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mutieblaster

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Everything posted by mutieblaster

  1. I have a quest with a really basic script, all it does is hold two variables. It compiled just fine at first, and everything functions as it should in game. The strange thing is, I can no longer edit the script. The Geck has suddenly decided these variables are invalid. This makes no sense, as nothing has changed and they were originally working. I can start a new script, writing it in exactly the same way, and everything works normally. It seems as though the Geck just decided it doesn't like these particular variables for some reason. If I start a new identical script with a similar name, I then add variables with just one letter different and no change in caps or anything, it all works. As soon as I change one of these variables to one of my problematic ones, the same problem persists. This is for my Roy Phillips Follower mod. The script is as simple as: scn RoyFollowQuestScript short RoyHired short RoyFired How can a three line script cause such a ridiculous problem? This is exactly how the vanilla FollowersQuestScript is written. It should (and did) work. I've made plenty of mods like this one before and never encountered a problem quite like this, nor can I find any mention of anyone having a similar issue.
  2. 1.3 just doesn't work for me, mods or not. I've tried every fix going, and nothing seems to work. Luckily I found a way to roll back to an earlier version, so now I can finally play again. As far as I'm aware, Bethesda have still yet to make any acknowledgement of all the issues this patch has caused for many of us, a week after it's release (and forced installation, thanks Steam). Hopefully we'll get a patch that actually works before we see any DLC, or it's bye-bye Bethesda games for me. Here's a link to un-patch your game: http://steamcommunity.com/app/377160/discussions/0/412446292757672641/
  3. Game won't run for more than 10 seconds for me since 1.3. I was starting to wonder if I'd ever play again, as bethesda seem to be ignoring our problems. Luckily, there's now an easy way to roll back: http://steamcommunity.com/app/377160/discussions/0/412446292757672641/ No more crashing :thumbsup:
  4. Strange, I had Dogmeat with me as well but they didn't fight. I was playing yesterday though and Dogmeat ran off to fight something which turned out to be Sparky. Dogmeat won, so I tried a console resurrect (still works!). After that they didn't fight, but Sparky won't follow. Maybe she was just walking the same way as me the first time so it seemed like she was following.
  5. I was wandering around yesterday, somewhere near Lexington I think, and found one of the wild "vicious" looking dogs that didn't attack. It turns out she was injured, and you can heal her and name her Sparky. She then seemed to follow me for a while, but after fighting some molerats she was nowhere to be found. Did some googling, but there's no info out there yet, just wondered if anyone had managed to have her follow them. I don't think she's meant to be a proper follower, but at least I've got a good idea for a mod when the tools are released!
  6. I'd planned to upgrade just before launch, but the cash flow didn't quite allow it. I'm just glad it turns out I don't need it just yet.
  7. I'm finding the same thing, i7 920 with a 660TI and 12gb system ram and I'm running at ultra no problem. Only got 2gb Vram so I'm on the minimum, doesn't seem to matter though.
  8. I found an injured wild dog who followed me for a while after healing her, she vanished soon after though. You heal her up then name her Sparky, tried googling it to find out is she's supposed to follow or not but the internet doesn't know yet.
  9. I've seen problem 4 before, and I think it's an existing issue with something rather than anything you did wrong. I remember using a Fallout 3 mod a while back, and objects in exterior cells all moved randomly or disappeared when I made it into an esm. I seem to remember reading in the mod's comments that it was a known problem with esm conversion. Not sure if there's ever been a fix for it, could just be a case of using a different program. I'm sure there's more than one it can be done with, hope this helps.
  10. I'm currently quite a way into designing a pair of companions contained in a single mod. I plan to have it fully voice acted, so I can implement a proper back-story and have plenty of dialogue and a few quests. I have a rough back-story, which I'm trying to keep reasonably lore friendly. Part of my reason for posting here is to get some opinions on the story and whether it makes sense. Rough timeline of back-story: 2198 - Enclave begin developing new Tech. Among early projects are their distinctive Advanced Power Armor, and FEV research. Intel shows existing FEV research in Mariposa Base and Vault 87, Enclave begin to search. 2222 - Group of 8 Enclave personnel leave Poseidon Oil Rig for Vault 88. Vault 88 is part of the Vault Behavioral Projects, built to observe Vault 87 and remotely store it's research data as a backup, with facilities to further test any findings. 2225 - One of the team, a soldier who volunteered for the roll, begins FEV exposure. 2227 - FEV soldier sealed into armour. 2 of team killed in Deathclaw attack near entrance to vault. 2230 - Highest ranking member leaves on routine flight to nearby Vertibird refuelling outpost (remnants bunker), but never returns. 2235 - Reactor malfunction kills 2, injures 1, ghoulifies 1. Injured exposed to FEV as only chance of surviving injuries. Soldier now 10 years into long-term FEV treatment, withstands blast and immune to rads. Up to present - Remaining team of 3. FEV Soldier now a behemoth, Injured combat technician now a mutant, and pilot now a ghoul. Team ends communication with Enclave, fearing extermination. Enclave command get a readout detailing reactor explosion, team presumed dead. Basically the mod consists of the pilot, and the technician who is now a super mutant. They are found in Vault 88, at the south end of the canyon. The ghoul character is uniquely dressed in his enclave flight gear, and will have a quest to repair his Tesla armor. He also has a unique plasma pistol, and a further quest will give him a rifle. Both weapons and outfits can then be swapped on command. He can also give power armor training and use a stealthboy if you give him one. The mutant character is equipped with a heavy incinerator and hopefully a unique melee weapon. He has a quest which on completion will allow him to call up and dismiss the behemoth held in vault 88, who was the third survivor. He can repair your weapons, and will cloak like a nightkin when you crouch. There are just one or two areas where I'm stuck. I'm stuck for ideas for a good hiring quest, also my characters need names and personalities. Any ideas in these areas, constructive criticism on the story, or other features to add would be hugely welcome.
  11. I was about to buy Dead Money. I got most of the Fallout 3 DLCs on release day, and after some of the problems I had with those I decided to wait this time, make sure it actually works before I part with any cash. After reading this thread I probably won't be buying ANY more DLC Bethesda or Obsidian have for their CUSTOMERS to put right for them. Its just plain lazy, and an insult to gamers.
  12. Really strange problem. For some reason when I start Fallout 3 it now shows the New Vegas title image, and the loading symbol is now the roulette wheel! I've had both games installed in their default locations since new vegas was released, and I've been playing both with mods for a while without problems, but this seemed to happen all of a sudden and for no apparent reason. Oddly the game still seems to run ok despite thinking its new vegas, but its still kind of irritating, so any help would be appreciated.
  13. "Flip esm flag", sorry what you mean with that? Not sure if there's a simpler way, but this can be done with FO3Edit. Just rename it to FO3Masterupdate, then run it and all your checked mods will run as ESM's and work much better.
  14. Did you download the ironsights fix update? Watch the bumps btw, I've seen SO many of people get banned for it.
  15. Recently got a new pc with windows 7 and had the same issues at first. If I remember correctly, going into properties and the compatibility tab, you should see a check-box at the bottom which gives the program administrator rights. This should allow it to make changes. I wouldn't bother putting it in a different directory, could be a huge pain in the arse and isn't necessary. Mine is in the default and works fine
  16. When adding things like scopes to weapons, the game engine swaps the whole model for that gun for one with the scope already attached, rather than actually adding a separate scope to the existing model. You would need to make a new model of an already scoped laser pistol, then add scripts to make the original laser pistol modable and tell the game to switch models. Personally I can neither script nor model, so can't really help you there, although the modelling should be pretty easy for anyone who can use nifskope.
  17. Great idea! Tried doing this myself for fo3, but couldn't figure out the scripting.
  18. Sounds like a good idea to me, don't see the point of them at the moment. A few tweaks like this and the game could be almost as good as fallout 3. Can barely be bothered to play at the moment, got to level 22 and have yet to hear of much that actually seems worth looking for.
  19. Excellent, thanks. Not sure how I missed that. Power armor training now worth having!
  20. Really not liking obsidians fallout 1/2 looking power armor, personally I wouldn't wipe my arse on it. Just wondering how easy it would be to port over something like the colossus armors (without infringement, obviously).
  21. I'm sure MMM makes some behemoths respawn, or at least makes it so that there is a chance for them to spawn with other mutants. As for the arena, what about this: http://www.fallout3nexus.com/downloads/file.php?id=14187
  22. Spent ages waiting for exactly this, even tried working it out myself but can't figure out all that scripting. Also noticed a mod to have Argyle alive as a follower, which sounds good. Unfortunatrly it required RR Companion Vault, which I'd imagine would be a similar solution to SCC. Be nice to have both of them as followers.
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