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CarlCorey

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Posts posted by CarlCorey

  1. Is your mod higher in the load order than Point Lookup.esp? It needs to be later.

     

    If that's not the issue, FO3Edit will add all the esm and esp dependencies it needs; if it fails, you can put the record into the file header manually but you still have to place your file after Point Lookout.esp so, you might as well correct that and let FO3Edit do its stuff,

  2. I don't use FOOK2 but I just downloaded it to look at how its set up. If the gun itself looks ok and it only produces the red exclamation point when fired, it might the the mesh for the ammo. Check to see if this file exists

     

    <your FO3 install directory>\data\meshes\ammo\10mmammo.nif

  3. This from the Wikia page on The American Dream (look for the topic "Meeting the President").

     

    • With a high Speech skill, you can convince Eden that he is insane, and force him to self-destruct both himself and the base. This check is fairly difficult: even at 100 Speech and 10 Charisma, it's still not guaranteed to succeed, with a 90% chance of success.
    • With a Science skill of 60 or higher, you can argue Eden into realizing his thinking is in fact a fallacy of circular logic, and again convince him to self-destruct himself and the base.
    • If you found Colonel Autumn's room and the ZAX destruct sequence, you can deal with Eden that way (again, blows up Eden and base).
    • You can leave him intact and exit the base. If you choose this option, Level 1 will still function as with the other options; rooms off the main hallway spout fire and the doors become inoperable, and the lower levels will remain sealed. The base will not explode however, and the fleeing Vertibirds will remain intact.
  4. Creating the perks with the appropriate +10% against the same gender is very easy. Adding unique dialogue options would be more work both as to deciding where they would be appropriate and then digging into the dialogue trees to add the options. I can think of a couple off the top of my head, discounts from Nova, perhaps Mr Burke could react to a male Confirmed Bachelor the same as he does to a female Black Widow. I bet Knight Captain Durga would give a female with Cherchez La Femme better deals at the Citadel armory and maybe not be so rude.

     

    No promises on either when or if I can get started but if I do, I'll start with getting the damage bonus going first.

  5. I tried playing both scenarios with the mod activated wearing first Reilly's Rangers armor and then the T-51b again and I can't replicate the problem. I'll go back to looking at the scripts in the mod to see what's happening.

  6.  

    I had to go back to a save from before I did the fight on the bridge to get a working save.

    is a restart from an exterior

     

     

    Actually, each time I had to go back to an interior save to get it working. In the first case I had to go back to the Megaton player house and in the second, I had to go back to a save inside that building where you go get the Super Mutant Overlord on the overpass.

     

    I'll try replaying one of those scenarios in non-power armor tomorrow.

  7. I have very few mods that alter world spaces and none that I can think of that I haven't been using since 2010.

     

    I ran into this a second time. This time, I was inside the Citadel, in the A-Ring, when it happened. I had just walked over the bridge and dealt with the Enclave camp there. I had to go back to a save from before I did the fight on the bridge to get a working save. So here's where the two occurrences are the same: both times I had just fought the Enclave and both times I had to go back to a save from before that fight to get a working save.

     

    The only mod that I have recently started using that might possibly affect anything to do with the Enclave is Impervious Power Armor. Sure enough, if I disable that mod, the "broken" saves load just fine. My PC is wearing T-51b power armor so something must be triggering a script in that mod which decides I need to be terminated. I've terminated the mod though. I see from the posts that I'm not the first one to have this problem. (The suggested "fix" was to use TGM :))

     

    When I get more ambitious, I'll put some debug code into its scripts to see if I can figure out what's happening.

  8. Hi Kitty. Hope your Christmas is going well!

     

    I've played with load order and selection of mods (you may recall from when you helped me with AQFH, that I use some non-standard mods :)) and I haven't been able to figure out the underlying problem. It still happens occasionally in random situations but I finally realized that if I toggle God Mode on before loading the save, I'm fine (I don't auto-die) and then I can take God Mode off again and keep on playing.

  9. I've come to accept situations where a save file gets corrupted and you have to go back several saves to get one that doesn't CTD immediately. This is a little different though.

     

    Last night, I started walking from Megaton to the Citadel. I saved right outside of Megaton after buying something from Crazy Wolfgang, saved again before getting to the Enclave encampment by that windmill, wiped out the Enclave baddies, saved again, walked to the Super Duper Mart, did a Quick Save and went to bed.

     

    Tonight I try to load the final Quick Save and my character (queue the dramatic music) keels over dead. Same thing happens when I load the previous hard save .. and the two before it do this too. I have to go all the way back to the last save actually inside of Megaton before this doesn't occur.

     

    Not a big issue, I can wipe out the Enclave camp again but I was wondering if anyone else had seen this kind of behavior.

  10. Yes, I've seen this,and for those very cells, but it's not consistent. I always clean up duplicate to master records for anything I put on the Nexus so it's difficult to verify at the moment, but it's almost always a mod that had nothing to do with altering worldspaces.

     

    Well, I just loaded my entire load order into FO3Edit and I see that WRLD:0000003C is duplicated in all 5 DLCs, the Unofficial Patch, and somewhere in the area of 30 subsequent plugin files ending at a personal, unreleased mod of mine! All identical to the record in Fallout3.esm.

  11. Thank you for necro-reviving this thread. I've struggled with this too and I've realized that only an evil PC would decide to kill Vance and his group. There's no indication that they've been anything but a somewhat minor nuisance and Ian was the only real issue ... and that is solved in the in-game story. And Lucy doesn't seem to even care after the fact anyway making the decision way more ambiguous than it was before.

  12. Not sure exactly what you are asking but I discovered, when I was doing a Skyrim mod, that you don't ever want to delete an object from the vanilla game. Mark them disabled instead or just move them underground. This avoids all the untidiness of all of those dangling references.

  13.  

    Excellent work, I've got it working! No way could I have found that problem, thanks for taking the time to fix this the new textures are so much better, the mod author has not replied to me which is a pain as I'm sure many people would like this mod if it was repackaged correctly and the pictures on the mod page worked so people could see the difference, if the mod author has abandoned the mod it would be good if someone/you could relist it but I don't know if that's possible without the authors permission, anyway, thanks again, great job :wink:

     

     

    It makes me wonder about the people who've endorsed it. :confused: The author is around, he just edited the description 10 days ago. Let me know if he replies to you. It would indeed be unethical to re-upload his texture files with out permission.

  14. For some reason I cannot find the original texture files for the metal boxes, the boxes are correct in game (without the Metal Boxes mod installed) so I, or the mod, can't have accidentally deleted them but I've looked through all the texture files and cannot find them, could the original textures be in the 'Fallout - Textures .BSA' file?

     

    I've been playing around with the mod and removed all the Metal Boxes .dds files from the Date>Textures>Metal Boxes folder that it adds when installed and left the Metal Boxes.esp file in the Date folder and the problem is still the same, so none of the .dds files are being found, could this be an issue with the Metal Boxes.esp or with the load order, I have tried moving the Metal Boxes.esp file in NMM but it doesn't help, below is a picture of the load order as the latest version of LOOT sorts it out.

     

    Yes, the original textures are in the BSA file.

     

    While load order is important, I don't believe it's the root cause of this. I reinstalled the mod and loaded Metal Boxes.esp into the GECK. So there's no load order to worry about, it's just Fallout.esm and the mod. The GECK cannot find the dds files either. The object preview window renders the box with the texture of the "ground" that it's sitting on -- very much like it does in-game. I don't really work with meshes so I don't know what's wrong with the linkage to the textures but I'm going to play around with it a little bit.

     

    EDIT: Ah ha!!! The mod drops the dds files in a directory under the textures directory name "Metal Boxes" BUT the Texture Set definitions are looking for them in a directory named "MetalBoxes"! I got rid of that extra space and it solved the problem. I'm going to repackage the zip file to put them in the right directory and remove all of the extra png files that get dropped into the Data directory. It's too bad that the author has comments turned off for the mod; it would be good to give him this feedback

  15. Well, you can't edit the "No low level processing" on LvlSupermutantGun directly since it is based on the template EncSuperMutantGun. You could uncheck "Use Base Data" which allows you to to uncheck "No low level processing". That would cover the 209 instances of that creature. For my test, I followed the chain of leveled lists starting at EncSuperMutantGun to find that the lowest level templates are CrSuperMutant1GunA, CrSuperMutant2GunA and CrSuperMutant3GunA. I disabled "No low level processing" on those three records. So far is doesn't seem to have broken anything but I not sure how to test it to see if it fixes your issue.

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