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SpartanISW108

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Everything posted by SpartanISW108

  1. FOSE only allows for 2GB, even if patched with CFF. The base game .exe allows for 4GB but fose_loader.exe does not, unfortunately
  2. I've got a mod causing a conflict with Broken Steel, after I finish the game the end cutscene plays then during the loading screen where I'd wake up in the CItadel I get a crash. I've narrowed it down to one plug-in, which is the master file of RH_Ironsights which has had multiple smaller mods merged with it. I've opened it in FO3Edit and had a look at it but cannot seem to rectify the problem. Would anyone here be able to have a look at this .esm for me in FO3Edit and fix it up for me so I'd be able to play past the ending of the game I would upload it to Mediafire but I don't seem to be able to upload things recently, probably a problem with the site. Any help would be appreciated
  3. Hey, I was just wondering if there was a model for numbers as static objects like there are for letters in the GECK?
  4. The problem is because I'm using RH_Ironsights, and the scoped hunting rifle doesn't work with RH_ironsights animation, but does work with the vanilla animations for the hunting rifle, both use the place of 2hrattack3 so I can't use one or the other. This is why I want to replace another animation with the vanilla 2hrattack3 animation, but I can't seem to be able to do that. I have the model and everything for the scoped hunting rifle, just the animations I'm having a problem with
  5. Hello, I have an issue with the scoped hunting rifles and RH_ironsights compatibility I managed to narrow it down to the issue of the "2hrattack3.kf" and "2hrattack3is.kf" animations And the vanilla animations for the hunting rifle DO work with the scoped hunting rifle So I deleted the modified RH_ironsights animations for the hunting rifle and the scoped hunting rifle did work, but the ironsighted hunting rifle did not. So I was wondering if there was a way to replace another animation, such as 2hrattack4 with the 2hrattack3 animation I have tried just a simple extract/rename, and this did not seem to work How would I go about changing an animation with the vanilla one? Thanks in advance
  6. Hello, I was wondering if anyone could make a simple mashup of the Talon combat armor (or any combat armor, as long as the UV isn't changed so I can use retextures on it) and the merc grunt outfit, so the fatigues look more militarised. I have an image of the concept I would be able to do it myself but as I have just obtained a new computer I am still in the process of redownloading all my Steam games and my programs (3DS max and whatnot) It's a simple enough job, especially if you use the copy and paste script with two instances of 3DS max running, all it'd require is a little bit of smoothing between the two pieces of the mesh. Thank you in advance to whomever does this for me
  7. Hello, I was wondering if anyone could make a simple mashup of the Talon combat armor (or any combat armor, as long as the UV isn't changed so I can use retextures on it) and the merc grunt outfit, so the fatigues look more militarised. I have an image of the concept I would be able to do it myself but as I have just obtained a new computer I am still in the process of redownloading all my Steam games and my programs (3DS max and whatnot) It's a simple enough job, especially if you use the copy and paste script with two instances of 3DS max running, all it'd require is a little bit of smoothing between the two pieces of the mesh. Thank you in advance to whomever does this for me
  8. I made a scoped hunting rifle in the game but it's firing too high aimed in the scope, how do I fix this? It's firing like 1cm above the middle of the scope and makes it impossible to hit anything even 20m away from me aimed in,
  9. Hello all, so I have added a weapon to the game which I wanted to have a custom sound to play whilst it's reloading, so I added this via a script (I'm terrible at scripting) I got a sound to play upon the reload, however the sound keeps looping over itself playing constantly until the reload is done, I only want the sound to play once. Could somebody look at my script and help me out? ____________________________________________________ scn PingerSoundeffect begin ScriptEffectUpdate ref rContainer set rContainer to GetSelf Playsound WPNPingerReload endifend_____________________________________________________ Thank you for reading
  10. Just a note, running FOSE disables the >2GB flag, so using FOSE you can't use 4GB enabler or anything. Just saying. Is there a way to bypass that though? Also OP, don't forget this for better looking Misc Items: http://fallout3.nexusmods.com/mods/18101 MGs Neat Clutter
  11. I'm trying to retain the original shoulder decal and just add on the chest decal, I've tried everything I know of, from adding the chest decal as a separate entity, to merging the chest and shoulder decal into one mesh and nothing works, it seems to look okay in Nikskope, but won't display at all in game. I've compared them side by side and had a version which had all the same nodes and branches, but still nothing If you looked at it you'd see that it uses the default BoSDecal texture and displays correctly in Nifskope, it's just getting it to actually show in game that is the problem. I've tried several different variations including adding the chest decal as a separate entity to the pauldron decal, as well as doing what Prensa said and basing it on the Lyons file, which I opened in 3DS and just resized the chest piece of the mesh until I was happy with the placement. Could perhaps the problem be with my importing/exporting options for .nif files on 3DS? If so which are the correct boxes to have ticked? Also could perhaps just pasting the nitristripsdata which holds the physical data for the decal in place of the original work? I've tried to do that previously but I could find no way to merge the pasted data over the original data (it was just a separate branch) is there any way to merge it with a parent branch?
  12. So I've created a little .nif edit using 3DS max Just something simple, adds a little BoS chest decal like the guy on the side of the nexus to the power armour. However, it doesn't show up in game, no matter what I've tried to do, my 3DS knowledge is VERY limited so would somebody be able to review it for me and perhaps get it working? I was planning on uploading this to Nexus when/if it got working, anyone who helps would be credited for such. Thanks for reading, the file is located here http://www.mediafire.com/download.php?g4xqdmnh3fb2qma http://i37.tinypic.com/20h5ytf.png
  13. PM'd you an audio sample if you're still looking for a VA
  14. Oh poo, sorry, I was a bit intoxicated upon typing that, I didn't really proof read what I typed. I didn't figure that cycling the bolt on a half mag reload wouldn't leave the chamber empty. My bad :3 I don't have the animation skills or scripting skills to be able to do that unfortunately -sigh-
  15. Hey guys. I was just wondering how on Fallout 3 when the PC reloads a half empty magazine the PC pulls the charging lever of the weapons upon entering a new magazine. In reality this would empty the chamber of the weapon by discarding the bullet loaded thus requiring another pull of the charging handle to load a bullet. Is there any sort of mod that could add this feature into the game -reload from a not completely empty magazine and you get magazine capacity+1 loaded ammo for the gun -reload from a not completely empty magazine and the PC DOESN'T pull the charging lever -reload from a completely empty magazine and the PC DOES pull the charging lever Do you guys know if this would be possible or not?
  16. I've created a weapon which is just a stocked version of the CAR, it has iron sights but they aren't correctly aligned, see pic. http://oi49.tinypic.com/11kxym1.jpg How would I go about fixing these sights so they're correctly aligned? EDIT: Mod please lock, as the issue has been resolved
  17. I don't use TTW :/ I know on the RH_Ironsights mod page there is a link to the tutorials, but I can't make sense of them :/
  18. Darn it, I forgot that I never use 1st person models for that EXACT reason. Well don't I feel like a dummy now... EDIT: Fixed it all now, http://oi46.tinypic.com/24dnhch.jpg Looks great alongside the Chinese Carbine I use http://oi45.tinypic.com/2qakzdt.jpg apart from the sights being slightly misaligned... http://oi49.tinypic.com/11kxym1.jpg How would I go about fixing the sights to be aligned properly?
  19. Hello all I'm having issues with a Chinese Assault Rifle variant in my game which I can't get to work correctly, using the base assets of the game, the Chinese assault rifle as the base and the Combat shotgun for the stock. I'm trying to make the main Chinese assault rifle have a stock, as in my game I have a carbine version with a folded stock (just trying to add some diversity to my game) I edited the stock off the CAR completely in 3ds, then edited the stock and slightly reshaped the stock of the combat shotgun to look more AK-ish, then exported it as a .Nif It all looks fine in Nifskope: http://i46.tinypic.com/k3rnky.png However in game the textures on the stock and the magazine look all broken (I didn't even TOUCH the magazine in any program) This is how it looks in game: http://oi45.tinypic.com/1fbodi.jpg If anyone can tell me how to fix this, I still have all the 3ds files available so re-exporting them will not be an issue, I also have the Nifskope file (http://www.mediafire.com/?88i5y6ulfb9bjkq if anybody wants to fix it for me or look over the file to determine the issue it's only ~250KB so it's a small file) Any help would be appreciated as I really want to have a solid stock on the main CAR's in my game due to me having several variants of both Assault rifle's in game. Thank you for taking the time to read this
  20. I know there are other topics dealing with this issue but they appear to be on the New Vegas board and the solution is to disable a feature that isn't present in the GeckCustom.ini file for the FO3 version of the GECK. All I'm trying to do is really simple. I'm trying to place a dead child NPC in the water off the deck of Rivet City, to go with the dialogue you hear occasionally walking around the place (something along the lines of, "Remember that kid that fell off the deck last week?") I know you guys might be thinking that is very grim, it's true, but the world of Fallout is a grim world. Anyways, I've placed this NPC, set the health to zero, ran the Havok sim. Nothing. I've made sure he isn't set to essential, so he can die. He does die when I shoot him. But he doesn't spawn dead. I tried the script Scn RivetCityKid begin onload kill end And it works, except for the fact he isn't in the area I placed him. So how would I go about making an NPC spawn dead in the area where I placed him?
  21. Thank you, that and having the flags the same as the DLC helmet have made it work, thank you ever so much for your help :)
  22. Do I select my helmet first then click Character/Update Facegen? Or do I just select that then save?
  23. Where do I find the .egm file? It's not in Anchorage-Main, so that must mean it uses a Vanilla .egm, how would I find out what .egm file is being used by the masked helmet? Also the clipping through face problem happens to NPCs as well as my Player, I'll try your "Character" saving stuff now though :) EDIT: Picture for reference
  24. I have gloves as an armour add-on, does that mean on the actual armour I shouldn't have left hand and right hand ticked? as each glove has their respective hand ticked already. I used a form list ton add the gloves by the way. EDIT: It works now I've unchecked the Left and Right hand markers from the armour set. Now can you guys help me with the helmets? I am using a retex of the Winterized combat helmet from Anchorage, except I've made it without the Anchorage requirement, the helmets work properly, it's just that people's faces clip through the mask, how would I fix this? If I absolutely HAVE to have an anchorage requirement I will be able to do that
  25. I modded a long sleeve combat armour variant for the Talon Company mercs, I've integrated it into their armour lists, both "Talon2armor" and "Talon3armor". The armour in question appears in game on the NPC's correctly as it should do, but when I try to loot it off of them and try to equip it my current armour becomes unequipeed (like it should) the new armour flashes, as if it was being equipped, then it doesn't have the square by it to say it's been equipped. So then I end up with a character who's in his underwear shooting Raiders. Also the checkbox for "Playable" IS checked. Please help me, I've tried everything. The mod doesn't have any masters other than Fallout3.esm. Everything else about the mod works as it should. It just doesn't want to be equipped. I encountered a similar problem with this mod (http://fallout3.nexusmods.com/mods/18493) in which I couldn't equip it after completing Tranquillity Lane. I was never able to remedy that issue however as I couldn't find anything in the MQ04 files that would stop me from using the armour. Any help would be much appreciated.
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