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Zumbs

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Everything posted by Zumbs

  1. The new update appears to replace interface\MainMenu.swf, so if you have a mod that modifies that, maybe that is causing you problems? If you are using F4SE, it should also be updated to the latest version http://f4se.silverlock.org/.
  2. Download linky for F4SE: http://f4se.silverlock.org/
  3. Mods for money hold a number of interesting possibilities and challenges for the community, Bethesda and Valve. I haven't read the entire thread, so I'm sorry if some of this has already been mentioned and discussed. Assuming that Bethesda would get a big share of the income, it would mean that the Creation Kit would be a product that would directly generate income for Bethesda (the current income is indirect and likely difficult to quantify). Thus, one could expect that support for it would be a lot better. It may even mean that Bethesda would also provide tools to help with configurable mods and troubleshooting of mod interaction - yes, one can dream :-) If some modders could make modding their day job, it would mean that their mods would finish faster and likely be more polished. I also see a number of challenges: * Distribution of income: Compared to Apple's App Store and Google Play, Valve taking 75 % (maybe shared with the game publisher), leaves precious little to the modder. I suspect that shortly after Bethesda allows modding for money, Valve will either have to give better terms for modders, or we will see a number of other mod stores out there. Given the revenue, I would not be surprised to see Amazon or other large players trying to get their foot in. * There are a lot of modding utilities out there: TES Edit, Bash, LOOT, Script Extender to name but a few. Will they continue to be independent, come at a cost or be integrated into the official creation kit? * Legalism: At the moment, some modders have some sort of license associated with their mods, others do not, presumably because they either don't care or it didn't occur to them. However, the basic assumption is that mods cannot be sold. If that changes, I fear that we will start to see mods with a lot less permissive licenses, and that modders may be a lot more reluctant and reserved towards sharing their resources. This may in turn make new modders reluctant to share their work. It will be a significant community effort to avoid that. Either way, I am sure that the community will manage to survive and prosper.
  4. Try inside Vince and Vinnie (or whatever the place is called).
  5. It seems to me that a sane response would be to start encrypting those email addresses in the databases. Even with database access, it would require some extra work to decipher the emails. Alas, unlike passwords, email addresses need to be decrypted to be useful for the site.
  6. In this early phase it could be useful to have the functionality to filter out the mods that has the "No X" options set. This would allow users to inspect the readme for the authors opinion.
  7. The problem is that you have lost your pip boy. The fix is to add it again. Load your game, open the console (the '~' key below Esc) and write: player.AddItem 15038 1 player.EquipItem 15038 1 1 ResetPipboyManager This will add the pip boy to your inventory and equip it as usual. It will not add the glove, but the glove is not important.
  8. Is your problem that you experience crashes when entering Rivet City or that many of your names are in German? Either way, it is probably not the same problem Werewolf_13 experienced, so you may get better reception if you post a new topic, where you describe the problem in detail, along with a full load order (can be generated by FOMM by using Load Order->Copy to clipboard).
  9. I have been noticing problems with posts that contain extremely long "words", such as more than 600 full stops in this post, causing the page width to expand beyond my screen. This is usually just annoying, but in this case no scrollbar appeared below the page. I had to open FireBug and edit the page source to get to the reply button! Enabling the bottom scrollbar would be nice. A nicer alternative would be to simply not allow a post to contain a single word with more than 100 chars.
  10. A general security tip: Open the preferences in Adobe Reader and disable javascript. Better yet, uninstall Adobe Reader and get another pdf reader, such as Foxit Reader.
  11. It could mean what it says? Have you tried waiting for your currently placed explosives to explode?
  12. Just moving the files may give you trouble later, as the location of Fallout 3 is remembered by the registry. If you have mods installed, you can, however backup your Fallout 3 folder, uninstall, reinstall, overwrite and get the same configuration (remember to ask FOMM to export your load order).
  13. If you installed FO3 and GECK to the default location in the Program Files folder, your problems are most likely due to W7 protection of the contents of the Program Files folder. As you are modding, the best solution is to uninstall GECK and FO3 and install them to a location outside of the Program Files folder, such as C:\Games\Fallout 3.
  14. I'm not sure, I understand. Are you unable to save with any mods active?
  15. I'm in the last parts of playtesting a mod that adds wearable cigars and cheroots, as well as the ability to use the smoking animation on the player with the cigars and cheroots. Unfortunately, they are not conformulated, which means that they will not be placed correctly on all faces. I'll post a link when I upload it (likely in a few days).
  16. You should keep the folder structure of the mod, you downloaded. If you do not, the game will be unable to find the meshes in question. If the mod includes a meshes folder, it should be copied to the data folder. As an example, a mod may come looking like this: /meshes /textures somemod.esp Depending on the instructions in the readme, these files and folders should be copied to your Fallout 3/Data folder. Another common way of packaging mods is to package them in a folder, named as the mod, eg. /somemod /meshes /textures somemod.esp In this case, you should copy the contents of the folder, that is the entire meshes and textures folder and the somemod.esp to your Fallout 3/Data folder. Missing meshes usually comes when you fail to copy the meshes folder correctly. Try to open the Fallout 3/Data/Meshes folder. If it contains a folder called meshes, copy the contents of that folder to your Fallout 3/Data/Meshes, and similar for your Fallout 3/Data/Textures.
  17. It means that the mod is not found in the current master load order. It is quite normal, as the master load order is still very much a work in progress. The main point is that you have to figure out where to place the mod yourself. Hopefully the mod author has some comments on where to place the mod (check out the readme that came with the mods).
  18. Start by downloading 7-zip and installing it. This should make Windows use 7zip to open 7z files. If 7-zip is unable to open the archive, the archive is likely corrupt. Please download the mod again and try again. Once you have opened the archive, look for the readme (usually a .txt file) and read the install instructions. You should also make sure to read the uninstall instructions, load order and compatibility sections if present. Follow the install instructions to the letter.
  19. If you plan on modding a lot, I recommend that you install Fallout 3 to a location outside of your Program Files folder. The whys are discussed here.
  20. I don't think any of the male body mods work with FOOK2 armor, as they use different uv maps than the vanilla bodies. If you could find a nice texturer to convert the textures for just one of the mods (Breeze and Robert), I think it would with both of them.
  21. 254 is a hard limit. The game engine does not support more than 256 plugins, where Fallot3.esm and the save game takes one slot each. There has been reports, as suggested here, that there may be some other limiting factors involved. It is a matter of the number of data files (esm and esp) loaded. The only way around is to merge plugins, thereby reducing the number of data files used. The tool of choice to merge plugins is FO3Edit, manual is here.
  22. From what I hear, it should come with the latest patch.
  23. No, it just means that the load order tool does not know the mod in question. It is very common, as the data used by the load order tool is still very much in beta. Unfortunately, I don't know most of the mods in your list, so I can't help you much. The problem you are describing may be hardware-related? Have you tried a clean boot, and (possibly) lower graphics settings?
  24. Please open FOMM, chose Load Order -> Copy To Clipboard and paste it into a post. Much easier to read than a screenshot :) You may also want to download the latest version of FOMM (10.2) and press Load Order Report. While the master list is still very much in beta, it may have some helpful suggestions. Particularly, it should be able to tell you how to order the overhaul esps and esms.
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