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Arkngt

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Everything posted by Arkngt

  1. Must be my mod. It can't be a coincident that the two things that my mod edits in the Chop Shop are gone when entering it. Also, even weirder (if possible) is that the vanilla versions of the lamps are gone as well. If I remove my mod and enter the chop shop, the vanilla lamps aren't there.
  2. Is the Unofficial patch the only mod you're using? If not, a load order could be helpful.
  3. 5K?! OMG! Anyway, I'd say in a couple of different resolutions, so perhaps 1K, 2K and 4K (5K?)? They look so great so I think that they should be released as an optional modders resource once I get the actual mod rolling, so then it would be neat with a real HD-resolution.
  4. This is really easier to do with FO3Edit: Load Assaultrifle_replacers_WMK+RH+FWE.esp and CALIBR.esm in FO3Edit Right-click on Assaultrifle_replacers_WMK+RH+FWE.esp > Add master > CALIBR.esm Copy the AMMO Form ID you want to use from CALIBR.esm and change to it in the first AK47 weapon AMMO record in Assaultrifle_replacers_WMK+RH+FWE.esp, then you can copy/paste it from there for all WMK variants. You might want to take fitting Projectiles from the FWE esm and do the same for those AK47 records. Save (either just close FO3Edit and you will be prompted or Ctrl+S). Finished.
  5. Also, if I remove my mod, load a save and enter the Chop Shop, the vanilla lamps aren't there, so both the vanilla lamps and my replacers are gone from that cell no matter what.
  6. I have an odd issue with my mod which replaces the static lamps with havoked ones. In certain locations, the new lamps are simply not there. This is odd in several ways: 1. I never had this issue when making the mod and checking all cells. And I've never noticed it when playing the game more than a month for dozens of hours with my mod active, until yesterday. 2. When checking the cell in the render view in the GECK, everything looks as it should, i.e. the lamps are in place, but even if loading the esp dead last, the lamps are not there when entering the cell in the game. 3. It seems completely haphazard - it works perfectly in most places I've checked, but the lamps are gone in others. And they are set up exactly the same everywhere. Really odd. I have no idea what might cause it - anyone who has an idea? If I uncheck the mod, load a save, resave, check the mod and load that save - the lamps aren't there even then (in this case in the Underworld Chop Shop). But they are there when checking the Chop Shop with my mod loaded in the GECK. Completely weird. Also, it's not an issue with archive invalidation. At least, it's not fixed by toggling it off and on in NMM. Underworld Chop Shop with my mod in the GECK: the lamp is there. Underworld Chop Shop with my mod loaded last in game: the lamp is gone.
  7. Perhaps green(ish), so it looks a bit like a military box, something like this or this?
  8. Might not be the cause of your issue, but you should load the Blackened patch later, preferably after the Merged Patch, and also exclude it when building the Merged Patch so: Merged Patch.espBlackened FWE + MMM + EVE + Project Beauty.esp [Version 3.3] You should use the Paradox Ignition Merged version of MMM, then there's no need for these: Mart's Mutant Mod - Zones Respawn.esp=0Mart's Mutant Mod - Natural Selection.esp=0Mart's Mutant Mod - Tougher Traders.esp=0Mart's Mutant Mod - Project Beauty.esp=0 As you control that via the ingame menu - and the last one is taken care of by the Blackened Patch. Also, use only one of these: FO3 Wanderers Edition - Optional Restore Tracers.esp=0FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp=0 BTW, doesn't the =0 mean that those plugins aren't activated?
  9. Looks great. :smile: Perhaps the metal itself should have a different color than in vanilla, so they stick out a bit from them? But I like the Lichtenstein illustration a lot - perfect!
  10. Regarding different themes, the outfits have 7 different effects, with the names: Wake Up Refuse And Resist [Resistance, such as Malcolm X] Are You Kind ["Flower Power", such as Jimi Hendrix] Funkify Your Life [Funk, such as Robert Randolph] I Am Hip Hop [Hip Hop, such as Public Enemy] Rebirth of the Cool [Jazz, such as Miles Davis] Lifted Researcher [Lifted Researcher Group] Ninja Time [A single outfit with Snake-Eyes from G.I. Joe] Perhaps that can be something to be inspired by? Anyway, also looking forward to this. It's in the middle of the night in Sweden, so I'll catch my beauty sleep, but I'll stay in touch tomorrow!
  11. Cool. :) Yes, that's the one. I've always had a thing for the metal box.
  12. Awesome! Right, I like the outfits in Revolution Clothing for FNV by Gambit77 a lot, so I'd like to port it to Fallout 3 if possible. It's basically an idea at this point - I have the outfits ported but haven't asked for permission yet, plus there are some issues, for example the male outfit mesh must be edited so it works with Fallout 3 without issues. Anyway, in the original mod, Gambit77 distributes the outfits via Diversified Mojave Wasteland, but I don't think that's such a good idea for Fallout 3, mostly because there are so few suitable NPCs to distribute it to. So I was thinking that it should be distributed to some selected NPCs directly, but that the main way to get the collection would be via a treasure hunt all over the Capital Wasteland, with the outfits (there are 84) in Metal Boxes placed in different locations. And it would be cool if those metal boxes were custom made, so you could tell them apart from other metal boxes and they would fit with the theme in the mod. The theme for Revolution Clothing is, well, revolution, so I'm thinking metal boxes using the vanilla mesh, but scaled a bit smaller, with a suitable retexture: perhaps a company name in stenciled fonts - or an anarchy sign or sprayed graffiti. I'm very open to suggestions for the design, but it should fit in the world, so weathered and "Fallout 3"-ish. Or perhaps it shouldn't be metal at all, but rather look like a weathered box from a design house? (Well, not white, but just as an example.)
  13. I think Real Injuries does just that. Not 100% as I've never used it.
  14. I have very blocky fog, that looks like this. At least I guess it's called fog - it's that foggy effect you have in lots of interiors. The odd thing is that I can't recall it being this blocky before, so I wonder if there are some ini settings that control it? I am using HD Mist and also Dust Mote and Fluid Drip Effects HD, but it's the same without them. Perhaps it always has looked as blocky and I just haven't noticed it before? Anyway, anyone who knows if it can be fixed somehow?
  15. Nevermind, this thread is hopelessly hijacked by nonsense. Thanks for the "ignore"-feature.
  16. I shouldn't answer as I'm pretty sure it's pointless, but regarding the point that "it's not allowed" to edit WMK files: Of course it's allowed to edit WMK files. You can edit any mod to your heart's content. What might not be allowed is to release the result, but even that is not true for WMK as antistar merely states that you should ask for his permission before releasing a mod based on WMK resources. But that as everything else you have written so far is beside the point. I'm wondering how it can be done technically, mainly to learn more about NifSkope end editing. I haven't even given a thought of releasing an eventual result.
  17. Ehr, well, yes, but that's not the point in this case. WMK has a mesh variant of the Gauss Rifle for its clip and laser addons - and it's made with the vanilla mesh as the base. EVE has a replacer for the vanilla mesh with its added bling. I wonder if the bling from EVE can be added to the WMK mesh. Even if I extract the bsa meshes, it won't make any difference in this case, as the WMK mesh is a separate, loose mesh in its own WMK folder. In short, you're answering a completely different question (and I don't agree with the answer, as far as I read it (tl;dr), but that's another story).
  18. I wonder if it's possible to give WMK meshes the effects from EVE's meshes? Take the Gauss Rifle as an example. The EVE version looks really cool, with pulsating blue light, but when you modify it, the WMK mesh reverts it back to how it looks in vanilla (at least I guess so - I always use EVE, so not really sure how vanilla looks any more...). Seems to me that it would be possible to edit the WMK mesh so it has the effects from EVE, while keeping its changes, i.e. the added clip and/or laser sight. But how to do so? I've compared the meshes in NifSkope, but am not much wiser. Anyone who has a tip on how to do it? Or is it perhaps impossible to do with NifSkope-editing?
  19. But then there's an issue with the female version as well, namely that there is a slight gap between the body and the head. And I don't know how fix it. I think I'll simply skip the whole idea of porting the outfits as I don't know enough about meshes etc. to fix these issues. EDIT: Hm, the gap isn't connected to the ported outfit - I have that just with the T6M body. WTF.
  20. Oddly, after pointing the outfit mesh to the textures from the FNV version of Robert's male it looks perfect when checking it in NifSkope, but still the same issue ingame. Guess it gets messed up by the male body mesh somehow. EDIT: If I simply switch to the textures/meshes from the FNV version of Robert's male body, everything looks fine. I can't see any oddities with the vanilla armors/clothes either.
  21. Turned out (of course) that it wasn't so easy. The UV-mapping on the arms seems to be completely different for Robert's FO3 and FNV bodies, which means that it doesn't really fix it to move it. Seems I'd basically have to redo the UV-mapping from scratch. Hm.
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