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Arkngt

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Everything posted by Arkngt

  1. Either skip the mods that require other mods - or add those required mods. Orange isn't so bad, so you can live with that (or use FO3Edit to sort the masters for those plugins).
  2. Seems to be iRemoveExcessDeadCount. MMM has it at 30. This page (for Skyrim's Warzones) have some details on those settings. Perhaps it can be upped a bit?
  3. I'm thinking of making a treasure hunt kind of mod, with almost 100 containers placed around the Wasteland and for that it would be perfect to have unique looking containers. I have a thing for the Metal Boxes and though I'd use them but scaled to 0.75. The theme is revolution, so I'm thinking metal boxes with a different color than the vanilla ones, with stenciled lettering or anarchy signs or something like that, but I'm very open to suggestions. Anyway, if someone who likes to make textures would like to help out, I'd be very grateful.
  4. You're in all probability missing a master for one (or more) of the plugins. I'd recommend using Wrye Flash to check it - plugins with missing masters are highlighted red in it.
  5. Yes, it was the UV-mapping, but the UV-mapping for the underarms specifically - and aligning it fixed the issue. :)
  6. WeaponModKits - FWE Master Release.esp (and, I guess, FO3 Wanderers Edition - More Gore.esp) requires FWE, which you don't have. So don't use FOIP-WMK-FWE.
  7. Kelmych/Fallout3's STEP guide is very up to date. That said, I'm not using half of the mods in it and not MO or LOOT either. One man's essential mod is on another's list of needless or annoying mods, so it's basically impossible to make a general list of essential mods IMO. I'd say NMM's texture pack, but someone else might be completely uninterested in texture replacers. I'd say FWE, but there are lots of players that don't like it at all. Anyway, some of my essential mods are: FWE MMM WMK Flora Overhaul FO3LODGen Xepha's Dynamic Weather Xepha's Darkened Interiors GNR Enhanced DC Interiors Street Lights NMMs texture pack UHQ Terrain Overhaul POCO BUENO Texture Pack (for FNV but works for F3 as well) Wasteland Clothing Overhaul (for FNV but works for F3 as well) Weapon Enhancement Pack I could go on for quite a while, but those are some basic ones for me, dealing (mostly) with graphics and gameplay.
  8. Thanks. As said, I'm with you until the very end, i.e. where to move the mesh, so I have done the procedure up until then. It seems properly aligned already, unless I'm missing something? EDIT: I've tried comparing the FO3 Robert male mesh and the outfit mesh in NifSkope, but I'm none the wiser. They seem to be set up the same, but I must be missing something as I get this issue.
  9. I'm with you until the very last step: "move the mesh over the texture map". What's the "texture map"? Is it the textures under the mesh? And where am I supposed to move it? :unsure:
  10. Thanks. Hm. Yes, if I use the textures from the FNV version of Robert's male body, the issue is fixed. Can't find anything in the mesh that I can "fix", though. The paths and the names of the textures are the same in both games (except I don't have the .sk texture in F3 as said). That's disappointing. It basically means that I can't port the mod, unless it's possible to fix somehow by editing the mesh in NifSkope. :sad:
  11. I've ported Revolution Clothing from FNV to F3 and it is made for Robert's male and the T6M female body. I'm already using the latter, but I installed Robert's male for F3 in order to have a compatible body for the outfits in Revolution Coming. The nude bodies look perfectly normal, but when they equip an outfit from the mod, they look like this. What can cause this? I've tried reapplying archive invalidation but that didn't help. I've also checked the mesh for the male Revolution Coming outfit and the only thing I've found is that it points to a upperbodymale_sk.dds texture, which isn't in the Robert's Male for F3 archive, but removing that from the mesh didn't help. What can cause this and what can I do to fix it? Thinking of it, the neck area on females looks a bit odd as well with the ported outfits. It's the same in that case, reapplying archive invalidation doesn't help and I can't see anything out of place in the mesh.
  12. Might perhaps be this: Still a bit weird as I add mods all the time and I've never had the issue before. EDIT: Yes, it works fine when starting a new game (and also when using "resurrect"). I wonder if there is some trick you can use to ensure that it works when added to an ongoing game? Anyway, nice that it worked - but I'm a bit worried that they will turn up naked again after the next cell reset. Guess we'll see.
  13. My tip would be to download Wrye Flash. It's an excellent utility in many ways and it shows plugins with missing masters very clearly as they are highlighted red. My guess would still be a missing master, but hard to say w/o seeing your load order - and easily checked as said with Wrye Flash.
  14. In this case, I'm pretty sure that you're completely wrong. The game makes extensive use of such lists to make encounters more unpredictable and varied (like NPCTownClothes, just to name one example). I'm basically trying to follow Bethsofts tip: http://geck.bethsoft.com/index.php?title=How_to_give_an_NPC_random_but_persistent_clothing
  15. Crashes on startup are almost always caused by missing masters, i.e. one of your plugins requires another plugin that isn't there. Easiest checked with Wrye Flash. That said, installing 20th Century Weapons isn't newbie-friendly so perhaps you should wait with that until you get the rest of the stuff up and running. For one thing, you need a Merged Patch, which you don't have. Also, for MMM, FWE and WMK you need the Blackened patch which you don't have. Basically, back to the drawing board and read up on the installs.
  16. I'm trying to get NPCs to randomly equip outfits from a leveled list, but they end up being naked instead. I have leveled lists with a bunch of outfits in each. I have tried both with Calculate from all levels and Calculate for each item checked and unchecked. Chance none is at 0 For the NPCs I have removed their normal outfits from their inventory and instead added my leveled list. I've waited 4 days so the world should be respawned. My esp is dead last. I'm sure I've missed something basic as I've never used leveled lists before but not sure what? EDIT: It should of course be leveled rather than leveld in the title.
  17. If you use the Combo Edition, it requires all DLCs, so that might perhaps be it? Crashes on startup are most often caused by missing masters (i.e. a mod without the plugins that it requires).
  18. Did you (or anyone else for that matter) have an idea about how this could be achieved? EDIT: Nevermind, it was easily fixed by attaching a mesh with emitting light to the light (I checked how the lights are set up in Portable Camp Stuff FOSE).
  19. Ah, thanks, so not just something you can edit away with NifSkope. Well, it worked out nicely with a compatible skeleton anyway.
  20. I really like Revolution Clothing, but I can't get a BnB-body to work as I'd like. For one thing there is a slight seam between the hand and the arm. And I don't really care for bouncing breasts either - I'm only trying to get it to work so I can use Revolution Clothing. So I thought I'd try the opposite instead - removing the BnB edits to the mesh the outfits use. Anyone who knows how to do it? I tried removing the NiNodes for Breast.L and Breast.R, but that was apparently not enough as I get the stretched boobs issue after that as well, when using the outfit with a non-BnB body. In short, how do you convert a mesh FROM BnB back to "normal"? EDIT: Nevermind, if I use a BnB compatible skeleton, I don't get any issues with seams and can wear BnB outfits without issues. Of course, I don't get any bouncing breasts, but that doesn't matter at all.
  21. I'd be much obliged if someone knowledgeable with scripting would help me out with this. I've replaced all the static Vacuum Tube Lights and Railway Lamps with pickable and placeable ones that you can turn on and turn off - and now I've also disabled all fake light by them. For this I copied how it's done in Placeable Lights but tweaked the scripts etc. a bit. It works perfectly (and I actually think the lighting is more "realistic" when removing the "fake lights" and have "real" lamps instead), but it's basically set up so there are two different objects/meshes that are replaced via the script - one is the lamp when lit, one is the lamp when unlit - and it's a bit "immersion breaking" that you actually notice that the lamp nifs get switched when turned on and off. Also, when the lamps are placed a bit unstable, they can turn over in the process. So I thought that I'd have a script that rather adds a light to the item when lit and removes the light when turned off, but how would I do this? As it is the scripts for the Railway Lamps look like this: scn lowllamp01turnon short iButton short iButtonPressed ref rMySelf Begin onactivate Player set rMySelf to GetSelf ShowMessage lowlightoff set iButtonPressed to 1 end Begin GameMode if iButtonPressed == 1 set iButton to GetButtonPressed if iButton > -1 set iButtonPressed to 0 if iButton == 0 ; Enable ? rMySelf.disable rMySelf.PlaceAtMe lowllamp01 rMySelf.markfordelete elseif iButton == 1 ;take ? rMySelf.disable Player.Additem lowllamp01off 1 rMySelf.markfordelete elseif iButton == 2 ;do nothing ? endif endif endif endif end And scn lowllamp01turnoff short iButton short iButtonPressed ref rMySelf Begin onactivate Player set rMySelf to GetSelf ShowMessage lowlighton set iButtonPressed to 1 end Begin GameMode if iButtonPressed == 1 set iButton to GetButtonPressed if iButton > -1 set iButtonPressed to 0 if iButton == 0 ;Disable ? rMySelf.disable rMySelf.PlaceAtMe lowllamp01off rMySelf.markfordelete elseif iButton == 1 ;take ? rMySelf.disable Player.Additem lowllamp01off 1 rMySelf.markfordelete elseif iButton == 2 ;do nothing ? endif endif endif endif end Can I just create a light and then add it via a rMySelf.PlaceAtMe lowllamplight line? And how would I remove it when it's turned off? I guess it's (hopefully) rather simple, but I suck at scripting so I'm a bit lost on how to change the scripts so it works as I'd like. I'm also more than willing to use FOSE if it simplifies things.
  22. Well, I beg to differ. NMM works for 99% of the mods out of the box and is clearly the most convenient mod manager to use for those that download from Nexus anyway. So then you're left with some exceptions that neither NMM or FOMM can handle out of the box, so you'll need to repack them. That's hardly a selling point for FOMM IMO. With NMM you can also test out different texture replacers without issues, as it will reinstall the one you had earlier if uninstalling the one you installed over it. With FOMM, handling overlapping texture replacers is a mess. But to each his own.
  23. Crashes on startup are almost always caused by missing masters, i.e. one of your plugins requires another plugin which you don't have. I find it easiest to check my load order with Wrye Flash, as plugins with missing masters are colored red in it, so impossible to miss. It also comes with the best way to post your current load order, as it gives version numbers as well. If you use NMM, you can get the load order via the "Export load order" (IIRC) icon in the plugin section. Just export and paste into a post. Also, use BOSS to sort your load order.
  24. I'd skip FOMM as it's rather old and relies on its own format, FOMOD, which isn't used anymore really. NMM works fine and is easiest to use, but you'll have to repack certain mods to get correct installs (i.e. mods that come with optional folder structures and such). MO is the most complex and advanced installer - I haven't used it, but if you take the time to learn it, it's apparently very good. A third option is BAIN with Wrye Flash, but it also often needs repacking to set up mods correctly. In short, I'd go for NMM but pay attention to how the archives are set up. If it's just an ordinary set up: "textures", "meshes", "esp", it works fine. If it has "optional textures", "for FNV", "for F3" and folders like that, you'll have to follow the readme and repack it so it can be installed correctly with NMM. Don't use LOOT for F3, use BOSS.
  25. Yes, that's what I'm thinking of, but I'm unsure if Imps works with the latest versions of FWE and MMM. And wonder if there are alternatives if not. What I said in the opening post basically.
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