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GrindedStone

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Everything posted by GrindedStone

  1. You guys made that way too difficult.
  2. http://i895.photobucket.com/albums/ac156/grindedstone/YEEHAW/WENDY.jpg Like this one, it could be set up so that all the items are built into the upperbody mesh. Say you wanted to take something off as a option, then you're swaping out for a upperbody that is missing that part. Not adding endless tailor made style slots, which is only going to clip when used with another upperbody.
  3. Soory I've been having problems. I looked at the file. It seemed okay actually. If there is a problem I bet it's between the ordering of the packages an the quest an script. The patrol package comes first to make it easy to build worldspaces. You can drop a NPC into the world an set up a patrol really easy. The sandbox package loads next, this is so the NPC if they don't have anything to do, they will scan the area around them for idle animation markers these are hidden. Then the NPC will play out things. You can also combine the two so they patrol an play idles. After those all the follower packages would come. In the quest and script it looked almost too simple like it was unfinished, an it also didn't clean itself up afterwards an lacked descriptions on what was actually happening, you see these listed as ;comments. From what I gather, upon the game loading the quest launches, which launches the script, which makes sure the NPC is placed in the correct package, which would be the sandbox package here to make the NPC wander around doing stuff. It could be for whatever reason it keeps trying to do this after it's been put in the sandbox package. So if it was me I'd start there, you can also ask some other people to look at it, maybe they'll see the problem. The script was set up with a do once, but something like that you see it clean up an finish the quest afterwards so it's like a one time thing. It looked like to me someone started trying to control the NPC thru a script but something went wrong or they didn't finish it. There's always a bunch of ways to do stuff like that. You could start out buy only having the Follower and Wait packages for the NPC. Test those an see if they are working correctly. Then add in the patrol an sandbox if you want. If you are smart you can also make the wait package the sandbox package, an use FO3 edit to start doing things, you can view a NPC's package order really easy that way.
  4. They were set to 600 it would take a lot of battle to reduce that. Further, this behavior is different from engine to engine. Sometimes it will pick a random slot to apply damage to ,sometimes it's all slots. The way to find that out would be to fill all slots with 100 health armor. Then battle in it for a few hours until one of the items breaks an keep doing that to see if it effects all slots or just the upperbody. At that point if it does not you have two options, an object effect script to mediate damage from the upperbody to the accessories. The other way is to start making true armor. Which are not seperate pieces but all pieces that can be built into the upperbody are a single mesh, a single shape. You've got 8-12 slots or whatever an I know you want to fill them up, but that's not how you make an armor. It's a one piece asset. Power Armor would be your guide here. It's only a upperbody and a head. So it's probalby that only upperbody and head slots take damage. You might also find settings in the SDK that control this, which would be nice considering this came from Oblivion which was very rich in settings. Body part data is in there. There's upper body, head, arms, legs. All the parts you see in VATS. Maybe more, you'd have to look at those in GECK an FO3 edit as well to see if they are flagged for armor damage. Further still the collision of the armor is built into the Skeleton, not the armor. There be settings in there that effect this, but I don't currently know anyone crazy enough to attempt to change that. It might not be as difficult as you think to read the skeleton, but the time you spent looking in there might be a big waste of time.
  5. I just got a notification on this post, that I didn't post in, or even look at in the first place. Hah, my my it's so broken for me right now.
  6. The site doesn't keep up with what I have viewed. Also posts are not updated either. I can post something an it won't show up in My Content until after a long delay or it doesn't show up at all. It started doing it in I.E. so I started using Firefox an it still does it. I can view 10 topics. Exit an come back later, those 10 topics look like someone has replied but nobody has. It makes it impossible to do anything here. It's Windows 7 home 64 I've been using for about 8 months now on a new rig.
  7. It wasn't balanced. So I balanced it to the Vanilla game. What you think is balanced an what I think it is are different, which is also different from the people that might use the mod. It's very difficult to balance to that. So instead forget what you think it should be an look it up comparing to what is already in the game world, but while factoring in a large amount of other things. Generally this is right in the middle of what everybody thinks is balanced. Since it's in the middle it can go 5% either higher or lower which is the modders opinion. Armor factors +/- 5% 1. Health - winterized power armor has like 10,800 heath, it never takes damage, but it's a DLC reward an it shouldn't, nearly everything else should be set to 100, then adjusted. It's possible to create armors that would also have that 10,800, but they would have to be one of the most awesome armors of all time. There's very little difference between setting one to 600 or setting it to 10,800, so if you use anything over 100 you better have a really good realistic reason why. Trick here is to make a large repair list, so that it's not a problem to repair or by setting Trader NPC's repair skill to 100. 2. Value - In this mod it's stuff that was removed from armors already in the game, it's easy to determine price, go look at the original armor's value. Here you got stuff that the whole armor costs maybe 200 caps, where you cut something off that an now charge 10 times more, that's not good work, it's stupid work. Take those same meshes an skin them to use Hardened Modular Steel Plate then yeah it's going to be worth more. Then how easy is it to get in the wasteland, Raider armor is cheap because it's easy to get. Stuff that is harder to get should be worth more. 3. DT-DR-Weight - DR should be about the same as the weight of the item to start off with. A 10 DR would be 10 weight. Most of the other game is in Metric so this might be a Kilo. Now the exception is materials because some are lighter than others. You have to look close too, because the shoulder pad on the leather armor looks like it's steal, but it's actually mostly leather. So it would be lighter. Glock pistols are not made of metal so they would be lighter. DT from New Vegas is easy to figure out, you just use Half the amount of DR for the same item. Armored Vault 101 suit 12 DR 6 DT 12-14 pounds. Vault suit 2 DR 1DT 0-2 pounds. 4. Playtest - You play the game, what did you notice, that it makes you "quite invincible" This should tell you it needs adjusting. *ahem* Stop cheating. Start adjusting.
  8. You have to put that into a .rar archive to upload it.
  9. Start a new game an travel to those areas. Use the console command TMM 1 for this play test. Exit the vault, wait for it to start up an all, then press ~ TMM 1 fast travel to the areas that crashed when you entered them, or travel around an make note of how it behaves.
  10. They already fixed that, try reading the whole topic before you reply. Windows 7 themes will cause crashing upon start up, that could carry over into the main menu on some systems. Use personalize, an a windows basic profile. You can also try the Falllout3.exe properties compatibility tab. Run as Admin, in comp for Windows XP SP3, an disable themes.
  11. I can work with havok physics an collision. It's very picky an not so easy to learn.
  12. Select the files in the Winzip an drag those to a temporary folder on the desktop, this will extract them. You can also use the context menu built into windows, by right clicking an extract here if you have the zip somewhere you can use it. WinRar works a little differently, but in both cases there are more than one way to extract from these compressed folder archives. You're goal is to get it out of the archive or unpacked. Then move that into the correct folder. Don't forget to clean up the files after you moved it. If you download it, then keep a downloads folder. Extract from there onto the desktop into temporary folders, then move that into the game. Then clean up the temporary folders on the desktop. Try to figure out a better way to do it, learn the way you like to do it best.
  13. You shouldn't have to, if you rar, just the .esp it should fit, but I guess it wouldn't if it's a huge junk pile .esp. In cases like those I keep a misc file uploaded to Nexus, that is set to hidden. This way I can swap files with people quickly, without having to set up the host of a new one. Then hide or show when you need it. Post here an try to attach it. It says up to 250Kb
  14. Windows 7 themes will also cause crash at start up. You can avoid it by personalize, an use the basic windows theme. Also you can disable themes on the .exe in properties compatibilty. Comp 4 Win XP SP3 an run as admin while you are there.
  15. Download the official 1.7 patch an run that. Try it again. If it's still doing it, un-install the game, clean the registry, do something else for a few days, then install it again.
  16. Get the official 1.7 patch, an run that, even though GOTY is already 1.7, it resolved some issues in the past. If it's still doing it, uninstall the game, go do something else for a few days. You should clean the registry an discs, an viral scans with a 3rd party maintenance program such as Norton or Registry Mechanic, otherwise what little power the business rig has will be dragged down after only 6 months. I've seen in Windows 7 at least that between 3 different installs of the game there were a handful of pesky issues that were resolved. There are a few other issues in particular but it didn't sound like they were the cause of this issue. So come back if you have those, an we'll cross that bridge when we get to it. You can get a stable 8 hour game with FO3, but it's not always easy as pie. PIE, WHO SAID PIE GD IT! :O *edit* Windows 7 themes cause problems with this game, you could try using a personalize/windows basic theme
  17. FOSE launches the Fallout 3.exe only it gets patched as it's launching. That's how it works. Because of that I would say change your settings in steam so that instead of launching Fallout3.exe it uses the FoseLoader.exe instead. The name wouldn't matter, don't mess with that, change the steam fallout profile to launch FOSE, that is if you can change the .exe of a Steam installed game, which I'm not sure if I remember you can even do. Then do you even need FOSE, there's been plenty of times I did not, so I didn't use it. So it's like a choice, if you want to play it thru steam you might have to ditch the FOSE versions of mods, and the other way around. You could also contact Steam an ask them.
  18. If you stole it, then it would be more likely to not work as intended or designed. I've seen the Nulled saves before. It means it's broken, re-install the game, drop the saves into that new install. If they still do it, the saves are broken. If you don't want to give up, then give up more information for us to work with. *edit* You could also try deleting the config folder, move your saves outside of it an just delete it. Then launch the default launcher again to generate them. Is this Windows 7?
  19. There's only one place to get it. Silverclock.org I think. Download it, save it in a folder you name Fallout downloads. Put folders in there so you can keep up with what everything is, so you don't have to download it again later. Here you would put it in a folder named Tools with all the other tools you get or in it's own folder named FOSE. After that you extract it, look in there until you see the folder where there are a bunch of numbered .dll files, grab all that an dump it in the Fallout 3 directory, this is where the Fallout3.exe is located, which typically is located C:/Bethesda Softworks/Fallout 3 though the default will install it in program files. With Steam it's only a matter of installing steam outside of program files, an games will automaticly go there. Though it issues it causes vary from person to person. Some have no problems, others do.
  20. It does that on 4 core CPU's you got to limit it to 2 cores by inserting iNumHWThreads=2 into the config file located at my documents/ my games/ fallout 3/ fallout It gets inserted at the end of the general section, right above where the display section starts, I think it does anyway. Who's to say where it begins or ends. This will resolve an issue where the game will freeze only in a few areas of the game. It does it every time so it's easy to tell if it's working. Which means that is the end of the general section after all, or at least good enough to allow the tweek to work. There's a memory leak issue as well, it's very similar, but won't happen in the same spot every time. It's random, to avoid this we use the 4Gb enabler. A tool you put your fallout.exe into an launch, which will edit the application in order to be able to use more ram, thus avoiding a memory leak issue. You also don't wana autosave, quicksave, or use any mod to scripted save. Then also avoid any mods that claim to fix something "no matter what they claim" Set your Fallout3.exe to run as admin, in compatiblity mode for Windows XP SP3, with themes disabled. Start out with Fallout 3 +1.7 patch +DLC +FOSE +4Core Limiter +4Gb enabler No other tweeks, and default settings. Reduce the in-game distance sliders to 1/4 to 1/2 on everything except the last two which don't matter as much. Do this so the game doesn't stutter while you run across the wastes. After you know it works well start tweeking it if you like, or use the configurator. Just know you can break the game doing this.
  21. If it was system requirements, then the game would lag everywhere, not just indoors. Hence Fellout is the cause from globally adjusting the radius of lights. You want to prove it then load your Fellout up with FO3 edit, then open the tree, right click the one that is named light, remove, yes remove this an all records it contains. Hit Ctrl S to save. This will reset those lights to the vanilla settings the developers came up with according to the light optimization application included in the SDK.
  22. Milkshape... Really... Really! 1. Winning. Duh. 2. Uninstall Milkshape from your phone 3. We can't even port from New Vegas to Fallout 3 an they share most of the same exact assets, it breaks EULA in most cases, an hence is illegal here. 4. AVP 2002, idk... If it were any good then more than two people here would have played it, AVP, really... really... 5. The difficulty of the job you are attempting is on par with the difficulty of recreating the same thing from scratch, sans MOCAP, but we don't typically use that anyway. 6. Do you really need 10 reasons GrindedStone, 10! really... really... 10! This is all just stupid fun. Even if you were able to do what it is you are talking about. That's not how we do it. It's got nothing to do with the EULA. More of it has to do with the amount of work required. Staying legal with Nexus Mods by upholding the EULA is just a bonus. Yes it would be really easy to use assets from another game to create something in Fallout. However there other ways that are even less work than that while also remaining legal. It's a win:win. Winning, duh... Tiger DNA... First off you would create the creature. Then you copy the bone weight of a Fallout creature. Then delete the bones you don't want animated from the vertex groups and/or armature before export. I think anyway, it's something like that. Now custom animations on the other hand are created as .kv then set up in groups so that they will automaticly override or cancel/load each other out. In basic terms it would be like attack group, all your attack animations will be there an cancel each other out while they run. Further each animation is set up with conditions that control when an who they activate. It can be very complex, but it works really well. In most cases you run into the wall of it being more trouble than it's worth. So your mind hopefully wanders off onto something more productive. Just remember it doesn't have to be perfect, there's a large margin around what is considered acceptable due to the imagination of the player while in the game. Really you should focus on what you like doing. Get better at that an get a fast paced production workflow to do more of what it is that you like. What it sounds like to me is that you saw something cool in a game an you want to do the same thing in another game. Well, I ask you where do you think that is going? Because it is not going toward actually learning how to do anything. Apply the same time you would have spent converting assets into learning how to create assets. Then pretty much you can create it from scratch in the same amount of time or less. Realize this takes years... But the less time you waste on "other" things the sooner you're ready to do that. Something, something else, TIGER DNA!
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