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yeahchris

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Everything posted by yeahchris

  1. For the stuttering, the larger the mp3 the longer it will take fallout to load it, and the more noticeable the delay will be. If you're using especially high quality mp3s or particularly long songs you might consider downgrading.
  2. I don't know of any mod which makes Fawkes stealthy. Personally, I've always wondered why people get so angry about the fact that the nine foot tall mutant that they asked to follow them around keeps giving away their position. I mean... it seems kinda reasonable that that would be the case.
  3. Rickerhk nailed this problem. Apparently the neutral, standoffish dialogue options for the quest don't actually trigger the stage required to ask Dr. Preston about the android, even though the dialogue options *do* indicate quest acceptance, and Zimmer does tell you to go speak to Dr. Preston. The fix is to go back to zimmer and accept the quest again.
  4. Many of the songs from the Stalker OST and Stalker CS OST are similarly eerie, and both are apparently free to use. They were given some kind of free release for whatever reason. You can find the music packs here and here. If you own the soundtrack to any silent hill game legitimately you could also use the iPip player mod to make them into a radio station. Or you could use iPip to play the songs from the Stalker OSTs, thus keeping them separate from the default game music. Alternatively, simply dropping the mp3s into the various music folders "battle", "explore", etc, will you allow you to hear those songs when not listening to the radio without the setup work of the iPip mod. I don't know of any prepacked radio stations with particularly eerie music except Existence 2.0, but that mod's music is not really silent hill's flavor of creepy.
  5. Yeah, I was glad when I found out masterupdate can get rid of that. I was running low on grenades to jump on.
  6. Oh... I'd forgotten that it does. Yeah. You should use that.
  7. Format it? I'm not entirely sure what you mean. Did you decompress it? If it's not showing up under "data files" that means that the .esm or .esp file(s) related to the mod were not put in the right place, which means that you either sent the unzipped files to the wrong place, or simply moved the zipped mod to the fallout/data folder
  8. Simply having good karma can cause Talon to go after you too, even if you never did the 'power of atom' questline. If you're looking for a mod which makes it so that the contract goes away if you hunt down and kill Mr. Burke, then I'm afraid it doesn't exist (to my knowledge). I would suggest putting it in the requests subforum. The only mod that I know of which changes that aspect of that particular quest is the one which makes it so that he no longer sends assassins after you if you use the black widow skill to convince him to not blow up the town.
  9. A crash when going through a door frequently means that it's crashing when attempting to autosave. Turn off "Autosave on travel" and see if it still does the same crashes. If it doesn't, run FO3Edit's masterupdate function. It fixed many such crashes for me. In fact, you should run masterupdate regardless, but I don't know whether or not it's important to have your load order issues sorted out before running it. As for the red triangles in Superduper Mart, are you playing the same game that you were playing with FOOK after deactivating it? Attempting to continue a game which had been using an overhaul mod after deactivating said mod is likely to cause all sorts of problems.
  10. Using some random 3rd party software to uninstall a mod, rather than, say, the FOMM package manager (which was designed to install and uninstall mods for Fallout) seems like a very bad idea.
  11. Not exactly critical, but this is the first time it has ever happened to me and it seems to be persistent (as I've reloaded before the quest was started, re-accepted it, and I still can't ask). I don't know whether this is truly a mod issue or a bug with the quest. I'm running *a lot* of mods, but I have virtually no bugs, and a well ordered mod list. The biggest mods I'm running are MMM, FWE, WMK, and project beauty. Does anyone know if there's a console command to set the correct quest stage where one can ask him about the android? Oh, and my quest log *does* give me the "[optional] Find out what Dr. Preston knows about the android." quest instruction. Does that mean the aforementioned stage is already set?
  12. Use this to disable games for windows live. It causes nothing but problems and some mods simply wont work with it anyway. Be sure to use it to also move your DLC into the non-live folders. Next, use FOMM to move your mods into the order suggested in the FOIP load order guidelines. You can use FOMM's auto sort feature to get it into basic order, but I'd change it to be more like their guidelines once that's done. Next, activate all the mods and patches, and use FO3 Edit to create a merged patch. This is *required* for the FOIP WMK compatibility patches. After that, run FO3's masterupdate function (by making a copy of the FO3edit and renaming it "FO3MasterUpdate, then running it. You should also make another copy of FO3Edit and rename it FO3MasterRestore in case you ever want to undo the changes of MasterUpdate, but don't run that now.). Once that's done let me know if you're still crashing. I've been running FWE, WMK, MMM, project beauty, and a dozen other mods together for months (although I too didn't bother with EVE), and I hardly ever crash.
  13. I just tried the game with FWE for the first time ever a few days ago. I'll never play without it again.
  14. Anyone happen to know where this visor came from? I could do without the rest of the outfit, and the midget anime girl, but I gotta have me that visor.
  15. I'm getting a crash whenever I attempt to save during the quest where you fly down to meet with the Rivet City Council. I assume that this is some kind of bug related to the quest itself. Problem is, I have no idea what, specifically, is causing it, and as such have no idea how long I have to disable autosave and go without saving to bypass the issue. I keep making it further and further into the quest, and trying to save, thinking that the cutscenes are all behind me now and that it should be safe, only to CTD and have to watch every single god damned cutscene all over again. It's driving me insane, and I'm thinking of just dropping the mod, even though it's so cool. Has anyone else had/gotten around this issue?
  16. There's more to trojans than merely wrecking someone else's computer. Once infected it is possible for the virus to steal your passwords -- it's possible to steal pretty much any password you enter while using the infected system. It could be, for instance, your email password, which would allow them to send out an email to your contacts in the hopes of infecting their computers. It could also be a password for online banking, or they might just try and steal your personal information, such as your social security number or credit card numbers, in the hopes of being able to steal your identity. Hence my policy of running noscript, not getting bugs as often as I can, and wiping my system clean whenever there's a chance that I might have not *completely* removed a given bug from my system. You don't know what information it might be stealing, nor to whom it might be sending it, and it's just not worth the risk, even though a full reinstall is a female dog.
  17. Glad to hear that this issue was fixed. I would recommend NoScript, a plugin for firefox and the agent orange of preemptive virus protection, to those who would like to avoid advertisement embedded malware. Easier to make it so that you never get infected in the first place than to have to clean it up after the fact.
  18. I was pretty jazzed when Cube came out, because it was based on one of the best independent sci-fi movies ever made. Unfortunately, when I actually got around to playing it, the deaths went from being tense and scary to being completely uninteresting in a matter of minutes. Unlike the movie, where they had to slowly learn the secrets of the prison they were in in order to survive the traps, you're pretty much reduced to trial and error. Error results in instant death, and anything where death is instant, out of your control, and incessant is inherently unscary. The atmosphere prior to entering the cube and the technical aspects of the mod, however, were *excellent*. If your objective is a sort of survival horror thing, on the other hand, I would suggest you look elsewhere. EDIT: You might try the Zombie Apocalypse Mod. Combined with FWE on hard settings -- I could see that being really intense.
  19. It'd help if I knew what sorts of errors you were getting. Crashes? Missing textures or meshes? Also, if the errors are happening when you enter cities only, then I'd say open cities is the likely candidate. MMM doesn't touch the cities to my knowledge.
  20. Unless you didn't click the little checkbox under the Text Data tab in the race menu which says "Playable" I'm stumped.
  21. If you copy and paste your load order into an actual post I'd be happy to look at it for you. I'm a bit wary about letting things from people I don't know personally through my script blocker and antivirus and such, especially when they could easily be copied, pasted, and then posted online.
  22. Provided your mod doesn't have anything like custom meshes, textures, or whatnot, then the .esp is all you need. The .esp should be in your data folder, otherwise it wouldn't be on the data files list.
  23. I've got a really strange bug for you guys. I finally noticed it with Midas Magic. The issue is as follows: I'm finding that the midas spells are breaking all at once when I go certain places. I first noticed it when using polymorph eagle, when upon reaching Weye I suddenly fell out of the sky. I hit spacebar to "dismount" and the eagle didn't disappear. Ice Walk would just summon a single ice block to my PC's current position and then stop functioning. Force balls hang midair and do nothing, people casually walk through stasis field, and it never goes away. Reloading/restarting oblivion does nothing. Spells are still broken. Leaving the area around Weye makes it so that spells are once again functioning, but they break the second I come back. At first, I thought Midas Magic had simply gone insane, as all of this was happening independent of load order. Then, suddenly, I remembered something. I remembered that at one point I had had the dwemer skyship mod activated, and had stopped using it because one time the dwemer parachute failed to deploy when I had the ship floating over Weye. This made me slightly suspicious, so I started testing. What I've found is that scripts from all sorts of mods are *all* malfunctioning in this area. For example, companions will not change their outfits or show me their gear. If I ask them to show me their gear nothing happens until we leave Weye, whereupon their inventory suddenly opens. Has anyone heard of anything even remotely like this happening before? This is by far the strangest bug I have *ever* run into in oblivion. Problem is, when the parachute failed I simply assumed it was some kind of sloppy coding in that particular mod, and so I continued playing. If this turns out to be an issue with the save I am completely boned, and would have to backtrack more than, like, 20 levels to circumvent the bug.
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