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7thsealord

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Everything posted by 7thsealord

  1. Just an image, thanks. Or several. The trouble with tfc (and the "vanity mode" provided via the Groovatron) is that one can certainly look at one's character and take pics of same - but only in an extremely limited range of standard poses, with no scope for facial expressions. It is/was my hope to create a duplicate and, with the Groovatron, pose that and take pics..
  2. Feel free to laugh at my ignorance, but I would greatly appreciate the help.. I want to take some pics of my character in various poses. I use the 'player.placeleveledactoratme 7' console command to generate a physical (and, as it happens, nude) copy of my character. I can use the Groovatron for a whole bunch of poses and facial expressions. I can add a weapon and have the duplicate pose with that. What I CANNOT do is make said duplicate wear any clothes. May be OK for some things, but not for what I want to do. ;) I can use the Groovatron to add stuff to the duplicate's inventory, and the stuff will still be there when I check the inventory later.. Tried other Groovatron options. Tried putting away the Groovatron and doing some reverse--pickpocketing. Tried looking at the complete list of console commands for a likely command. None of this has worked. I am assuming the answer is very very simple, but I don't know it. Any help would be appreciated. Thanks in advance.
  3. Oh-kay, guess that the ultra-direct approach can still work very well. Finally ended up using the 'zap' console command on that damn door. Door gone, alien redshirts charged through, no annoying pop-up messages, on with the show. Had a few minor hiccups further along (sudden CTDs for reasons unclear), but completed the DLC without needing to do anything drastic. I begin to understand the dislike that some have previously expressed for MZ. Honestly, I GET that this was supposed to be a HUGE alien ship and, yes, the interiors are very cool. But this whole thing was just one far-far-too-long series of "find the switch" mini-quests. Plenty of aliens and robots to shoot or be shot by but variation in them is non-existent and, with a suitably high-powered weapon, combat is a doddle. IMO, Bethesda should have trimmed the interior size by at least 50%, then bulked up on story. (BTW, I used the 'Starblazer' weapon from the 'Despicable Dashwood' mod, and went through the opposition like Excalibur through wet tissue.) :smile: Anyways, I got interesting new stuff to display in my museum at TecVault, and it is back to the Wastes for me. Only thing is that the Spacesuit seems to be stuck as a Quest Item, so I'll need to console command that. (EDIT - that worked fine. The suit is a lot more detailed than I realized, and is now prominently displayed in my museum.) (EDIT 2 - Now wondering if the 'TimeScaleTo15' mod may have played a part in my original problem, noting that there were very pronounced delays in some scripted events during MZ.) Anyhow, my thanks again to all who helped or tried to.
  4. There is (or was?) a Vault mod where the main quest involves the LW being trapped inside and having to work there until a way out can be found. Can't find it right now, but I KNOW it exists.
  5. Note that DCInteriors does give you rats to deal with in a bunch of places - AND Baby Mole Rats (nasty little buggers, they are).
  6. Thanks all. Nope, no iguanas. No MMM, even. Entirely plausible that there is something in my mod choices that messed things up here, but hard to see what. Load mod order follows, in case anyone sees anything but, until now, my game has been (compared with prior experience and other load orders) very stable and remarkably problem-free. Fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm Unofficial Fallout 3 Patch.esm CALIBR.esm DCInteriors_ComboEdition.esm Point Lookout Reborn by Jcro25.esm The Librarian.esm BackToAnchorage.esm TalonExtraArmor.esm RZW_SlotMachine.esm tubrrCompound.esm JHBCloverPlus.esm Hunters Ridge V4.esp Sydney Follower.esp jasmine.esp Relax.esp YetAnotherPurgeCellBuffersPlugin.esp HatHair.esp BusworldV1.05d.esp GreenWorld.esp BeefedUpCitadel.esp navy_rivet_city_by_RedlineC64.esp NavyBird.esp Moira 100 Repair.esp Ghoulified Cromwell.esp HalfReaverhp.esp specialbobblesmoved.esp TimeScaleTo15.esp Lamplight Backdoor Exit.esp lessviewdistance.esp IncreasedWeaponDurability75.esp IncreasedArmorDurability50.esp Clean-Deluxe GOTY.esp Dogmeat_WaitMegaton v1.1.esp Sensible Dismemberment Lite.esp No Blur Effect.esp Dree Perks.esp BenTweaks-FO3.esp level100mod.esp WastelandMastery.esp Feng Shui.esp The Groovatron.esp The Groovatron_DLC_Anch_Addon.esp The Groovatron_DLC_Pitt_Addon.esp The Groovatron_DLC_PL_Addon.esp Realism Poses.esp FacialExpressions.esp BA_Repair_GOTY.esp BA_Repair_GOTY_Xtras.esp BA_WRM.esp Better Companions Ess.esp Fawkes-warmachine.esp BoudicaVoicedCompanion.esp Uncle Leo Companion.esp Companion Chiaki Kurosawa.esp bittercup_comp.esp Victoria.esp Companion Zhao Jiao.esp GaryCompanion.esp slaveraider.esp slaveraider_newlook.esp Sgt. Rock.esp Frazzled.esp Better Caravans.esp MegatonOutdoorShower03.esp VulturesRest.esp Vault-tec Labs.esp FreddyFear.esp BauPetSupplies.esp Museum.esp Moriarty's Saloon Fen chui Mod.esp ParadiseLost.esp Northern Enclave Base.esp CommonWealth of the North.esp PeachCreekRuins.esp Vianna Beach House Additions.esp MamaDolceBetter.esp CanterburyCommonsInteriors.esp tubRRCompound.esp Rivet City Merchants With Point Lookout.esp JeffersonMemorialREDUX.esp The Traveler Project.esp WEP Pack 1.esp WEP Pack 2.esp The White House Rebuilt.esp Bonds GNR Studios.esp Bonds Tenpenny Exterior.esp Talon Outpost Expansion - Arlington.esp Talon Outpost Expansion - Rivet City.esp Talon Outpost Expansion - Canterbury Commons.esp Talon Outpost Expansion - Megaton.esp Talon Outpost Expansion - Takoma.esp ActionFigures.esp EnclaveHideout.esp TecVault.esp CharliesSpaceLounge.esp Newoffice.esp HamiltonArmory.esp EyebotTechnician.esp Backpacks_witheffects.esp UncleShubsSaladScissors.esp Warblade.esp Gary23sfate.esp DecoShampooAndSoap.esp Portable Turrets.esp Wild Bill is Awesome.esp 0vdsgingame.esp TCMdivingsuit.esp 01Tucu'sBandanas.esp New Toys - Aerospace.esp Mannequin.esp 1alexscorpionsnipergear.esp 700NE rifle.esp MG42.esp Neunens Axes.esp Lee Enfield Rifle.esp AlucardCasull.esp Tactical Flamer.esp DanWessonPPC357(CALIBR).esp vaultgirlrp.esp Persona_and_Secret.esp TecknicaCyberpunk.esp colossus T51c.esp GhostArmor HGEC - Conversion.esp GhostArmor HGEC - Conversion FN92 VATSCAM.esp King County Sheriff - CALIBR.esp Tailor Maid.esp Tailor Maid Anchorage.esp Tailor Maid PITT.esp Tailor Maid Brokensteel.esp Tailor Maid ZETA.esp Tailor Maid Black Retex.esp New Paradise Falls NPC's.esp Despicable Dashwood v2.esp Regulators.esp Boosted Raiders.esp RaiderMercenaryExpanded.esp Not alone in the Wasteland anymore.esp JHBCloverPlusOverride.esp Sydney Follower - Load Order Fix.esp yyyMergedPatch0021.esp CRBSOR.esp Total active plugins: 146 Total plugins: 146 I'll give some Console Commands a try (along with fiddling with the 'Purge Cell Buffer' rate) and report back. If I cannot finish this DLC, it isn't like I will be heart-broken. My game has worked great otherwise and if this is the worst problem I have with it, then I'm doing exceptionally well.
  7. I am very sorry. What part of "something that happens in the game from time to time" didn't you understand? Not every robot, not every turret, not every time. Not even a lot of the time. I (and others) wade through all the places you mention and more, and we have absolutely no problem with keeping positive Karma. "Thank you, 7thsealord, for taking the time to try and help me. Now that I know this is a very minor bug in the game - and NOT something in my choice of mods - I can rest easy." You are most welcome, Ryker61. :mellow:
  8. Been tracking through MZ (don't ask), and one thing I've noticed is the interesting stuff - weird tools, keypad thingies, odd-looking boxes and so on. Thinking of a mod that turns this stuff into something like what one gets with DCInteriors - where a lot of junk is turned into things you can pick up, store, sell or place in your own house.
  9. Thanks muchly. Just did, HUD came back and I could move. But the problem has gotten more complicated. I walked up and threw the switch that SHOULD repressurize the airlock and let me enter the next room. I try to open the door, get a message telling me that the door won't open until the room repressurizes. OK, no problem. I wait a bit and try again. Same message. Double-check the switch. Yes, it is thrown. Wait and try. Still the same message. And again. Eventually get tired of this. Try using the console command 'Unlock' on the door, which doesn't work. Try 'tcl' (Toggle Clipping) to get through the door. The bunch of aliens in the next room all immediately rush past me and pile up against that door - I get a pop-up message telling me that the door won't open until the room is repressurized. Everytime I click that pop-up out it comes back up again almost instantly. I simply cannot do anything else because it is like a split second between my clicking the pop-up closed and it bouncing back up again ad infinitum. Suggestions? At this point, all I can think of is using something like 'killall' before I 'tcl' into that room - and then try to get back on track with the quest.. (Honestly, I want to finish but have pretty much had it wth this DLC. I like the look of many of the interiors, but that's all. it really isn't like I need the alien hardware in-game, considering all the other mods I have going. If this set of problems is unsolveable, I can just backtrack to a save before I tried this DLC and carry on with other things. :wink: )
  10. Loss of Karma for killing robots and Turrets is just something that happens in the game from time to time. It's not one of your mods, and the loss is quite trivial.
  11. What mods are you running? Because this is most certainly not part of the vanilla game. I know the radioactive rain thing is a feature of certain mods (can't say which, because I don't use them mods). Suggest you check the notes for whatever mod(s) you are using and, if this situation is not to your liking, change some settings (if possible) or remove the mod entirely.
  12. Gamefever has it generally right, except that there is a Vault clean-up mod - http://www.nexusmods.com/fallout3/mods/17522/ 'Return To Vault 101' was a very promising mod, but all support stopped when it was still at an early stage of development. Meaning various extremely annoying glitches remain - including one that makes it unplayable past a certain point (automatic CTD when leaving the Enclave Vault every time). Looks like zero chance of this getting fixed. Pretty sure there is no Alien Settlement, but I do know there is at least one Alien Companion mod. BTW, a section on this forum called ' Mod Requests' is probably the best place for this kind of thing..
  13. First time playing through this particular DLC. Seemed to work OK until this happened. Do the Space Walk, close the three panels, then step into the T-Port matrix at centre and get beamed someplace else, right? In my case (attempted a couple of times), I arrive at the next place, get informed that I have successfully completed the 'Among The Stars' quest, get 300 xp, and then told that I have started the 'This Galaxy Isn't Big Enough' quest. All fine, all as expected. Except that none of the vanilla HUD I use comes up onscreen, and I am well'n'truly STUCK on the T-Port pad. I can swivel around and look in all directions. I can access my Pip-Boy and unequip or re-equip any of the stuff there. I cannot move, jump or draw weapons. No switches within reach (assuming I have any), and nobody around to talk with me or even kill me. Yes, I use CRBSOR after an earlier issue. I'm guessing this problem is not necessarily a new thing, but haven't found anything on the forum about it. Could somebody please help - or at least direct me to the relevant thread? Thank you.
  14. There are a few mods that do things similar to what you want already. Below is what I found with a very quick search - pretty sure others exist. http://www.nexusmods.com/fallout3/mods/14229/? http://www.nexusmods.com/fallout3/mods/18498/? http://www.nexusmods.com/fallout3/mods/18142/?
  15. Given that FO3 has been around a heckuva lot longer, has a lot of ..... "experimental" mods, AND that a lot of the better FO3 modders later converted their work to FONV as well ...... I question how any fair comparison could be made.
  16. Noting that we have no idea what systems you guys are using. And the description of the problem is not the best either. For example, is there any specific reason why you think FOSE is the problem? For another example, there are a number of things that specifically need to be done if running FO3 on a Win 7 / 8 and/or Quad-Core set=up. Several threads already exist for those things, and your very vague description sounds a little like what goes on there (and several other things as well). Also, regarding load order, I call your attention to the exceptionally helpful Descrription for this mod. The mod itself is handy, the description (specifically, the instructions on stable load ordering) is pure gold - http://www.nexusmods.com/fallout3/mods/18721/?
  17. Mod recommendations (and threads thereof) is something this forum has plenty of. Look around. There are several things you really should install before loading up on mods (eg. FOMM, FOSE, FO3edit, etc.) - again, look around the threads. For female body types there are several, but Type 3 and its ilk are the most popular and best supported. For exploration (if that is your thing) DCInteriors is one especially good mod to have. Much depends on what you want more of from the game, and/or what you think should be changed or improved.
  18. Not so much an idea as part of an idea, that I got while recently playing through The Pitt. Occurs to me that, in the endgame, there should be a lot of people who take advantage of Wernher's 'distraction' to try and escape the place rather than stay and take sides. A lot probably would die in the usual ways but, given luck or sheer numbers, some could get through at least part of the gauntlet. Plus the possibility of a slave shipment or two that was on the way in when it all started happening, and take advantage of the confusion to break free. Which could give the LW interesting choices when leaving The Pitt. S/he meets these people on the other side of the bridge and/or in the railway yard. Depending on personal leanings and whom he or she sided with at the end, the LW could 'escort' the slaves into the Pitt, or help them escape to the Wasteland (either to Paradise Falls or the Temple Of The Union).
  19. Not 100% certain, but I'm fairly sure hearing that the 'enslave 'em and then let them go' thing closes off most dialogue options for the NPCs involved. Sounds like things have gotten tangled anyhow. Any mods in use?
  20. Note that what Essential does is make an NPC go unconscious and (eventually) recover instead of being horribly dismembered and/or dying. I believe there may be mods to shorten unconsciousness time, but time is usually not a problem - they should be up and about very quickly. Sometimes even during the same battle they fell unconscious in.
  21. Hang around Canterbury Commons for long enough, and they all do show there..
  22. Like with Frazzled, you have to LOOK for Sarge and recrruit him. If you have that mod installed, his T-Port Marker should appear on your World Map. Just go there, and he should be close by. Not very far at all from where you find Frazzled, actually. Yep, that is one of the great joys of FO3 - there is just so much to explore, even without mods. With certain mods (notably DCInteriors, Busworld and WEP - amongst others), that exploration space becomes.... well, not infinite but close enough.
  23. Could be wrong but, based on the placement of the Capital Building and the Washington Monument (and the size of the latter), it is somewhere on the north side of the Potomac and roughly NW of the Chryslus Building. Close to the Downtown area, in World Map terms, but not actually in it. For whatever that is worth.
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