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darkfox85

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About darkfox85

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    Fallout 3 GOTY
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    Perfect Dark

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  1. No takers? Fair enough. I did a work around where a quest stage is triggered, and in that quest stage are several conditionals. It's not ideal but it works and get me moving forward. Cheers :)
  2. Hello there. I’m at my wits end trying to write a script which basically does the following [see image] To put it another way, I'm trying to correctly write [with correct syntax] the following: If GetScriptVariable ????? . ????? >= 3 endif "GetScriptVariable ObjectRef:ref VarName:String" from the wiki isn't working. I think I'm inputting something wrong or in the wrong place. I'm sure I'm just missing something obvious. Thanks in advance.
  3. Hello all. What with the rumours mills about the long-awaited Fallout 4 spinning like crazy, it reawakened my old mod project. About three years in the making I’ve done amazing things, and this forum and the search function has helped out more times than I can say. But there’s a bunch of problems I have that I just can’t seem to find a solution for. Maybe I’m wording them wrong in the search function, or there’s a piece of lingo I’m not picking up. Anyway, if anyone can help me out with any of these I’d be very grateful for sure. 1] How do I edit perception-related view distance? I have a perk that (in theory) increases threat detection range when you crouch and hold still. Unfortunately, I can only increase perception so this means when you crouch you gain a boost to lockpick, energy weapons and the rest. This perk should be like ED-E’s enhanced senor perk from NV, but that perk only shows me a new entry point and I’ve no idea how to make those. (In fact, most NV perks did that. How’s a sucker supposed to copy that jazz?) 2] How do I get rid of screen blur when chems wear off? This is just annoys me and always seems to happen when there’s a big shootout. The stealth boy and rad-x don’t blur the screen, but I can’t seem to tell the game I don’t want the screen to blur when my med-x or psycho or whatever wears off. 3] When talking to new NPCs I zone in on their face. I don’t want to talk to these new guys so how do I change this? I have a few new NPCs that may or may not be hostile to the player (depends on player actions and reputation.) But I don’t want the player to be able to “activate” them to open the talk window in the first place. NPCs that have the raider voice never seem to do this though. 4] Ingestible Poison? [select] At the bottom of every ingestibles edit screen, there’s an area that suggests you can poison the item. How do you do this? I ask because somehow (some-how) I’ve set it to “yes” for one of my items and want to de-select it. It’s very strange – it asks me if I want to “poison” the current weapon I’m holding. What’s that all about? 5] Some eyewear doesn’t deteriorate – why? The Shady hat (reward from the survival guide quest - mirelurk section) deteriorates when it takes fire damage, but Eulogy Jone’s hat doesn’t. How come? I’ve changed the hats and eyewear a lot but a small dimension to the game is lost if they don’t deteriorate. 6] Sleep restores health – I don’t want it to I wanna make the game even harder. But the player can regain full health upon a simple hour of sleep. Can it be changed? Same goes for player owned beds. 7] Sometimes a NPC’s face has one ethnicity, but his body is still white This is especially odd and frustrating. Did I do something wrong during creation? Also, this only happens to black NPCs who have a black face but white body. It’s really weird. 8] There’s a performance issue with music lag After a fight, the “combat” music winds down, but just before it does my screen freezes for about a second. I’ve heard all sorts of problems with the music in this game, but I’ve never found a solution to this. Anyone else had this problem? After hundreds of hours of play I just sort of got used to it, but is there a way to get rid of this? 9] How do I change the names of skills? [big gun/small gun] This is rather ambitious, but I want to do away with small and big guns and replace them with one hand guns and two hand guns. I think I can do this if I can only find a way to rename the skills. Is it possible? Thank you for reading this. I hope I can finally put some issues to rest.
  4. Hi there I don’t know about multiple use ingestibles, and I know this is over two weeks old, but I’ve got a crazy idea if you fancy it You know how the chem psycho “gives” the player a perk (PsychoPerk) to increase the amount of damage they cause? How about another “chem” of your own design that has a similar script and effect that gives a *new* perk. This perk doesn’t have any effect of its own, but does act as a “condition satisfier.” Now, you’ll need to edit certain weapons beforehand to have an object effect that only “activates” if it recognises the player has this *new* perk (via condition.) Of course, once the player takes this new chem, the player will have the perk, and thus the object effect in the weapon (in this case, a poison effect) activates. Doing it this way gives a lot of flexibility over how long the poisoned effect lasts (just set the chem. to whatever duration,) but the downside is you’ll have to put the object effect in every weapon you want to be affected (maybe even every weapon in the game depending on how keen you are.) Um... I’m sure there’s an easier way some modder boffin might know, but this is how I would do it. Any help?
  5. Update: okay it seems to work now. I think I fixed it when I manually changed my esp to a esm. The file doesn’t say it’s an esm but what screw it; the damn thing finally works. I’ve played it for a few hours and I’ve got auto save turned off and I daren’t quick save in case the game is reminded it hates me. I menu save new files and never overwrite. It takes some getting used to. But playing the game I can just feel myself waiting for the next big error. Hell, I’ve probably jinxed it by typing “everything’s okay.” See you in a few hours. But thanks for your patience. Kudos to all.
  6. Yeah my saved games are all in My Documents\My Games\Fallout3\Saves.
  7. I’ve tried it both outside and within my fallout 3 directory. They’re currently in the latter; the same place as Fallout 3.exe It’s right there with the other two files. I’ve tried it without the master restore as both part 3.4 of the F3Edit manual and the other guide don’t seem to indicate that it’s necessary for the process of “modding up.” And I’m freaking determined to fix this error if it kills me! Hmm. Sounds serious. I actually started outside program files, but moved to within because that seemed like a more clear and effective way. It’s possible something’s going wrong. I’ll move out again and see if anything changes: Nope. Still flash and gone. Although this time it automatically created a notepad log entitled “FO3Edit_log.” FO3Edit 3.0.24 EXPERIMENTAL starting session 2012-11-15 16:30:10 Using Fallout3 Data Path: D:\Program Files\Steam\steamapps\common\Fallout 3 goty\Data\ Using ini: D:\Documents and Settings\Owner\My Documents\My Games\Fallout3\Fallout.ini Using settings file: D:\Documents and Settings\Owner\Local Settings\Application Data\Fallout3\Plugins.fo3viewsettings Loading active plugin list: D:\Documents and Settings\Owner\Local Settings\Application Data\Fallout3\Plugins.txt It seems to be in order to me. Two. One my mod, and the other the merged patch for it. Now I’m nervous. This is turning into an emotional rollercoaster! Why do we do it?
  8. No sir. Nada. I just tried again. Tried to open FO3MasterUpdate and once again all that happened was what looked like a notepad file flash before closing again. What the nelly?! I try to get a screenshot but it flashes so quickly I can never snap it. Ahrk! I hate asking for help! :(
  9. I’ve no idea how that happened. I wouldn’t even know how to do it anyway. I feel a little sick that I spent so long trying to figure out those errors or why when I right click I never got the create merged patch option. It’s not even the first time I’ve downloaded this program. Anyway; an uninstall, reinstall, and quick cry later and now things are going fine. The right plain says finished, the left plain lets me make my merged patch. Major hurdle passed and I owe you my thanks. But now a new pain comes across and I find myself less embarrassed about asking for help and more just depressed generally. After copying and renaming the F03Edit file to “FO3MasterUpdate” I try to run the master update. The program loads up and disappears very quickly. There’s no -=All Done=- indicator because the new screen appears and disappears so quickly. Just *poof.* So my files stay as ESP and after a little test I still CTD when trying to save. I don’t know if I’m naïve to pray this will be the last step, but holy goddamn I feel like I’m loosing my mind. This is good. I’ve spent a few hours reading through and so far I’ve not found anything relating to my problem above. I’m sure the other stuff will come in handy someday, but as I go deeper I’m not sure I’ll get the answer I need.
  10. Fallout 3 Hardcoded.esp is a file that came with the Fo3Edit compressed file. It’s doubly weird because it’s not in my data directory, and doesn’t show up in FOMM. But if it might be causing problems I’ll move it/delete it for now. As for those error messages, there sure are a lot and I have no idea how to address these issues. I’m worried I’m in over my head but I’ve come so far and I’m in too deep now to give up. But the information is still totally alien to me: “Error: record TES4 contains unexpected (or out of order) subrecord ONAM 4D414E4F” To name but one. The last one says: “[01:37] Background Loader: Errors were found in: testPortableCoverExplosion "Portable Cover Explosion" [EXPL:05003327] [01:37] Background Loader: Contained subrecords: EDID OBND FULL MODL MNAM DATA INAM” Good lord. Where do I go from there? But once this is done, I can make that damn merge patch and say goodbye to crash-on-save, right?
  11. Ah-ha. But each time I try this I slam into a brick wall so hard my morale goes down the drain. The “create merged patch” option doesn’t show up for me. http://static.rateyourmusic.com/lk/l/u/33dc2b36763e831c7630e79bf389560f/4456889.jpg Sometime I think I'm just losing my mind. Or I'm incredibly thick. Also it never says "Background Loader: finished" but "Background Loader: terminated." Does that matter? Why doesn't the option to merge come up for me? Was it something I said?
  12. Update: weirdly, if I blow myself and reload I’m allowed one free fast travel before the game will CTD again. What a bloody joke! Still no solution I'm afraid. But I refuse to give up. Dammit! Why do I love this wretched game so much?! All the s*** it puts me through and I keep coming back like an abused spouse.
  13. You could clone perks you’re interested in and set the level for “0” in the perk page. It might be a lot of work in the long run depending on how far you want to go, but that might resolve your problem. As for ref:id, you could still have a quest stages with Player.AddPerk YourPerk done multiple times. Wouldn’t a perk that changes the amount of perks you can have be OP? I mean, why would anyone not choose that perk if they have twice the perks the next time they level up?
  14. I was really REALLY hoping I wouldn’t be coming back for help again and looking like a buffoon, but I’m really at my wits end here. Y’know; that fiery feeling of blind impotent confusion? It’s embarrassing, but my hand is forced. It’s a classic one: the game crashes when I try to save [auto/manual/menu.] Several game hours ago this started happening but I used the old “blow yourself up” thing to keep myself going. But now, that’s stopped working. Does that happen to a lot of people I wonder? I know it’s a common problem but from excessive googling there’s still no definitive solution. But the major issue is that I’m play testing my mod, and I’ve got a creepy feeling it’s my mod which is causing the problem. I’ve no other mods apart from the official DLC loaded. I can’t disable my mod then save and keep going otherwise all mod data will be lost to the save file and I need to keep working on it (quests and items and perks). The last time I did this I had a scrap a 35-odd hour play through because my mod progress was lost (that was over a very different bug – the vintage “crash on perk selection” caused by have clothing items contain new scripts.) This time, I’m nearly 50 hours in. Besides, if I can’t nip this in the bud now then my mod is sunk anyway. And that would be a galactic disaster. It’s getting big at 2,703 kb – and if I ever finish a damn play test it’ll get bigger. Luckily I was able to squeeze a fresh menu save without it crashing, but despite removing the quick and auto save files, I still can’t quick save without a CTD or do another menu save. These saves are less than 8MB big (if that helps.) I’ve heard of “merged patches” and “master updates” but the concepts seem a bit beyond me for the time being. Could they hold the answers? I'm so sorry if I'm taking more than I'm giving, but the situation is desperate.
  15. Hello! I’m not sure if I’m too late but if you want to talk about it I’m all ears. Are you sneaking when aiming the gun? If it doesn’t say [Hidden] along the top then they’re gonna see you and be suspicious (admittedly, they have every right to be.)
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