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willlamme1988

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Everything posted by willlamme1988

  1. As stated before PN is an ESP earmarked as a master, you cant move it. The data in EVE is custom made and therefore can not be imported into another files index. No idea on the merger patch, the two mods change sooo many of the same values its hard to get them to work together, which load order normally fixes but is confused when the files contain very very different entries for the same item with modification IDs unique to the mod.
  2. http://i.imgur.com/e5OirNL.jpg Ok, my understanding of how to solve more complex issue with FNVEdit is pretty elementary but am I understanding this correctly that this means the knockdown effect will not show up in game due to EVE canceling the modifications made by PN? The effect doesn't work in game but i'm trying to understand the code side of this, this is an issue with a bunch of stuff and you cant move PN down, so I'm eager to learn how to resolve it.
  3. If your looking for an alternative try my Breezehome Remix on Steam Workshop, its built around this problem.
  4. Im an amateur modder, and relatively experienced world-builder, but know nothing about scripting thus far. The idea comes from my love of the upgradeable houses in Morrowind, and games like Suikoden where you collect people who improve your home base. This idea started from an epiphany I had around the Bonnie Springs - Spring Mt State Park area South of Red Rock. After killing the bandits I figured that aside from the local wildlife, if someone could start a small camp or colony, with sufficient weapons and people they could carve out an existence from the spring much like the animals have, domesticate the bison, rebuild the town, clean the spring, and so on. The start of the town is pretty simple, the Viper's at Bonnie Springs have kidnapped 4 people and they are tied up in the camp. If you kill all the Viper's it starts my quest Teach A Man to Fish. The leader of the 4 prisoners pleads with you to save them and let them live. If you kill them the quest fails of course, if not he gets up and tells you about how they were ambushed traveling back west after being betrayed by one of their own who sold them out, selling their lives in exchange for material wealth and power. Because of what happened, they could never make it back west for fear of death by their traitorous friend and it would be nearly impossible for them to get out of the area alive because of fiends, khans, and local wildlife. If you can succeed a speech check of 45 you can convince them to hole up, while you find help. This opens up the wrecked building at the end of town and starts the township. Cain (leader) will go for the basics, you need to help them find water, food, and weapons which is Quest 1. After completion Quest 2 will have 6 objectives related to finding talented people, namely, a merchant, farmers, prospectors, miners, militia, and medical personnel. Quest 3 will be re/building stuff, which is going to be a money sink, youll start with basics, like power, and a water pump, then light walls, medium walls, stone walls, fortified walls (youll wanna do higher walls last its pricey), farms, a quarry, barracks, armory, a few houses, your house. Order doesn't really matter, but when its all said any done various people can provide the final touches for the town in Quest 4. I dont like just plopping crap into the game cause it feels unrealistic most of the time so I figured you could hinge a HUGE quest off of main game events for example: Farms will start working good after you gain access to the farming technology from the vault quest. After completing Boone's quest he can be asked to train a couple snipers. After completing Three Card Bounty most of the recruitable people will agree to move to the town. HeliosOne is important for getting power to the town. Killing the deathclaws in Quarry Junction gives access to miners. And so on. Basicly as you complete each part, new people pop up, better buildings show up, militia gets better, stuff gets rebuilt and you get your town, and your own house eventually, which would be upgradeable as well.
  5. I have a fondness for designing hideouts, houses, shelters, for ES an FO series and my current project is a hideout found under some passages in a transport facility designed to move supplies to a vault. Of course like much in fallout it didnt go as planned and underneath it all they left an important technology, an AI, I built a 22 piece quest and have all my scripts and such done for activators and items in the shelter. (the quest chain is mostly you finding parts for her, and has an added bonus of an alternate ending to the android quest.) Once you restore her to complete functuality you cumulatively get a hideout with a bedroom, restrooms, armory, sorting containers for ammo, a bar, some other neatos, basicly a pack rats paradise. That said. I am looking for a program that will do a generated female voice overlay, and I really do want the choppy eerie computer sounding kind.
  6. Followed that guide to a T, every specifc action, If I mix FWE with mods I get CTD on startup, everything else works fine. FO3 Edit has no conflicts to speak of either, Windows just generates that same error when game launches. Irregardless of load order, following dozens of guides, every mod but FWE will launch and run and play well with others with zero crashing in game. The irony being the only mod I really wanted to get to work is FWE.
  7. THIS lol, I love Kaylee, love Moira because the both of them can see the light of day in any situation. I hated that snobby little girl brat in lamplight, forgot her name. She makes you wanna go all Kevin Costner's Water World and wack her snobby little locks off to adjust her attitude.
  8. Same thing, Archive Invalidation crashes the game, too bad, guess I don't get to try any mods.
  9. The application, C:\Games\Bethesda Softworks\Fallout 3\Fallout3.exe, generated an application error The error occurred on 10/06/2010 @ 03:26:34.031 The exception generated was c0000005 at address 00627180 (Fallout3) This is my new error, so no conflicts with GFWL anymore but thats a generic error. Could be mod related this is my first attempt to run it after restore.
  10. Well, I tried a lot of different methods using the games for windows live disabler, didnt seem to silence the issue, so lol, in a glaring act of faith i restored my entire operating system. Call me crazy but the game hasn't crashed, I've disabled GFWL with good success. I had a huge hickup getting my patch to install right because of a previous GFWL issue in their idiot software. With Archive Invalidation working I'm gonna give it another shot. Thanks for all help so far, wonderful ideas, and thank anyone who has for taking the time to even read about my problem. I'm off to modland to see if its really working this time.
  11. Ok WMK had no effect, I turned everything off, then on tried some new combos, if I turn off Archive Invalidation the game will launch and run fine... I dont recall what that does. I can get in game but the second I go into a menu DarnUI activates its welcome text which will not go away. Ok found out this may be a common unknown problem for some, Windows Error Events generates this in relation to it. Title Fallout3.exe (1.7.0.3) XLive 3.2.0003.0 (WGX_XLIVE_v3.02_RTM.100402-1646) C:\WINDOWS\system32\xlive.dll 0x80004005 Games for Windows - LIVE DLL C:\WINDOWS\system32\msidcrl40.dll 5.000.737.6 So games for windows live dll is causing the problem. Working on solving it unless anyone has an idea.
  12. Ok WMK had no effect, I turned everything off, then on tried some new combos, if I turn off Archive Invalidation the game will launch and run fine... I dont recall what that does. I can get in game but the second I go into a menu DarnUI activates its welcome text which will not go away.
  13. Ok, little bit of homework has solved all but the main problem, CTD. Not matter what order mods are in, what combination, megered patch, no compatibility issues. My game starts, projector flashes over once, starts the second time CTD. Seems to be my only problem.
  14. Ok I'm really new to modding Fallout 3, I have extensive experience modding, scripting, and altering Morrowind, but I'm confused as to how to go about getting my stuff to work together, esp major things like FWE, MMM, WMK, EVE, PB. Honestly I probably started with the most complicated combination of stuff. I havent been able to get any to work yet and while I don't mind troubleshooting it on my own that takes more time than I have. So I have: Fallout 3 Anchorage The Pitt Broken Steel Point Lookout Zeta (Not using) I want to use FWE, MMM, WMK, and PB for sure, EVE not so sure yet. I accquired FOSE and have that installed in my Fallout 3 directory. I have FOMM. I have all of my FOIP patches. What order should I install them in, when activating through FOMM I get a ton of rewriting prompts for same files used by the mods?
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