Jump to content

BegunValkery

Members
  • Posts

    31
  • Joined

  • Last visited

Everything posted by BegunValkery

  1. Thanks for the advice, not... He will still be there.
  2. I can't move the player except through fast travel. He's stuck in stationary and I can only move the cursor up and down, I can't move it side to side. I tried to use console commands like enableplayercontrols but nothing worked.
  3. I let Benny escape from the Tops Casino, and was given the Mark of Caesar after leaving and started the Render Unto Caesar quest. If I kill any more Legion and fail the Render Unto Caesar quest afterwards, will Benny still be there when I enter the Fort for the first time, or will he be gone or dead?
  4. Is there any way of removing the daily notifications when something is happening/wrong with your character? Any way to stop the interface from telling you that you are overweight? Does Requiem have this feature?
  5. Why did they have to implement medieval style (or whatever Elder Scrolls was) aspects to a futuristic sci-fi RPG? I expected full-on originality of the original Fallout games, considering that we had no other choice but to put our full confidence that Bethesda would at least use a much better engine. I simply have to wait for an animation to finish in order to perform another one. I want to be able to cancel actions and have more immersion like Battlefield or even Call of Duty. I already see a ton of Elder Scroll elements in Fallout 3 and New Vegas: tribal-like people, a lot of spears and low-tech elements of weapons, and areas that have NO relation to a post-apocalyptic themed world. If you play S.T.A.L.E.R. then you can see a huge difference with actual wasteland-ish and decimated landscapes. I truly wish that Interplay and GSC would work together and once again make a true Fallout. Face it, Bethesda is specialized in olde-time games, do you really think that they have the potential AND deserve to take a totally opposite game from another company and put their own opposite elements into the game?
  6. Is there any way to bring back the dialogue style from Fallout 1 and 2 to Fallout 3? So that there are always no responses when saying "I have to go now"? It really kind of irks me that there is always a response that an npc makes - mainly jerk-ish types and yet the player can't do anything about it. Everyone gives you crap and get away with it, BUT if YOU give off any "back-talk" then they get mad as hell and it always ends up making EVERYONE hostile towards you all because of a low-life child being a complete moron. I liked it in Fallout 2 where you can say things back and relieve some of the annoyance that some people make to you.
  7. Does anyone have an idea on how exactly the ammo becomes applied into the Displayed Ammo Weight Mod? I looked through the scripts and menu files but I don't understand how the weights get applied to the ammo themselves - I don't see a value that depicts the ammo that is being mentioned in the files/scripts. I would really like to merge this mod with the QJ13 Ammo Weight mod.
  8. I looked up the stack trace from the GECk and this is what it said: 0065932B (GECK): (filename not available): (function-name not available) (filename not available) (0): (function-name not available) (filename not available) (0): (function-name not available) (filename not available) (0): (function-name not available) (filename not available) (0): GetWindow (filename not available) (0): GetWindow (filename not available) (0): CharPrevW (filename not available) (0): DispatchMessageA (filename not available) (0): DispatchMessageA (filename not available) (0): BaseThreadInitThunk (filename not available) (0): RtlInitializeExceptionChain (filename not available) (0): RtlInitializeExceptionChain (filename not available) (0): RtlInitializeExceptionChain
  9. I used the Fallout 3 Plugin and started merging all of the DLCs, WMK (including ironsights, craftable WMKs), Ironsights mod, Classical Weapons Mod, Craft, Calibr, xCalibr, Fellout, drug Aftereffects mod, CMF New Start, alternate level perks, Darn UI, and combat style perks. I have been merging two one-by-one, until I made one file that had all of them in. I'm trying to make a compilation of many mods into one file so that I don't have problems with some files overwritting others and having to organize the load order. When I go to use the GECK and load the big file, it does take a much longer time than usual, but after making my changes the application crashes after taking a long time for some reason when I just choose to save. I looked over the web and can only pick out that it has to do with limitations of memory, despite me having a high-end PC. Is there a way to fix this issue? How does FWE get pass this problem, since they have a big mod?
  10. Yes, I see what I have to do now. One other thing, when I have all of my files merged into the patch file, after turning off the computer and turning it back on some of the files that I merged into the patch goes away, as if did some changes on its own. It's really quite frustrating because I have to make a new merge that includes all of the files again, because I edit the merged patch file, but I end up having to do it all over again because some of the files just disappear from it for some reason. What's going on?
  11. I am trying to make a merged patch of all of my files, but it's leaving out some of them. It won't include the Calibr and ironsight .esm's for some reason. Do I have to make a separate patch and combine the two patches so that all of the files are in one patch file? Or what do I have to do?
  12. I was looking into the weapon files after a long while and noticed that there is a color interval for illuminated sights. Does this mean that it's possible to add different versions of upgraded sights or tactical sights with different colors? Like instead of having the same red dot for the red dot sight, you can have it green or blue?
  13. I'm trying to rebalance some things, like bigger wallet sizes to match the costs of items. I really need to edit the description of how much the wallet says it will allow to hold in the crafting menu, because they don't display the correct money amount for each wallet size. Only that I can't find the files that edit the description of items. I'm pretty sure that all of it is in the Oasisstrings_compressed.bin file, but I have no idea how to get to it. Any advice?
  14. I'm pretty sure that if an item can be used for crafting any item, then it will automatically see it as a crafting item. Yeah, it kind of sucks, maybe you should stick to killing pirates or privateers.
  15. I've experienced this before a few years ago, and I just came back into playing this game. I'm using mods : FWE, WMK, RH Ironsights, MMM, and others and now when I open the GECK and edit a certain file (the only file which I link to all of my mods so that they work properly, and of course I load it last). Some items, mainly weapons have multiple duplicate cells. I believe it's just the new linking files I'm making with other mods. I guess the question is, can I delete the duplicate cells without having any complications while running the game?
  16. Hello, I'm just wondering if anyone out there is making a new engine-based Fallout, if not, then maybe a request. Someone made a S.T.A.L.K.E.R. game based on the Crysis Engine (CryZone), and it looked magnificent, especially that it brings a new experience. And if something like that is possible, then I would really like to see that be applied to Fallout. I'm not trying to spark any arguments, but in my opinion, the Fallout engine is based on level difficulty : the higher the npc level, the longer the fight and the more ammo and weapons. Other than like in Battlefield 3, everyone is on the same level and die the same. I'm not asking for Fallout to be modified for the Battlefield 3 engine, but just an engine that utilizes more agility and faster pace and not so much on experience levels.
  17. Update : The option seems not to be activating when playing as a regulator, the other ones I played as so far are working fine.
  18. First of all, I'm using FWE along with WMK, MMM, and RH_Ironsights. It all works, however, the < Character > option is not appearing in my Pipboy\Apparel section at the beginning of the game when I have the Revamped Leveling mod activated. I do notice that something without a name was added to my inventory, and I think that it's the character option, but I'm not sure. I can only distribute skill points, but I need that option to choose my stat points and perks.
  19. Are there any mods out there for Fallout 3 that changes the vanilla main quest into something different? I don't like the vault and Daddy's dreams feel anymore. I rather have a more mercenary feeling.
  20. Where do I go to change it so that you can go to the second island?
  21. I'm just wondering that having a file named UNKOWN_ in the unpacked patch file (after unpacking the .dat and .fat patch files) is a normal thing, it's nothing to worry about right?
  22. After I was done editing the shoppingitems.lib file, I then converted it back, making it a fcb file - but I can't change it back to a lib file. I tried to rename it, typing .lib at the end, but it doesn't change it.
  23. Ok, so say for the 1887 shotgun, in the vanilla it can only have one attachment. But if I allow it to have more than one attachment, it won't crash. Because in my experience, say for S.T.A.L.E.R., a couple guns can't have attachments because they don't have the model and mesh. The thing is that I thought that you had to have a new mesh for each attachment on the gun - a new model with a suppressor, another new model with a reflex sight, and another one with both.
  24. Oh!! Wait... I got it working now, it was just some files being incorrectly repacked.
  25. After modding the patch files - that was previously modded by someone else - and placing them into the win_32 folder, I then started playing a game (not a new one), and now everything is using the vanilla for some reason. Do I really need to start a new game to make this work? There should be no reason for the game to be using the original stuff, in fact, impossible, because the patch files are modded to do different things.
×
×
  • Create New...