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ObsidianAge

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Everything posted by ObsidianAge

  1. Thanks for replying, and may I say that in my opinion your mansion is by FAR my favourite mod on the entire nexus! Can't wait for the next version! :woot: May I suggest an item storage area? Preferably with individual containers for all guns/ammo/materials etc. That would make a MINT mansion even MINTER! :blush: I checked by the mansion just now and found that it was all unlocked, so I'm presuming that the quest 'triggered'. However, looking through my pipboy's "keyring" the mansion key isn't there. Also the quest is not greyed out. I swung by the mansion worldspace for the first time and the quest didn't show up as either complete or incomplete. I'm guessing this is because the quest completed before I received the pipboy. I also tried sleeping for a few days in the mansion. This didn't fix it either. But still, the mansion is AWESOME. Some GREAT work; I'm looking forward to seeing great things from you in the future! :biggrin: Obsidian Age PS: Re-reading the description for the BOG Dress I found a console command to add the items which works. :thumbsup:
  2. Hi there, I'm having some difficulty with two mods: BEWARE OF GIRL Black Leather Dress - http://www.fallout3nexus.com/downloads/file.php?id=13021 My Mansion Player Home (Skip Acquire Quest) - http://www.fallout3nexus.com/downloads/file.php?id=11852 Both of these mods add items automatically. I started a new game recently, and right from birth I was getting messages that I had acquired these items, even though I didn't have a pitboy. The problem is that during Vault 101 you lose these items added by the mods. I continued with this game, realising I didn't have the items well after leaving Vault 101. I thought that a workaround would be to save the game and quit, then load up FOMM without those two mods checkmarked. Create a save with the two mods turned off, and then quit and repload with both of the two mods turned on. However, this did not add the items or complete the mansion aquire quest. Is the only way to activate these particular mods by FIRST initializing them AFTER leaving Vault 101? If this is the case, will I have to start a new game in order to get the mods to work? Cheers, Obsidian Age.
  3. Hi there, I'm amazed with some of the brilliant mods for this game that members of The Nexus have created, and have downloaded so many great ones that I am finding it difficult to keep track of what mod adds what to the game. My question is fairly simple; is it O.K. to rename the .ESM and .ESP files containing the mods? My three main questions regarding this are: 1) Will renaming these files cause incompatability? Presumably not as the referenced data is still contained within. 2) After the files are renamed, will they show their new name in FOMM and other loaders? 3) Is it infringing on the rights of the mod creators in any way? If someone could just confirm that renaming is O.K, then it would be greatly appreciated :) Cheers, ObsidianAge
  4. PROBLEM FIXED! :D The cause of the problem... turned out to be shear stupidity. I didn't realise there was an 'Expand' option that was clickable. This not only revealed an 'OK' button that successfully saved my .nif files, but also changed the layout of the game exports, including several other options, one of which was Fallout 3! :P Thanks for the help anyway, and look forward to some new mods by me soon :D
  5. Thanks for the reply, but unfortuantely this did not seem to fix my problem. :( I installed all of the files several times, using multiple combinations of .zip and .exe installers, and am still having the same problem. I checked the .py files for import_nif.py and export_nif.py, and both have references to a 'Fallout 3', but it is not showing on Blender... Also, I don't seem to have a scripts/io folder, so I don't know if this is a problem or not... WIll it make a huge difference if I export as Oblivion 'format', and then load the files into Fallout 3? Also, I can't seem to export .nif files to ANY format. I can choose the filename and loaction, but on the next screen where you choose the game format, I cannot progress. I try clicking Enter on the background section, and nothing seems to happen. Am I doing this right?
  6. I installed the same package with Windows 7 earlier today and had a very similar problem; NIF Scripts said that Blender was not installed. I downloaded the zipped version of Blender 2.49b, which does not include a 'default directory'. NIF Scripts relies on Blender being in an exact directory, specifically C:\Program Files\Blender Foundation\Blender. If you downloaded the zipped version of Blender, you will need to move the files there manually. Another option is to install Blender through the .exe copy; it will automatically install to the correct directory. After Blender is found in the correct location, NIF Scripts will install correctly. I presume that it works the same way with both Python and PyFFI. If in doubt, use the .exe files as oppossed to the .zip files. I have Python 2.6.2 and the directory is C:\Python26. I have PyFFI 2.1.5 and the directory is C:\Program Files\PyFFI. Moving files to those directories should fix your problem! :D Hope this helps! Obsidian Age
  7. Hi there, I'm new to modding, and although I've made some things which look cool in Blender, I'm having a little problem exporting to the next step. I've downloaded PyFFI and the Blender NIF Scripts extension, and it works correctly; Blender has a drop-down option for .nif in the export list. However, after selecting this, I do not have the option to export as a Fallout 3 file. I have Civilization IV, Oblivion and Warcraft, along with many others, so my only explanation is that my software is out of date. The software I have is: Blender 2.49b Blender NIF Scripts 2.5.5 PyFFI 2.1.5 Do I need to update one of those, or is there some option in Blender that I have missed? Cheers, Obsidian Age.
  8. Thanks! That's exactly what I'm looking for! I didn't realise how exactly Fallout 3 loaded its files. I thought the CD installed the files directly into \Data\, but it turns out that those files are never present. They are hardcoded into the BSA files. I extracted them through FOMM, and found EXACTLY what I was looking for with ease, so thank you very much! :D I'll hopefully be releasing a few cool mods in the not-too-distant future. :D
  9. Hi there, I'm currently working on a few glasses mods, but think I have deleted some key files. I was looking for some specific default NIF and DDS files, but can't seem to find them at all. I seem to only have a very small collection of female clothing in my PipBoyImages, so who knows what else I'm missing! If someone is willing to upload the unmodified copies of \Data\meshes\Characters and \Data\textures\Interface it would be greatly appreciated!
  10. Hi, I'm looking for a few female hairstyles that probably already exist, but I can't find. I've downloaded nearly all of the existing hair mods, so I can only presume that these hairstyles have not been created yet. I apologise if they have. I'm looking for a few of the styles as seen on Wikipedia: French Braid Hime Cut Odango Pigtails Ponytail If someone could please create these hairstyles, or point me in the direction of a mod that already has them, it would be greatly appreciated. Cheers. ObsidianAge.
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