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blackrat99

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Everything posted by blackrat99

  1. There is also Mod Organizer. Some people like it and it does have some good features but only if you know what you're doing and it is quite complicated. I use FOMM and always will. It's easy to use and just works.
  2. If you are using the new version of TTW you will need to convert it again using the new script on the TTW site. Full instructions are there and I'm sure you can get any advice you need. The older converted mod will probably not work even if you can find it.
  3. You don't need to re-install the game. I'm not quite sure what body mods you have installed. Skims is just for the player character and won't affect NPCs. Type 3 will affect NPCs. Perhaps go back to that mod and reinstall it, following the instructions exactly. And afterwards try toggling Archive Invalidation a few times with the game shut down. Try looking at this file Data\textures\characters\female\upperbodyfemale.dds and see whether it has the black underwear. If it does you can try copying over the textures from the mod manually. For the Skims body you will need to check textures\customrace\athletic\_male\upperbodyfemale.dds to see if it's installed correctly.
  4. It's a common problem. I'll just link one of many discussions about this issue https://forums.nexusmods.com/index.php?/topic/966123-dimonized-type-3-female-body-problems/ I don't use either Skims or Type 3 but it's all likely to be the same problem. If toggling Archive Invalidation (if you use FOMM it's much easier to fix these things) then you may have installed the mod(s) wrong and textures are missing.
  5. Mod authors 'hide' their items in various places for gameplay purposes. Superior weapons or armour shouldn't be easily available (although some are) and it's unreasonable to ask modders to make two versions of their mod, a live one and a test one. Your market suggestion is interesting but at this stage of the game it won't fly because the ratio of new items to existing items which aren't going to get an update is hundreds to one. In any case it's not necessary. Using tools and the console you can check any item quite easily. e.g. Load up FO3Edit, find the item id in the pertinent mod, then ingame use the console command player.additem [item id] [amount]. Or if you know where it is just look up the cell id online and COC to it.
  6. Have you tried here? http://modsreloaded.com/darnified-ui-f3
  7. Or you could install Sharing and Caring Companions https://www.nexusmods.com/fallout3/mods/2399 and recruit your own. I recruited Willow once. Not as good as a full-blown companion I admit but better than nothing.
  8. I use the GOG version and the stutter remover without issue. I can't think why the GOG version would play worse with the SR than any other version. It seems to be a utility that works for some and not others depending on who knows what variables but if you're stuttering it's worth trying it to get a smoother game. It's easy to remove if it's causing problems. If I remember correctly the GOG version also has the ini set up properly.
  9. 1.5 is the latest update and works. All I can suggest is to try and load it in FO3Edit and examine it in there to see if there might be something stopping it from loading in the GECK.. There may be other tools that can help as well but I have no experience with them.
  10. Scripting seems like the most difficult thing at first, especially if you've never done anything like it before, but actually it isn't. Generally you never have to write anything from scratch, just adapt someone else's script, or one that came with the game. And there's plenty of help available. After a while you'll find that scripting takes up the least modding time of any activity. Make a companion and you'll find that scripting takes up 5% of your time, while creating dialogue seems interminable. I would go with the above suggestion and build an internal cell somewhere. It's fun and will get you into modding in a good way and you'll learn the GECK in the process. It doesn't need to be an abandoned house. You need something for your mod so why not start on one of those areas? I'd also suggest not starting out trying to learn scripting. Rather, when you need something for your mod that requires a script, do some research then with similar mods. You'll then be making (more probably adapting) a script for a particular purpose and you'll understand it better. Gradually you'll pick up all these skills as and when you need them for each part of the mod.
  11. Certainly. You just need to take it piece by piece. Once you know how to make one quest, you can make however many you want. Once you've made one interior, the others are easy, etc. New enemies are harder if you need new meshes, animations etc., but if you can re-use existing creatures somehow it's not a problem. I'd start with the fallout 3 wikis and then look through mods that do some of the same things you want to do. Since you're new it might take a few months for a big mod but it's definitely doable. The only thing I'd suggest though is that large exterior locations can be problematical with fallout 3, so it's best to put as much as you can in interiors.
  12. It's not AWOP, all enemies from that mod are in interiors. The ghouls are from Megaton Player House Revived, there's something about it in the comments https://www.nexusmods.com/fallout3/mods/21444?tab=posts.
  13. Your Seducing Women esps are out of order. Yearling's Gasses should go under the other two but I don't think this is your problem. You should only be using one of the Better DC Weather esps. When you have a problem you can't pin down you have two routes. First, open FO3Edit, and learn how to look for mod conflicts. Second, either start deselecting mods one by one until your game works or do it the other way round - start with 0 mods and then add them a few at a time. If I had a problem like you describe I would be looking at texture mods, weather mods and lighting mods first of all, since the problem happens at different locations. That includes things like Impact. And what does NoUIblur do? Just as a general point, BOSS is just a best guess, because it doesn't have all mods in its database. To get the very best order you need to tweak it by hand and that means learning the mods as M48A5 has said. And it's a good idea to group types of mods together - UI, textures, quests, lighting and finally weather mods. But again, it's not a hard and fast rule. It depends on what the mod needs. You can look at the STEP wiki http://wiki.step-project.com/User:Kelmych/Fallout3 and try more ini settings but the only ones I use are: [General] bUseThreadedAI=1 iNumHWThreads=2 bLoadFaceGenHeadEGTFiles = 1The STEP guide has a lot of useful information but it's just a guide, not gospel Finally, I would see if you can go back to an earlier save. If a save becomes corrupted it won't matter if you remove the original cause. Use CASM as it directs and never overwrite a previous save.
  14. The only reason you won't see the captcha is if something on your end is blocking it. Seems Firefox users with tin-foil hat mode (I can't remember what it's actually called) turned on or some enhanced privacy add-ons have reported issues seeing it. As 'Pale Moon' is Mozilla based it could be connected. Are you able to log in through a different browser? Or on another device (such as a mobile phone/tablet)? If you're still having problems, feel free to drop me a PM and there are a few other troubleshooting steps we can try. You can also contact us at [email protected] if you're not able to log in. Thanks but it has nothing to do with security setings on PM. Even with all scripts allowed and all extensions disabled I can't get a Captcha to load. I assume then that this version doesn't work with Pale Moon (or your implementation of it doesn't). I did try with Firefox and I could log in, but I still didn't get a captcha, I went straight into the site without one. I would also point out that using basic security settings in your browser isn't in the realm of tin-foil hats, it's just a sensible precaution. It's entirely up the the owners what they do with the site, but if using reCaptcha means having to use an insecure browser with all security turned off, I'll have to pass. EDIT: For any other Pale Moon users - update your browser to version 28 (out in the last day or two). This has much greater compatibility with other modern browsers, and this version is recognized by reCaptcha. I assume it was that lack of recognition that was causing reCaptcha not to work before. And I'm also assuming from the way it is working that if its new algorithm recognizes you as a human somehow you don't have to input a Captcha at all. Does this mean they know you and have you in a database somewhere? Scary thought.
  15. Hello, I can no longer login to Nexusmods. The captcha doesn't load. All I get is a spinning wheel. reCaptcha is just another way for Google to lock pepole in and spy on them. It's a real shame sites use it. But like most people I put up with it as long as it works. But now it doesn't. Has there been a recent update that has knocked out my browser (Pale Moon)? Funnelling people down a narrowing path of application use into Google's maw should be fought against and it's disappointing that the Nexus has started doing this.
  16. There are hardly any voiced companions that don't use vanilla voices. There are some that are part of a larger mod, like Malibu from Quo Vagis, who you can adventure with for a time. Or Amanda from Ties That Bind. But these are not straightforward companions. Brisa has more features than any other companion from my experience (though I haven't played Ties That Bind). But 'better' is subjective. I like some of Brisa's features but I also find her a bit annoying. Other good companions I've tried: Brianna and Lucy West - similar, have most of the standard features (but no proper Wait (guard) command) plus a small quest. Kelsey and Jessi - a few extra features, some like Brisa's, where you can change outfits. More personality. The Gurlz - Need SCC. They are different. They may rival Brisa for features but it's done in a unique way. They also have some obscure quests, but they are quite overpowered - maybe you can adjust that but I forget.
  17. Do you need 10 for some reason? If not, get f3a11 from here http://modsreloaded.com/darnified-ui-f3
  18. LOOT simply doesn't work well with FO3. Why it suffers with FO3 when it works well with other games I don't know but this is my experience and the experience of other modders. BOSS isn't perfect either because it relies on a master list which doesn't have all mods (though it has more than LOOT) and as you say is no longer maintained. But it does have all the big popular mods which most people use up to 2016, which, for this old game, covers 90+% of the mods you're likely to be using. And sorts them better than LOOT. Using a huge master list, BOSS basically sorts by hand, but only for the mods in its list (or at least by the hand that made it). LOOT, on the other hand, with a much smaller core list, sorts by fancy guesswork for mods not in the list, which, for FO3 at least, leads to a highly random load order for most mods. Auto-sorters are only a starting point though. After that, you need to be tweaking your load order by hand to get the best result.
  19. Removing masters: https://forums.nexusmods.com/index.php?/topic/260669-removing-a-master-file-from-the-mod/
  20. Congratulations. Now you've started modding the problem will be stopping lol.
  21. No Navmeshing. What's finalizing? I have no idea how to do that. Maybe I should have. may you please tell me what I should do to finalize the mod. Thanks. Sorry for sounding like a noob. Finalizing is finalizing navmeshes. Since you have not changed the navmesh in LakeShack and the shack is actually an outside space rather than an interior, it's irrelevant in that case and will also be irrelevant if your GasStationHomes are also exteriors. If you create interiors though, you need to connect the doorways to the external navmesh so that the PC and any NPCs can navigate through them. If you look at the navmesh in the GECK after doing this you will see a green triangle at the doorway which is the teleport triangle. That's really as much as I know. There are some links though that might help. http://geck.bethsoft.com/index.php?title=Bethsoft_Tutorial_Finalize_and_Connect http://geck.bethsoft.com/index.php?title=Bethsoft_Tutorial_Navmesh
  22. This is outside my experience so can only offer some guesses and suggestions. Did you do any navmeshing around the shack, altering the existing navmesh? Did you join the external navmesh to your internal shack cell? Did you do any finalizing? The Mini-Hideout is already joined to the extenal navmesh (I've played with that mod myself) so you wouldn't have encountered any problems changing that cell internally. But if you haven't done that for your new homes you may encounter problems. As I say, this is just a guess, and I've never done it myself. But if the answer is 'no' to all the above you should do some research on it as well as how to finalize your mod.
  23. Darksundragon, I have already given you all the information you need for this project in the other thread. If you don't understand I highly recommend reading through those wiki links I gave you. Everything is there. But to recap, now you have the GECK installed, you need to: 1. Create an .esp file. Follow the instructions here https://geckwiki.com/index.php/Bethsoft_Tutorial_GECK_Setup in the section Creating Your Plugin. 2. Find the NPC you want to change in the Object window of the GECK. Open that NPC's record (r-click, edit) and find where it says 'Script' (top left, third field down), click the button next to that field (three dots). That will open that NPC's script. Insert the code example I gave you for Clover in the other thread using ctrl+v to paste, at the place I mentioned before. Make relevant changes depending on what NPC it is. Save the script using the normal save button at the top of the script window. Do this for every NPC you want to change, altering details as appropriate. Save your plugin. That's it. If you're still not sure read those wikis. Try looking for tutorials and even youtube videos. There's a lot of help out there. Good luck.
  24. Oh right. That zip is for New Vegas not FO3. You don't need that. Download just the first two.
  25. I don't know what those files are. Some of them seem to be related to InstallShield. Did they show up recently? After you tried to unpack something? Possibly they are temporary files. Anyway... Did you download the two files on this page http://geck.bethsoft...en_Creation_Kit? If you did you should have Fallout3_GECK.exe and Fallout3_GECK_1.5_Update.exe wherever you downloaded them. If you haven't downloaded them (or can't find them) simply click the links and save the files. Then right-click the first file and Run As Administrator and follow the instructions, remembering to install to your game directory. Then do the same for the update. You should then have a file called GECK.exe in your FO3 main directory.
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