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blackrat99

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Everything posted by blackrat99

  1. It doesn't really matter where the setup files go, but I put them there just to keep everything together. Run the files, first Fallout3_GECK.exe then the update. Those are the setup files. Make sure you install into the game directory. Two essential links if you're going to start modding with the GECK: http://geck.bethsoft.com/index.php?title=Main_Page https://geckwiki.com/index.php/Main_Page
  2. It's a long time since I had that mod installed and I got rid of it because of crashes. Lots of people have problems with it. I don't know why you have no dialogue for that NPC. You can try checking in FO3Edit for conflicts. Or post your load order. Something may jump out. Also, as you suggested, it's worth going through the comments to see if anyone else has had a similar problem.
  3. If you have Arefu Expanded, I'd look there. If you don't then I have no idea.
  4. http://geck.bethsoft.com/index.php?title=Garden_of_Eden_Creation_Kit Install it in your main FO3 directory. You can't use the mouse to copy from or paste into scripts in the GECK, so you need to use ctrl+c and ctrl+v.
  5. Many NPCs already have a script attached to them. Open the GECK and load FO3 and the companion mod (if that's what you're changing) and set it as the active file. Then find the NPC in the NPC section of the Object window, right-click -> Edit, then see if they have a script. If they do, then you can insert that code somewhere in the GameMode block. You'll need to change the NPC ref and change/delete the variable names (Relaxing, Waiting etc., depending on exactly what functions the companion has). If there is no script you can create one and attach it to the NPC. If you want to modify a vanilla companion you will first need to ceate your own esp file. Open the GECK, File -> Data -> double-click Fallout3.esm then click OK. When it finishes loading click File -> Save and give it a name. That's your esp file which you can then edit. To give you an example, Clover has a script but no GameMode block. She also has no Relaxing or WaitingHome ability. So for her you can just insert this in her script, before the OnCombatEND block: Begin GameMode If ( HasBeenHired == 1 && Waiting == 0 ) If ( Player.IsWeaponOut == 1 ) CloverREF.SetAlert 1 elseif ( Player.IsWeaponOut == 0 && IsInCombat == 0 ) CloverREF.SetAlert 0 endif endif End Does any of this make sense? (how do you get rid of empty code blocks on this forum?)
  6. The NPC needs a script with some code. Many modded companions have it in some form, This is an example: ; check for player's weapon being drawn If ( HasBeenHired == 1 && Relaxing == 0 && Waiting == 0 && WaitingHome == 0 ) If ( Player.IsWeaponOut == 1 ) CANCandyREF.SetAlert 1 elseif ( Player.IsWeaponOut == 0 && IsInCombat == 0 ) CANCandyREF.SetAlert 0 endif endif Basically, with this example if the companion is with the player (not waiting or sandboxing somewhere), they will draw their weapon when you do and put it away when you do.
  7. It's more than just a script. Just guessing here but as well as the script you would need to: Place copies of the NPCs (with unique ref IDs), start game disabled, in TT or RC. Create new AI packages for them in those locations so they don't just stand still. Possibly add new dialogue to reflect the new locations (not strictly necessary, but dialogue would otherwise reference Megaton from before the bomb went off). The script itself would likely be quite simple. AFAIK, all Megaton NPCs get disabled automatically when the cell itself is disabled after the bomb goes off. So the script just has to test for Megaton being destroyed (global variable 'MegatonDestroyed == 1') then enable the NPC refs. Sorry I don't have time to test this out myself.
  8. The alternative is to base it on CRAFT. If you want to do that you could look at a mod that uses schematics to make things. Dogmeat Leather Armor is one https://www.nexusmods.com/fallout3/mods/4474. My own Ammo Schematics mod https://www.nexusmods.com/fallout3/mods/22214 just has one schematic per item. You'd just need to modify the scripts, messages etc. CRAFT may be overkill for what you want to do, but it has compatibility benefits.
  9. From the FaceGen Exchange for FO3Edit: IMPORTANT: You must use the long-text-editor in FO3Edit, just hold shift and double click on the fields. https://www.nexusmods.com/fallout3/mods/9064 To get the best celebrity match you should look at Facegen Race https://www.nexusmods.com/fallout3/mods/16154. Read the description for why. It only needs to be installed while you're actually creating the NPC or PC. It still doesn't create a pefect match unfortunately.
  10. See this link: It doesn't have be the location suggested. Mine is in D:\ https://wiki.nexusmods.com/index.php/Moving_Fallout_3_from_the_default_location
  11. I know very little about FWE. I think we had this once before about the activation perk and FWE. I don't know for certain you need it if you have FWE. The way to check is to try and make something (does FWE let you CRAFT things?) without it being installed. If it doesn't work then you know to install it.
  12. All I can contribute is that if you're using the latest version of CRAFT (1.25) you also need the CRAFT - Activation Perk.esp file.
  13. Have you tried going back to a previous save and seeing if it happens again?
  14. You have an awful lot of mods there. First thing that springs to mind is that Xepha's Dynamic Weather - Main.esp is below the other Dynamic Weather esps. It should be above or you will get crashes. The correct order is on the mod page. You also have Xepha's Dynamic Weather - Main + DLC Merged.esp (also below the other plugins). You only want one of these two files (presumably the DLC Merged one). Try and keep your mods grouped and keep them in the order of the DLCs if relevant. Auto sorters are only a guide. Sorting by hand is the only reliable method. Too many files there not known to me to be much help I'm afraid.
  15. You can't set an .esm as an active file. I don't know Project Beauty, so some of this may not apply, depending on exactly what it contains. Open the GECK. Select File -> Data, then double click Fallout.esm (and any other masters you want to add) then save. This gives you your .esp file. This file will automatically get set as active. Now double click on the Project Beauty.esm and click OK. Your esp and Project Beauty will both load. Make your changes and save. Project Beauty may end up as a master depending on what exactly you're doing. If you don't want that you can remove it in FO3Edit. Does Project Beauty use meshes and textures that you need to change? If so you will need to create your own folder structure with those items unless you're using vanilla hair (or unless you don't mind having Project Beauty as a master). Also, if you're trying to use modded hair and don't want Project Beauty as a master, you will need to add the hair to your own mod (Character -> Hair). Hope this helps.
  16. Apart from WMK and Talon Helmets I don't use any of those mods. Just to be clear, you've disabled Megaton Reborn.esp and Megaton Reborn 1.esp? It's hard to read your load order like this. I suggest, if you haven't already, that you install FO3Edit. That will allow you to look for mod conflicts. And I use FOMM to sort my load order and launch my game. It's easy to copy/paste your load order from there too. Do you have FOSE installed? Did you restart that early game without Megaton Reborn, save somewhere (like in Silver's place), exit and reload? And you still have the problem? You may be reduced to disabling your mods one by one, starting with those that affect Megaton. Personally I'd start with Animated Prostitution and its associated mods. Then those that affect NPCs in any way, you seem to have a lot of those and some may conflict. Also read the comments section of the mods you have installed. It's likely someone else has encountered a similar problem at some stage.
  17. Post your load order. Fast travel to Megaton, then enter a building - see if it makes a difference. Use the console to COC directly into a building, exit then enter again. May help to narrow the issue. Deselect that mod - see if it makes a difference. Go back to an earlier save. Your current game may have got corrupted.
  18. I wonder if there shouldn't be a small section on the description page, saying that the mod is part of the donation system and that points are dstributed to modder A: 80% modder B 20% etc. This would let users know that the mod is part of the system, and also make it easy for users and modders to see that the author is playing fair. What we want to avoid is modders becoming paranoid and over-protective and transparancy is one way of combatting that.
  19. I don't know. You'd have to try it and see. There is a menumode for the inventory, e.g. Begin MenuMode 1002. You'd need to test for the item being present in your inventory, but how would you activate it? I found this in the GECK wiki: Clicking on items in inventory causes the onEquip block to run, not the onActivate block. However, you can make an item run it's own onActivate block in the inventory menu (MenuMode 1008, MenuMode, onEquip, etc.) with Activate player, 1.What that means exactly I don't know, you'd have to experiment. Maybe instead you can use an onEquip block. If the item can't be equipped you'll get a message to that effect but you may still be able to run the code you want. See this page: http://geck.bethsoft.com/index.php?title=OnEquip.
  20. It should be possible. You could have a script with the line player.showrepairmenu attached to, say, a wrench. You would need to drop the wrench to activate it, then pick it up again while sneaking. You would need to create both a miscellaneous object and an activator with scripts for each. The best place to start would be to look at mods that add objects for activation in this way. One I know of is the Stimpak Refilling Station mod, which adds a item like this (a hotplate). If you have any specific questions just ask.
  21. I don't use RH_Ironsights but those modules look out of order as well. Try this order (taken from another thread): RH_IronSights_Basic_VanillaPlugin.esp=1 RH_IronSights_Basic_AnchoragePlugin.esp=1 RH_IronSights_Basic_PittPlugin.esp=1 RH_IronSights_Basic_BrokenSteelPlugin.esp=1 RH_IronSights_Basic_PointLookoutPlugin.esp=1 RH_IronSights_Basic_ZetaPlugin.esp=1 RH_IronSights_Pitt_NewRifleSights.esp=1 RH_IronSights_RemoveReticule.esp=1 RH_IronSights_PL_NewItems.esp=1 There is also an Ironsights-WMK bridge which may help https://www.nexusmods.com/fallout3/mods/6938?tab=files. This would go after the other Ironsights modules and after WMK. There is also this Ironsights-WMK plugin mod https://www.nexusmods.com/fallout3/mods/13347?tab=files. I think you still need the bridge if you install this. You will have to read the relevant mod pages. WMK also has DLC modules and i have no idea if they would be needed if you have the ironsights-WMK bridge installed. I can't see anything else obviously wrong in your load order so if you are still crashing you may need to look for other causes, like where the game is installed, .ini settings, whether you have FOSE installed etc..
  22. Also, the Caravans part of EssentialFollowers+Caravans might conflict with MMM TougherTraders (I only say might - I don't use either mod). You can check for potential conflicts with FO3Edit. If after getting your load order sorted out you are still experiencing problems, turning off the three optional MMM modules is worth trying.
  23. Firstly, your MMM files are out of order. Correct order is: Mart's Mutant Mod.esm . Mart's Mutant Mod.esp Mart's Mutant Mod - DLC Anchorage.esp Mart's Mutant Mod - DLC The Pitt.esp Mart's Mutant Mod - DLC Broken Steel.esp Mart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Master Menu Module.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Natural Selection.esp ThePitt.esm should be above BrokenSteel. The Unofficial patch (there is an Updated version) should be just below Zeta.esm. There is a MMM / DCInteriors patch, though it being missing will probably not cause many problems. I personally put lighting and weather mods last in the load order.
  24. I find MMM reasonably stable as long as you observe certain guidelines. Make sure you have all relevant patches, don't use Natural Selection, Zones Respawn or Tougher Traders (Tougher Traders is probably OK, but I prefer Exotic Caravans as a better alternative), and don't install/uninstall lots of mods during your playthrough. Using high settings for spawns is also likely to cause problems. But with a fairly cautious approach to settings it's fine, at least I find it so. Oh, and turn off iguanas.
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