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wetblanket

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Everything posted by wetblanket

  1. Another FGRaptor mod - Weapon DisAssembly - comes closest to doing what you want. Ammo Toolkits has an optional esp that lets you strip scrap metal and fission batteries from cars. A dedicated collector can quickly amass obscene quantities of scrap and batteries so this is not a 'balanced' mod by any means. And of course the base mod lets you craft mini-nukes... Busworld and Scavenger World - Updated are both more balanced in that they increase the availability of scrap metal and other items but not excessively. They also, I think, improve the gameworld in small but satisfying ways.
  2. No, .fomod's don't go in the data directory, rather 'Fallout 3\fomm\mods\'. Then activate it in FOMM's Package Manager. You can also just add the archive from where you downloaded it to and FOMM will do the work for you. See here for more detail. I've used Scrap Metal Crafting and it's a decent mod but you are correct that it doesn't allow the conversion of weapons to scrap. If your aim is to increase the amount of, or sources of, scrap metal in your game, there are a number of mods I could recommend but I don't know of one that allows the conversion of weapons to scrap. For me, they are much more useful as weapons.
  3. The name of the mod you are having trouble with would be useful. Also, why do you want to break down weapons to scrap?
  4. Yes, Blender's a bit random like that. For anyone else, re-sizing the window will make sure you are seeing everything.
  5. Everything you need to know is here.
  6. Vanilla assets like meshes etc. are contained in special archives called bsa's. You can't overwrite them. Loose files added by mods take precedence when the game is loading, deleting them allows vanilla assets to load instead. Regarding your problem with OBSE, I've never had that but you could try getting the latest patch from Bethesda or deleting your ini file. The latter is not located in the game directory but rather in a sub-folder of 'My Documents' (or whatever) called 'My Games\oblivion\'. Deleting it will cause Oblivion to generate a fresh one on startup. Hope you can fix this, OBSE is essential for many great mods.
  7. Have you looked at UVII? It may be more than you want but with it any weapon can be switched to the off-hand and used offensively.
  8. You can view kf files in NifSkope, opening two instances to compare files.
  9. I know nothing about the mod in question but can strongly recommend an alternative - Basic Primary Needs. Very compatible with many other mods and comes with an exhaustive, illustrated, readme.
  10. I don't believe you can merge directly but you can extract all the resources and create a new bsa with FOMM. Just make sure your new bsa is named the same as your merged esp (eg. mymergedmods.esp and mymergedmods.bsa) and you ought to be good to go. edit. It would seem esps are the focus here rather than bsas. The following utilities will be useful: FO3 Plugin Utility FO3Edit And to better understand FO3Edit: Fallout3 Training Manual for FO3Edit
  11. The archive is 'omod ready' ie. import the archive into OBMM and use the conversion data provided. If installing manually, make sure you read and understand the documentation. Don't just copy everything over. Also, some parts of the mod REQUIRE a Wrye Bash patch. Whether the main part of the mod will function correctly without a Bash patch I don't know.
  12. I'm not experienced enough to give good advice but do keep checking this thread - the pro's will see it and reply eventually.
  13. Yes, once you start modding you get a real appreciation of the hard graft involved in producing these games and are much less likely to complain about Beth not including 'this' or 'that'. Glad you got it sorted in any case :)
  14. I've never found anything that appeals enough to put in my game but this and this are decent efforts. Anything else I've seen are just mediocre retexes of elven armour.
  15. Have a look at the Wrye Bash Pictorial Guide by alt3rn1ty.
  16. I suggest you (re)read the readme, specifically the requirements if the optional esps are installed. Also, the necessity to make a clean save if eg. Calibr related files are activated/deactivated. The latter can cause the issue you are experiencing apparently. Stick with it, the mod is worth it :)
  17. Construction Set Extender *may* have something to help here, it's certainly helpful for modding in a multitude of other ways. Using an external editor such as Notepad++ with syntax highlighting (I can't remember where I got the TES syntax file from unfortunately) may help also.
  18. Had a look, some nifs still have full texture paths. From Fox_Hunting_V2_Mesh_Fix-42171-2.zip: foxeyes.nif scarycave-whitefoxboots.nif From Wolf_Companion_Laddie_v1_5_fix-42255-1.zip: scarycave-laddie-eyes.nif Nearly there!
  19. Khettienna's mod Remove Extra Data - Fix Containers with Missing Items is a quick fix for this issue. DarNified UI can show inventory in a similar manner to Morrowind - there's a screenshot demonstrating this at the download page. There is at least one other UI mod which does the same but the name escapes me. Enhanced Economy gives extra experience for valuable items and is highly configurable to individual taste. Fundament allows you to modify skill advancement rates.
  20. I'm not sure I fully understand your post but: - in a temporary location (eg. desktop) create the folder structure that your replacements should be installed to eg, 'mymod\textures\armor\headgear\' and place your new textures in the appropriate folder eg. 'mymod\textures\armor\headgear\mycolourfulbandana.dds' - add other required files to the appropriate folder eg. 'mymod\mymod.esp' or 'mymod\docs\mymodreadme.txt' etc. - compress (ie. zip) the contents of 'mymod' to produce a *.7z or *.zip I hope this answers your question :)
  21. I'm guessing but can't you just duplicate an existing doctor with a new ID, edit to your satisfaction and place in the game world? If the GECK wasn't so painfully slow to start and exit on my system I'd check myself...
  22. Good luck with Blender - it's an idiosyncratic beast. There's a Blender forum on these boards which is quite useful for Beth-specific Blender information.
  23. All BSA's are located in the Data directory. The path you mention presumably refers to the file(s) you wish to extract. This is both their location inside the BSA and where they need to be extracted to. I hope this explanation doesn't leave you even more confused... ;)
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