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Samustus

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Posts posted by Samustus

  1. Hi guys.

     

    I have been converting a lot of armors to CBBE SE and 3BBB lately. My latest is a Nun/Sister outfit and I've been trying to get the old HDT working again on the veil/habit. I've got it working, but getting strange results I don't understand. Conversions I can do no probs, but I'm only a newbie with SSE SMP HDT.

     

    The veil/habit is somehow splitting into two when moving as you can see in the picture.

     

     

     

     

     

    Does anyone know why this is happening? Obviously the mesh is marked as double sided texture-wise, but it's still a single mesh I believe.

     

    I would really love some help with this. I don't know where else to ask.

     

    Appreciated,

     

    S.

     

    EDIT: I found the issue. The veil had Hair AND Circlet marked in the esp. This was causing the double mesh.

  2. badindigestion, on 31 Jul 2014 - 09:26 AM, said:

     

    Update: I went to the enhanced character edit mod and manually downloaded the main file. I then went to meshes\character\characterassets and copied the femalehead.nif file to the directory meshes\characterassets because I didn't have a femalehead.nif file there. Loaded skyrim and the eyes were fixed. I'm posting this so others know how I fixed mine and I hope it fixes yours too.

     

    Thanks for this! No idea why, but I was missing a femalehead.nif too. I must have moved it at some point and not noticed. I couldn't figure out why the left eye wasn't matching with certain presets of mine.

     

    Anyway, it worked. Thanks very much!

  3. Fantastic! Really helped me out. Bookmarked.

     

    One thing I would suggest is not forgetting to include the armor parts you've added to the Armor body part reference and ArmorAddon body part reference in the Creation Kit if you're adding to an existing outfit or else they will be invisible and leave you wondering if it was something you did in Nifskope. It also prevents problems in-game when equipping, especially if the piece includes HDT Physics which may cause crashes if the body slot is multi equipped.

  4. Do you know how to write a script which will cause a reference to move to the same x and y coordinates as another reference?

     

    MainREF.PlaceAtMe MovingREF 1

     

    Or something like that. Not sure on the syntax, though. The second REF is the one you want to move to the same coordinates as te first one. You should be able to find more examples if you search for PlaceAtMe. Here is an info page : http://geck.bethsoft.com/index.php/PlaceAtMe

     

    Or perhaps do you know how to get a script to act on what a player is shooting at?

     

    Someone asked about something similar recently. No idea. The problem lies in activating something when you shoot at it, because at the same time you shoot, you should run the script and also designate a target. Did you check the New Vegas scripting on the weapon they used for this?

  5. While I am replying to you, I have absolutely no idea how to do this.

     

    I would say, however, that Fallout 3 New Vegas has a laser pretty much as you want it. While New Vegas has its programming differences by means of upgrades and such, I would suggest looking at the game and see how they scripted it. You might get some ideas.

     

    I can't remember the name of the gun used to activate the laser, but the power for the laser comes from a solar power station in the desert which you have to repair in a quest, and which I also can't remember the name of. But you should be able to find it easily by searching with what I've mentioned.

     

    Sorry I'm not more help, but programming a hand held satellite laser activator and the devestating after effects are beyond my current level :tongue:

  6. Let's say I have 2 relatively adjacent rooms.

     

    In one room water is coming out of a tap into a sink and is making a quiet(ish) 'running water' sound. In the next room I can hear that running water through a meter of rock and concrete.

     

    How do I keep that running water sound localized to it's own room?

     

    I know there are 'Acoustic Spaces' that you can create a background sound, but that's a general sound for the whole space and not directional sound which gets louder when you get closer. Right? Perhaps I've misunderstood them.

     

    I also know about placing sounds, but those seem to be omnidirectional and will pass through walls and reach whatever is in it's radius. However, if I make the radius too small, then I have to be unrealistically close up to the water to hear it running.

     

    Is there any way to define a boundary for sound not to pass?

  7. Hey all.

     

    i need a Script to get a NPC to be Unconscious, all the time, 24/7.

     

    anyone can help me out thanks very much :)

     

    Is the NPC ever conscious? If not, why not just have his body as an Activator. Create a 'body sleeping' mesh where it shows him to be in a peaceful repose and when you click on him you get a message something like 'Bob is lying here unconscious'. You could also script it to say numerous random messages and sounds while you are in the room with him, like "Bob farts. It wafts over in your general direction" ;)

     

    If you need him to initiallly be conscious and then fall down unconscious for the rest of the game, then you will need someone with more programming skill than I.

     

    Good luck.

  8. Ok, I installed FOOK2 and all its updated plugins and hotfix data and hotfix.esp and all that. Now, by itself it is crashing on startup. Even with all the plugins deactivated it crashes. . . :(

     

    Am I supposed to put in that Hotfix data and the Beta 1.1 Data? It has like Meshes and Textures and stuff. Or am I just supposed to use the updated plugins and nothing else?

     

    Ah ok!

     

    EDIT after seeing last post: You are not installed properly yet.

     

    We can fix this.

     

    http://www.fooknv.com/downloads/

     

    The files you need to download are:

    -The Original FOOK2v1.0 RC Installer.

    -FOOK2 v1.1 Data Files.

    -FOOK2 v1.1 Beta 2 Plugins.

    -FOOK2 v1.1 Beta 2 Cumulative Hotfix Data (9-10).

    -FOOK2 v1.1 Beta 2 Cumulative Hotfix Plugins (9-06).

     

    Go ahead and grab them.

     

    ===Instructions===

     

    -Install Fallout 3, patch it with the official Patch 1.7.

    -Download Fallout Mod Manager (FOMM) ( http://www.fallout3nexus.com/downloads/file.php?id=640 ) and install it. Check the you have the newest version of FOMM.

    -Download Fallout Script Extender (FOSE) - Strongly recommended! - ( http://fose.silverlock.org ) and install it.

    -Download and install The Original FOOK2v1.0 RC Installer.

    -VERY IMPORTANT: Delete EVERY SINGLE 1.0 plugins. D I K, EVE, Mothership Zeta plugins, the main esms, remove them ALL. Basically delete every FOOK2 plugin that was just installed in your Data folder by FOMM. (Look at the load order I made for you. Only those FOOK2 plugins are needed)

    -Download and install the new FOOK2 v1.1 Data Files. Manually copy over these folders into your 'Fallout3/Data' folder. When asked to overwrite, click 'Yes to All'.

    -Download and install the FOOK2 v1.1 Beta 2 Plugins. FOMM install everything apart from the D I K files.

    -Download and install the FOOK2 v1.1 Beta 2 Cumulative Hotfix Data (9-10). Manually copy over these folders into your 'Fallout3/Data' folder. When asked to overwrite, click 'Yes to All'. You just need to copy over the 'Meshes', 'Textures' and 'Sounds'.

    -Download and install the FOOK2 v1.1 Beta 2 Cumulative Hotfix Plugins (9-06). FOMM install the non-D I K esp file.

     

    If any stray plugin gets copied into the 'Fallout3/Data' folder during this process, open FOMM and right click and delete them.

     

    Once done. Make sure your load order is as I showed you before.

     

    Once everything has been installed and your load order chosen, open FOMM, click 'Tools' and click 'ArchiveInvalidation' so it becomes ticked.

     

    When it comes time to run the game, make sure you start the game using 'fose_loader.exe' which is in your 'Fallout3/Data' folder. Create a shortcut using that file to start the game with.

     

    I'm off to bed, if you have any probs, read http://www.fooknv.com/forum/showthread.php?t=4212. Please follow the instructions closely. FOOK2 is a huge mod and needs patience to install, as you know.

  9.  

    WMK has no *.esm master file. The main file for WMK is an *.esp plugin.

     

    Any suggestions on what I might do?

    The Geck doesn't really care what the extension of the file is - esp or esm. As long as the esm bit is set, you will be ok.

    You can use FO3Edit or FO3Plugin to set the esm/master bit in the WMK esp file.

    You can use the TESsnip tool in FOMM to do it too. (make esm - just save it as esp and overwrite)

     

    I'll give that a try.

     

    Thanks :)

  10. We tried starting it with all the plugins off and it wont start. I said heck with it and am in the process of starting over fresh with a new install that doesn't have a dozen mod files in their that aren't used.

     

    Will let you know when it's done.

     

    Perfect :)

     

    Try installing FOOK2 and MMM first, before the others, and see if everything works as it should.

     

    Luck!

  11. EDIT: I have the build order exactly as you listed and now it crashes on startup.

     

    So typical. It only takes one little thing.

     

    The list I gave you followed the FOOK2 installation rulebook, so the load order should be correct. So, before moving your list around again, delete the merged patch and try starting the game. Could be the merged patch not working properly, especially if FOMM doesn't recognize it.

     

    If that doesn't work, try disabling one *.esp at a time (except for MMM and FOOK2) in FOMM and start the game after one is disabled. Doing will allow us to find the culprit mod.

     

    If that doesn't work then try moving the non-MMM/FOOK2 *.esp's around anywhere after the *.esm's. See if that helps.

     

    Let me know how it goes.

  12. Now, as far as a mergedpatch, I've never heard of it.

     

    Ok, let's start with the merged patch. Creating a patch is quick and easy and helps stabilize your game when you have multiple mods working together.

     

    Download and install FO3Edit_2_5_1.

     

    http://www.fallout3nexus.com/downloads/file.php?id=637

     

    NOTE: Make sure to take special note of the last instruction line for the future.

     

    =============Merged Patch Instructions==============

     

    - Download FO3Edit v2.5.0 or above to create the 'merged patch'. This should be done after you have installed and activated all the mods you wish to play the game with (and have configured your load order using a tool like Fallout Mod Manager (FOMM)). This is how to do it:

    - Run FO3Edit, and a list of all the plugins in your Fallout 3\Data\ directory will come up, listed as per your load order. By default, the plugins you have activated in the Fallout 3 Launcher or in FOMM will have ticks next to them. This is what you want, so just click 'OK'.

    - Once FO3Edit has finished loading, right-click somewhere in the panel on the left that lists your activated plugins, and select 'Create Merged Patch' from the context menu. NOTE: If there is an Error loading you won't be able to right-click, so check the directory where you saved the FO3Edit program for a '.log' file. Read it. It might tell you that your load order is wrong. Correct the errors.

    - Enter a sensible name for the patch into the window that pops up (any name you like), and click on 'OK'.

    - Once FO3Edit has finished generating the patch (it creates a new .esp file with the name you entered), which should only take a few seconds, close FO3Edit. Click 'OK' on the window that pops up to save the Merged Patch that was generated.

    - Finally, make sure the Merged Patch esp is loading after all your other plugins (which it should already be, by default), and activate it using the Fallout 3 Launcher or FOMM.

    - If you ever uninstall plugins - or install new ones - deactivate and delete the Merged Patch, and then follow these instructions again to create a new one.

     

    =========================================

     

    Also, as far as the rest, since I have had MMM in and have been playing should I go through it and do what the MMM page says for updating? The whole turn em off wait 4 days and save it and then turn em on in the proper order and do it again?

     

    Sounds like a good idea to follow the MMM instructions. Better now than problems later. If you are already far into your game and don't want to start again, then do it. If you will start again, just add those 2 extra plugins and start a new game.

     

    Last time I played fallout I pretty much moved the load order around till it worked. But I never had a problem with the 10mm replacer last time. Is their a way to override FOOK2 changes to the 100mm? Cause that gun is just plain the ugliest thing I've ever seen lol.

     

    There is a way to make the mod work, but it will mean that you have to tweak the replacer mod. It's actually pretty simple, but telling you how to do it is not. To be honest, all that for one gun isn't worth it :tongue: Besides, the pistol is one of my least used guns after level 4, hehe.

     

    EDIT: Just looked at the mod. It also tries to change the name of the ammo from 10mm to .45. This would definitely conflict with FOOK2. FOOK2 uses the CALIBR mod, which adds a lot of additional ammo types. Best not to use this mod, sorry.

     

    Let me know how it all worked out.

  13. Arrange your order to look like this:

     

    Fallout3.esm

    CALIBR.ESM

    FOOK2 - Main.ESM <-- This needs to come after CALIBR

    Mart's Mutant Mod.esm

    EnhancedChildren.esm <-- Esm files should come high in the list

    FOOK2 - Main.esp

    FOOK2 Main [Hotfix].esp <-- Where's this file?

    Mart's Mutant Mod.esp

    MMM - Natural Selection.esp

    MMM - Zones Respawn.esp

    MMM - Master Menu Mod.esp

    MMM - Feral Goul Rampage.esp

    MMM - Hunting & Looting.esp

    MMM - Increased Spawns,esp

    MMM - Dynamic Player Scaling.esp

    Mart's Mutant Mod - FOOK2.esp Where is your FOIP (MMM-FOOK2) compatibility patch?

    ZL-MP5 Pack.esp

    13eyes27hairsucanplay.esp

    BobbleheadDelivery3.0.esp

    WeightAmmo.esp

    5xlvling.esp

    MK23.est (10mm replacer) <-- Not sure, but this might be conflicting. FOOK2 already changed the 10mm Pistol.

    GT_No_Dismembermen.esp

    MergedPatch.esp <-- Ideally you should have a merged patch, especially with huge mods like FOOK2.

     

    ===============

    You should download and use the FOOK2 main Hotfix.

     

    http://www.fooknv.com/downloads/

     

    You need the FOOK2 v1.1 Beta 2 Cumulative Hotfix Plugins (9-06). Inside the zip, you don't need the other D I K file.

     

    ===============

     

    Now, I am guessing that because you don't have the FOIP (MMM-FOOK2) compatibility patch the MMM controls and probably much more isn't working.

     

    Direct link http://www.fallout3nexus.com/downloads/download.php?id=68820

    OR http://www.fallout3nexus.com/downloads/file.php?id=4968 and download the "FOIP - Marts Mutant Mod and FOOK2 1-1" in UPDATES. (Make sure it's the right one).

     

    ===============

     

    If problems persist, I would suggest going through your mods and ensuring that the contents of the meshes and textures folders have been copied across to your 'Fallout3/Data' folder.

     

    If you need a hand with creating a merged patch. Let me know.

     

    Good luck.

     

    P.S. Are you using ArchiveInvalidated?

     

    P.P.S. Increased Spawns AND Feral Ghoul Rampage.. Hoo Boy! You're a masochist :)

  14. Thanks,

     

    I found the other options but I still can't find the MMM control panel. I see the FOOK2 menu but none for MMM.

     

    Post your load order. Might be able to resolve the problem.

     

    EDIT: Er.. nevermind. You started another post. I'll check there.

  15. If any of the masters are esp files without the master bit set, the Geck will drop them from the master list when you save your file, causing unresolved records which will crash the game.

     

    Aha!

     

    That's what must have happened. You're right. WMK didn't appear in the list.

     

    WMK has no *.esm master file. The main file for WMK is an *.esp plugin.

     

    Any suggestions on what I might do?

  16. Hey..I come from the old source based engine games.And im moving out to F3 and just wanted to know some things.

     

    1.Does F3 have bullet drop?

    2.Is there any animation rigs available? (or will i have to make my own?)

    3.Is there any re-compile tools around to bundle all my new stuff up?

     

    Reason i ask these questions is.That i have a thing for the old M14 and i wanted to make a realistic set up for that rifle.I would model a bi-pod system long as it could be used.I just hope this won't require much coding as im a noob to that at this time.I have no problems doing animation work for this set up long as i can find a rig to use in 3ds max.If not ill make my own i guess..

     

    Thanks!

     

    Ok. The best way to learn is to see what other people have done and change and tweak things to see how it's done and what you need to do.

     

    http://www.fallout3nexus.com/ Do a file search for "sniper" and see the amount of sniper mods people have done and choose a couple that might interest you.

     

    Then at the top of this forum section there are whole stickies giving links to mod programs you will need and also links to tutorials and FAQs.

     

    How far you will go depends on how dedicated you are to doing this.

     

    Good luck :)

     

    P.S. You can't go prone in Fallout 3, only crouch, so you don't need a bipod.

  17. Well, I tried around 25 masters in the past when I was still fresh at modding, and nothing went wrong. Maybe it's because one of your masters are missing, go and check around.

     

    Hmm, thanks. I'll look into it more.

     

    I got so fed up, I am also trying a way to not have to have to rely on all these extra mods.

     

    We'll see.

  18. You should see '< MMM Control Panel >' in the Apparel section of your pipboy.

     

    You should have a folder called "== MMM Alternative Configuration Modules ==" in the original zip file. The plugins in that folder are not installed unless you do it manually.

     

    If you have neither of these things, then you have installed the plugin incorrectly and don't have the right zip file ;)

  19. FOOK2 stimpacks have a base magnitude of 60 before additional increases from effects like a perk or the Medicine skill. It's far less when used on a specific bodypart, however, in the Stats window in the pipboy. So, I would say that a healing of about 100 sounds right. The vanilla game packs have half that, 30. There is a reason for that, though.

     

    What FOOK2 tries to do is balance the game out in other ways. You can get injured more and have to rely on food and other items for HP boosts early on in the game. Also and especially as you have Marts Mutant Mod, things will be much harder and those stimpacks will be more valuable. FOOK2 packs are 4 times more expensive than the originals.

     

    However, here is how you can reduce the amount a pack heals, by changing the 'magnitude' in the FOOK2 section back to 30 from 60. In FO3Edit, Fallout3.esm, 'Ingestible', clicking on 'stimpacks' will bring up a comparison table with all the versions of the stimpacks, including the FOOK2's. You can change all instances of the data there. I don't use FO3Edit to change data so I don't know what to do from there, I use GECK personally. Once you change the magnitude(s), save. And that's it.

     

    There is also the option to change packs to a heal over time, which I think is what you want. Having a 'Duration' timer of 0 means it's instant. Anything over that will be HoT 'Duration' to a total of the 'Magnitude'.

     

    NOTE: There are 2 different magnitudes for each stimpack shown. One for the 'base' and one for the base including the Metabolism Perk. E.g. FOOK2 has a base of 60 and 75 with the additional perk. If you change the base, then change the perked one accordingly.

     

    I recommend playing on Hard and giving the FOOK2 game a try as it is. It's quite an experience :) You're used to FWE and want things how they were, so you're not giving FOOK2 a chance. But, whatever makes you happy is important.

  20. My mod currently accesses 9 'Parent Masters' in GECK (mains and plugins) for their data to use with my own. Essentially, my mod needs to be compatible with a few popular mods and many of those mods have multiple plugins. I don't use a lot of data from each, usually weapons, cothing etc.

     

    Is there a limit to the number of different mods my own personal mod can be associated with in GECK?

     

    For example, when I try to add various WMK modded weapons (and only weapon data) in my mod, I use models from all 7 WMK plugins (Main, DLC's and FOOK2).

     

    That makes it 9 plus 7 more plugins. My mod now stalls/crashes GECK and won't run in Fallout 3.

     

    Any ideas what's happening?

  21. Re-reading your post, I have another question.

     

    When you edit the medical box and 'Edit Base' and enter your items there, is there an attached script?

     

    What might be happening is that a possible script is overwriting what you put in the box. Where it says script, leave it blank.

     

    Infact, make a new box entirely following WastelandAssassin's clear instructions. Then you won't have to worry about what other people have done.

  22. Could you explain in more detail what you're trying to do.

     

    You just want a simple container, say a medical box, to have certain items in it when the game starts?

     

    No scripting or changes to the box? You want the items to respawn after a certain time or want them to reappear when you want them to?

     

    Sorry.. little confused.

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