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Kiern

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  1. Yeah. It is definitely a mod (Fellout, or something similar) that introduces weather. There is no rain, at all, in the vanilla game, let alone radioactive rain. THe idea behind the radioactive rain is to make foods/drugs/perks, that increase radiation resistance, more useful. So your options are to make use of those items/abilities, or turn off the radioactive compnent of the rain. There should be an option to disable the radioactive properties of the rain, though it may only be available at install. You may need to uninstall the mod and reinstall to get the option. I remember having the option at one point, i just can't remember exactly how/when i got the option. FYI: It is usually recommended to play the game as vanilla as possible on your first time through, and only mod things you know you want to change. That way you know what are factors of the game, and what are factors of mods. It also makes for better replayability on subsequent playthroughs.
  2. Excellent! That looks like it should do the trick. Thank you. :)
  3. I do some minor tweaks here and there, but I am not a modder, so I can't tell you specificlly which tutorial you will need, but have you looked through the stickies at the top? There are many tutorials listed, or linked to, in those. Start with the GECK related ones, as that is likely what you will be using for what you are wanting to do.
  4. I believe that it is part of "Primary Needs" mod (either installed separately or as part of FWE). Water is used to quench thirst, rather than heal, as the default setting. You can disable the "Primary needs" functionality completely, or tweak individual parts of it. You can turn the healing factor of water back on under the "thirst" option of the "primary needs" config window.
  5. I don't want my followers permanently dying, as they are going to go down frequently with FWE installed and their reckless behavior. On the other hand, I don't want them to be practically invincible because they get back up almost immediately. I thought they were supposed to stay down until the end of the fight, but they seem to pop back up right in the middle of it. Is there a way to set their minimum downtime to a longer period of time? The Brisa Almodovar companion is not even set to essential, but she gets back up after a set period of time, usually about 30 seconds after the fight is over. I'm sure that is something completely different and more complicated, but it would be nice to be able to set something similar for other companions.
  6. Do you have "more perks", or something similar, that has a pipboy upgrade perk. I believe that is where "overloaded" comes from.
  7. I was having the same issue. The game crashed from trying to manunally save or auto saves from CASM. I then ran a masterupdate using FO3Edit, and that fixed the problem. i had avoided using that since the main problems it was designed to fix are supposedly no longer an issue, but it was the only thing that i could find that fixed the issue for me. Before doing that though you might want to try a solution posted a few threads down --> CTD When Saving If that works it would be a better fix that running the masterupdate since it is much less intrusive.
  8. Well, i finally got her hair changed, but not in the way I would have liked. I ended up using FO3edit to copy the information from the file I created in GECK directly to the companion mod file. I still don't understand why she was not added to the merge file when multiple mods modify her and were in conflict. <shrugs>
  9. yeah, because some of them don't seem to care that you are standing next to the MoB, when they open up with a flamer or launch a missile. :)
  10. I have been away from the game for a while and just started a new game. I have forgotten a lot of what I knew about modifying characters, but I am only trying to do something that should be fairly simple, but it is not working, and i am not sure why. I have installed the Brianna companion mod and want to change her hair style. First I tried Geck. I loaded it with Fallout, Project Beauty, and the companion mod. I made changes to the hair and saved the file out. I then enable the file, but it does not change anything in game. If I open the file i created, the change is there, but she still uses the generic hair in the game. I have also tried using Fo3edit, but something is not working correctly with that. When I try to create a merge file most stuff does not get copied to it. Her file specifically does not, despite being listed in red on the left hand column for the companion mod, and I do not get a "merged" column on the right side where the other mods are listed. I even tried loading it with Hairday, which had ore custom changes to her than Project Beauty, and i could still not get a merge section. I tried copying the "red eyes" option directly from Hairday to the companion mod, and that worked in game, but I really don't want to change the mod directly if i don't have to, plus it hardcoded the mod to use Hairday as a master, which I also would rather not do. i would much prefer to have the changes in a separated file. I don't remember having this problem before. What am I doing wrong? I did start using NMM instead of FMM, but that shouldn't be a factor, should it?
  11. OK. Gopher covers quite a bit so I will stick to stuff he hasn't covered. Btw, i know that he initially recommended Fellout, but then started using Project Reality. I have tried them both, and to me Fellout looks much better. I would recommend getting the brighter nights option. It is still dark at night, but you can at least see a few feet around you. I love companions so i have a lot of companion Mods. For my main companion mod I use Phalanx. I have had it for a while and forget all the reasons why i selected it over the other mods I tried, but I can have a many Companions all following me at once. i think the limit might be 12, but i think the most that i have had at any one time is 6 My favorite individual companion mods are: Amy Wong, Brisa, Jessie, Kelsey, Lucy West, and Sydney. Runners up are Brianna and Bittercup, though Bittercup is a love hate kind of character. I do not play evil, but if you do, i understand that the Clover companion mod is very good. Several of them come with their own weapons that have, or can be upgraded to unlimited ammo, which saves you hassle in having to constantly resupply them. You can give Amy equipment to sell for you and send her off on a trade run whenever you want. You can also ask her to purchase items for you like meds and ammo. I can't tell you how handy that is, especially early in the game. Brisa is probably the most unique of the companions as she levels up with you and you place her skill points wherever you want. You can focus on specific combat skills or give her support skills. There is also a new mod I just started using that gives you a sister, Amanda. It is nice because they actually integrated her into the entire intro so she is there through all the stages in your early vault life, and when you make your escape. As a follower she is about as basic as they come, but it is a quest mod, so she has purpose beyond her skills as a companion. She is also fully voice acted, as good as any in the retail game. The mod is called "Ties that bind". Body replacers will rely on your preferences. Type 3 is the most common, though there are several different body types within that. You might want to check out the Dimonized stuff by dimon99. Make sure to get restyled armors to fit the new body type. I used dimon99's Alice body style for my main character using the "Play as Alice" mod, as she has a more petite build that I like. unfortunately, there are only a couple of clothing mods designed specifically for her. Other type 3 clothing/armor works on her, but it changes her body type to whatever type as used to design the clothing. If you like really skinny women, you might want to take a look at the Skinny-6 body replacer. And then install the Skinnywear store. There are a ton of clothing options, and they are all done in pieces so that you can mix and match all the clothing pieces. A lot of work went into that, and it shows. Minihideout mod gives you a small underground home right there in Springvale that you can access right after leaving the vault. It is small but it has everything you need including a work bench, cola cooling machine, a water purifier, a med center, and a hot tub....plus a good number of storage containers. I'm sure I am forgetting some, but those are the ones i can think of off the top of my head, that Gopher did not already cover.
  12. I pretty much tweaked everything there was to tweak in FWE. There just wasn't anything to deal with the super mobs problem that was the key issue. I suppose that setting MMM to not increase spawns would alleviate part of the problem, but that mod warns that other parts of the mod require that be enabled to function properly. Besides, I would much rather fight a bigger group of tough mobs, rather than 2-3 super mobs. I had not been to the Super Duper Mart yet. I went in the other direction, to deliver Lucy's letter, where i ran into lots of mutants, and a group of the Talon guys that cornered me in a subway stairwell, where it was like shooting fish in a barrel for them, especially when they had heavy weapons. :ohmy: Excellent! Thank you very much. I am going to check these out. :D From the description it seems like they may address the super mob issues I was seeing, while also addressing other areas that make certain parts much too easy. Thanks again. :smile:
  13. Thanks. Yeah, that is pretty much how I remember it. I had already changed many of those settings back to vanilla, like weapon condition affecting accuracy, so the main issue was mobs doing too much damage and me (and my companions) not enough. The only thing left was the combat modifier, which unless I misunderstand how it works, changing it would have only made my situation worse. FWE may just not work for well me. I want it too be challenging, but not hardcore. The settings in MMM has definitely helped make things more challenging. If there are other, less hardcore, alternatives to FWE, I'd like to hear about them. Thanks all, for the replies. :)
  14. I went through the options and modified them to my preferences, but I could not find anything in FWE that modified the difficulty directly. I remember there being something called "global damage", or something like that, but it didn't seem to have what I was looking for. I went through the configuration tabs several times before giving up, but it is always possible i missed something. The problem is that the MoBs did far too much damage far too quickly, while I did very little in return. Obviously, the increased spawns from MMM made this a lot worse. Maybe you could tell me what settings you changed to make it more playable. That would be really helpful. Right now I am playing around with MMM using increased spawns and a 25% chance to spawn MoBs higher level than me, and then set it to increase in difficulty as I level. That has definitely upped the difficulty level a bit. I would like to give FWE another try if there is, indeed, an option to tweak the difficulty, i just couldn't find it, or didn't recognize it when i did see it. Thanks.
  15. I decided to give FWE a try, but the difficulty is just too hardcore for me. The MoBs are just to over-powered, and it isn't fun for me. MMM made it even more crazy. On the other hand, vanilla FO3 is too easy, even on very hard mode, when you have companions....and I love my companions. :) Now I am going to keep MMM. It stopped working, for some reason, after I uninstalled FWE, but I finally got it working again. I'm not sure if it will be enough (or will it?). I like to play with multiple companions, so I would like to up the challenge of vanilla without going oveboard. Possibly something you can fine tune. Any suggestions?
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