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lostmisery

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Everything posted by lostmisery

  1. ya and that would be easy enough to do, and I think I remember seeing fook come with a id code list. but its not really so much taking all your weapons and placing them in 1 container. Every weapon that looks different from another gets a container. and that container needs to be referenced to I think 3 other scripts to get it to work right.
  2. Hey thanks alot, ya just inputting the id codes can take alot of time, and getting the containers set up to look and react as I want takes a little longer. but I do want everything to be sorted so its less work on the player but dont want to commit to saying i'll do fook because I think it would be one of those things I hit up when i'm bored or just watching a movie or something. yet if I ever finish something like that, I think it brings a huge bonus to the mod. but i'll look into what fook 2 has done to see how it effects bunker 72
  3. ya theres a few extras in each expanded room, some useful others not so much, But with fook it still depends on the Id of the weapons. because theres 2 names for each item ( if that makes sense) So even if the 10mmpistol is called n99 10mm, it should still have the same id as the 10mm from in game. Unless they went through and deleted All of the weapons from Fallout 3 and replace it with their own. I was leaning towards Fook, as a small patch to allow for sorting of all Fook weapons, but that will take some time, and I still have all the DLC weapons and such to add so i'm not sure when that would happen but i'm also leaning towards Fallout clasic weapons since I would be able to use them with more freedom.
  4. For the schematics you should just need the mats required to make each one, if its still not working past that i'll have to check out why, The Armory is to the left of when you first walk in. But in order to create any of the weapons for the Schematics, you will need to either a) Expand the armory using the systems room terminal on the lower level (do a 180 after using the elevator in the mainframe room and you should see it) b) there is also a Creation unit hidden in the range area if you dont want to expand the armory. These new schematics wont work on the Regular work bench and will only work on 1 of the 2 creation tables in the bunker http://www.fallout3nexus.com/downloads/images/7455-1-1250245743.jpg i'm also not running fook 2. I pretty much just run around with a pistol and flashbangs and hope I dont ever need to pull out something bigger. So I will need to download fook 2 and see if they have changed any of the weapon ids of the Fallout weapons. because it should still work with fook 2 just Not with any of the extra weapons it brings. Also will the sorter work if you have fook 2 not running? and when you say "All my weapons are fook 2" do you mean the ones you use mostly? or just fook 2 weapons are the ones your looking to be sorted as far as your load order Heres what I would change [X] Fallout3.esm [X] StreetLights.esm [X] Unofficial Fallout 3 Patch.esm [X] COMM.esm [X] CALIBR.esm [X] Anchorage.esm [X] ThePitt.esm [X] BrokenSteel.esm [X] PointLookout.esm [X] Zeta.esm [X] FOOK2 - Main.esm [X] Enhanced Weather - Rain and Snow.esm [X] FOOK2 - [DIK] DLC Improvement Kit.esm [X] FOOK2 - [*censored*] World And Neighbourhood Kit.esm [X] FACE.esm [X] Project Beauty.esm [X] SeducingWomen.esm [X] Bunker72 v3.esm <<<------------------------Move Bunker 72v3.esm up so its the last esm to load before the .esp [X] Unofficial Fallout 3 Patch - Operation Anchorage.esp [X] Unofficial Fallout 3 Patch - The Pitt.esp [X] Enhanced Weather - Rain and Snow in Fallout.esp [X] Enhanced Weather - Weather Sounds in Interiors.esp [X] Enhanced Weather - Sneak Bonus during Storms.esp [X] DarNifiedUIF3.esp [X] DUIF3Extras.esp [X] StripClub.esp [X] Mysteriouswoman_underwearncoat.esp [X] BodyJewelry.esp [X] SexyMantisArmor.esp [X] Wasteland_Seductress.esp [X] Persona_and_Secret.esp [X] FO3Western.esp [X] Lookout Outfits.esp [X] Point lookout new uniques.esp [X] FalsSexyT3Conversions.esp [X] FOOK2 - *censored* Map Markers.esp [X] FOOK2 - [EVE] Energy Visuals Enhanced.esp [X] FOOK2 - Main.esp [X] FOOK2 - [DIK] DLC Improvement Kit.esp [X] FOOK2 - Mothership Zeta.esp [X] chasecoat.esp [X] Add your own hairstyle to Fallout 3 characters.esp [X] Project Beauty.esp [X] Project Beauty- Broken Steel.esp [X] Project Beauty- Point Lookout.esp [X] FOIP - FACE NPCS [FOOK2].esp [X] FOIP - FACE NPCS [broken Steel].esp [X] WastelandMastery.esp [X] SeducedDLC03.esp [X] FACE Eyelashes.esp [X] YearlingsGlasses.esp [X] ShadySands.esp [X] JHBCloverPlus.esp [X] Type3Accessories.esp [X] Type3Clothes.esp [ ] Unofficial Fallout 3 Patch - Point Lookout.esp [ ] Unofficial Fallout 3 Patch - Broken Steel.esp [ ] Unofficial Fallout 3 Patch - Mothership Zeta.esp [X] LightweightFoodSanitizer.esp [X] LighterFissionBattery.esp [X] We Jazz.esp [X] ScopedOlPainless.esp [ ] ScopedOlPainlessAutoAim.esp [X] 1PipboyPDA.esp [X] richvendors.esp [X] 7_HolsterForHandGuns.esp [X] IPip.esp [X] Merged.esp [X] StreetLights.esp [X] Megaton House and Theme Overhaul.esp [X] B72v3-02.esp [X] B72v3_MHOO.esp [ ] B72v3 Clutterfree.esp so ya I would just move that bunker72 esm up to that spot and thats about it.
  5. at this time i'm not sure. but if it does require such a change I'll take care of the lockers and items
  6. As far as npcs, its looking like there will be 1 for 3.1 but we're working out the finer points with how the npc will react with the elevators. if that goes well perhaps more, if not then maybe 1 per level. and for not grouping all the weapons, yes it would be possible. but at the same time. that part of it is far from done. Still need to get all the Dlc weapons set up and placed. as well as the creation items, which for 3.1 again there should be alot more to choose from. There as also going to be the BB weapons and new Laser ones like I had set up in Version2update in the range. and move the unique ones out since they have diffrent meshes and look decent in the open, so all in all its a little less then 1/3 finished
  7. ok well thats good to know. I"ll have to look into it more and prob update since i'm still on 1.5 and do experience ctd's, but that could also explain why others are too. so just give me a little time and i'll figure out whats going on
  8. Thanks for letting me know. I'm actually really new to this so i'm not sure what FO3MasterUpdate is or why you would need the patch as a master I found this quickly while searching for what it was Jun 18 2009, 11:34 PM I have been trying alot of wonderful Mods here and then found the fake patch and realised i could make more mods work better so i did the fake patch, fose, then the FO3MasterUpdate. The game worked great. But found a better selection of mods, so i uninstalled it all, reinstalled, making a backup of the data this time of course which i should have done before, then did the fose, foms etc... Now here is the problem. The FO3MasterUpdate is getting errors, the mods it says are bugged are the mods that i used last time, half of them are not even in the data folder. So it is obviously reading some file it stored somewhere on my computer listing the old mods i am not using. So can someone help me? Ok i found the fix. The hidden file is found in XP which is my OS. (((C:\Documents and Settings\YOUR NAME\Local Settings\Application Data\Fallout3\Plugins.txt))) Delete Plugins.txt then start your Fallout 3 launcher and it puts the correct mods back in the list. Someone should sticky this and leave it as a example because i have seen others with the same problem and nobody gave them a fix. Skotte Jun 19 2009, 02:09 AM To help your cause... Vista: (C:\Users\USER NAME\AppData\Local\Fallout3\Plugins.txt) BTW, Welcome to the Nexus http://thenexusforums.com/lofiversion/index.php/t130696.html So give me a little time to look into and find out what the program does if the above dosn't seem to help or matter
  9. cool thanks, for 3.1 those options show offer more, so when you turn it on or off the lightswitchs will come back but a dimmer is not something I thought of but a very intresting idea :)
  10. Forsure, i'd expect to see that in bunker72. Bottom line, i'm a very lazy person at heart. so if I can go to Bunker72 and set up for my next adventure and head out from there, So Right now, If it can go in your inventory - It will get sorted If you can buy it at the store - you can but it at the bunker The creation table I expect to be evolving into something a little more complex and useful But forsure thanks for the post and thats something I'd like to have installed around the same time as the armor sorted, Both should be in game before 3.1
  11. ya that would make sense. heres what I found from the elderscrolls wiki under Scripting Tutorial: Creating a Simple Timer scn timerTestScript float timer float fQuestDelayTime short doOnce begin gamemode set fQuestDelayTime to 0.001 if ( doOnce == 0 ) set timer to 5 ; Initialize the timer variable set doOnce to 1 endif if ( timer > 0 ) set timer to timer - getSecondsPassed else Message "Your 5 seconds are up" endif end and the set timer to timer part there is where i'm blocked in understanding that code, like I pretty much understand what the script is saying to do, except for that line where I have nothing to compare it to if it was set timerid to timeinseconds or even diffrent by 1 letter I think I would get it down pat and ya I didn't really like that idea of hiding it either, seemed like I was child proofing it
  12. lol ok ya should have said something about that I did go through steps 1 2 and 3 before posting on the fourms, may have even hit 4 then too. I've since copied the .nif's of those main files put a 2 on the end of it and told the combat knife combat shotgun hunting rifle sniper rifle laser rifle and that has seemed to fix the problem on all of those and the other ones which used the same nif But in doing it that way will I run the risk of not working with other mods? **EDIT- Ok it seems to fix the problem on Some of the systems testing it**
  13. Yes I'm trying to decided if I should just disable player control after a button press or have it just dissapear until the animation is finished then come back afterwards. Since nothing in there is actually set up on a timer ( aside from the autoclosing door) which I got off the geck site, some reason I just can seem to make sense of the 'set timer to timer' part of the code so nothing happens when I go to write it, but aside from that I see it to be a major cause in falling through the elevator if it is set up correctly and everything I did get your Pm, but didn't dive into it much yet, but now that I got the weapons problem fixed i'll shoot you a reply shortly either before 9 or after 10 Glad you have some scripting back ground, before I decided to learn I could understand what I was reading just not really how to apply it, so it sounds like your 1 up on me as is :) which is good
  14. Survival of the fittest Combat Enhances Better Living through Chems Flashbangs Sprint More Hot keys Inverse Combat Knife Holster Speed Holsters Locational Damage All those there are good for increasing the game play in just little but noticeable ways
  15. Hi, I just put up the 3rd version of my mod and have received alot of feed back regarding some of the weapons not being in the players hands when they equip them but floating off to the side. (actually killed dogmeat while it was floating behind me :( ) It is not effecting all weapons just MOST of the ones that require the below meshes or textures Combat Knife Combat Shotgun Sniper Rifle Hunting Rifle Laser Rifle Further, if you have any of the above weapons equiped and hit the Sorter for weapons, it will move the character to the shelf and they become stuck. Picture 1 Picture 2 This problem is not effecting the Lincolns rifle and one other I cant think of off the top of my head. The weapons will also go through their normal animation with reloading n such, just no weapon in hand Any help in correcting this error would be great. and if anymore information is needed as far as the scripting in place or other questions that may be helpful to resolve this issue that I have forgotten feel free to contact me here a PM, or [email protected] a link for my mod can be found below.
  16. I have added a link to it on the main page or at least am trying to make it a link, so they can come to this page and see the errors. like you i'll go through the readme or comments for problems I'm having with mods, But I have noticed i'm repeating myself ALOT over information found in the readme, description, comments, and just general PM's, so yes this will be more convenient for me, but hopefully since i'm trying to have it clear across the mage page itself where else to go for informaion on bugs n such, it should also be more convenient for people to get all the information they need as I can think of a handful who have gone though all the information to not repost a question that has been answered I still plan on keeping the page itself up to date, just having it here will be less for everyone to filter through to find or post their problem
  17. http://www.fallout3nexus.com/imageshare/images/1184308-1251219455.JPG http://www.fallout3nexus.com/downloads/images/7455-1-1251235195.JPG This was created as a 1 stop place to post Any and all bugs, so that they can be corrected for the final patch 3.1 There is alot more going on in version 3 then there was in version 1 or 2, So there's more for me to go though to figure out what the problem is and how to fix it. Currently I'm working on fixing the 1st Person Weapons problem which is effecting some of the weapons in game while using this mod. Any help or feedback to correcting such problem would be extremely helpful. When posting a Bug or problem here Please try to include the following information What you were doing when the problem occurred Where you were when the problem occurred DLC's you have installed and running What patch your system is currently on Mods you currently have installed and running ( And their load order ) Those are questions that I will ask as to narrow down the problem and the fix for it Problems and Bugs Elevator timing issues (Fixed in 3.04 -Thanks BEArbiter) Compatibility Mainframe Elevator (For now all I can suggest is playing around with it from fully minimized to fully expanded if you experience this elevator going up to high. But I Would keep the Lounge minimized as a few changes there could alter the timing in that room ***UPDATE, Players having problems with missing textures and or meshes, who ALSO HAVE both required *.bsa located in the correct location should check to make sure ArchiveInvalidation is on. But if that is still not working, try extracting both required *.bsa's to your fallout 3 data folder ( This can be done with FOMM ) Compatibility: is going to take a little longer as I need to download their mod to find where the conflict is. Fook 2. I have to look into it, but it sounds like there isn't much I can do if the regular in game weapons id has been changed. if this is the case then I dont expect fook 2 to work with the weapons sorter for quite some time. as the time involved to set it up with the set up in place would be alot more work, and for the most part right now we're just trying to correct any problem that are effecting gameplay because of this mod. and not spending as much time into making it work with EVERY mod out there. altho trying to keep up with the MAJOR mods out there will come in time, but our main goal is Fallout 3 and DLC's up and running properly. ---For now try moving your B72v3-03.esp file to the bottom of your .esp files and this may correct the problem, (But it still wont sort weapons created or that are new to FOOK 2) Coming in patch 3.04 Armor sorter (temporary) New Secret Room, (This will act as the trophy room / display area and is subject to change for 3.1) DLC Support (Again subject to change, it will come as 6 esp, 1 per Dlc and 1 for all the dlc's.)(This will also start to take up the expanded armory New Weapons Laptops Elevator timing corrected Mainframe elevator fixed (please send me a pm if you are experiencing this problem) New extractor for both 3.04 and main file 3rd entrance (players can remove both the Megaton and Tenpenny entrances and have 1 location out in the wastelands to call home) Range 2 ready to go (May be pushed to 3.05) Lower level of range reworked (May be pushed to 3.05) Any other problems forgotten or not listed above, corrected (Please send me a PM or or post here for any problems missed) ****Release date : TBA**** ****More to come**** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Current Problems Corrected in patch 3.03 Floating Lawnmower blade in the armory has been removed Mainframe Computer reinstalled in both Minimized and Expanded areas Nuka Dew effects have been corrected -(Still in testing and effect may be removed totally until a later date if problems re occur ) Benches next to the Pool table in the Expanded armory have been corrected and player should no longer fall though Complex area has been Nav-meshed (companion friendly) Range has been Nav-meshed (companion friendly), (Except for the lower level which will be reworked in 3.04 Security armor has been re-textured to a B72 *Thanks BEArbiter NEW Schamatic - B72 SideArm PL Upgrade NEW Schamatic - Tesla Armor Megaton Entrance will be relocated to its old setting in front of the stairs. so come 3.03 there will be no more need for the MHOO patch LCD tvs Laptops Weapons Layout Reset SHOULD be installed and ready to go B72 Side Arm damage has been increased, and its semi-auto fire rate increased slightly. B72 Side Arm (Mag) is now in the bunker. This item is not buildable at the creation table. but will repair off all other pistol types, The Main Elevator and Mainframe elevators should be harder to mess with the timing of it (But if you try i'm sure you can, and will get stuck. so dont) The bed elevator is still a little buggy if you stand away from the button while going up The projection button has been changed to the blu ray player (Expanded area only) B72 Assault style weapons will now have sound when they fire Current Problems Corrected with patch 3.02 The flamer container is 1 solid peice and not 2 that and be seaperated. The minigun container is 1 solid peice now and not 2 that can be seaperated The Minilaser gun container is 1 solid peice now and not 2 that can be seaperated re aligned the mainframe elevator again Fixed the problem where Nuka-Dew Quantumish stats were not leaving the player Added a new weapon to the Creation table Current Problems Corrected with patch 3.01 Duststorm in Lounge area has been removed Vengence is now sorted to its proper container No longer knocked back if standing to close to the bottom elevator button in the mainframe room altered the aligenment of the mainframe elevator where players could fall through and walk through 1 of the walls Fire storm mesh not going away corrected Fire storm reworked so its not a bright ball of fire, altered the aligenment of the Range Elevator where platers could fall through. Removed the B72 'Altered' items while I look into the texture and mesh problems on select weapons Removed mainframe terminal from both Minimized and expanded areas while I look into the Crash to Desktop error effecting players Feel free to add to this and if you have any ideas to correct any of the above problems or any problems missed here
  18. ya i'm going to get one set up for problems bugs and such to filter those to 1 place I did some work with RR Companion Vault and the navmesh problems, well it was the KOR vault which is the same just remade, so I have seen how it works and such, and like his gun spawners the range uses a place at me script so I need to work around that , Have enough problems with the floating guns,without the save game bloating but it should come with 2 settings 1inside the other outside and the 2nd range is looking like its going to be more geared to explosives and weapons such as that
  19. Depends on the player I think tho, I really didn't have a need for the expanded armory in version 2 or 3 even. but for alot of it, its just looks, and having a static container in a area for looks and not have it useable seems odd and pointless too Looking to have something like a virtual battlefield for version 3.1 in the 3rd range that will be comming, Need to spend some more time learning how to work with npcs and such to get it to works as i'd like.
  20. @lostmisery: It would be best for you to create a new thread for your problem instead of "hijacking" this one. I've reported your post not out of any malicious intent, but so that a moderator might move it into a new thread so that anyone who wishes to help you can do so without taking this thread off-topic. Cipscis ya like I had said at the start I wasn't sure, and am having no luck on the forums regardless. So dont worry about moving it to a new thread. i'm sure i'll stumble across the answer soon enough and have it working in game. Thanks anyhow
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