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oblivious12123

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Everything posted by oblivious12123

  1. Yeah, I tried that but it still crashes with all .esp files deactivated. I'll try with a new character with no mods activated and see if it is a mod that my save depends on. EDIT: yep, it must be one of the .esm files because on a new character with no plugins other than the official DLCs I can safely enter the casino.
  2. The game keeps crashing whenever I go through the main gate into the Sierra Madre proper. I have done the quests and now need to enter the Sierra Madre but every time I do so it crashes to the desktop during the loading screen. I have attempted workarounds, such as using the coc command to teleport myself in and using the player.moveto command but nothing works; it keeps crashing whenever I try to enter the lobby. I have searched around for a solution to this, however nobody seems to be experiencing crashing at the same time as me and none of the solutions posted on their threads work anyway. I have also tried to enter the Sierra Madre by coc'ing to other cells within the Sierra Madre, but it still crashes. However, I can travel between locations in The Villa without issue, so it's just the Sierra Madre itself which has the issue. This is really game breaking and I would really appreciate some help.
  3. I've come to a conclusion that it's dirty uninstallations of mods that have made my game crash. I made another character (with all my mods activated and at the settings I usually play with) and went to all of the locations I've experienced crashing at, but it didn't crash. This has led me to believe that it's the few mods I have uninstalled in the past that are causing some kinds of conflicts. I have used Wrye Bash to check the plugins used in previous saves made that I've uninstalled prior to the crashing and am going to reinstall them and see if that fixes the game.
  4. So as it turns out, it appears not to be a memory issue. I have tried using Gamebooster, which shuts down background processes yet Skyrim still crashed with only about 800mb of memory usage, ruling out my theory completely. This occurred with me running aimlessly through a forest, attempting to provoke a CTD and it crashed quite quickly. I tried this 2-3 times and each time it crashed. I see the only other thing to do now is a clean reinstall, unless you can suggest another alternative method.
  5. Thanks for the fast response. I ran BOSS and it showed several dirty mods, and even reverting back to a clean save with the dirty mods deactivated didn't help. I think these crashes might be coming from my memory as I'm crashing when getting close to cities (I have Open Cities installed), which eats up a lot of memory; entering combat with multiple enemies with multiple followers involved, which means a lot of AI going on at once; or just multiple cells loading simultaneously. I can't be sure, obviously, but I'm reluctant in doing a clean reinstall because of the time it will take; I'm going to save it as a last resort.
  6. Sometimes when I enter an exterior cell I CTD with no error message whatsoever, just flashes black then the game closes. For example, when I am exploring the wilderness and enter a new cell or I exit a dungeon the game closes. I am running close to one hundred mods, however even with them all disabled the game still CTDs, so it isn't the mods causing the problem. I am not sure what the cause of these crashes is, do I need to reinstall the whole game? I haven't experienced these crashes in the past but only, I think, when a recent patch was applied a few days ago. Is anybody else experiencing these crashes? I have searched for days for a solution to no avail, none of them appear to work. EDIT: Just want to mention that I have read the Only You Can Prevent Forest Fires thread, but it didn't help as I haven't removed any mods recently so it doesn't appear to be that causing the CTDs.
  7. Oh god. I made the mod but before I uploaded it I went on holiday and when I came back I had forgotten all about uploading it. I've uploaded it to the Nexus, you can find ithere.
  8. Honestly, I'm not sure how to create new statistics or even if it's possible at all, but vertibirds blown up would be amazing, I always blow them up to stop the annoying fights with the Enclave Troopers. Anyways, I'll get the creatures counting as people kills done, then I'll look into adding more stats after. EDIT: I just realised, if you're using mods that change/add creatures, such as MMM or FWE there may be some compatibility issues and/or only vanilla creatures will count towards the "People Killed" counter.
  9. I completely forgot that ModPCMiscStat existed :facepalm:. I've never had to use it before so it crossed my mind. A script attached to the Swampfolk would run like this: Begin onDeath ModPCMiscStat "Creatures Killed" -1 ;This counters the "Creatures Killed" statistic gain from killing the Swampfolk ModPCMiscStat "People Killed" 1 ;This adds 1 to the "Peoples Killed" statistic End I'm pretty sure this would work. I could make a plugin now if you'd like, as well as doing this with Super Mutants and Feral Ghouls, and maybe not counting robots for any statistic (Or perhaps count it towards the "Robots Disabled" statistic, even though that's for the Robotics Expert perk)?
  10. With GREAT difficulty, maybe. You'd have to create several new races for the different varieties of Swampfolk. You'd also have to split the meshes of the Swampfolk into several pieces to use them for the race. It would be quite time consuming and, quite frankly, I don't think anybody would be bothered spending so much time just to classify Swampfolk kills as human kills :sad:
  11. I'm having several problems with Sesom's See You - Time for Bed mod. When I first loaded the mod, everything ran smoothly, but glitches soon manifested: After a while my player would only sleep for around 1-3 hours at a time, regardless of how long I selected. I stopped getting encounters (They were set to 'active' on the Sleepy Teddy Bear) and even with the FWE optional plugin it would not affect the 'sleep' meter in Primary Needs. Now, I tried to sleep again yesterday, but it just came up with the standard black screen with the time ticking down. It still wouldn't affect my Primary Needs feature. I did what the Readme said to do to update, and I deactivated it completely but everything continued as if it was still selected. What on Earth is going on and how can I fix this? It's completely ruining my game.
  12. Looks interesting. I can't wait to see how it comes along!
  13. http://fallout3.nexusmods.com/mods/16361 This mod makes Swampfolks friendly so long as you wear a Pint Sized Slasher mask. One such mask can be found in Kenny's cave, and I'm pretty sure you can find them elsewhere. Not sure about the kill stats one, though. I don't think it's possible as Swampfolk are classed as creatures in the GECK and not NPCs.
  14. I could give it a shot, if you're still looking for help. PM me any details.
  15. Perhaps Chinese spies got hold of Vault 101's approximate location and bombs were dropped on the area where they thought it would be? Who knows, maybe Vault 101 actually does run under that location (That would explain why raiders appear to be digging into Vault 101 from a ridiculous distance away from it)?
  16. I was thinking kind of around Lafayette, Louisiana. It is a large city, but the terrain in the surrounding areas are swamps and farmland, which would be turned into grasslands after centuries of failed harvests, with large aount of swampland to the east, according to Wikipedia and Google Maps. Perhaps Lafayette could be the major city ruins in the west-north-western area of the map, with swampy wildernesses to the east and small settlements such as Plaquemine, New Liberia and St. Martinsville with some sort of civilization still remaining. Now, I know this area isn't exactly famous for its landmarks, so this definitely won't be the setting of the next game, seeing as Bethesda loves being patriotic, but in my opinion it provides a unique geography. Here is a map of what I'm thinking of: With the area slightly south of St. Martinsville (A) being the start point or around Plaquemine in a vault. A start in St. Martinsville allows access to the city, despite it being a bloodbath, as well as traveling east into the swamps to hunt (and be hunted). Plaquemine would be less ideal because of its far-off location from the rest of the world. The Lafayette ruins should be near impossible for a low-leveled character to survive, crawling with all sorts of high-leveled abominations. The swamp would be teeming with wildlife, both passive and aggressive, but not anything TOO challenging for the player to start with. Lake Fausse Pointe State Park, however, would be more challenging, with several higher-leveled creatures. Creature level scaling should be turned off or lessened (Every 3 levels, enemies gain 1), otherwise becoming stronger won't get you into Lafayette. Jeanerette would be a prospering trading town with its close location to the swamps lying near Lake Fausse Pointe, however New Liberia would play a major role in the Main Quest due to its central location. Plaquemine would be a smaller city ruin with its own vault. There would also be several small settlements lying in the swamplands where the player can rest, trade etc. The map could also be expanded to contain Franklin, Vermilion Bay, West Cote Blanche Bay and Morgan City Ruins, for even more locations. Enemies would include: • Intelligent mutant alligators, replacing deathclaws. They look similar in size and shape to deathclaws, however they have crocodilian features and are able to make and hold primitive weapons such as spears or daggers. They also pack a mean punch and have large sharp teeth. They inhabit Lake Fausse Pointe, certain other swamp locations, City ruins, Vermilion Bay, West Cote Blanche Bay and some other places. • Large mutant fireflies, similar to bloatflies but ranging in size, strength and colour. • Corpse Flies, also similar to bloatflies, but smaller and faster. They spawn in packs of 3-6 every few days around corpses and aren't hostile if you keep your distance and don't strike first. • Swampfolk with a much wider variety. They spawn all over the world, and most are hostile. They don't follow a strange religion, unlike their Maryland brothersed/mutated into large man-eating plants. They spit a radioactive venom and deal high melee damage. • Large mutated frogs or toads that have no qualms over lunging their tongue at you over flies. • Large "Man Traps", plants that have adapted/mutated into large man-eating plants. They spit a radioactive venom and deal high melee damage. • Soldier Ants: Stronger variants of the Giant Ants that spawn in large groups. • Deranged Beavers that attack anything that is not one of them. They are not too much of a challenge, and provide food for many wastelanders. • Giant hostile dragonflies that are agile and extremely fast. • Mutated catfish-mirelurks as in the Fallout 3 concept art. • Large six-legged "Swamp Striders" descended from the area's four-legged Water Striders. These guys are very perceptive and run very fast. They can run on water, thus allowing them to attack anything in water. • Several creatures that appeared in previous games that could fit into the settings; Wanamingos, floaters, ghouls (feral/non-feral), dogs, radroaches, bloatflies, Super Mutants from the Master's Army, Yao Guais, Cazadores, Mirelurks, etc. Wow, I wrote more than I originally thought of. I know it definitely won't happen but I do enjoy writing and letting my imagination go. At the moment it's very much incomplete, however I may come back and finish it.
  17. Page 14 get! Here is a post from a thread I found on The Escapist forum: I enjoyed reading this, for the most part. I hope others enjoy it, too.
  18. Oh yes, I see it :facepalm: I'm going blind, I swear it. Thanks for your help, I've awarded you kudos.
  19. Thanks. I didn't see that thread, sorry, I wasn't paying much attention. EDIT: The Fallout 3 Mod Detectives thread isn't in the Fallout 3 Mod Talk sub-forum, so that probably explains why I didn't see it.
  20. Hey there guys, I'm looking for a mod that stops people commenting about you accidentally kicking the litter scattered all over the place or walking by a locked container, but I just can't for the life of me remember what it's called. I remember there being several mods like that, however I can't find any of them. Any help would be very much appreciated. Thanks in advance.
  21. Point Lookout seems like a good place to start. It's already got a husk to work from and it's not too big. I can take a gander at it when I get some free time.
  22. Yep, I changed the references to begin with a letter and it worked. Thanks! :happy: The GECK works in mysterious ways...
  23. I'm currently making a personal modification to one of my favourite house mods on the nexus: Making a bobblehead stand. However, the script points out that one of my commands is invalid, even though I don't think it is. Take a look at my script: scn BobbleheadDisplayCliffwatchScript begin OnActivate if IsActionRef player == 1 if BH01.Carrying == 1 Set BH01.Carrying to 0 if ( BH01.HaveAGL == 1 ) 01agl.Enable Player.RemoveItem BobbleheadAGL 1 endif if ( BH01.HaveBART == 1 ) 01bart.Enable Player.RemoveItem BobbleheadBART 1 endif if ( BH01.HaveBGUN == 1 ) 01bgun.Enable Player.RemoveItem BobbleheadBGUN 1 endif if ( BH01.HaveCHA == 1 ) 01cha.Enable Player.RemoveItem BobbleheadCHA 1 endif if ( BH01.HaveEND == 1 ) 01end.Enable Player.RemoveItem BobbleheadEND 1 endif if ( BH01.HaveERGW == 1 ) 01ergw.Enable Player.RemoveItem BobbleheadERGW 1 endif if ( BH01.HaveEXPL == 1 ) 01expl.Enable Player.RemoveItem BobbleheadEXPL 1 endif if ( BH01.HaveINT == 1 ) 01int.Enable Player.RemoveItem BobbleheadINT 1 endif if ( BH01.HaveLOCK == 1 ) 01lock.Enable Player.RemoveItem BobbleheadLOCK 1 endif if ( BH01.HaveLUK == 1 ) 01luk.Enable Player.RemoveItem BobbleheadLUK 1 endif if ( BH01.HaveMEDI == 1 ) 01medi.Enable Player.RemoveItem BobbleheadMEDI 1 endif if ( BH01.HaveMELE == 1 ) 01mele.Enable Player.RemoveItem BobbleheadMELE 1 endif if ( BH01.HavePER == 1 ) 01per.Enable Player.RemoveItem BobbleheadPER 1 endif if ( BH01.HaveREPR == 1 ) 01repr.Enable Player.RemoveItem BobbleheadREPR 1 endif if ( BH01.HaveSCNC == 1 ) 01scnc.Enable Player.RemoveItem BobbleheadSCNC 1 endif if ( BH01.HaveSGUN == 1 ) 01sgun.Enable Player.RemoveItem BobbleheadSGUN 1 endif if ( BH01.HaveSNEK == 1 ) 01snek.Enable Player.RemoveItem BobbleheadSNEK 1 endif if ( BH01.HaveSPCH == 1 ) 01spch.Enable Player.RemoveItem BobbleheadSPCH 1 endif if ( BH01.HaveSTR == 1 ) 01str.Enable Player.RemoveItem BobbleheadSTR 1 endif if ( BH01.HaveUARM == 1 ) 01uarm.Enable Player.RemoveItem BobbleheadUARM 1 endif else ShowMessage BobbleheadNone endif endif end All of the references (e.g. 01agl, 01bart etc.) exist, are persistent references and initially disabled. Upon saving my script I get this warning: This is the only warning that pops up, so it doesn't look like it's an incorrect reference. Any help with this?
  24. Given the resources to do so, I could have a go with this. The game has meshes and textures for pre-war houses and all its accessories as well as one of the types of car. There are also mods on the nexus which do some of the work already: Fellout and GreenWorld clear up some of the "wasteland" feel. There could be problems creating the DC downtown because of how muddled it is and how there are a lack of resources for it. Some of the resources I will need are: Clean Pre-War outfits. Intact buildings (e.g. skyscrapers, townhouses). A single $1 bill mesh (To replace currency immersively). Clean textures for existing objects. Voice actors (Optional). Other people to work with. LOTS of time. Once I get people to work on textures/meshes I can start cleaning up the capitol wasteland.
  25. Just add a looping sound to the place you want and tick 'Persistent Reference' and 'Initially Disabled'. Attach a script which enables it if it's raining d disables it if it isn't.
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