisery

  1. Hey I can try and walk you through it. It's been a long time since I tried to trouble shoot. What version are you currently running of this mod. The hatch youre talking about I'm not sure exists. There should be a door
  2. In previous versions, I did have it set up that you could pick the bottles up from the rack. But everytime you did it you activate all the bottles and they would shift a bit from their location and it would look like random bottles sticking out of the wood parts, and would look odd unless you removed all bottles leaving just a wooden shelf, thought it might be better for the rendering issues and to avoid to bottles shifting to make it one solid piece
  3. not quite sure atm, first I've heard anything like this, going to need some time to look into it and get back to you but i'm going to at least need a list of required information that is posted on this fourm.
  4. [x]fallout3.esm [x]bunker72 v3.esm [x]animy_prostitution.esp [x]overhead3pcamera.esp [x]killablekidsnormalhealthoption.esp [x]freeplayaftermq_v05.esp [x]alternatestart.esp [x]freeplay addon clean potomac.esp [x]bobbleheaddelivery.esp [x]lpcompanion.esp [x]tl_color.esp [x]a box of qauntam.esp [x]robco crtified.esp [x]10xliving.esp with is a level pgrader it takes longer to level up [x]b72v-303.esp Not sure if these are all the mods you use AND your load order, so if its both, try setting it up like the above and it might correct the issues
  5. what mods are you currently using and can you send me a load order of them
  6. Ya I forgot to include the sounds in with the .bsa will be corrected for 3.03 on Monday
  7. sounds like you have the Main Elevator Timer file on also. that file is not needed to run bunker72, just to correct any timing issues you have with it
  8. what does that do anyhow, I have it installed or on rather, but never knew what it did
  9. noclip is a temp fix to this problem and wont correct it for later patches also, like I had talked about in the readme, the elevators are very tricky, and we're trying to get all the information related to their problems, since there are more then 1 problem that can occur with them depending on whats happened prior.we're planning to have most of those problems resolved ( at least the one no clipping wont 100%fix.)at 3.03 rather then 3.04 as expected. so a previously stated if such a blockage occurs with the elevators, you need to reload your game from a save before this happened. upcoming patches will prevent this but not sure how to refix the wall afterwards. for further updates regarding upcoming patches and know problems and bugs Click this link
  10. In your fallout 3 data folder do you have Bunker72v3.bsa and B72v3-02.bsa Those 2 files hold all the meshes and textures. I'm not sure why they would require my mod, but it could be it. so this is only happening when you have bunker72 installed? i'm just making sure. Is it only in megaton that this is happening? ~~~~ In Ihren Daten des radioaktiven Niederschlags 3 Heft lassen Sie Bunker72v3.bsa and B72v3-02.bsa jene 2 Akten alles Ineinandergreifen und Beschaffenheiten halten. Ich bin nicht sicher, warum sie meinen Umb. erfordern würden, aber er sei es könnte. so geschieht dieses nur, wenn Sie bunker72 angebracht haben? ich bin gerechtes Sicherstellen. traurig, wenn dieses hart zu lesen war. ich benutze einen übersetzer Ist es nur im megaton, daß dieses geschieht?
  11. Oh, and do you have controlled the items of the enemys on the target rang? I think you sould'nt be able to take the items from her corpses, because it may be a simulation. If you cannot go to the corpse's place, everything's fine, but if not, you could use the animation from Anchorage (optional).?? ----How do you mean? Yes there will 100% be a Better living through chems patch,, Calibr slightly longer because I dont use it lol :P but ya before anything fun like that there will be Dlc patches for their items
  12. ya i'm totally ok with it, I think its a fantastic idea, and would love to use it in the bunker when your finished making it. I wouldn't want to take it just for the bunker tho, since I could see there being a high demand for such drinks a bar will be there, but its more like the minibar you see around, it will be converted n ready to use. we'e still playing around with npc's and what not so I do expect to see that in later patches but for voice overs and such ya. prob (if at all) in the complex. I think its great but its more a lack in skills at this point GoTOwned and Myself are both learning the GECK as we go. and on top of that, alot of our ideas fall alittle outside what the geck is able to do ( at least with ease) so we cant even google right now how to fix problems we're running into. without learning 5 other areas of the GECK and bending them into 1 to fix our needs :)
  13. So is this an error or a joke? Cuz crashes are really annoying ah mistake, I was filling in diffrent links and forgot to copy the correct one Corrected Link to Prevent Crashes
  14. Thanks neunen and nfckitten :D but neunen, for furture, if anyone says they want your babies and your not looking to have them, take it as a I.O.U as a place to drop them off if you ever do have kids. but aside from that I was going to ask how to convert to .nif but I see all your links there, so I think i'ma start learning those programs further ;)
  15. sorry :unsure:. When i wrote this i hadnt used the mod yet. How about an armor sorter? I know there is already named cabinets. Make enemies at "The Range" instead of targets. Some sort of teleporter? Maybe like the one used here? Get some virus protection for the computers? Lemme play WoW? Robot merchant with repair function? Fix the elevator to go downstairs? There was an invisible wall and i couldnt get to the expand/minimize terminal. ya alot of those are in the readme for patch 3.1 but i'll touch base on them again... Armor sorter is coming in 3.1 There will be 2 more ranges in 3.1, one of which will have npcs to attack a teleporter is a little too unreal for me NO PLAYING WOW servers always down ( and if I start again progress will slow on this mod ) :P Repair choices n such in 3.1 for the elevator not letting you to the Expand terminal what version are you on, Version 3, Version 3.1 or 3.2 has it been like that since you installed the bunker if not what were you doing when it started to happen
  16. Ok I get what you were saying now, before it sounded like you were talking about how the entrance will move depending on which player home the player was at, which was more me not wanting to update 2 cells in the geck every patch. but ya I see what you mean now, I have a hard time with that myself, not so much with the Tenpenny one, but in megaton it just doesn't make alot of sense. so ya not sure how i'll work that concidering for the Bunker, I'm trying not to use any other requirements except fallout 3, so all players can use this mod. and I can see how moving both entrances could not go well with some players. So for now, how's about a patch so it can increase the lore / real feeling by moving the entrance? maybe play around with it further in upcoming patches so players can decide only from the first load, where say out of 2-4 places the bunker can be, (north and south, maybe east and west) And thanks for allowing me to use the vibroblade in this mod, Would have liked the Katanas, but I want to try and stay away from the other 2 player home mods ahead of this one atm. and besides, the vibroblade looks better ;) so again thanks. I want a full lenght cat suit with a tail ----Not too sure how to go about this, trying to learn a few more programs as I go to hopefully start creating some custom items in the bunker tunnel system ----I'm trying to keep a realistic feel for in the game. and having a tunel system to all the major place would either be a cheat, or a very long walk to get to each place anyhow. But to make travel faster when the garage is finished and on its final version you will be able to use a vehicle to get to these places, keeping up with a real feeling trophy room it is already suggested and same for mannequins but i'll say it should be able to mount weapons on the wall?? ----may be coming but it would stay in tune with whats in the bunker currently. both ideas are great, but also run parallel to the other 2 player homes office study but luxurious and home-like ----There prob wont be a home like feeling coming to bunker 72 as we're trying to keep a military / bunker feel to it, but there may be more of a place like this in the garage for players looking for such a feeling and with the voice, i could be just a prerecorded item that would play every so often, like airport announcements. ----Had actually given this one some thought. not quite like airport announcements but I think that would be a better touch then what I had in mind. not sure when this would be ready to go tho. and no that wont be the biggest selling point for the garage. ;) thinking something along the lines of driveable APC
  17. Ok i'll give that a go and see how it turns out, as how its set up, each container has been re meshed to look like the weapon thats being sorted into it, eg Combat shotgun, 10mm pistol,and will be sorted to a shelf. it comes across as a placeatme effect, but without using a placeatme was going to hold off on anything like fook untill I had the time to do the same with the fook weapons but that sounds like a quick way to solve a problem so might as well. and I forgot about the bed elevator for the 3.03 i'll update my list and have that included, thanks for the reminder and about the videos, we're not too sure yet, in theory we think we should be able to, matter if the geck will let us or find a work around that will come across as the same effect.
  18. Ok I admit this was one of the longest brain farts i've ever had, I think I undstand what you were talking about here, or maybe its just a quick fix to get the items sorted but, making a form list for the fook weapons and have them sort to the already set up containers and not worry about the mesh of it?
  19. I thought I had done something like that with the entire weapons sorter. But it works with all your weapons, puts them on display and you can get them back., its just bigger, so rather then 1 stand showing off your weapon, you have the entire armory doing it. at this point the weapons layout is only about 1/3 finished But unlike Megaton House and Theme Overhaul and I believe Mini Hideout - Player Home - Katanas reacts the same way. You have the choice of where to put and display your weapons. its not a fixed piece where your stuck with it where I want it to be. the Choice is yours and unlike RR Companions Vault, which I believe is the same as KOR's vault, this setup wont cause savegame bloating. like I said tho its 1/3 finished, and I still need to set up the unique ones and such asfar as for armor, I just waited a bit because it was going to take all armor and leave you naked, so pretty I wanted to do something diffrent, almost like the weapons layout but not quite, so I dont expect you will see a unique armor sorter untill 3.1 but we're trying to have a armor sorter working with the containers in place for 3.03 as a temp add in untill its corrected into a better design. (If I'm off base with what you ment, let me know) Megaton House and Theme Overhaul, RR Companions Vault and Mini Hideout - Player Home - Katanas are 3 mods that in the upcoming patches your going to see bunker72 drift further away from. or if they are present it will hold a Bunker72 uniqueness to it which will have it stand apart from the others and for the scrapyard, since YOU made me put in a tenpenny entrance and i'd like to keep a somewhat real flow going, entrance is going to be between those 2 locations :P
  20. Sorry nfckitten think we were typing at same time and I missed this one "You wanna know what I think there is a lack of... just in general modded Fallout... Pistols... I want more good pistols... " ---I totally agree, I just use the one I installed in 3.02 (sidearm, but named diffrently in my own game) I'm a total pistol guy so I expect to see some more in time, altho i'm kinda looking to slow down on collecting others models so I can learn to create some of my own. But ontop of lack of pistols I think there needs to be more powerful ones, nothing overpowered but just something that I dont have to start using Lasers and Plasma, Same goes for leather armor, which I like the style I guess, I totally see there being a leather power armor coming to the bunker. so you can still have a endgame effect without the bulky ness if players are anything like me "how bout themes? Nahh... to much work... " ----yes way to much work to get it all set up to work well with the expanded areas, but I do expect in time there to be DLC themes. to slightly change some of the items and what not, so in a way there should be something like this idea coming :) "Hmmm... Pictures, this bunker needs more wall hangings..." ----ya I tried to play around with this in version 3, but I can add some more for sure :) not to sure how homey feeling they will be, but they will fit into the bunker and ethanmmm I wont shun you :P i'll let pigeon do that hahaha but ya, both those locations seem a little out of the way, as I am going to play around with a 3rd entrance for players who dont want to be in megaton or tenpenny, Im not going to promise anything as of yet, because the garage should act as such in theory so I might wait to see if it works well with players. And just to touch base on the kitchen again.(and I may be repeating myself on some of this) but the bunker needs to make sense and have a good flow for a minimized and 1 person living space. the expanded areas are just a extra or a way for players unlike me who want a bigger feel to their living space. But after spending some more time in the geck today I started to play around with expanding the kitchen I came across the same errors I was having before. because it opens in 2 areas rather then one, the pieces used to do this dont leave me the ones I need to expand it back further without cutting into the mainelevator and the lab/kitchen wall, expanding it back more so its next to the eating area, just has a weird feeling, more like 2 smallers kitchens so i'll playing around with it a bit more but will promise nothing.
  21. oh even maybe just shooting the poo with me for 15-20 ish running over the basics in nifskope, I cant seem to load or work with anything in it. so helping get past that roadblock should allow me to start learning that program and hopefully making my own.
  22. Yes there will be npcs, but, because I dont like having npcs in my bunker or even around me. (3-5 mods for dogmeat can pretty much turn him into a npc that looks like my dog) hell I wanted a dog house in there, but. it just didn't look right anywhere. so I'm pretty sure any npcs that will come to this bunker will be as a added patch, OR not available untill you buy one. ( wow the sounded wrong) ya, ya was really hostile but more rude then anything, :D, no i'm very easy going you could make some very personal attacks at me and wouldn't mean much of anything. its more the really stupid questions that bother me, Eg: "Hi, I downloaded Bunker 72: a Megaton or Tenpenny Player home, and cant seem to find the door to access my bunker in Rivet City. Please help " :confused: ............. :wallbash: so ya back on topic. moving the door when I did for version 3. bothers me also, because if you were outside you should be able to see it and you cant, so I think it will be back to its old location as to also fix any problems with players using MHO also. But as far as moving it to a outside location, I think I Would have to wait and see if I can get everything from a player home in the bunker and everything to do in town from the bunker, for 3.1 when the story is in place depending on the above, the locations will make more sense, + with The garage released around the same time if its a matter of a location with its own fast travel location outside a town. for players with both mods, the garage will also act as a back door into the wastelands. i'm sure there will be some things in it that will make it worth downloading for players not looking for a vehicle. but also I might play around with it abit and try to toss in a 3rd door if all fails allowing players further choices with their bunker. also iane6662006 feel free to upload your banner picture to the user uploaded pictures, Its really nicely done.
  23. Ya having everything on the first post is a good idea, I did that the other day for Problems and bugs, but I dont think its finished, so I should really finish it before I say anything :P but unrelated to the below, "Does everything have to look dirty and unclean in the bunker" for now yes. when it was being created I was looking for a hi tech treasure found in the wastelands. but because of what was going on in the complex everyone left. so no one to clean it up. but with 3.03 and in patch to come up to 3.1 you will start to see more of a story unfold as quests start coming up to get the bunker to a working status. so it should start to look better in patches to come So I think I got them all but if I missed some sorry. Ability to choose the radio station ~~~~~~~~~~~~~~~~~~~~~ ---Should have been in the release of version 3, but I didn't want to push the date back further so I pushed it back to 3.1 Ammo maker -like in the PITT would be nice but say it uses all metals like tin cans,Spanners,Hammers etc as well as scrap metal you could add this to the garage but I'd like it to be the same industrial look and feel like in the PITT ~~~~~~~~~~~~~~~~~~~~~~~~~ ---Yes, There will be something like this in the bunker at 3.1 Trophy Room -Collections from all over the wasteland - Like full baseball collection Nuka cola etc etc you could make quests out of it and with each one you complete unlocks another and you get something special or what ever - having everything on display with lighting etc. If the trophy is big enough you could line the walls with pre war clothing and have it quest related also ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ---This was sorta where I was trying to go with the safe room. but I guess people would like something bigger or at least more to it. I have something in mind, so I guess we'll see were that goes :) Toilet Area Huge Spa Bath nicer toilets showers fountains Again this could go at end of diner area - make a hallway where cola machine is to spa ,shower and toilet area - the other toilet area in storage area could be redone as storage for misc junk ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ---I think the washroom will have a bit of a make over but I dont expect there to be any room changes aside from the range and perhaps the lowel level. it took a long time to get it set up in a why that was as close to Version 1 and 2 as possible. ( spent alot of time getting those to look as I wanted it to be and I didn't need a ton a space to run around in), and if I moved the washroom to the diner area, it forces players to have it expanded to go to the washroom. Kitchen I still think that a walk in pantry(with Freezer) can go where I requested it - if your gonna make a working kitchen it's bizarre that you have to walk a mile to get stuff - move the nuka cola machine - remove the shelves add another stove (2 stoves) and add pantry with freezer (you don't have to remove the other freezer) I understand your making recipes - please don't give them to us - make us work for them smile.gif maybe you could also add a garden for fresh clean ingredients ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ---again looking back at version 2 the storage was right off the kitchen and worked perfectly. but after including the expandable rooms there was a bit of shifting of rooms to try and fit everything in. and just a lack of space to expand the kitchen back, little things like a stove is easy enough., and because I cant go back after removing the nuka cola and shelves, I dont see the point in adding a pantry, with so many so close to the stove as is. But after working in Kitchens for a decade it does not seem that bizarre to walk the much at all. just to compare if I stock the crap out of my home kitchen i'm good for a few months, if i'm alone. setting it up as a smaller version of some of the places I have worked i'd be good for alot longer But no worries, there will be a free be or 2 to learn some skills, but the garden sounds like a decent idea, Sleeping Area So downstairs is for the the grunts/servicemen how about a top/elite personel sleeping area on the top floor (could be extension to nicer shower block) - nice rooms beds etc and maybe a PIMP heart shaped bed for me smile.gif ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ---well you are the top/elite personel :) but no I dont seem myself really going up since I tried so hard to go down, but I think I'll work something like that in with the other room in its own cell, due to the lack of space. But ya we do have alot of work left to do as we work pretty freely and run with ideas and improve on them as we go, i'll try and have the patch notes updates soon as well as a full expected list coming to 3.1 and at which point we're prob going to cut off request to finalize and ready 3.1 **EDIT / UPDATE** armor manequins and a way to display special weapons ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ---To keep it diffrent from the other 2 house mods just wont be in there, same with the swords and fish tank and a few other things which make those 2 mods either unique or the same. I think they are both good mods. well 1 of them, the other one just causes alot of problems and glitches in game ( not pointing fingers) but I think it we're to see something like that in the Bunker it would come with its unique style Giving the Bunker a Homey feeling ~~~~~~~~~~~~~~~~~~~~~~ ---I might play around with this in the home section i the garage, but as far as making the bunker have that feeling prob not as it would be more pulling it away from a bunker and into the home section
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