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Everything posted by MoneyBackGuarantee
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Sleep-able beds
MoneyBackGuarantee replied to martinjurewicz's topic in Fallout 3's Mod Troubleshooting
Make sure the bed you're choosing in GECK is NOT a static item. The bed you'll want to use has the chair icon next to it, and when you place it, it will automatically have those purple indicators attached to it. -
I've been faced with this issue several times now. Every so often, GNR and Enclave Radio just out-right vanish from the station menu on the Pipboy. It's never any of the other stations, and the only way I've ever been able to get them back is by starting a new game. Has anyone else been hit with this issue? I understand it could be stemming from any number of glitches, but does anyone here know how to fix it?
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I may have found the error. I guess Hank's is related to Brotherhood of Steel, and I had another mod activated that screwed with that DLC. It seems to be working now. Someone can lock this. Thanks for replying.
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I was working on an interiors mod and for some reason, Hank's Electrical Supply in Jury Street Metro is gone. Not from GECK, it shows up there, but from the game itself. I checked the building's settings, and nothing seems to be any different than normal. What could have happened, and how can I fix things? I've been working on this mod for about a month now, and I can't afford to redo everything because of some mishap like this.
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[WIP] Wasteland Interiors
MoneyBackGuarantee replied to MoneyBackGuarantee's topic in Fallout 3's Discussion
I honestly don't use either FOOK or FWE. But from what I've heard, I don't think simply filling in a bunch of preordained buildings willinterfere. The only large structure I've placed is the Old Olney Grocery store, and that was over a dusty and relatively facetless parking lot. If you could possibly elaborate on ways this might complicate things with some of the major mods, that'd be great. -
http://i169.photobucket.com/albums/u210/KupoKupoKupo_bucket/ScreenShot33.jpg A problem that plagues many regions of the Capital Wasteland is that so damn many of the buildings are boarded up and rendered completely useless. Taking a page from the DC Interiors Mod, I've been spending the last week or so filing in some of these buildings and opening them up to the extremes. This sorta stemmed from one of my last mods, Big Town Outskirts, and I was initially only going to do Fairfax. However, I decided to branch off and work on Old Olney, Jury Street and the Bethesda Ruins. I'd like to say that I'm just about done, but that's until I find something else to de-board. Also note that I've added in some new buildings as well (Old Olney Grocery, for example). Nothing that should get in the way of anything else, though. This mod will not provide any new meshes or textures, just some traditional combat, exploration and loot. Here's a rough outline of what I've done thus far: Fairfax: -Dendelo's Variety Store -Cornucopia Fresh Foods -Fairfax Electric -Two (2) Abandoned Townhomes -Dot's Diner Old Olney: -Old Olney Grocery -Old Olney Library -PawPaw's Gas and Concessions (if you get the reference, brownie points for you) -Freeway Salvage -Two (2) Residential Homes -Underground Shelter Jury Street Metro: -Phil's Hardware (looking for a more creative name) -Two (2) Residential Homes Bethesda Ruins: -Bethesda Accounting -Cuppa Joe's -Some sort of grocery store -At least Two (2) Residential Homes -More to come... I want to know what everyone thinks, and I need some more ideas for buildings and for places to fill in.
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Old Olney Grocery
MoneyBackGuarantee replied to MoneyBackGuarantee's topic in Fallout 3's Discussion
Well anyway: http://i169.photobucket.com/albums/u210/KupoKupoKupo_bucket/ScreenShot33.jpg Almost done. :3 -
Doing some research for a mod that involves the expansion of several Wasteland towns like Old Olney and Fairfax. I poured over Old Olney and couldn't find even a smouldering crater where the damn place might have once been. So is there just no Old Olney Grocery in Fallout 3, despite what a certain note or two might hint to the contrary?
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A fantastic opportunity.
MoneyBackGuarantee replied to MoneyBackGuarantee's topic in Fallout 3's Discussion
I could, possibly, but it'd be a damn lot of houses to change out, and none of them would look very Pitt-esque. -
A fantastic opportunity.
MoneyBackGuarantee replied to MoneyBackGuarantee's topic in Fallout 3's Discussion
Well hell, I might have to call this off. Thing is, Bethesda didn't put any roofs on a lot of the buildings in the distance. Meaning, you get to a high enough elevation and you can see into the buildings below. This is to such an extent that it'd take far too long to fix. Dammit. -
A fantastic opportunity.
MoneyBackGuarantee replied to MoneyBackGuarantee's topic in Fallout 3's Discussion
The Pitt does own. I think it's one of the coolest environments in the game. But it was so under-utilized. I'm planning to fill in some of the residential homes, and an office building or two. And then I was thinking of sticking a vault in there somewhere. Potential Story OMFG: Maybe a few years back, a vault dweller left that vault to investigate the city. Maybe when he came back, he brought that Trog virus along with him.... -
I was meandering around the outskirts of Pittsburgh earlier today and I got a little curious. Using console, I disabled a few boulders and other obstructions and did some hiking. Much to my surprise, I found a rather homely-looking collection of houses and buildings just on the other side of the cliff. Existing for scenic purposes only, none of them have doors or interiors of any kind and there's nothing to do. But I noticed that with a little cleaning up, this could easily be an explorable area. Some interiors to some of the homes could be added in, maybe a few enemies here and there and a some friendly NPCs coping with the extremes. It'd be the kind of sprucing-up this dull DLC needs Would anyone be interested in something like this? These are my favorite kinds of projects, and I'd be happy to crank something out.
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Working with outdoor cells
MoneyBackGuarantee replied to MoneyBackGuarantee's topic in Fallout 3's Discussion
bump -
I'm currently in the planning stages of a mod that introduces a new outdoor area that's completely seperate from the Wasteland. What's the best way to go about doing this? Can I duplicate a texture that's already there, or will that not work? And if that won't work, how do I create a ground base and implement sky, invisible borders etc, and then connect adjacent cells together? And as I work the process, are there some important things I should be considering? I've looked around for tutorials and none seem to cover this sort of thing...
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Might I suggest looking up the mod called "Owned!". It allows you to shell out big bucks for basically every character-owned property in the game.
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Advice on which mods to get
MoneyBackGuarantee replied to The Mighty Bob's topic in Fallout 3's Discussion
MMM stands for Mart's Mutant Mod. It heavily modifies just about every aspect of the enemies and creatures you encouter throughout the game. It touches on everything from appearances, stats, spawn rates, fighting styles, loot and everything in between. It adds fantastic and much-needed variety to the Wasteland and the DLCs. It adds a few custom-made creatures as well. FOOK stands for Fallout Overhaul Kit. This is a huge mod that affects interface, weapons, actions and adds an untold amount of new stuff to the game. I personally do not care for FOOK, as it tends to be incompatible with a lot of other mods. But if you're looking for something new, this one delivers. Suggestions are hard, because I have no idea what aspects of the game you like the most. I'd say donate an hour or so and just go all-out on the Nexus search and category functions. I'm sure you'll find some stuff you'll like. -
Putting those houses to good use!
MoneyBackGuarantee replied to MoneyBackGuarantee's topic in Fallout 3's Discussion
Currently working on Fairfax. One of the first things I did was eliminate about half of the respawning raiders in the area. There were too many of those pesky mothers. -
No, you probably wouldn't be able to actually watch them, but I've always thought it would be neat if you could find some holotape films and somehow use them to your advantage. Say you happened upon a working projector and screen, or a computer that would be able to play them. You plug in the tape and then you're prompted to wait for an hour or two. Afterwards, a skill that correlates somehow with the movie is increased by maybe two or three points. Films would be considerably rarer than your average skill book, and you'd have to go back to the projector each time. No idea how to even begin scripting something like that, though.
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Putting those houses to good use!
MoneyBackGuarantee replied to MoneyBackGuarantee's topic in Fallout 3's Discussion
Looking good. It'll be nice to have more than just Generic Ranch Houses and Generic Suburban Houses for residentials. Good job in keeping it forties/fifties-esque, as well. -
Having problems with a script
MoneyBackGuarantee replied to MoneyBackGuarantee's topic in Fallout 3's Mod Troubleshooting
Well, looks like I got things to work. I think it boiled down to a simple typo. Someone might as well delete this thread. -
Having problems with a script
MoneyBackGuarantee replied to MoneyBackGuarantee's topic in Fallout 3's Mod Troubleshooting
Guess I'll give this one more bump, then... -
Having problems with a script
MoneyBackGuarantee replied to MoneyBackGuarantee's topic in Fallout 3's Mod Troubleshooting
bump :mellow: -
I'm trying to script a moonshine distillery that will produce moonshine with the proper ingredients. I just can't seem to get it to work. I cannot even open a menu when I click on the distillery, and I'm almost positive it has something to do with how I've configured the script. I'm trying to make it so that when you click on the distillery, it asks you if you want to make moonshine with the ingredients. If you select yes (button 0), you'll loose the ingredients and gain a thing of moonshine (granted you have the ingredients on your person). If you select no (button 1), you leave the menu. This is the last thing I need to do for my quest mod, and I've been tugging out my hair over it. If anyone can help me out, I'll be so damn happy. And if you need any more information, just ask.
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Simple question. How do you configure a map marker so it becomes accessible on the world map only AFTER you discover it?