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surg23

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Everything posted by surg23

  1. Fellout and/or Imaginator mods work great for this. You can make it so it's pitch black if you really wanted.
  2. Load up Fwe.esp > go to items > Book > Clutter > Junk - Select each skill book and set script to None and then set the below field to teach the corresponding skill.
  3. Well I figured it out. It's in Common_skills.xml under skill req.
  4. I asked this on the Steam forum, but so far no luck. I would really like the skill "Lucky repair" but I do not want "Crafting expertise" Does anyone know of a mod, or a way to mod, so the skills aren't tied together and don't rely on each other as prerequisites ?
  5. I have just returned to the game after a long break. In the my new game I did notice that a Raider had an Automatic shotgun (firing off a shot every 0.5 seconds) which wasn't very pleasant to be around. From memory, there are Auto shotguns brought in by FWE, so perhaps this is normal. Thinking on it more, I also remember there being a shotgun that appeared bugged where it's stats were 2100 dps, this could very well be the auto shotgun you saw. I haven't noticed any problems with sniper rifles, their fire rate seems normal both for player and AI usage. Hope this helped in some way. ImaginatorFO3.espFallout3.esmAnchorage.esmBrokenSteel.esmPointLookout.esmThePitt.esmZeta.esmCRAFT.esmCALIBR.esmFO3 Wanderers Edition - Main File.esmDCInteriors_ComboEdition.esmRH_IRONSIGHTS.esmCompanion Core.esmWasteland Whisperer v2.esmAlton, IL.esmRHKBrisaAlmodovar.esmMart's Mutant Mod.esmFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espRH_IronSights_Basic_AnchoragePlugin.espRH_IronSights_Basic_BrokenSteelPlugin.espRH_IronSights_Basic_PittPlugin.espRH_IronSights_Basic_PointLookoutPlugin.espRH_IronSights_Basic_VanillaPlugin.espRH_IronSights_Basic_ZetaPlugin.espRH_IronSights_Pitt_NewRifleSights.espRH_IronSights_PL_NewItems.espRH_IronSights_RemoveReticule.espRH_FWE_Bridge.espDIM TYPE3 conversions.esp3EFdrgplate.espArwen_XPR.espBrowingAmmo-762.espPersona_and_Secret_Update-Falfix.espCompanion Core DLC Addon.espWasteland Whisperer v2 Broken Steel Addon.espAltonAddon.espRH_WMK_Bridge.espWeaponModKits - BrokenSteel.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - PointLookout.espWeaponModKits - ThePitt.espWeaponModKits - Zeta.espWeaponModKits.espExistence2.0.espFairfaxApartment.espDragonskin Tactical Outfit.espDragonskinBonusPack.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-Full.espFellout-pipboylight.espFellout-PointLookout.espFellout-Zeta.espColossus Headgear.espRHKBrisaAlmodovar - DLC.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Master Menu Module.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Zones Respawn.espFragfix-5.espCraftScrapMetal.esp Total active plugins: 74Total plugins: 74
  6. What ever makes you happy, only have to please yourself. I'de get more enjoyment sticking a fork in the power-point than playing vanilla, but that's just me. If you're after new/expanded area's search the category (new lands) on the nexus. Alton IL was the mod was the one I suggested before. I would check out that Hardcore mod, but it wouldn't work with FWE - if there is no FWE - there is no point in playing.
  7. Supposedly you can put mind control helmets on Deathclaws with a mod, sounds a bit silly to me. The stealth armor is a mod armor which is simply put in a container in LOB, but I edited it so Tulip sells it. The whole set is roughly 21,000 caps and has similar stats to armor found on many enemies. It has a stealth field built in but that's not the reason I want it, it just looks amazing. It's always good to have something to look forward to. And no, you can't walk right up with FWE stealth system they will still see you if you are too close or moving - stealth field or not. It might also depend on difficulty settings. Put it on very hard and test it hehe.
  8. I will never understand what it is about gore in video games that turns people off, It has never really entered my mind, maybe I've played so much that I'm desensitized to it. Exploding boar heads right next to my face is a different story, was not expecting that wooooh! You must have seen the roaming scavenger with the pet Yau gui right ? - I has the same thought when I first seen them together, that prompted me to get that Animal Whisperer mod, though it requires perks, and I really needed to max out my Ammo Engineer perks first, so the whispering will have to wait, maybe indefinitely. (rank 3 perk for Yau gui). The Museum is right next to the Washington monument - that radio tower you go to for the GNR quest. I didn't think you liked RTS ? I had to uninstall it as it was rather buggy and I ran out of caps, but now I'm saving for a set of stealth armor - 16,000 caps ouch!
  9. The first time I looted a Boar I jumped in my seat when it's head exploded, that was before I knew that when you harvest a body part it is destroyed for real. There is a slight problem with the Boars, their hit-box is actually too small and the only way to guarantee a hit is to shoot in head-on.The Floaters also have a similar problem, I have disabled those guys in the Pip-boy menu. Most other creatures don't have this problem. There are some really nasty creatures out there, the Albino rad-scorp is not to be trifled with ,but watching them contest with the Yau gui and other mutants is always fun to watch. I can't blame you for disabling it this early on, it does make fo3 pretty damn hostile. I noticed FWE already does reduce gore by default and has an option to reduce it further, though have never switched it from its default setting. Have you thought about making a trip to the Museum of history to pick up LR ? Good little snipey weapon. Just a note about RH - Sometimes the sights go off a little, if you notice this just open your Pip-boy and close it again and it will reset the sights. Recently I've had to leave Brisa at home because her sneak skill isn't nearly high enough to maintain stealth. I think she will just be my shopping companion, at least until I level up her sneak.
  10. Oh yeah I see it, Fort independence. Unsure which faction owns that joint. I have never affiliated myself with outcasts or brotherhood folk or even got that far into the quest line. The only time I see them is out in the wastes, all I know of them is they wear the Power armor stuff and are pretty lethal. The military guy at Tennpenny has a decent inventory of ammo and between him, Tulip and Flak I don't ever have a problem unloading goods. I do however always stockpile my stuff for a few days because stuff doesn't sell for much and I'm a bit of a hoarder. :)
  11. Sounds like what you really need is weapon with higher accuracy and range to get in a sneak crit followed by a few mid range headshots, then maybe switch to the Neostead to finish off. If you happen to come across a Browning automatic rifle, they are a very decent medium range weapon (what I use) ammo is expensive and rare though, especially since there is/was something wrong with the 30-06 springfield crafting. I had to go into GECK and change it to use 7.62mm rounds because of this - up until recently when I fixed the broken part of the crafting mod. But yeah, that weapon is quality. I used the FN-P90C as my main weapon all the way up until I found a BAR (still use it in fact) along with Lincoln's repeater for sniping. I don't use shotguns at all so couldn't really recommend any specifically. The guy near Fairfax, hmm ... The only guy that comes to mind is the scavenger fellow that owns a little shanty nearby. I think he got eaten in my game as I haven't seen him for a while.
  12. Pfft, just shoot him, he's Talon scum and deserves no less. If I recall correctly the Talon Sergeants have some very decent armor which sell for a pretty penny. I got the suckers spawning in groups of 10-15, usually 2-3 sergeants, tough fights but the pay-off is awesome. They always carry the good stuff. With MMM running you will usually find everything and everyone fighting TCM's, or rather the other way around, and it serves as a good distraction for you to get a few shots off before they focus you. Oh and if you are running low on Stimpaks, try hunting some Wanamingo's - their meat is delicious.
  13. Hehe, you NEED bullet time, it will save your life about 100 times a day. My BT key is C can't remember what it is by default, you set that in FWE module. There are also notes on all this stuff in your Pip-boy. Oh yeah I met that Lee guy, pleasant chap but I was gunned down shortly after and he wasn;t there when I went back, :( That sound is YOU lol, it's a part of Primary needs, you clear your throat when you're thirsty - Your tummy rumbles when you're hungry.
  14. Hahah "Terracorp" dude ? and are you seriously thinking of going to DLC places at level 1 are you mad!? Jesus, even I wouldn't go there at level 13 even with my scary big gun. You'll need more than a SMG to take down Talon company guys and above. Remember don't be overambitious as it usually proves to be fatal. You can't expect to walk through the game like your a god now. If you're anywhere between level 1-5, many enemies will have better armor and/or weapons, you have to rely on your wits, not the caliber of your pistol. Bullet time not helping you enough ?
  15. Yay, I found the solution to my Scrap metal shortage. Picked up a new mod Scrap metal Crafting - Turns Tin cans into scrap metal, however it felt a little unbalanced so I increased the number of cans per scrap metal. So now I can craft one scrap per 5 tin cans wooot! *Goes off to find Tin cans*
  16. Apologies for the vague title, but I'm not sure how to go about getting the Calibr Workbench quest script to display craftable items without having prerequisite materials. In the Calibr integrated into FWE some of the Ammo topics were broken and contained invalid conditions, I fixed it so that ammo is now craftable but won't appear in the topic unless you have materials for it. I was looking for a way to achieve this in the workbenchQuest but the item I am trying to fix shares the same conditions as items that display the topic/prompt correctly. In the Workbench quest script there is a topic to expand the item list which references CHammoUtilQuest for item categories. My guess is there is something in here I need to change, but don't quite understand the variables. short i short n ref item ref ammo set CHAmmoUtil.showAll to 0 ; Vanilla set CHAmmoUtil.showAmmo10mm to 0 set CHAmmoUtil.showAmmo308Caliber to 0 set CHAmmoUtil.showAmmo32Caliber to 0 set CHAmmoUtil.showAmmo44magnum to 0 set CHAmmoUtil.showAmmo556mm to 0 set CHAmmoUtil.showAmmo5mm to 0 set CHAmmoUtil.showAmmoBB to 0 set CHAmmoUtil.showAmmoFatMan to 0 set CHAmmoUtil.showAmmoMissile to 0 set CHAmmoUtil.showAmmoShotgunShell to 0 set CHAmmoUtil.showAmmoFlamerFuel to 0 ; CALIBR set CHAmmoUtil.showRifle762x51 to 0 set CHAmmoUtil.showPistol45ACP to 0 set CHAmmoUtil.showFO14mm to 0 set CHAmmoUtil.showFO2mmEC to 0 set CHAmmoUtil.showFOHNNeedler to 0 set CHAmmoUtil.showRifle473x33caseless to 0 ; Energy Ammo set CHAmmoUtil.showAmmoSmallEnergyCell to 0 set CHAmmoUtil.showAmmoElectronChargePack to 0 set CHAmmoUtil.showAmmoMicroFusionCell to 0 ; Patch 4 set CHAmmoUtil.showPistol9x19 to 0 set CHAmmoUtil.showRifle3006 to 0 set CHAmmoUtil.show40mmgrenade to 0 set i to 0 set n to player.getNumItems Label 1 if i < n set item to player.getInventoryObject i if getType item == 40 set ammo to getWeaponAmmo item if ammo != 0 ; Vanilla Ammo if ammo == Ammo10mm set CHAmmoUtil.showAmmo10mm to 1 elseif ammo == Ammo308Caliber set CHAmmoUtil.showAmmo308Caliber to 1 elseif ammo == Ammo32Caliber set CHAmmoUtil.showAmmo32Caliber to 1 elseif ammo == Ammo44magnum set CHAmmoUtil.showAmmo44magnum to 1 elseif ammo == Ammo556mm set CHAmmoUtil.showAmmo556mm to 1 elseif ammo == Ammo5mm set CHAmmoUtil.showAmmo5mm to 1 elseif ammo == AmmoBB set CHAmmoUtil.showAmmoBB to 1 elseif ammo == AmmoFatMan set CHAmmoUtil.showAmmoFatMan to 1 elseif ammo == AmmoMissile set CHAmmoUtil.showAmmoMissile to 1 elseif ammo == AmmoShotgunShell set CHAmmoUtil.showAmmoShotgunShell to 1 elseif ammo == AmmoFlamerFuel set CHAmmoUtil.showAmmoFlamerFuel to 1 ; CALIBR Ammo elseif ammo == CALIBRxAmmoRifle762x51 set CHAmmoUtil.showRifle762x51 to 1 elseif ammo == CALIBRxAmmoPistol45ACP set CHAmmoUtil.showPistol45ACP to 1 elseif ammo == CALIBRxAmmoFO14mm set CHAmmoUtil.showFO14mm to 1 elseif ammo == CALIBRxAmmoFO2mmEC set CHAmmoUtil.showFO2mmEC to 1 elseif ammo == CALIBRxAmmoFOHNNeedler set CHAmmoUtil.showFOHNNeedler to 1 elseif ammo == CALIBRxAmmoRifle473x33caseless set CHAmmoUtil.showRifle473x33caseless to 1 ; Energy Ammo elseif ammo == AmmoSmallEnergyCell set CHAmmoUtil.showAmmoSmallEnergyCell to 1 elseif ammo == AmmoElectronChargePack set CHAmmoUtil.showAmmoElectronChargePack to 1 elseif ammo == AmmoMicroFusionCell set CHAmmoUtil.showAmmoMicroFusionCell to 1 ; Patch 4 elseif ammo == CALIBRxAmmoPistol9x19 set CHAmmoUtil.showPistol9x19 to 1 elseif ammo == CALIBRxAmmoRifle3006 set CHAmmoUtil.showRifle3006 to 1 elseif ammo == CALIBRxAmmo40mmgrenade set CHAmmoUtil.show40mmgrenade to 1 endif endif endif set i to i + 1 goto 1 endif Where as only the green Items show without prerequisite materials in inventory. The Red items have or did have broken topics which I am in the process of fixing, but even the ones I have fixed won't display without the materials, specifically the Rifle3006 rounds. I have tried changing set CHAmmoUtil.showAll to 0 to set CHAmmoUtil.showAll to 1 but the script refuses to save and gives the error message: Default script compiler :line 42 [script command] label not found Now I am looking at set item to player.getInventoryObject i - Though I am just playing guessing games at the moment. Does anyone know what the problem could be here ?
  17. If you want MMM and have the two archives, just do what we did for FWE - Make your own package extract all content from the main and then overwrite with update content and FOMOD away. The "Posh" rifle is not a part of FWE-Vanilla-DLC so it's not supported by RH unless you find a compatibility patch. Plus it has a scope, so RH won't alter anything. The only thing RH might do for a scoped weapon is alternative scope designs. Speaking of which, weapons that are not affiliated with FWE will not have stat adjustments for the combat rebalance. So, unless it's a "cheaty" weapon it could have really weak damage vs FWE enemies. As you probably noticed weapons do much more damage now. Something you should consider. (not sure if its a bug, but there is a shotgun that does 2100+ dmg!?!? - bit of a game-breaker, and watch out if it's pointing at you.) Oh, by the way you can change how often you get Perks in the FWE module, maybe you want a Perk every level. This might be a good idea if you are using the slowest XP setting as levels will come very slowly, and even more slowly if you are using Arwen reducedXPR. 2:00am here atm, *yawn* will catch ya next time. :)
  18. DCinteriors combo edition - 3rd option down the page, doesn't require any DLC. http://www.nexusmods.com/fallout3/mods/5573/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D5573&pUp=1 With RH - If the folder you loaded in FOMM was named "Data" you don't need to expand as this follows the structure and will go directly into the Fallout/Data folder automatically. You also have the gun oil and it should be quite apparent if the mod is working when you try using the sights on a weapon. (Don't forget to adjust RH to your tastes with the Gun oil. I suggest reducing the weapon sway quite a bit.) And wow you downloaded MMM! All my nagging paid off in the end hehe. If you decide to install it, you don't need to create your own package, just load the downloaded archive directly and create the FOMOD. Though check the option "Natural selection" and "Zones respawn" when installing. When you next play, could you do me a favor and try crafting some 30-06 Springfield rounds at the workbench (providing you have the Ammunition Engineer perk) I have always had trouble crafting that ammo, and I'm not sure if the problem is isolated to just me. OH SHIZZ! I made a booboo! I didn't even see there was an update for MMM 6.1 - 6.2, I'll leave that up to you whether you want to add that separately or create your own package with the update. I'm blind!
  19. I had to re-read my post after reading your post to come to a realization how most people aren't as pathetically attached or serious about video games as I am. It had also occurred to me just now that you must think of me as either a nice person who just wants to help or some weirdo with some kind of hidden agenda. Well I won't deny that I'm weird, but I guess I take games too seriously. In light of that please disregard my last post, it sounds like everything is fine now and hope you enjoy Fallout more this time around. Happy gaming! Anchorage should be bellow Fallout3.esm - and you seem to be missing DCinteriors.esm. The combo edition is the one I have which adds 100 or so building interiors. It might be either you packaged it incorrectly, or you downloaded a Lite version. But it's likely you need the DCinteriors.esm. If you still need help, I am still hanging foul.
  20. It's good that you have so many customers especially in the day where there is so much competition in the IT world. Takes me back to the day when I actually knew something about PC's, but I've become so complacent that if my PC blew up I would probably sit in the corner and suck my thumb. Well, good luck fixin those troublesome machines, and thank you for the kind words. :)
  21. That's quite alright, I understand you have stuff to do and family to attend to. Sorry if I'm being too persistent or demanding, it's only that I'm in a bit of a jam at the moment and this month may be the end of my internet access for some time. I just wanted to get your game running nicely before any of that happens. But your family and job should come first, so I'll try to be more patient and less demanding. :)
  22. Haha, no problem at all. The Gun oil is a part of RH Iron sights, I think I referred to it in that context because I assumed you had installed both FWE and RH before. If you can refrain from installing any addition mods for now, and just install all core mods, including texture packs - Fellout etc, we can conclude that everything essential up to this point is working well together. You can sleep in the "Common house" in Megaton in the meantime, there are safe containers in there as well. Though this shouldn't be the start of your proper play through, we just need to stress-test at the moment. That and things are more likely to be stable when you start a new game with all core mods already installed. So don't be fussy with this session, just quickly and thoughtlessly put the game through it's paces. RH is a major mod so we want to install that plus any mods that effect game play and more specifically weapons because we want to make sure Vanilla-DLC-FWE and RH are playing nicely together. The DC interiors mod which I highly recommend would be classified as a core mod, so if you wish to use it, install before you start your proper play through. It should be safe to add the other miscellaneous mods on an existing play through. But try adding one mod at a time followed by a short test game. Repeating until you have most/all desired mods then start your proper game. I know this might sound extreme or silly, but this way we know what is stable and what is not. As for the texture packs, we will still want to make a FOMOD - there shouldn't be any reason to be dropping raw files into your Data folder. If there are updates to any existing mods you have installed via FOMOD, then I suggest rebuilding the FOMOD with the update included. This will keep things nice and organized. Additionally it's probably a good idea that when you name your FOMOD you give it details to signify what it contains. For example, when you combine all archives from NMC's texture pack it's now a full package and you name it "NMC-Full-Texture-pack" or something to that effect. Hehe, well I know you're not fond of companions, and neither am I for the most part, but the use of Brisa is entirely situational at the moment. I have MMM maxed out on very hard so my game is rather hostile to say the least, and with me not being a big fan of God-items, I can die pretty much instantly even to a pesky raider. Prancing around in nothing but skimpy leather that only gives 20 DR probably isn't helping. So the use of Brisa doesn't really negate much of the difficulty, but she serves as more of a role playing enhancement. She is fully voice acted and has one of the best AI packages I've seen. She actually levels up with you and you can distribute her skill points and give her books to read, but more importantly she is balanced. She consumes ammo so you have to keep her stocked and has different weapon slots and a very in-depth configuration system. Probably the only companion I would recommend. There is another one I tried out (still installed for the moment) called Jessie companion, though it was decent, Brisa has a better system and isn't such a tart. :smile: About the "Arwen_Reduced_XPR" mod I mentioned before, this is great for adding longevity to your game and ensures you don't over-level. I recommend installing it once you reach level 10. I found combining the 75% reduced XP with FWE's slowest leveling option works well, and you can enjoy a long and prosperous game. Configured like this I have 143 hours down at level 12. So I know now you're not into all the bloodthirsty stuff, but you could still use MMM for its many other features and/or tweak it so there are less monsters but a higher probability of Raiders and neutral creatures. I feel there is not nearly enough activity in the wastes, and if for nothing else the wildlife is worth it on its own. Just something to think about before you start your real game. Remember, since we install everything using FOMOD, you can safely uninstall anything at the click of a button if it causes issues.
  23. Once those are installed, run a test game (start new game) You won't have to go through the Vault now with FWE installed. It has alternative start. Play around and try to stress the game out a bit, fast travel around - enter and exit cells - make sure Iron sights is working for a few weapons. Make sure mod modules in your Pip-boy are there and working. Hopefully everything went ok and we can look to adding other non-core mods. Here's a small list of must have mods. DCInteriors_combo Edition-5573-2-7 Arwen_Reduced_XPR_2p2-7674 FULL NMCs Texture Pack part1 The IMAGINATOR for FO3 - Visual Control Device-16875 DIM TYPE3 CONVERSIONS V32-6073 HiRes Weapons v3_1-481 Fellout Dragonskin Tactical Outfit v1_1_1-10183-1-1-1 Existence 2.0 When and if you want to install these, you should use roughly the same packaging process for each mod. Some can be tricky as they have update archives not structured for FOMOD use. Sometimes you need to play around with the directory structure. But I an guide you through installing these if you have any trouble.
  24. Yes, you can ignore the "GOTY" - its just your main Fallout 3 folder. What!?! You don't have the best DLC there is for Fallout! Tisk tisk. :)
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