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Ranx31

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Everything posted by Ranx31

  1. You're welcome! Well, I don't know if it's like MMM (never tried it), but EVE does include other changes. I don't think it affects any creatures. But it does add two new enemies to the game. The first is a Lieutenant Gutsy, who's an amped-up Sgt. Gutsy. It uses a mini-rocket launcher & plasma thrower. It also has a riot shield for increased defense. I've come across them several times - even being dropped off by a Vertibird in the DC ruins. There is also a man (or android?) called the Enclave Enforcer. He seems like a real badass to encounter but I have yet to see him/it as I didn't add EVE to my game until I'd already finished the main storyline. He is supposed to be encountered in & around Raven Rock. But seeing as how it was already blown up by the time I added EVE to the game, I can't enter or verify. The Enforcer has a unique armor & weapon and will use a Plasma Thrower on you. I read somewhere that he MIGHT show up if you start blasting away at Enclave comm towers found in any Enclave camp. However, for reasons unknown, when I shoot the towers absolutely nothing happens! I've looked into EVE's files and those towers are supposed to be destructible. The dishes are supposed to disappear one by one. For me, nothing happens when I shoot the tower and the Enforcer has never appeared. I thought maybe it only worked at some of the camps but I gave up trying after going to over 20 camps and no results. Maybe you'll have better luck! If you want to see what the Enforcer looks like, delve into some of the folders created when you unpacked EVE and there's a screenshot of him and Ltnt. Gutsy in there.
  2. The first pic looks normal. If you hadn't said there was a problem, I would have thought it was simply the corona of the sun shining over the rim of Megaton. You definitely shouldn't be seeing that same corona while indoors! And, while I'm far from an expert on this sort of thing, glancing at your list of mods, do you need 4 mods that all affect the night sky? I see 'Enhanced Night Sky','Light of Night','Starlight' and 'Moonlight'. There could be some conflicts going on there causing problems. In addition, ENB may play some kind of role... I would try disabling those one at a time until the problem goes away or load them all into FO3Edit and look for conflicts. Good luck!
  3. I'm having a problem with exporting using the Niftools exporter and I'm hoping someone here can give me some answer and/or insight as to what's going on. Here's my problem: I'm using 3ds Max 2010 and V3.5.5 of the exporter and trying to export what should be a simple, straightforward mesh for use in Fallout 3 as a static model (for misc. use). After figuring out how to do the collision and exporting the model then checking it in Nifskope, several things are not right! First, the root node is NOT named BSFadeNode, even though I've set that option at the bottom of the Export dialog before export. Second, it refuses to create a BSShaderPPLightingProperty for the textures and creates a number of other Ni-prefixed texture stuff instead. And last, I need to create a NiStringExtraData node to mimic the game model I intend to replace but have no idea how to get it in there. Just recently, I looked into these problems further and was able to find out that there's a newer version of the plugin available - I found a V3.7.2 on Github and tried it. This time, when I export it creates the shader node but doesn't create the NiMaterialProperty node below it! So my problems still remain... Can someone shed some light on this and help get this export going right? I know that I can cut and paste into another .nif but I'd like to avoid that if at all possible because I have a custom collision on my model that I've already tried pasting without success. Any help appreciated!
  4. To fix the gfx glitch: If you're using Windows Vista or higher, this is likely due to the Aero interface and sidebar of the desktop interfering with the game. To correct it, right-click on the Fallout 3 icon you use to launch the game, select Properties, then the Compatibility tab. Then check the 'Disable visual themes' and 'Disable desktop composition' options. Save then exit the dialog. Now when you lauch the game, Aero and the sidebar will get disabled then re-enable when you exit Fallout 3. As for what's wrong with the slaver, can't help you there at all...
  5. First off, a bit of advice, if you're going to upload a pic that you want people to help you with identifying something, at least make it visible. The picture is so dark all I could make out was a bit of cloud at the top. After saving your pic to my PC and using Windows right-click 'Edit' option in Explorer and cranking the brightness up I could finally see some details. Looks to me like a chunk of the Capitol building from the other end of the mall... How it ended up there is something you'll have to figure out. I'd start by looking at any mods you may have that modify the map in the DC area. Try using FO3Edit to search for conflicts/problems or edits to the Memorial area. Good luck!
  6. First off, I have to say, I'm kinda surprised nobody has answered this... But then again, maybe I'm one of the few who has delved as deep as I have into the mod responsible for this 'little friend'. To answer David Yokosuka, the key is placed there by the EVE mod. It's for a 'Secure Stash' which only be opened using that key. The music is simply for effect to let you know you've found something special! To use that key:
  7. While I don't have a link for you, I think I have just what you're looking for... The readme for the one I have says it's for PSP 9. I use the plugin for PSP Photo X2 and it works just fine in there. I use it for creating textures for Fallout 3. You can try Googling for this filename: PSP-ddsSave.zip. If you don't have any luck with that try PM'ing me with your e-mail address and I'll see if I can send it to you!
  8. Another mod you could try is called 'Zap Away'. It's also found on the Nexus. I don't have a link for it but it shouldn't be hard to find. It adds a modified 10mm pistol that you can fire at bodies to get rid of them. It uses the same animation as the Firelance pistol and looks pretty cool when it does its thing! Any detached body parts are also deleted so it works pretty slick. I found this mod when I also became concerned awhile ago about save file size and surmised that all the dead bodies littering the Wasteland and interiors that were not being cleaned up were probably not helping the situation. The downside is that you have to do it yourself but at least you're not running another script in the background all the time. Another thing is that it does NOT work on ash or goo piles so it doesn't cover all the bases but it DOES help. What I also learned is that it's possible to do cleanups with no mods needed! There are several console commands that can be used together to safely get rid of any and all remnants left lying about. When I come across a body that I think may have been there longer than it should, the first thing I do is open the console with the tilde key (~), click on the body then enter 'gettimedead'. The console will report the number of game hours the body has been lying there. Anything over 72 hours I know the game's cleanup routine has failed to kick in and remove it. I say 72 hours since I've heard that the game's cleaning is supposed to work on bodies greater than this number. It can actually be any number, and if I'm in the mood for it, I'll get rid of it anyway! Just beware that if it reports 0.00 hours that the body is either freshly killed (unlikely as you'd know yourself if it was) or was never alive in the first place. You'll see never-alive bodies placed in areas by the game or other mods when they want to add atmosphere to the area. Eg. a dead merc that ghouls are feasting on. So anyway, once I decide it's a normal dead body then I simply enter the 'zap' command. The body instantly disappears and I'm done. This command works on both bodies and ash and goo piles. It's also handy for piles in unusual locations like underwater or whatnot. Zap can also be used on any item or weapon lying around that you want gone and don't want to pick up or move. Just be very careful when you use it, you don't want to zap away anything important or quest-related. I haven't experienced any negative consequences from using 'zap' and, in fact, it seems to sometimes help respawn those enemies to kill again! Sometimes I also use another console command, as a test anyway. The command is 'markfordelete' and should allow flagging for deletion by the game's cleanup routine. It seems to work but I can't be certain because I'm usually doing stuff in the game and don't remember individual bodies flagged where and when. I just assume that it can't hurt and may be re-adding it to the game's cleanup list if it missed it already. So there you go, there's some alternatives for you! Happy cleaning! :)
  9. I think I can offer you some tips and general info about textures that may help you out... I've been modding textures in games for years and have been doing it in Fallout 3 as well. I've successfully changed things like posters, billboards and armor textures in FO3. Transparency in Fallout 3 (and probably any game nowadays!) is stored in the alpha channel portion of the graphic file. Virtually all textures in the game store info in this channel whether there is any transparency needed or not. Textures that only require the simplest yes/no type transparency use the DXT1 format. This is called 1-bit alpha (0/1)type. I suspect the game uses these types of textures for some game engine compatibility reason. Textures that don't use transparency, but need some alpha channel present, are saved and used in-game in this format. Textures that need actual levels of transparency use the DXT3 or DXT5 format of .dds file. DXT3 is what I usually use when saving for FO3. I think DXT5 is supposed to have finer resolution of alpha info but I personally haven't noticed much difference. As I don't use paint.net to edit graphics I can't give you any specific advice for that program but you can figure it out yourself if you start looking in any of it's help files (or Googling) related to alpha channel loading/saving. I use Paint Shop Pro Photo X2 and am able to load/save .dds files by using an older Photoshop plugin for .dds files. With it, I'm easily able to tell at load time whether the texture has any included mipmaps so that I know when saving if I have to export/generate new ones. I never bother loading in mipmaps and let the plugin generate new ones when I save the file. Loading the mipmaps simply screws up the graphic you're going to be working on! By selecting the option 'Load mask from alpha channel' on the newly-loaded graphic, I'm easily able to tell whether I'll need to save in either DXT1 or DXT3 format. DXT1 types all have pure white alphas with no greyscale i.e. there's only black or white. As for the 'magic pink' you're referring to I think is an older way game engines were able to implement transparency by substituting the pink in the graphic for it. I never had to bother with that sort of graphic since Grand Theft Auto - San Andreas so I'm fuzzy on details. It's an archaic format that's left over from the days when texture size and hardware capabilities were far less than they are today. The pink color was simply an on/off type of transparency anyway and wouldn't cut it these days anyway. If you want the 'magic' number for it just to satisfy your curiosity, it was, in RGB format, FF00FF (hex) or 255-0-255 (decimal). So there you go... I hope this helps and good luck! :)
  10. I'm having the same sort of troubles - inability to DL anything over a few hundred KB without the transfer suddenly getting cut off. I've tried using two different computers on a home network (both with different OSes(XP & Vista), IE 8/9 with and without a DL manager. The end result is usually the same - getting cut off. Only a few times using the XP machine have I gotten a file that was between 1-4 Megs in size. And this has been going on for a good while now. Not even sure anymore when it started exactly. It's gotten to the point where I've started looking for other sites to DL from. Unfortunately, Nexus has become the predominant place for Fallout 3 files and the only ones I've come across have a handful of files that are older mods. I used to grab files for Oblivion without issue from Nexus but even then there would be the odd file that just refused to DL properly. So it would sure be nice to hear something concrete as to a problem and, even better, a solution to this!
  11. I'm having problems with the 2nd & 3rd quests in MZ and hoping someone can shed some light on this as I'm unable to progress in the game due to these errors. Here's what the problem is: For starters, the second quest 'Among The Stars' is being prematurely completed without my doing anything towards the active objective. I had just returned to the Eng. Core after blowing up the last of the 3 generators required. Now, whether I go into one of the other optional unexplored areas, like the Engine Room, or just move around within the core, the game will suddenly report the next and seemingly last objective as being completed and then start the next quest. The problem is I haven't even made it to the Airlock or the upper level of the ship yet. As a result, when I do get to the upper level and go through the airlock there, the game will randomly jump ahead again and state that the next objective 'Reach the bridge of the alien ship' is active. So when I go to the next room there's a teleporter and only one way into the ship via a locked door that doesn't open! And the teleporter doesn't work. So, basically I'm stuck there... To troubleshoot this problem I've been trying to use console commands to get some insight onto what's going on and try to put the game back onto the proper path. To begin, I back up to the point where I've returned to the core and used the SQS command to show the stages completed so far. It showed that the quest was completed up to stage 60, which is correct, since I had saved just after talking to Sally. Stage 70 is to 'Gain access to the upper level of the ship' and is what the Pipboy shows is next on the list. However, something is causing the game to mark stage 70 and the next stage as done not too long after. I've tried to manually 'setstage' to 70 and have been USUALLY able to get to the upper level before it once again gets cut short. So when the 3rd quest starts I've had to use console commands to try reseting the quest and setting stages so that I can actually use the teleporter. Using FO3Edit, I've been able to figure out that the teleporter is needed to bring the rest of the people to the upper level, especially Sally, who is needed to unlock the door. However, even with console commands, the best I've achieved is having Somah beam up and then disappear again. It looks like the game is screwing up this quest too because, when I use SQS, it's showing that the current objective is to defeat the alien captain (which is stage 25). It's completely jumping past 10 & 20! By setting the game to stage 10 using the console the best I've done is getting Somah to show and even though I've frozen the game with the console and tried moving her away from the teleporter, she'll just run right back into it when I exit the console. Checking with SQS shows that as soon as I activate the teleport the game jumps ahead to stage 25 which is causing Somah to use the teleporter again to be able to reach the Bridge door on the lower level. All of this is very frustrating given that I've only got a small number of mods going and haven't had any other problems with the GOTY edition I've got. Here's a list of the ones I'm running: iHud.esm RRCompanionVault.esm RRMoreMales.esm RRMoreFemales.esm Night Vision Goggles.esm MaxLevel100.esp RRWastelandPoster.esp BA_InventorySorterGOTY.esp Error Fixes V1.5.esp Better Dogmeat.esp 0kaeRepairBag.esp ReaverScorpion-HalfHP.esp Zap-Away.esp WearYerBloodyHelmet.esp I've also tried sorting the mods using BOSS but the ones after Error Fixes were unrecognized by it so I just left them in the order they were. So, any help at all with this would be greatly appreciated! Thanks in advance to anyone who can help... Awaiting a reply :)
  12. Okay, I won't dispute it. I have to admit that I've never tried using console commands that way. I always use it on the in-game screen as I assumed that's where it was intended to be used. This was how I used it in Oblivion and just carried the behavior over to Fallout3. Will try it out some time...
  13. For anyone that shares this problem or similar, just a quick update to say that Flamenx01's solution worked perfectly! I tried it earlier today and Deputy Weld sprang back to life, resumed his guard role, went back to his post and all is well. Thanks again guy! GrindedStone: Uh, I'm sure you meant well but wouldn't pressing Escape first cause the game to bring up the pause screen negating any chance of using console commands or clicking on anything and viewing results at the top of the screen?
  14. Thanks very much for the quick response... I'll try it out when I get back to Megaton from Point Lookout! BTW, what exactly does the PRID command do? Or should I just Google it for details?
  15. I've already tried searching these forums for an answer to this problem with no luck, so here it goes... I'm playing the game with only the Broken Steel DLC running so far(have the GOTY edition) and was at the point in the game sometime after doing the main Broken Steel quests. Fawkes was with me and I had returned to Megaton and done the usual unload stuff, rest and save then exit town. After exiting the gates I noticed a number of green blips in the usual place where caravans appear. Clearing the gate and looking that direction I see it's a caravan of Aqua Pura accompanied by two Brotherhood members. They were in a discussion with several Megaton town members who wanted the water. The talk escalated to the point where the town members were telling the Brotherhood guys that weren't going to let them leave without the water. At that point everyone pulled out their weapons and began shooting. Needless to say, the Brotherhood guys wiped out the townsfolk in short order. This action caused Deputy Weld and the lookout above the gate to turn hostile toward the Brotherhood duo. I was merely a bystander while all this took place and did nothing. I just shook my head at what happened and fast travelled away to my destination. Now here's my dilemma... I wasn't too happy about Deputy Weld and the lookout getting killed by the Brotherhood so I tried to restore them. Going over to Deputy Weld, who had his head blown off, I tried to use the console 'Resurrect' command on him and it did nothing. So I used the TCL command to travel up to the lookout (named Stockholm BTW) and then resurrected him no problem. I then left figuring that the dead Deputy Weld may not have been the same actor as the live Deputy Weld so therefore the Resurrect command probably had no hope of working anyway. As time went by, Deputy Weld's body remained in front of Megaton and I would occasionally see his nearby head rocking back and forth. Not unusual as I've noticed this same thing with other Protectrons. Finally, I decided that since I couldn't bring him back that I wanted to at least get rid of the body until I could find some other way to bring him back. So I tried to use the 'Disable' command on him. It didn't seem to do anything, even after I fast-travelled away and came back. It has now gotten to the point where, when I exit Megaton, his head would be right in front of the gate. I tried to haul it away from the gate a couple times and it kept reappearing in front of the gate the next time I exit. It also seems to be now affecting Fawkes' ability to exit town with me. The last few times I left town Fawkes would not be with me outside the gate. I have no trouble getting Fawkes to show when I fast travel to a destination. I tried to wait an hour in front of Megaton two days ago and he then showed up and came running toward me. So, is there anyone who can either tell me how to just get rid of Deputy Weld's body or even better, get rid of the body and restore the original Deputy Weld to his post outside the town? And before anyone asks, I only had two small mods running at the time... Better Dogmeat and Night Vision Goggles. Other than that, my game was completely stock until recently when I added a mod to pass level 30 and one to fix errors. Looking forward to a helpful response!
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