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ElderMalaclypse

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Everything posted by ElderMalaclypse

  1. If you're already using the 'ArchiveInvalidation Invalidated' mod or have it toggled in FOMM, then your all set. Both of those take care of it and adding or changing the Archiveinvalidation.txt is redundant.
  2. Open the console, select the Clover you want to remove and type 'zap'.
  3. After creating a merged patch it should immediatly appear at the bottom of you mod list in the left hand panel of FO3Edit. Also, along the very bottom it continues to display [yourmergedpatchname.esp] Adding master "last file in your mod list". That is normal. After saving your merged patch (Ctrl+S) or exiting FO3Edit and saving that way, a yourmergedpatchname.esp file should then appear in the [install path]fallout 3/data folder. It should also appear in FOMM though you'll need to place a check next to it for activation. I gather these two things are what is not happening. If you created and saved the merged patch in FO3Edit correctly and it does not show up in the fallout 3/data folder, perform a search of your hard drives for the merged patch file you created, because it was saved to somewhere. If you find it in a folder other than fallout 3/data then my guess would be that on installation of either FO3 or FO3Edit there was mixup in the install directories. Let me know if thats the case, there may be a way to alter the install path in the registry.
  4. It may be that all you need to do now is select that BOSS feature in FOMM now. I haven’t played the game in awhile, been modding and such so have not upgraded my FOMM in a long time. The version I use, 0.12.6, doesn't have that choice under 'load order'. I use BOSS as a separate program, which is the link I gave. The version you have works with both FO3 and FONV and seems they may have integrated BOSS somewhat also. Definitely give it a try. You’ll know if it works cuz it’ll open your web browser and give you a list of all your currently loaded mods in the correct order with some notes and suggestions on each.
  5. This sounds a lot like a corrupted animation file which can result from save game bloat. Are you saving in a new file almost everytime you save? If you continually save your game in the same or just a few save files, they eventually become corrupt and cause issues such as this. Try a search on the Nexus forums for 'corrupted save game' or 'freezing animation fix' or some mix of those and see if you are able to find a solution for it. I'm pretty sure there is one out there.
  6. It could have been a problem with the program you used to unpack the file. I have heard of problems either unpacking a winRAR archive with another program like 7z, or trying to unpack an archived file with winRAR when it wasn't compressed with winRAR. Personally I use 7 Zip and have only had a problem with one set of files because of the way they were compressed over multiple archives. So my advice is to use 7-zip rather than winRAR but that is just my opinion of course. Also, when you do decide to take care of your load order, use BOSS first, http://fallout3nexus.com/downloads/file.php?id=10193, and then if you still have any questions post here and people like Jeoshua, who is very knowledgeable about that among other things, will be able to help you out. I use BOSS and adjust my mods manually and don’t actually know all that much about other mods place in the load order.
  7. When you have a red diamond with a white ! in game that means you have missing meshes or textures. Since you say it appears where the weapons are, it probably means that the meshes and/or textures from Apocalypse Armory did not get installed correctly. Try either re-installing that mod or manually placing the Meshes and/or Textures folder in the Data folder.
  8. We really need your exact load order to help with this sort of issue because it could be dependant on what order the mods are in. So post your load order and someone should be able to help you out.
  9. One way to fix this is to delete your GECK.ini files in My Documents/My Games/Fallout 3. Its the same folder where your FO3 .ini files are located. That will reset all GECK settings to default and you go from there.
  10. I personally don't use Fellout so cannot tell you where to put it but if you download and install BOSS, just run it and it will place almost all of your mods in the correct order. http://fallout3nexus.com/downloads/file.php?id=10193 When you install FOSE it is installed to the Fallout 3 directory, sounds like you got that part. For FSR you do install it to Fallout 3\Data\fose\plugins. If those folders are not there then you must create them. It really doesn't have anything to do with FOSE, its just the install path the creator used. Hope that clears it up for you.
  11. The first thing you should do is read the authors mod description and readme file, if there is one, to see if they stated anything about use of their mod. Some mod author’s state their mod can be used as long as credit is given, others ask for you to receive permission before using their mod. If you cannot find any references from the author about the use of their mod or they have requested you contact them, you should then write the author of the mod and ask for permission. You can do this through their profile on the Nexus or if they have given contact info try that also. Just give a brief description of your intentions and ask if they are OK with it. There’s always a chance that the author is not supporting their mod anymore and isn’t active in modding anymore. If that is the case you may not receive a reply. How long you need to wait for a reply is somewhat of a grey area but you should at least give them a couple weeks before going ahead. If you do not receive a reply and go ahead with your changes or include part of their mod in yours it is of course always proper to still give them credit or mention how their mod contributed to yours. Good luck and happy modding
  12. If you deleted the FO3 folder you didn't delete your saved games, they are kept in a seperate folder. If you reinstall the game you will be able to start from your last save.
  13. One thing to keep in mind now as far as FO3 and modding is concerned is that there are a lot fewer people playing and downloading mods right now. With Skyrim just having been released many gamers have moved on to that or NV. The download numbers are way, way down so it may not feel as if you are getting the response you wanted for your mod. You will most likely have to be satisfied with your accomplishment rather than the number of downloads or endorsments. I would personally recommend buying the physical disks rather than using Steam, I suppose I'm a bit old school that way. I totally agree with vforvic on this subject. I truely cannot see the appeal of Steam and don't understand why people go that route without a clear advantage from it, which I don't see. There is actually an upper limit on the number of mods you can install, I believe it is 255. I would not recommend installing that many unless you are proficient in a FO3 tool such as WryeFlash or FO3Edit because you will have to use one of these to correct conflicts and create merged patches. There are ways to combine smaller mods together or ghost .esps but again, you need a FO3 tool to accomplish these things. I find modding a lot of fun and rewarding but it can be difficult. You must be able to figure things out on your own, use the vanilla game or other mods as examples and learnign tools, and be profieciant at searching message boards and the GECK page for answers and tips.
  14. This is a solution Bethesda gave another poster who had an issue with their sound messing with their game in Windows 7. While the problem doesn't sound exactly the same it may be worth a shot if you havn't tried it already. In Windows 7: Go to Control Panel Select Hardware and Sound Select Sound Choose the sound device that is set as default Click Properties Go to the Advanced tab Make sure the 'Default Format' it is set to 44.1khz 16bit. Hope it works for you.
  15. The only thing you need be disappointed in is your ability to comprehend how these settings work.
  16. Absolutely for the sake of it, I wasn't actually trying to help, I just like to type random things in message boards. Had you been just a bit more vague in you post about what values you had or hadn't tried and what you were looking for I'm sure I wouldn't have bothered replying and had to find out what an ingrate you are. Even in your description of what fire rate and attack/sec are, which is wrong btw, or what you're looking for you aren't even close to being clear. Hmm, I suppose its just me being unable to understand, not you saying you want the exact thing you don't want. Really? Why 2 different values for the same thing? I suppose value duplication is fairy standard proceedure in FO. No offense though.
  17. In FO3Edit under the 'weapon' tab is where you can change the # of projectiles per trigger squeeze. Under 'weapon' find the gun you want to alter and select it. In the right panel find 'fire rate' about 3/4 of the way down the list. That should be what your looking for. The number of projectiles per squeeze should be the same whether you are in or out of VATS, but I am not 100% on that point. A little testing should give you the answer though. About 5 or 6 items below 'fire rate' is 'attack shots/sec' but I believe that determines how often you can pull the trigger, not how many projectiles per pull. Hope that helped. Edit: Oh, and as for the zoom, I believe your looking for the 'sight FOV' about 10 items above 'fire rate' under the same weapon tab. I've never actually played with that so there could be other factors having to do with LOD files or something but thats a place to start anyway. You might try downloading this file and check it out in FO3Edit to get an idea of how he made it and changed the zoom: http://fallout3nexus.com/downloads/file.php?id=16994
  18. FOMM - http://fallout3nexus.com/downloads/file.php?id=640 and BOSS - http://fallout3nexus.com/downloads/file.php?id=10193
  19. It's possible someone will help you but with the information you provided it is unlikely.
  20. Personally I wouldn't use it unless I knew it was safe. Read comments about the mod. Post a question to the author as to why it’s packaged that way. Certainly don't find many mods like that and its understandable your being cautious. The risks: that it’s a virus or other malware uploaded as a mod, but I think Nexus has some sort of prevention in place for that? Not sure. If somthing goes wrong, meaning if it is malware, then you just installed it on your system and whatever it is programmed to do will happen. Removable? Not in the standard method if it is something malicious. As for you backup working or your game becoming unstable I think that would be the least of your problems. FOMM doesn't work with .exe files so there isn't any help on that front. It could go as far as ruining your OS load and requiring a complete re-install or loss of all your information. Just depends on what it is programmed to do. Malware is really only limited by the imagination and skill of the creator. Of course all this is assuming that it is some sort of malware. Best to be cautious and find out as much as you can before running that executable because once you do, it is in your system and could potentially cause major havoc. Post what mod it is and maybe others who have used it can help you out. Good Luck - Mal
  21. I had a similar issue with an external navmesh I modified quite awhile ago. The part of my navmesh this was happening in didn't even have any exit portals. I would correct one triangle, but then it would just appear in a different triangle. I never did figure out the reason it kept creating the exit portal triangles all over the place but I finally ended up using FO3Edit to remove a flag from the offending triangle and that fixed it. For the life of me I cannot remember the number of the flag I removed but hopefully you can figure that part out. Hope that at least narrows it down for you, sorry I couldn't be more helpful.
  22. I am far from an advanced scripter but I do know that it should look more like this: ScriptName 0AutoFireModScript int WeaponHealth1 int WeaponHealth2 Begin OnEquip player if player.getEquipped == WeapChinesePistol set WeaponHealth1 to GetWeaponHealthPerc player.RemoveItem WeapChinesePistol 1 player.AddItem 0MauserFullAuto 1 player.EquipItem 0MauserFullAuto 0 1 player.SetWeaponHealthPerc to WeaponHealth1 else ShowMessage 0WeapModWontWork endif if player.getEquipped == 0MauserFullAuto set WeaponHealth2 to GetWeaponHealthPerc2 player.RemoveItem 0MauserFullAuto 1 player.AddItem WeapChinesePistol 1 player.EquipItem WeapChinesePistol player.SetWeaponHealthPerc to WeaponHealth2 endif End Like I said my scripting syntax is not terribly fluent but as far as structure this should be closer to what your looking for.
  23. There may be a mod that specifically reduces the range for the start of the DLC's and only that, but I am not aware of it. (not all are radio signals btw) I have a personalized mod that does this but I have not and do not plan on releasing it as it also has other customized game tweeks. What I would suggest to you though is to download this mod http://fallout3nexus.com/downloads/file.php?id=16928 because while it does do many other things besides reduce the start range of the DLC's, they are all error fixes to FO3 and will improve your gameplay. Good Luck
  24. Also, when you post either your load order or that extremely long XDiag list, please use the spoiler syntax! Like this, without the question marks: [spoiler?]yout text[/spoiler?] So in your post it will look like this: Edit: So I haven't had my coffee yet, the point is still valid.
  25. There is a newer, improved version of GNR - More Where That Came From, which is why the original was removed. GNR Enhanced has all the songs from the original plus fixes to 3Dogs presentation and such. Be sure to read the comments for the proper installation method. Here it is: http://fallout3nexus.com/downloads/file.php?id=14946
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