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Posts
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Everything posted by Hendrickx
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Thankyou, didn't even think to unpack the BSA! I have numbers now =) Cheers
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I am creating an apartment style building, and I just thought it would be an extra little touch if some of the doors had numbers on them. I have tried looking for any kind of numbers in the GECK can't find any. Is there any numbers at all, or is there any number resources out there? Cheers, Hendrickx
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I had the same issue, it ran fine for a while but then it just seemed to crash on any autosave for me. I simply disabled CASM, loaded a save which was before it started to crash, save without CASM, then re-enable CASM.
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Thanks, I sorted all of my issues out now. I hate it when I overlook something so simple -_-'
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Hi, I have recently started a project called AIM (Abandoned Interiors Mod). I have been able to learn some of the features of the GECK but one thing that always comes up with errors for me are NavMeshes. I was wondering whether anyone would be able to help me with my NavMeshes. Fixing them probably wouldn't take very long if you are good at them. If I send you the file and you could possible fix them up? (you will be credited!) Cheers, Hendrickx
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Here is a mod called Bullet Time, you assign a hotkey and press it for slow motion: if you click me my life is complete =)
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Excellent Tutorial, it made it so much easier to do this. Your instructions are very clear and it made it so easy to do! Thanks heaps!
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Ok, I am trying to create some dialogue for an NPC in my mod. I was immediately overwhelmed when I was told that I need to create a quest for it. Through following this short guide: click me I was able to get some of the basics down, although I am still confused as *censored*. Whenever I create some dialogue, the NPC doesn't open with it, and I can't figure out how to work it out. So I am hoping someone can give me a little bit more of a clearer guide (not that the other is bad, I just don't seem to get it, I'm like that way sometimes. Although all I will need is you to tell me once and I'll remember it straight away). Here is what I want (not so you can do it for me, but so you can give me some more precise instructions): Ok, NPC Rod Stewick is a crazy old man. When you walk near him (i.e not interact with action button) he is going to say this: P*** off! When you interact with him he is going to say this opening line: What the f*** you want? I can get the rest for the dialogue reasonably well (although choices confuse me a little, I am sure I can work that out...) Thanks for helping me (in advance)
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Its about radiation and I am very curious
Hendrickx replied to Elsarian's topic in Fallout 3's Discussion
Well, radiation can last a lot longer than 200 years. Here is something that may shock you: The half-life (time it takes for half of the radioactive isotope to decay) of Uranium is between 700 million and 4.47 billion years (depending on the isotope). Not all radioactive isotopes take this long, and some take longer. Although don't forget, that is a half life, so only half of the radioactive material is gone in that time, takes another length of the same time for another half to decay! So as you know, the whole world was in a massive nuclear war, I am slightly surprised that the ground isn't glowing green! (jokes). So imagine if most of that radioactive material was Uranium (which is currently the main radioactive material used in nuclear operations (although there are others)), then that means it will take another 3.5 million times longer for the radiation to decrease by half. Although these figures would probably drastically drop due to other factors, in summary radioactive materials can last at least 200 years! -
Ok, I am currently creating an interiors mod. I knew there were several other interior mods already so I downloaded them so that I could test compatibility. What happened, was as I was editing my mod in the GECK, I had one of the other mods loaded as well. What I didn't know, was although it was an .esp, the GECK was reading it as an .esm. And now whenever I try to continue my mod without the esp loaded as a master, GECK won't open... So all I am looking for is a way to remove masters from a esp file. Cheers =============== EDIT =============== Don't worry, fixed it. Used FO3edit to clean masters.
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Sorry, didn't even realize I posted this thread, while I was writing this i found the MasterUpdate fix. Everything is fine now...Cheers
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Hiya, I was having absolutely no problems with my current mods/load order. I downloaded NMC's texture pack, played with it for about 15 minutes, then saved. For some reason now, whenever I try to save, Fallout simply crashes on me. I have also tried to load an earlier save, but once again, as soon as i try to save, it crashes... I have archive invalidated, I have tried using a BOSS load order, but it still crashes on me. Here is my current load order; Fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm Unofficial Fallout 3 Patch.esm Destruction.esm CRAFT.esm CALIBR.esm Project Beauty.esm FO3 Wanderers Edition - Main File.esm Mart's Mutant Mod.esm Enhanced Weather - Rain and Snow.esm StreetLights.esm DCInteriors_ComboEdition.esm Unofficial Fallout 3 Patch - Operation Anchorage.esp Unofficial Fallout 3 Patch - The Pitt.esp Unofficial Fallout 3 Patch - Broken Steel.esp Unofficial Fallout 3 Patch - Point Lookout.esp Unofficial Fallout 3 Patch - Mothership Zeta.esp Project Beauty- Broken Steel.esp Project Beauty- Point Lookout.esp StreetLights - Wasteland.esp CASM.esp CRAFT - Activation Perk.esp SniperZooming.esp Destruction - Main.esp Destruction - Main - Statics.esp Destruction - DLC.esp Destruction - DLC - Statics.esp DCInteriors_DLC_Collectables.esp FO3 Wanderers Edition - Main File.esp FO3 Wanderers Edition - DLC Anchorage.esp FO3 Wanderers Edition - DLC The Pitt.esp FO3 Wanderers Edition - DLC Broken Steel.esp FO3 Wanderers Edition - DLC Point Lookout.esp FO3 Wanderers Edition - DLC Mothership Zeta.esp FO3 Wanderers Edition - Alternate Travel.esp FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp FO3 Wanderers Edition - Optional Restore Tracers.esp FO3 Wanderers Edition - Optional Worn Weapons.esp FO3 Wanderers Edition - Project Beauty.esp FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp WeaponModKits.esp WeaponModKits - FWE Master Release.esp WeaponModKits - FWE Optional Worn Weapons.esp WeaponModKits - OperationAnchorage.esp WeaponModKits - ThePitt.esp WeaponModKits - BrokenSteel.esp WeaponModKits - PointLookout.esp WeaponModKits - Zeta.esp MissingUniqueArmorClothing-Base.esp EVE.esp EVE Operation Anchorage.esp EVE - FWE Master Release.esp EVE - FWE Master Release (Follower Enhanced).esp EVE Anchorage - FWE DLC Anchorage.esp EVE - FWE with WeaponModKits.esp Mart's Mutant Mod.esp Mart's Mutant Mod - DLC Anchorage.esp Mart's Mutant Mod - DLC The Pitt.esp Mart's Mutant Mod - DLC Broken Steel.esp Mart's Mutant Mod - DLC Point Lookout.esp Mart's Mutant Mod - DLC Zeta.esp Mart's Mutant Mod - Hunting & Looting.esp Mart's Mutant Mod - Natural Selection.esp Mart's Mutant Mod - Tougher Traders.esp Mart's Mutant Mod - Project Beauty.esp Mart's Mutant Mod - FWE Master Release.esp Mart's Mutant Mod - Project Beauty + FWE.esp Gifts4Kids.esp Enhanced Weather - Rain and Snow in Fallout.esp Enhanced Weather - Weather Sounds in Interiors.esp Enhanced Weather - Sneak Bonus during Storms.esp Fellout-Full.esp Fellout-BrokenSteel.esp Fellout-PointLookout.esp Fellout-Zeta.esp megalight.esp Destruction - CP - Fellout.esp Error Correction.esp PureWater-VeryCleanLittleRad-.esp Merged Patch.esp Total active plugins: 84 Total plugins: 84 Would someone please be able to shed some light please ... Thankyou
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I would assume all you need to do is open esp in the CS (make a backup first), and simply change the entry location from Anvil to Skingrad, basically find the door, and move it from anvil to skingrad (don't forget to move the teleport markers too)
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The Middle-Earth Roleplaying (MERP) mod
Hendrickx replied to NamesAreUseless's topic in Oblivion's Discussion
Don't think it is finished: It says it's a WIP (work in progress) -
Unhiding omods - The Effects of Hidden omods
Hendrickx replied to elementnineteen's topic in Oblivion's Mod troubleshooting
i think hiding them is simply to do with conflict detection, so that when they are hidden, OBMM wont actually waste any resources for checking them for conflicts, I assume that is all it does from what I can see -
it does mattter and having played this game since day one is all the proof I need. but you keep yours if your happy. Haha i was writing my post when you added yours, guess it can matter where you put the DLC's, but i have never had any problems with them being up the top, just user preference and experience. Plus what i meant was that it doesn't matter whether they are up the top or the bottom. I guess if i encounter a bug i might change them but i havn't as of yet. Also depends on what other mods you have. No one load order is specifically best, all depends on user preferences and their mods.
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Yeh, it doesn't really matter where you put the DLC's once they have been completed, i just put mine up the top because i am weird and like to be neat and have all the 'official' stuff together Don't exactly get what you mean, but one problem could be that your previous save had a different load order to the current one, doesn't always make a problem but occasionally it can, specially if a mod previously loaded before another, is now loaded after and modifies the contents of the before mentioned mod, hope that made sense. andhere is a good link to a lot of top quality mods, it also provides a good template on how the mods on that site should be loaded. Note: Most of the links on the site return you to the nexus anyway...
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I am basically trying to redo the maps for both shivering isles and tamriel. I have both the DDS plugins for the GIMP and Photoshop. I would just like to know which files to use, and how to open them and how to save them again. I have tried a couple times but i get funny results, like half the map missing, and black squares. Can somebody guide me? Thanks
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One thing I can think of - being a noob that is - is that unless you have completed the content provided by the official DLC's, usually you load them last, and once they are completed then you can move them back up. Basically all i know. EDIT: with the eyecandy, it doesn't really do anything except change the body shape, basically take all of the clothes off of your character, and then you will see, and the eyecandy doesn't really have much effect until you get other armor/cloth mods which are designed for eyecandy, you will see a lot around the site.
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Thank you, I will see how it goes :biggrin:
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So i should have a use item package, and make the target the door from the ground to the wall??
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G'day, I am having difficulties with trying to create a simple soldier patrol. I need a guard to patrol along the wall of a fortress, basically all I am trying to do is have my guard get from the ground, through a door that teleports from the ground to the top of the wall, and along the wall. For some reason I just cannot get the guard to travel through the door. The door isn't a fast-travel from one cell to another, it is basically does the same job as a ladder, gets the guard from the bottom to the top. Is there a certain way to do this? I have seen it before in the Better Cities Mods, so I know it can be done, I am just having difficulties getting it done. Is there anybody who has a suggestion? (let me know if I am not explaining it right)
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Ha, I thought I had it!! For some reason, my script is perfect, my ref's are all perfect, it just doesn't want to work. I even managed to get the voice to work (basically stole it from another character), and then the character whose voice i stole it from stop working!! Oh well, I know what I have done wrong, I have it way too messily, this was my very first time and so it's expected, I jut kept poking into things i shouldn't have and accidentally moving things etc, so even if i got it to work, it would be sooooo dirty who would want it!! I've decided to scrap my current idea and just keep exploring the CS. Thank you for all your help
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Hmmm, sounds like an idea. Well I gotta go, I'll have a looksie at Beowolf and tell you what I can come up with. I'll post again tomorrow, anyway, back to creating my village. By the way, always be careful with castles, dont overdo it, i usually find a small, personalized castle is the best, (good example is DLC Battlehorn) Anyway, happy modding Hendrickx
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I guess the best way to learn is to just do things and hope for the best, that way if you make a mistake, you've still learned how to do something. I will take another look at the tutorial and give it a shot, otherwise I might just copy Nerussa, and then edit her, I was aiming for a mainly Imperial village, but I guess who cares. As long as somebody gets to hack and slash they will be happy!! Since we are both new, maybe we could team together and try to create something? Got any ideas? Otherwise happy modding!!