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About SageRayleigh

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How does Fallout Interoperability Program - FOIP work when i wanna have, lets say fwe, mmm, and wmk. Wouldnt haven more then one of those patches cause some issues? If they dont cause issues then is thier a cretin order to install and loadem up? I had also saw http://forums.nexusmods.com/index.php?/topic/2211214-is-there-an-optimal-install-order/?hl=%2Binstall+%2Bfwe+%2Bmmm+%2Bwmk&do=findComment&comment=19381879 . Which will lead me my next set of questions. Merging mods, I didnt know this was possible and it sounds a bit to good to be true. How does merging affect load orders? How does it affect the files aside from mixing them together? I dont think this a golden ticket to 100 mods working perfectly but lol gawsh darn it sounds like it would do pretty well over the FOIP. Meh next question is the mergers and FOIP, can they work side by side or can i only use one. I ask this cause i see both alter/share the same files such as fwe, mmm, wmk, and a few others. My goals is to have: WMK Fellout FWE MMM RH_Ironsights EVE Mothership zeta crew and its many many addons and support mods Enclave commander (this isnt high on my wish list but it still looks nice to have) robco certified Something to remove the pipboy3000 from my arm and hand so i can enjoy full armor view (maybe something like pipboy readius or if you have other choices let me know so i can compare and see what i like more) EWE Some different companion mods I am sure ill want more, but for now if i get most of these I think ill have enough of a grasp to stop asken "how to instaill and how to mix and match" and later move of to some bigger tasks. I currently have WMK, fellout, fwe up and running. If you wanna see my load order or something lemmie know. I am also currectly useing MM.
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What are some of these weapons based off of?
SageRayleigh replied to SageRayleigh's topic in Fallout 3's Discussion
Heres a list of all the normal guns that i dont have much clue about. 10mm pistol 10mm submachine gun 44. magnum assault rifle chinese assault rifle chinese pistol Combat shotgun Fatman Gauss weapons (if any) "hunting rifle" minigun (saw only mounted mini guns...for good reasons, but plan on useing anywhere from 1000~4000 rounds a min) "sniper rifle" lincoln's repeater The city killer lever-action rifle Pa's fishing aid infiltrator (i asume it is the same as the assault rifle just with attachments) .223 pistol .32 pistol 14mm pistol bozar bren automatic rifle browning automatic rifle browning hipowered pistol casull revolver dks-501 sniper rifle Lewis MKII Machinegun Needler Pistol ( i know some real "needle" guns are out thier) Neostead Combat SG RA1-Masher SIG Sauer Pistol Tactical Sniper Rifle (I think it is a PSG1 if i am not mistaken) widowmaker XL70E3 One thing at a time for now, just wanna set up an idea on what gun is which so i can alter the fire rates. And if i can the "damage" based on force of the impact of the bullets after that. Then hopefully a more accurate ammunition with the help of the caliber mod. -
I plan on using editor to give the guns (non energy based) a overall for pure realism. While i understand a lot of the guns used both in the vanilla and the FWE (currently using to just start off with for a mod) have no reference to the the real version or a version it was based off of. Can i have some help finding a lot of these? Goals are to get the guns to match the fire rate to the closest real life model that it can relate to as well as to readjust the damage to match real impact damage if one was to use said weapon in real life (this aspect may take some time because i am trying to find a decent enough formula ). As well to boost what FWE has already done which has made the game quicker/ harder/ more unforgiving and give it that much more realism difficulty. By no means is real world guns "balanced". If you are interested in trying this or wanna help make it happen, by all means leave some comment.
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I was reading it the other day but had stoped because i needed to walk away. lol i had forgotten about it till i started back up and decided to take a quick look at the editer after my run. I saw what i needed to know shortly after i posted. Sorry about that x.x' I dont exactly like or have the focus and sit still long enough to read. Always gotta move and do things for me to learn and have it stick with me. So again sorry if I post like that again.
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Just wanna bump this for update and questions still to be answered. For da update. It feels like the mods are running fine (just started a new game with 3 hours game play time on it) but I has some more questions, more along the lines of technical questions more then trouble-shooting questions. The FO3editer has me baffled about why some things are highlighted in different colors while other things are the standard black (in the photo below). From just reading and comparing it to other things I think (correct me if im wrong or tell me if i am right ) that all it is telling me something with the same file name or editor name is being used somewhere else in my list of plugins. Feel free to comment and stuffs, I welcome it :D
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So I am interested in tinkering around with far cry but dont know which tools to use. I have 7 zip. Do i require more? If so where and what do some of these tools do.
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Ahh thanks for the guidelines from that link. Though...some were obv and I failed to listen to x.x I would like to have the way i look at mods via a client or whatever to remain the same for some time. How often does the NMM update to some now formate or layout? I have the 7zip already thanks to a tutorial video a while back. I think it might be a good idea to start all over with this knowledge. Lol at least now i have a better understanding how some of the files interact with one another. Not like i cant get what i had in my different characters again. Gotta quick way of wipeing all my fallout related content in one or few steps? I asume i can always redownload it from steam no charge sense thats where i got it in the first place. Might be a while before I can update yall. Usen cellular data has its down sides. Edit: I wanna thank yea both for spending some time walking me through all this. Edit1: This isnt a good bye for a long time thing xD . Just wanted to extend my thanks early on cause i got a bum load of questions to ask as i run into problems.
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@m48a5, after downloading the patch and installing it (then clicking yes to replace the files it wants to change)... I see no change in the plugins. Should I see something? Ok ok ok, I am starting to see a possable issue(s)...Namely cause I feel like I will be adding a fair amount of gameplay changing modes to just get the (insert bad word here) beaten out of me so i can have a little fun. ~How does all those Interoperability Program work with each other if I wanna run more of the more popular mods together. ~The FoMM has been mentioned a few times at different sources. Is it that much better at keeping your fallout mods together or something? ~Should have I done all this manually so i learn this at a better pace? ~I feel like I may have messed up in more then one place and cant turn back becuase i did not save any backups other then that one .ini file to make it run off of two cores instead of more. Should i just wipe anything fallout related and start over from scratch? I mean I am haven a bit of fun learning some new things. I am sure you all see this but i like to run before walking. lol i learn more if a stumble and fumble about with the bonus of asking for help.
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This better?
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So I would like to update you how I think i am doing. I seemed to be doing well until I ran into a what looks like an error, either on my part or for what ever other reason, it still happened. After reading the wanderers page I also looked for a video tutorial for a few visual aids. Followed the video's instructions annnd came across this error message, I stoped and wont move further till I figure this one out. I also am providing what plugins I have ready to go-ish. The video I was useing is Again any further questions or feedback welcome as long I learn somen new in the end :3
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Does uninstalling it require more then just clicking the green checks to uninstall it or do i have to go into the files somewhere? In the mean time ill re-read the wanderers page for other things i may have missed ontop of the load out problem.
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Yes, lemmie grab a screenie. Iv never seen these .esp files before other then in the description and mabeh a few talk pages. Are these other mods? Cause ive seen how some require each other to function properly. Edit: Yesterday i was on the chat and one of the members said I may have to uninstall wanderers mod and try to download it again (and make sure I do it right the first time). I know that isnt as simple as it was on steam where you just click unsubscribe and boom its gone without any worry. If i have to I will prolly ask for some steps for that to. Iv added a list of mods that i currently have. Feel free to comment on that as well. Oh and the one with the red X wont accept archive invalidation so it never functions as far as i know. Yes the archive invalidation is checked and should be functioning. But it wasnt on when i first downloaded that one nor the Fellout mod but the Fellout mod seems to be working just fine.
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So upon downloading it and following the steps given to me, it dosent look like it is showing me any of the mods. It shows me the data from the vanilla and DLCs but thats about it. EDIT: I wonder if I had downloaded something to a wrong location on my computer ._.
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Ahh thanks, Ill give it a good read. If anything i might bump this thread with an update or further questions. Thanks
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It sounds like i have no choice but to find those IDs outside the game...aight if i have to. How about some instructions so i dont err mess up anything. I aint exactly tech friendly. I already found the editor but havent downloaded it.