-
Posts
25 -
Joined
-
Last visited
Nexus Mods Profile
About mindumindumindu

Profile Fields
-
Country
None
-
Currently Playing
Skyrim = Best Mods + Most Fun
-
Favourite Game
Skyrim & Daggerfall
mindumindumindu's Achievements
-
Help With Harkness Script
mindumindumindu replied to mindumindumindu's topic in Fallout 3's Mod Troubleshooting
Yeah thanks Vic. Changed it already. -
Help With Harkness Script
mindumindumindu replied to mindumindumindu's topic in Fallout 3's Mod Troubleshooting
EDIT: Fixed it, thanks to some people from chat. The MSG isn't appearing anymore and since it turns out I did have some time, I will test it once its finished. (I forgot to create a MSG box for the script to refer to, so that's why it was "looping", as per the helper's response.) Now I just have to write the rest of the follower scripts, which definitely will take time. When I finish, I will update this thread with screenshots. What am I doing wrong!?! scn HarknessNameChange short RigelChange Begin MenuMode 2 if RigelChange == 0 HarknessREF.SetActorFullName NameChangeRigel set RigelChange to 1 endif End It keeps saying, "Item: 'NameChangeRigel' not found for parameter message" and it does the same if I keep it at NameChangeMessage! >< -
Help With Harkness Script
mindumindumindu replied to mindumindumindu's topic in Fallout 3's Mod Troubleshooting
Hmm...from the anatomy of the script, it seems that a message box would pop up, similar to the message prompt displayed at the very beginning of the birth scene for the player. (Or when you choose to rename yourself at the exit door of Vault 101). So I would have to set the name manually after it runs...hmm, not bad. More than acceptable, even. I think I'll try putting this script to rename Harkness to "Rigel", skipping the A3-21 stage (I'm not really fussy, so it's fine for personal use.) Thank you, will try this script and report back between one to two weeks afterwards. (When I actually have time to play up to Rivet City and all.) -
That is indeed my intention, welcome! :laugh: Cool to mix some Vegas things into 3, though I´m content with my game as it is. Btw, what weapons are Minx´s primary? Minx's primary tagged weapon skill is Small Guns (b/c there are so many small guns in-game and their ammo is much cheaper and plentiful, plus Alien Blaster/Firelock), but she's been mostly using Butch's switchblade so far. (It's damn good at 6 DMG and only 1 weight, but it can be slow.) However, later on as Minx explores more abandoned places, she finds everything, buys up all ammunition (except mini nukes) and carries those guns around, in case one of them breaks or doesn't do enough damage. (eg. Piercing weapons work better on ants, EMP weapons on robots, etc.) In fact, you could read up on Minx's craziest battle (so far) here. Minx was terrified everytime the queen would walk backwards instead of swiveling to the left or the right - and she had to be careful too, b/c the queen's abdomen was armored and her sheer size made it hard to see. Melee was risky, b/c Minx would be forced to stop for one second or so after taking a swing - giving the queen enough of a window of time to turn her head towards Minx, if Minx wasn't constantly moving after every 1 swing. In the end, after using up the 10mm ammo, the .40 caliber ammo, the energy cells from the crappy laser guns, etc. Minx had to run away, sneak back in and finish off the queen with a bottlecap mine from Marigold Station. That battle was insane, exhilarating and Minx got an Ant Queen Pheremone for later too.
-
Warning ahead of time: If you object to anything that I am proposing here, then I can additionally make this proposed action add extremely negative Karma to the player. I just want this mod to happen. Edit 1: I managed to clone the "A3-21..." dialogue, so that there is one goodbye version for when the player doesn't have the Robotics Expert perk and one non-goodbye version for when s/he does. So what I need then is for the "Target HasPerk RoboticsExpert == 1" dialogue line to completely redirect to a new set of dialogue.... Edit 2: Okay, found stopquest and startquest, so I can use those instead. Woo! Almost done. The thing I need is for Harkness to have a new name after having his memory reset. What that means is, the scene has to be like this: [Harkness gets reset and is renamed A3-21* after he gets up. Everything else, I handled it.] A3-21: A3-21... awaiting initialization protocol parameters... Luna: [grabs hand] A3-21, initialize social imprinting, authorization code: Cirrus. Socrates. Particle. Decibel. Hurricane. Dolphin. Tulip. Luna. Rigel. Luna. [At this point, A3-21 should be renamed "Rigel".] Rigel: [insert dialogue here] So basically, all I need to know now is how to change Harkness's NAME (NOT his ID, but his in-game name) using either Quest scripts or Script scripts.
-
Post edit warning: DON'T set the Cure Addiction effect to Self! NEVER set Cure Addiction to an object or your FO3 WILL crash! Limb Restoration (the individual ones) may have been making me crash as well, so don't use those either to be safe. I'm going to assume from OP's description that people other than OP can participate too...so here goes: I made Fallout: New Vegas-inspired chems* and armor with the GECK for my character, Minx. Minx needs to get to GNR for my main quest (but she's only going to go as far as Rivet City and end up ignoring Dr. Li for being a *****, b/c I have a mod that adds Harkness and Ronald Laren as followers), just promised to find Bryan a new home, am on the Landmine quest for Moira oh and she just recruited Ronald Laren after getting the jammies and convincing him that Sierra is a flaky bimbo with no appreciation for fine men anyway. Predictably, Minx has just cured herself from getting absolutely messed up on chems (Mentats, Buffout, Quantum and Psycho addictions...Doc must be out of his pre-war purgatives!), just cured low radiation sickness and is now completely broke, thanks to Moira Brown. Maybe I should install a radiant prostitution mod for Minx, lol. Do you know what pisses me off about this first trial playthrough though? No vendor ever sold Pinks and Jenny Stahl only sold Minx ONE Fixer. ONE. x.x It sucks that my character gets to live in a Vegasized DC and the new high quality chems are also even rarer than Nuka-Cola Quantums (without console).** **I put them into the food and drug vendor lists, (yes, the 100 ones and the 75 ones) what am I doing wrong? D:
-
...going in 3rd person mode and circling around to her side faster than she can turn or move back? It was a bit harder for melee than guns, because the switchblade I filched off of Butch before I left the vault was so damn slow, while I had crosshairs for the gun aiming. My Ripper died when I used it on the second (or was it third?) to last Fire Ant Guardian, I had levled up on the spot on the defeat of the final guardian, just gotten science high enough to get the Robotics Expert perk, I ran out of bullets on the queen, got her down to two health bars with a switchblade, ran like crazy b/c she was able to turn my direction, snuck back in and finally finished her off with my second to last bottlecap mine. It's moments like these that make me appreciate how great of a game FO3 is, although FO2 and F:NV has the better storylines, characters, minigames and immersion. tl;dr: I circled giant ants and their queen and killed them without getting hit back/while only getting hit once or a few times at most. Then I made a thread about how great FO3 combat is.
-
Name: Ana Clairvius Age: 19 Sex: Female Race: Breton Nationality: High Rock (birthplace) Favorite Story: Ravings of a Madman: Tales of Glarthir Skills/Schools: Illusion, Alchemy, Mercantile/Barter/Speech Attitude: Well, she is not a strong and fierce warrior princess polished to toughness by the unforgiving and snowy tundras of Skyrim - she is a soft merchant girl from (relatively) temperate Cyrodiil who has never toiled away on a farm or a mine all her life. Furthermore, she is a coddled girl from Skingrad who has never so much as picked up a sword to defend herself, whose very knees buckle at the weight of even the daintiest of elven armor. So it should surprise nobody that she hid while Ralof and the rest of the Stormcloaks did all the fighting. Ana is trying to get better, though: she is reading up on Enchanting and has picked up a Long Bow that she calls Staghunter. She loves that Skyrim is a seller's market. Background: Ana's father was a peasant and her mother was a potter's daughter - both were originally from High Rock. When Ana was a baby though, her father could not find stable employment as a fisherman near Iliac Bay nor could he find any meaningful employment anywhere else in High Rock, where the gap between the poor and the rich was quite pronounced. (Although to be fair, he only searched as far as Wayrest.) So Ana's father took his fishing boat, some clothes and food and rowed his family all the way to the Anvil docks in Cyrodiil. (Stopping briefly somewhere on the edges of Hammerfell for rest, food and restocking.) Steering his family all the way to Cyrodiil had paid off; when Ana was just a child, Ana's father eventually made and saved enough money to move the family from their hovel in Kvatch to a rented room in an inn in Skingrad. Little Ana grew up to be a spoiled city girl, coddled from the harshness of war, never knowing hard farm labor and sheltered from a life outside of the wealthiest town in Cyrodiil. Ana learnt the merchant's trade from selling the trinkets, baubles and combs her mother skillfully crafted to Skingrad's wealthy elite and she spent most of her time pestering the Mages' Guild. Eventually though, she grew bored of the limits of what she could learn in Skingrad and since Skingrad only had so many customers, Ana decided to hire some mercenaries and become a traveling merchant. Ana would go back and forth between the much larger Imperial City to her family's rented room in Skingrad, with the excuse that she would be sending money and supplies back from the Imperial City, as well as restocking her wares in Skingrad. Life was routine, but not unpleasant. Then came chaos and turmoil, making most of Cyrodiil incredibly dangerous and unstable for merchants and young women such as Ana. Fortunately, Ana had both wit and charm at her disposal: when she couldn't Calm or Demoralize rioting mobs or pillaging soldiers, she could turn Invisible. On the few occasions where she needed to make some quick coin, her love of Alchemy came in handy for brewing potions and ales that she would sell at highly marked-up prices. (Alchemy = One out of the only three good things about Oblivion, not counting mods.) But alas, even Ana's luck would run out; Ana had been picking off some loot near Bruma from the aftermath of violent skirmishes and after a good haul, Ana found a nearby camp of foreign Nord bandits. Ana sold some wares in exchange for brief shelter, only to wake up in a moving cart with her hands bound to her back, in a strange and snowy land. The rest is still unwritten... Oh right, um...I guess Ana would be trying to order a lunch of Lavender Dumpling and Venison Stew. That and trying to sell the people here in this thread a single Garnet she found in a burial urn somewhere.
-
Ah, Daggerfall...I still remember the king asking me quite bluntly, "What are you, a filthy orc-lover?" Now, if Daggerfall didn't remove adult encounters and prostitutes, then it would be perfect. And to the person who said the graphics in Daggerfall were horrible, I'd disagree - Morrowind is still worse (when it comes to graphics).
-
Don't use high-res patch, use the restoration patch. Not only does it fix the invisible kids glitch (saves you lots of confusion in The Den, for example), it's just better, period. Plus, it comes with some special random encounters and a lightsaber after you beat the game. :D After that, the only thing FO2 really needs is a mod that removes the stupid date/time limit, so you can cruise around in your highwayman forever.
-
Ewwww, it's a parasitic NCR bloodsucker. Why do you people feel the need to be the Supreme Despotic Dictator of everything and everyone in it? You're not any better than Caesar's Legion, aside from being not full of completely insane religious dogma. At least Mr. House will make the wasteland great again. Independent New Vegas Mr. House Forever! /roleplay
-
You're playing as a pro-Enclave character? Edgy. Other than that, I love that you made this song, I might put it in my own game someday if I ever decide to download a custom Enclave Radio. Why? It kinda reminds me of military recruitment propaganda.
-
FO3 - Can you recommend a mod that adds weight to ammo?
mindumindumindu replied to Foina's topic in Fallout 3's Discussion
Low endorsements/posts/downloads/etc. mean jack-s***, it usually indicates: a) It's a simple mod edit, so people don't feel the need to endorse it or they can make it themselves within 30 minutes. Weighted bullets -are- a series of simple edits. b) There's not much demand for such a function/mod. Like me for example, I would never weight my bullets/arrows, because do you have any idea how much strain it would cause in my inventory? I usually carry 1k of at least two kinds of ammo for different weapons that I may use (one combo being a Blackhawk/Experimental MIRV), my followers either carry 1k of the Alien Power Cell for the Alien Blaster, then there are the Terrible Shotgun and The Kneecapper, which combined is another 2k composed of shotgun shells. The point is, me and my followers would all be easily over-encumbered by such a mod, (even if I had 500 rounds of only ONE weapon) so that kind of terrible function would make me go pure melee. Which is suicide. c) It's probably a relatively recent mod and most people prioritize "Most Endorsements" and don't really give "Most Recent" a lookie loo. My suggestion? Get the GECK, open it up, go to the Ammo section and add the weight yourself, if you're still apprehensive. (Remember to put it into your FO3 directory!) -
What happens to current mods after GECK comes?
mindumindumindu replied to TheOriginalEvilD's topic in Fallout 4's Discussion
When the Fallout 4 GECK comes, tons more people will finally play Fallout 4. The full goodness of a Bethesda game only comes years after its release, when a whole bunch of mods are available for the specific game. -
Edit: I checked in my Data folder (in both meshes and textures) and I only see custom facial textures for females, not males. I only have body textures for males and the only thing custom my males are using for their faces are teeth and eyes. (My females use custom teeth, eyes, bodies and faces while my males only have custom teeth, eyes and bodies.) I spent hours almost nodding off behind my computer fixing this guy's face to the chiseled goodness you see in the first two left faces (that's how he looked in the GECK CharGen modeler) only to get okay results as shown in the third face and then, just as the lighting gets super bright - he looks like he's been pigging out over three winters on Mrs.Palmer's sweetrolls! (Edit: I just found out that this was cause I turned off shadows. Turning on shadows got rid of the fat face in daylight, but it all goes to hell when he's in a shady dungeon, because then his whole face is covered in shadow.) So I turned on shadows and lighting, restarted the game and this fixed it somewhat...except now he looks like an old man in badly-lit places and the fat face returns (although it is less severe than w/ no shadows on) in mostly-dark places. Going far away gives him a rectangle head as well. The only (most accurate) result I seem to get is to turn on shadows/lighting, bathe him in bright daylight and stand in front of him with my Pip-Boy light on. Any tips on getting FO3 to render in-game GECK CharGen-created NPCs as accurately as possible? I'm also wondering why NPC faces look so much fatter in the game as opposed to the GECK previews. (Well, except Ronald Laren, whose head actually looks skinnier than the ball-shaped preview in the GECK.)