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Everything posted by ReDragon1976
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Thanks M48A5, I was using that, and figured out the problem (me being too tired) the next morning. Kudos given. Now I have another problem, I am modding a vanilla interior that is used in game. I'm trying to turn the Super Duper Mart into a player home, my thought is to install the mod after the relevant mission and raider clearout has been done. So far I've fiddled a little with new placement etc, and deleted the spawn markers for the raiders so they shouldn't respawn, but then I loaded up a test save, and the raider bodies are still present..... Damn, I think I just figured out my problem, I'm using FWE and it is adding the extra raiders and the Pit Dog raider. Would it be safe to delete those from the SDM and if so, what are they called / where are they located? I've loaded up the GECK with both MMM and FWE .esm and .esp 's ticked, and can not find more then the vanilla 10 spawn points in the SDM. Thanks for any help ReD
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Hi all, Sorry for creating another thread so quickly, but i need advice on a totally seperate issue from my load order question. So I've fired up the GECK. I've used it before to make a player home mod, and I've obviously forgotten how to deal with idle markers. I mean the purpleish figures in GECK that indicate where PC's / NPC's can sit in a chair, at the bar, lean on a wall etc. What I want to do atm is to remove a couple of markers from the megaton house to make space to drop in a couple of containers that wont interfere with the themes. How / where do I delete these markers, and where do I find them again for the future when I do want to make more idle markers? Thanks for any advice, the support of these forums is tremendous. ReD
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Hi again all, So I've changed my mind on a few mods, and this is my new load order atm, Basically deceided to try Project Beauty instead of Lings, but it doesn't seem to have made any difference. My PC has new hairstyles, but all the NPC's are still Vanilla, both hair and face IMO from memory. I've done a complete re-install, and still nothing. Does it look like I've done something wrong from the load order I've posted below? Fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm Project Beauty.esm CRAFT.esm CALIBR.esm DCInteriors_ComboEdition.esm FO3 Wanderers Edition - Main File.esm Mart's Mutant Mod.esm DarNifiedUIF3.esp Project Beauty- Broken Steel.esp Project Beauty- Point Lookout.esp FO3 Wanderers Edition - Main File.esp FO3 Wanderers Edition - DLC Anchorage.esp FO3 Wanderers Edition - DLC The Pitt.esp FO3 Wanderers Edition - DLC Broken Steel.esp FO3 Wanderers Edition - DLC Point Lookout.esp FO3 Wanderers Edition - DLC Mothership Zeta.esp FO3 Wanderers Edition - Optional Restore Tracers.esp Blackened FWE + MMM + Project Beauty.esp Mart's Mutant Mod - DC Interiors.esp Mart's Mutant Mod - Project Beauty.esp Merged Patch.esp Total active plugins: 26 Total plugins: 27 Thanks for any advice anyone can give ReD
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Thanks for the quick reply M48A5, I'll remove those MMM files you mentioned, and never even noticed the double up on ORT, even though I checked my load order many times. Proof that an outside set of eyes do see straighter. I've been trying so hard not to stuff up as I go, and doing things slowly, and I probably should have taken a break sooner, I spent 3+ straight hours just getting to where I am, straight after work no less. And yeah, I run the game, Lings is present, both hair and clothes, went to TP tower to check, also I killed a wild boar from MMM just outside the vault, and I get many notifications on start up (using a save game file to test) that relate to the mods I've installed so far (FWE I think from memory). The only problem I've run into so far is a freeze glitch, but hoping when I get around to the win7 patch that will help. Many thanks M48A5. EDIT : Point 10 on the link, that was me when I stopped, not that anything didn't seem to be working, just I was done, needed a time out. :sleep:
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Hi everyone, After 3+ hours of carefully reading mod instructions and double checking stuff, I have a WIP load order, and was wondering if anyone could tell me how it's looking so far. Thanks for any feedback / suggestions. ReD
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Hi all and thanks for looking in. ReDragon here, former forumite and returning FO player. I thought to start this thread as a place I could ask some questions as I go through the process of sorting which mods I wanted to download for FO3 rather than spamming the board with multiple threads with single questions. I remember most of the basics of modding, I used to mod for myself back in the day, and released a single mod player home for NV. Since I live in rural Australia, I don't have decent internet speeds, so my downloading usually takes place as I can, and I'm working down from the top of the catergories. Anyway, onto the questions, thanks in advance. QUESTION: Type3 Armor Replacers by Exeter, in the files section, the short description says "Full release. All armors and outfits with fixes combined in a single file. " dated 20th June 2010, than under this are 5 updates dated after the first one which says all fixes combined. So basically, does anyone know if the updates are needed to be downloaded seperatly or not? Also there is a FOV patch, what is FOV? Thanks for any help. ReDragon.
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Hello all, So I am stuck with picking a hair / eyes / lashes mod. I have used Lings in the past, both here and in NV, but am looking for suggestions on others that are available. Am also looking at Fallout 3 redsigned formally project beauty, but from what I've read, lings doesn't play well with it. So basically I'm looking for a good mod or mods that incorporate hair,eyes and lashes, preferably one(s) that work with project beauty and are compatable with the more popular companion mods. Most of the companions I've looked at seem to be new races, so their hair in their sceenshots should show as described without a hair pack unless it states that it is needed correct? Thanks in advance for any suggestions ReDragon
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Hey all So I'm back to the wasteland after 300+ hours in Nevada and I'm looking for some mods to make FO3 like NV and a few others things. These are the kind of things I'm looking for, if anyone can suggest any I would be grateful. My machine is purpose made for Fallout NV modded, I took what was reccomended and added to it when I was getting my PC built, so it's fairly high end. Increased realism / immersion - I used Project Nevada in NV and have been thinking of F3ProjectrealityMk1, is this the closest equivalent? I alos used I think harder than you (or something like that) that made combat deadly, any equivalent in FO3? Increased wasteland spawns - Is this available in FO3? Weather mods, I was thinking Fellout, is this still the best around? I had a moon mod as well, made the night sky awesome. Along that line I used Nevada skies in NV and the rain feature was awesome, anything like that here? Lighting, is there anything like Electro city where there are working lights in the wasteland? And somthing to make nights darker? Also a good HUD mod that intergrates night vision or the like. I used A World of Pain, it's just one of the best mods I've ever seen of it's type, among my top 5 easily and I've used it since my first playthrough of NV, is there anything like that in FO3? A green mod, like trees / grass etc, I know the wasteland isn't supposed to be green, but I would like to have one for this playthrough. Weapons mod ala NV - this was an awesome feature and I'd like to have it in FO3 if something like is available, I don't use any of the weapon mods as a rule, so just something basic preferred or one that can be used with just the vanilla weapons. Less loot - I had 2 lower loot mods that worked together in NV and still have over 800 000 caps in NV at present, I would like caps to be had to come by. I loot EVERYTHING, all weapons armour etc, right down to bent tin cans, though I only sell the weapons armour for caps and horde the rest. Is there anything I can get to prevent me becoming rich too soon. Any decent quest mods, I played tales of the burning sands, the new bison steve and new vegas bounties and they were both awesome. Companions, I used both Willow and wendy gilbert in NV and would like something like that in FO3, I'm gonna try Llama's Charon, but would like a couple of others. Homes / bases - I used wendy gilberts home for a base / horde home in NV and the quest home you got during the new bison steve mod quest in NV in the NW for display purposes / trophy house. I'd like a couple of homes, probably the megaton house expanded in some way with more storage for a main base for load out, selling loot and horded loot and another, can be anywhere really for a trophy house. And importantly, the mod where you have to eat drink sleep, I did know it, but have forgotten which one it is, or which is he best. And a HUD that works with it if possible. I am about to work my way through the mods, but It took me over 10 days of browsing the NV mods in my spare time compiling a list of possible's so any help / suggestions would be greatly appreciated. Thanks Redragon :D
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Cool, hope to hear from you Voldios, I have heard that the link was broken when I posted it in FONV forum, so hopefully it worked, but I have re copied and pasted it here http://www.fanfiction.net/s/6984885/1/bFallout_b_b3_b_bLife_b_in_the_bWasteland_b If that doesn't work, the only thing I can suggest is google fanfiction (one word) and use the search function, the stories name is Fallout 3 life in the wasteland
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http://www.fanfiction.net/s/6984885/1/bFallout_b_b3_b_bLife_b_in_the_bWasteland_b hope this one works, only other way I know is to google fanfiction (one word) and the use the search funtion, the story is entitled Fallout 3 life in the wasteland
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Where will the next Fallout be?
ReDragon1976 replied to jukehero461's topic in Fallout New Vegas's Discussion
Right, have worked my way through the previous 19 pages. Now, I have absolutely no clue as to where the next location would be, but I have some food for thought. West coast, NCR / California With regards to the northern locations and the NCR moving in that direction. I don't really feel this would be viable in the FO universe. Reasons being technology is limited and the economy is mostly barter / scavange based. There fore moving North with the NCR would just pose too many headaches with regards to the climate alone. There doesn't seem to be any cotton fields handy to make the kind of winter survival gear that would be required to scout / suppress any resistance and colonise the areas. This is especially true with regards to transportation of necessary supplies, food, clothing etc as most of these items would be harder to grow locally the further North you go. Now yes you could use furs for clothing, but weapons are going to deteriorate in that climate, parts are going to sieze up etc, and that promotes a more primitive culture, which is what probably exists but is also what the NCR presence would become after a while. The East Coast - NYC Possible Following quote taken from the fallout wiki (http://fallout.wikia.com/wiki/2077#2077) March: Prepared for a nuclear or biological attack from China, the President and the Enclave retreat to the Poseidon oil rig and make contingency plans for continuing the war The bombs fell on October 23 the same year. This allows 6 or 7 months to prepare, which would probably include the US government stationing missile ships of thier own off both coasts near major cities with at least the hope of shooting down some ICBM's. This goes a small way towards explaining why the aircraft carrier was in DC. This would allow for the reason that DC, which should have been THE target for the most bombs of any city in the world, being the Capitol of the US, and therefore should still be a smoking crater, is still relativly standing. Therefore, because NYC is the economic capitol of the US, it should have been similarily protected, even if not as much as DC and therefore should still be relativly, standing. Chicago - Possible, a high contender,the fallout wiki states: It was nearly completely destroyed in the Great War and the few that survived the bombs now live mostly in small tribal villages near the former city. Also according to fallout wiki and Bethesda's Emil Pagliarulo the high level events of FOTactics are considered canon (for Bethesda), and Scribe Jamieson from FO3 does mention the midwest BOS, along with Scribe Rothchild mentioning the midwest BOS have fallen on hard times. The EDE recording stating that there may be an Enclave outpost there makes it a contender. When both of these are combined, the midwest BOS fallen on hard times, (FO3) and the possibility of an Enclave outpost there (FONV) you have the basis for a storyline, albeit one that has a lot in common with FO3. South of the NCR, Mexico - Possible again, from the fallout wiki Sometime after the war the NCR took over Baja but did not have enough control to annex it to the republic, In 2281 Kimball deployed Rangers to the Baja location. So there has been some action in and around Mexico, which given it's proximity to the capitol of the NCR is a frontier which should be looked at. Mexico city has been destroyed by the bombs, so that far into the interior is probably not plausable, but along the border, skimishers, and who knows what else could threaten the NCR, leading to a war which could quickly strike at the heart of the NCR. New Orleans - Can't remember any references or find any relating to NO, IMO, not really possible I see NO as being very uncivilised. It will be mostly swamplands by now of a point lookout feel. Very clicky, strangers will be unwelcome, except on BBQ night :D Travel would be difficult, and disease should be the biggest killer of all. Like the northern areas, the extreme weather conditions would promote a primitive culture, bows, arrows, spears etc, as mechanical weapons would be subject to high humidity, mud etc. There is very little of consequence for any major faction, BOS, NCR, Legion, Enclave to fight over, and with the addition of the above problems, I don't see them in NO, so the story would have to be very well written or it wouldn't feel right. Detroit - Possible, a high contender, with a good base This would probably be along the lines of FO3. I see no real problem with Detroit, it will have been bombed, but there will be exceptions with buildings still whole, and with the history of mass production the city has, there are plenty of story orientented options available. NCR, BOS and the Enclave would all be salivating at the thought of seaching the ruins for working tech, to say nothing of the possibilites a single repairable / not too badly damaged factory would provide towards re-establishing production on a large scale. Florida - Possible Some of the problems with NO and PL with regards to culture / weather. Also with Cape Canaveral / The Kennedy space center, and the probability of numerous military installations, whichever faction, probably the Enclave or another branch of what is left of the US military would be fairly entrenched, which would provide story, a faction establishs a small foothold and you have to help, which is a little too predictable IMO. Return to the past - Possible, not probable Also possible would be instead of going forward in time would be a return to the FO1 and 2 era, the time of Tandi as president. Helping the NCR establish themsleves at some time in between 1 and 2 and 3. Maybe follow the story of FOtactics and make the midwest canon are just a few of a practicully limitless supply of ideas with multiple faction possible endings. The bonus here is if FO 1 and 2 have been played the area's would be familiar to a certain degree, certain NPC's could still be alive. NCR / California - Possible but not probable Slightly too civilised IMO, it wouldn't feel proper wandering around a semi-civilised area, with the NCR patroling travel is implied to be relativly safe. Also the problem with many of the settlements, especially shady sands is the population. Shady sands alone should have more NPC's than all the NPC's in FONV based on it's size alone as the capital of NCR and this would be impossible to do IMO. And with the lack of size that is acheivable, shady sands would feel like a slightly upgraded megaton which would not do it justice. Anyway that's my thoughts at the moment. I must say thought that I personally would prefer either the return to the past, south / mexico scenario's. I've played Fo 1 and 2 and would like to see the locations given the CG upgrade treatment. Other them those, Chicago, Detroit ot NYC would be my preference. I didn't like Point Lookout, just my opinion, and wouldn't like NO or possibly Florida, but would play them. With the North expansion, well, I'd play, but depending on how it was handled I don't think the feel of the FO universe could be done credit. -
Hello all So I am about to continue this story after a break for family stuff and I need a little help. I am looking for a proof reader, ideas bouncer, suggestions and help with research, mainly concering realism and the DC area. Have a read and please let me know if you would be interested in helping me out, or just leave a suggestion on the story, critique anything http://www.fanfictio...he_bWasteland_b
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Hello all So I am about to continue this story after a break for family stuff and I need a little help. I am looking for a proof reader, ideas bouncer, suggestions and help with research, mainly concering realism and the DC area. Have a read and please let me know if you would be interested in helping me out, or just leave a suggestion on the story, critique anything :D http://www.fanfiction.net/s/6984885/1/bFallout_b_b3_b_bLife_b_in_the_bWasteland_b
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So I have a house mod, and I've got Cass living there. She's drinking my whiskey! LOL So I got to thinking how to prevent this as I have had to move house's three times so far and am over moving again. I had a look around the web and it does seem to be an issue, even in the Lucky 38. So I opened the GECK and had a look at the fridge in question where she was getting the booze from, and I noticed the boxes down the bottom, one of which was "No AI Acquire" If I checked this box would that stop Cass sneaking my booze on me? Also, the mod has both an EMS and An ESP, which should I modify? Or check both and set the ESP as active? I will for safety's sake empty the fridge and exit the interior cell before I do anything with it. Thanks in advance for any help anyone can give. ReDragon
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So I am having a major malfunction with New Vegas Bounties 1 I am up to Cullen at the Nevada highway patrol station, and the screen shot is what it looks like when I enter. I have tried both top, bottoming and even middleing the mod in my load order, and cannot find any other mod that should cause the conflict, nothing else affects that cell. I have the v12 and the v12 update 2 installed. The black SS is when NVB 1 is at the top and the brownish one is from the bottom of the load order. I have considered reinstalling the mod, but will that mean I have to start the bounties again? I can kill Cullen with NoClip (TCL) but is this going to affect my game in general? I am 112 hours into my playthrough and do not wish to start again. When killing Eileen, Motorunner appeared and I killed him as well, not sure if thats normal, I have never used this mod before. Restarting the contracts would be an option I would consider, I have fast travel points near all the relevant areas, and killing them again would be fairly easy, but would like to know if there is another fix first. Randall didn't react to the motorunner thing. After NoCliping and killing Cullen a new bounty hunter appears outside and tries to blackmail me, but I speeched him out of it. Probably not relevant, but I am trying to give as much info as possible. Any help or suggestions greatly appreaceated. ReDragon
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Drat drat drat! I played a few months ago and done the peaceful ending, and could still buy from them, but now reading the fallout wiki, aparantly with patch 1.2 "Patch 1.2 added a new wrinkle to the peaceful ending. Turning in the evidence turns the Van Graffs permanently hostile. Apparently word gets around that the player turned them in to the NCR. This makes it impossible to complete both this quest and Birds of a Feather in the same playthrough(unless it is completed before you turn them in). " Quote from Fallout wiki :wallbash: How would you set them to 0 hostility? I had like 20 energy weapons skill when I done the mission and never bought anything off them, now I need energy weapons and ammo and I can't buy from them. :wallbash:
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Why is the Silver rush crier and door guard attacking me? I stole the info for Cass' mission while hidden and no-one attacked me. Is there any way to return them to neutral without a reload (console for example), I am at 100 hours playtime and I finished Cass's mission at about hour 40.
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What happened?
ReDragon1976 replied to ReDragon1976's topic in Fallout New Vegas's Mod Troubleshooting
ah ok, not using bouncy anyway so is ok I guess, and I read where a heap of mods have been deleted / are under review for breaking the TOS, so I guess it must have been one of them. o_O -
So I had this link saved in wordpad for a later DL amongst others, and when I went to DL it, it tells me there is a site error, no file exists for this id. http://www.newvegasnexus.com/downloads/file.php?id=39890 The contact link takes me to an internet explorer cannot open this page window, Anyone know A) what this mod was? All I had was a list of links and would like to know what I'm missing out on :D B) why the contact link isn't working for me Thanks ReDragon
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@ mnemnoch I had to do it twice before it worked, but it did eventually work, thanks for that. I usually would have read that, I got the fallout wiki favorited, but it was 2:20 a.m. when I posted (local time) and my facilties weren't what they could have been. Thanks again.
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Hello All So I started a new character, PN, AWOP, IWS, hardcore, very hard setting, and have to fight the damn powder gangers for 2 and a half hours worth of reloads before I finally kill them all with Ringo, Trudy, Sunny and Cheyenne still alive So I go to Sunny and she says "Keep an eye out thre's still more out there." And I think, "No, there isn't, there are 6 PG bodies, all is right with the world." Nope. A while later, having dropped the difficulty and fiddled with PN settings I've killed the PG'ers again, and the same thing happens, Ringo, Trudy and Sunny all telling me there are still enemies around. So I race around for an hour or so, killing a few giant rats and radroaches etc, and still enemies are apparently around. Frustration sets in. I then think maybe its the IWS (Increased wasteland spawns) mod, so I reload a save in the GS gas station from just before I tell Ringo I'm ready, and eventually kill the PG'ers again, and the same thing happens. Spend another hour searching for them to no avail, a few radroaches and rats again, but no PG's. All I can think of is the fact that IWS has been running since I started the game, could a mutant animal that I've missed thats been spawned by IWS be the cause? Any suggestions? I am contemplating restarting with IWS off in the morning and seeing if that fixes the problem. Anyone had this happen to them? Is there any way I can get around this issue? Thanks for your time. ReDragon
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Hi all I tried to install a couple of mods - electro city http://www.newvegasnexus.com/downloads/file.php?id=37908 and underground hideout http://newvegasnexus.com/downloads/file.php?id=37884 And I get this error in a pop up. "This mod requires a script to install properly, but doesn't have one. Would you like to continue?" I asked on the chat, and someone opinioned that it sounded like a NVSE error, would this be correct? I used the FOMM to try and install them when the error popped up, and when it did I canceled the installation. Everything is up to date, I reinstalled the game and the patches today. I installed NVSE manually and that may be the problem. Does FOMM install NVSE? If not, I am not sure where to put the folder named "src" from NVSE. I ended up putting it in the FONV directory folder (The one with the .dll's and the FONV launcher), was that correct? I then loaded the game with the NVSE launcher as per the readme instructions. I believe that after that I can load with FOMM, correct? This second line of the second installation step of NVSE "Scripts written with these new commands must be created via the G.E.C.K. after it is launched via nvse_loader. Open a command prompt window, navigate to your NV install direcory, and type "nvse_loader -editor". Alternately you can create a shortcut to nvse_loader.exe, open the properties window and add "-editor" to the Target field. The normal editor can open plugins with these extended scripts, but it cannot recompile them and will give errors if you try." Does that only apply to mod creators, or have I not fully installed NVSE? I tried to give as much info as possible here, and if anyone could help me out I would be very grateful. Thanks for your time. ReDragon
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So I'm about to start a run through FONV, and I wanted suggestions on an ammo reloading mod. Am mainly looking for completeness, nothing fancy, just recipies for all or at least most of the ammo available in NV. I am going to be using AWOP, project nevada, monster mod, an expensive wasteland mod, and maybe even simple scarcity. I will be playing harcore. I want ammo to be rare in game and hand loading a must. So far all I've found are the following Advanced hand loading http://www.newvegasnexus.com/downloads/file.php?id=36612 AHExpandedAmmoCrafting http://www.newvegasnexus.com/downloads/file.php?id=39907 Improved Ammo Crafting -ver 2- http://www.newvegasnexus.com/downloads/file.php?id=37620 Reload http://www.newvegasnexus.com/downloads/file.php?id=36104 Advanced Hand loading and AHExpanded seem so far the most appealing, IAO v2 is interesting looking, but Reload states that it changes damages, and AWOP / project nevada have that covered and I am wary of conflicts. Anyone got any suggestions or opinions on the above mods, I haven't ruled any out, or know of one that does what I am after?
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Hi all So I finally took my computer in to the shop to update NV, (I only have satellite internet, it is very bodgy, but it's all I can have where I live) so I could start a new runthrough. So all good, now lets download some new mods and get going yes? Not sure. I reinstalled instead of removing the program first, not thinking, and so I had an updated FONV with all my old mods still on it. So home now and it's night, I had an idea and deleted all the meshes and texture folders, folders not hazard icon thingys, deleted all the mods, a folder called data, a couple of other folders that iirc I created. Then I reinstalled and after a couple of hours on the third go it finally seemed to work. So using FOMM I fired it up, and everything seemed ok, shot a few ppl just to check and the underwear is back and the AWOP locations are gone. Checked the hazard icons in the data folder and they are at 1 036 743 kb for meshes and 1 168 778 kb for textures. Does that sound right on a pristine re-install? (I have no idea) So now I have a lovely list of all the mods that I would love to DL and install, but I don't want any residual effects of the old mods interferring. Have I done everything that I should have done? Anyone see anything in the above that I might have missed? The game seems back to vanilla, admitedly I only tried for a few minutes, but all the basics seemed there. Any adivce or comments appreaceated. Thanks for your time. ReDragon
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What does this mean?
ReDragon1976 replied to ReDragon1976's topic in Fallout New Vegas's Mod Troubleshooting
Fixed. Apologies to all. It's 1:30 a.m. here :confused: I put the hammer down and cleared my browser, rebooted, relogged in and it's working now.