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MrNeedles

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Everything posted by MrNeedles

  1. Hi, I'm working on a quest where the questgiver remains "hidden" behind the same type of door as Bobbi No-Nose in the base game. The quest is introduced through a holotape. Reading it starts a MiscQuest to investigate his location. Upon entering, the NPC is supposed to spawn behind said door, initiating dialogue with the player and starting the quest. Everything works, except that my NPC insists upon spawning right under the player's nose every time I enter his spawn trigger zone, even though I specifically gave him an AI package to stay behind the door and peek through after spawning in. Any idea how to prevent this? Greetings, MrNeedles
  2. @SKK50: Yes, in retrospect that seems the better way. I was honestly just afraid of messing around in FO4Edit due to lack of experience with that program, and figured since I fondle around a lot with LL's for my own mods a few smaller changes wouldn't cause such a ruckus. Guess I figured wrong :thumbsup: @1ae0bfb8: ...okay, you got me there.
  3. Hi! I've been playing around with SKK's Fallout 4-76 mod recently. However, after editing the mod slightly (by adding Synthetic Zombies from the mod of the same name to his Synth spawn LL's), my game shuts itself down immediately on either the start menu or when clicking to load a new save. However, I am not sure if the issue has directly to do with me meddling around with one of the two mods, or might be caused otherwise. I would be thankful to anyone who might've had a similiar problem in the past if they'd be willing to help me out on this or nudge me into the right direction. Cheers!
  4. Thanks for the idea, I've only ever red reddit, never made an account myself. I'll try it out :mellow:
  5. And you wouldn't happen to know someone from around here who might be up for the task?
  6. Bosch is actually from Bremen, but close enough :thumbsup: German with a hint of British might be an interesting combination. The character's actually supposed to not sound "too" german, since he's been around the Commonwealth for quite some time. Would you like to give it a try?
  7. My voice entirely broke for a few minutes when trying to grovel. I can grunt, but talking that way destroys my ability to speak within half a sentence.
  8. This guy: https://www.nexusmods.com/fallout4/mods/19662
  9. Hi, I'm currently working on a small questline expansion for my mod Sim Settlements Conqueror - Institute Surface Recon Agents. The quests will introduce the faction in a more organic way, providing background info and (hopefully) tying into the Institute Main Quest as seamlessly as possible. In order to accomplish this, it'll feature the character of Bosch, a migrant german ghoul who will serve as the main quest giver. Bosch is a calm fellow, a bit rough around the edges, with a sly and dry kind of humor. He likes moonshine, his Gauss rifle, and people who don't ask too many questions. Since he's german I'd also like to point out that I'm not looking for a Hans-Landa-type of character voice. Bosch neither judges a person by their race, creed or color, only by how much valuable tech he gets paid to pull out of their brain-pan. Initially, I tried voicing the man myself, but being a chain-smoker didn't really help and so I hope to find a talented and eager person with a german accent here who might be willing to pitch in and lend some lines :smile: Anyone interested, please PM me and I'll send you some test lines to read!
  10. Allow me to promote my own stuff here: https://www.nexusmods.com/fallout4/mods/38210 Requires Conqueror - It's a great mod anyway to try out for playing with any faction, though!
  11. I know where the system information is located, that's where I found the specs I posted before - They're literally copypasted from there, since I wouldn't know any of these by myself. My process of buying this laptop was basically me walking up to the guy at the media store, politely harassing him until he looked up which of his affordable gaming laptops was able to run Fallout 4. I am, as is probably very visible in this post, a hopeless case when it comes to understanding technical information... I bougtht the game five or six years ago in a german media store called Saturn. It says "games for Windows Live" right on the box, and whenever I installed it somewhere before, GFWL used to pop up when loading the game. Maybe because it's an old version...? No clue. Yeah, as I said, I was basically googling around like an idiot for any possible solution to make the game Windows 10 - compatible. I just saw a post on what I think was the Steam forums, where someone explained you had to change the .ini and also add a line. Tried it and it worked, in conjunction with that GFWL disabler I downloaded if I remember correctly. I backed up the original .ini, though. And yes, I figured it was all because I replaced that bloodpack with a different model/texture, so I tried changing it for another one. Unfortunately, the issue persists. Since I did not just edit in a new item, but instead replaced all blood packs in the game, that leaves me either with the option of manually removing all of them in the GECK, or somehow restoring the original model/texture... I think. So far no clue though how I would go about this, since it does not automatically reset to default when deleting the new one, and the original version is hidden/inaccessible to me.
  12. Alright, trying to answer this to the best of my knowledge... Here goes... Technically, the mod wasn't untested. It's just that it was one of those things I used to fiddle around in my increasingly scarce free time, so I basically changed/added whatever I felt like doing at the time. I thoroughly tested each new script implemented (most being fairly easy, partially cannibalized from base game scripts, other mods, and peoples advise on the forums here), but I have no idea wether any of them might conflict with each other. The issue described tends to pop up randomly during a save. As I said, I'm now about 98% sure I narrowed it down to one object, a replaced model for the base-game bloodpack. Having it in my inventory crashes the game immediately whenever I go into the pip-boys 'Aid' section. That's the only common thing I found so far. Games for Windows Live came with the installation. I used an Installer to disable it, but I can't for the life of me find any trace of it in the game files, and since I basically tried to hastily fix the game to work on Windows 10, I have no idea what exactly I did there. So - I guess that means complete reinstall? *sigh* And I did make the game 4GB compatible with a mod from Nexus. I changed nothing in the .ini except what was necessary to enable mutliple master files for the GECK, and another thing I read up about making the game compatible with Windows 10, without actually knowing what it meant, because I speak script about as fluently as mandarin chinese... Come to think of it, this might have been the thing you meant, but I simply didn't realize what the use of that change was. I was also completely unaware of the fact that running a PC game on a laptop could cause problems. Furthermore, I had to google what a GPU was, and I still have no idea how to look up which one my Laptop is using... ... I feel like a caveman now.
  13. Right-o! So, system specs are as follows. PC is a LAPTOP-P6BMCRQK. Processor is an Intel Core i5-7300HQ CPU @ 2.50 GHz. 8,00 GB RAM on it, of which 7,89 are still useable. Processor is x64-based. Windows 10. Install path is D:/Data/Fallout3 (custom game folder on secondary drive). Game is GOTY version, bought in store (so, not the Steam Version). I am not sure how to look up the exact number. I'm using FOMM and the latest stable version of FOSE, since it helped me with getting the game started on Windows 10. That said, I also used some patches for that which I might look up if needed, but right now can't remember since it took some trial and error. No mods other than those I made myself. Right now, just the one I'm trying to continue with. Contains custom scripts, lots of Nexus resources, custom Voice types and an alternative start, so basically skipping the main quest. If needed, I can provide more detailed information. I hope that's enough to provide useful information. If I missed anything, please let me know!
  14. Okay, I think I got it some more useful info. Messed around a bit and realized the Pip-Boy would only crash if entering the Aid section. Moreso, I am pretty sure (although not 100%) that it only crashes if I have a specific aid item with a modded model/texture in it. Could that be possible? And if so, how would I go about fixing it? Tried changing to another model/texture already, but it still crashes the game.
  15. Disappointed in humanity? I feel you, mate. But instead of trying to change it, why not just .... *drumroll* .... redefine it? :thumbsup:
  16. Found out what was wrong. Somehow, Codsworth (at least in my game) is really crappy at finding his way anywhere after being dismissed. Turns out when I took him with me while completing the Nuclear Option, and then leaving him on top of the Mass Fusion Buidling (dismissed to Sanctuary), he just kinda chilled there for my entire time of playing through the Nuka World DLC. I had to pick him up as a companion again, fast-travel to Red Rocket, and dismiss him right there. Boom, no more invisible companion in Sanctuary. Also turns out he's never on the companion radar for whatever reason, so no wonder I couldn't find him until I traced back my progress until where i last left him. Very very late to reply, just saw this and thought I might add this for everyone else who might have the same problem.
  17. Hi! So, I took a longer hiatus from modding FO3 after finally being able to afford a new gaming laptop with Windows 10 and whatnot. Today I decided to start working again on some older stuff. Reinstalled fallout 3, googled left and right for tutorials on how to fix the Windows 10/Games for WIndows Live compatibility. Fired it up, worked alright throughout the vanilla intro. I then copied all my old resources from the older laptop I used to mod at, in order to be able to further work on my old mods on a laptop which actually had a working keypad. First mod I ported is rather large (overhaul I made explicity for my own enjoyment), uses a lot of outside resources etc. Got it to work, started up the game. About five minutes in or so, I open up my pip-boy for the first time, only to have the game freeze and ctd on me almost immediately. Now I dread having to go through all the files I just ported in order to find out what's wrong. Thing is, it's been so long since I last played the mod that I'm not sure wether I had the same problem before or if this is a new thing. Does anyone know wether this is a vanilla thing, a Windows 10 thing, a porting-old-s#*!-over-without-merging-or-whatever thing, or... well, anything else? All help would be appreciated! ... I did say "thing" a bit too much there, didn't I?
  18. I even scrapped all beds in the settlement, since early on before doing the main quest I had one of them assigned to Preston before sending him away. I thought maybe since I never reassigned it, it might still somehow count as him living there. Didn't work either...
  19. Codsworth's at the castle. The markers show about 16 people. I already counted myself by saving, ringing the bell, killing everyone that arrived and checking wether the number went down. It went from 16 to 1, but there was no one else around. There are three things that could be responsible - First, I got a cat running around somewhere, but I didn't think it might count towards settlers/companions. Second, could there be a bug where the game still counts Sanctuary as Codsworth's residence even though I sent him away? Third, in the early game I stelathkilled Trashcan Carla's brahmin because it got stuck on one of the roofs, hoping it'd just respawn later. Instead, it's been lying in front of a house since then, dead as a doornail. Maybe that dead brahmin somehow got counted? I have no idea...
  20. Hiyah! I've been having trouble converting Sanctuary Hills into a raider outpost. Got rid of Preston and Sturges by sending them to the castle, made Mama Murphy overdose, sent Jun and Marcy to another settlement (which got raided later, so they're dead now). All my companions are parked either at the castle or at the Red Rocket. I had Piper and Ada as provisioners; both had homes at Sanctuary. Tracked them down using a mod and assigned them to a different settlement, too. Last I got rid of the Vault-Tec Rep and another named NPC (the one from Diamond City you can give a Nuka Cola to, forgot his name) by sending them away also. So now it should be all clear. But whenever I speak to Shank, I still get a message about one of my companions residing at Sanctuary. So... what the hell? Is this a bug, and if so, can it be fixed somehow? Thanks in advance!
  21. ... okay, I did it, and apparently it was the RealMIB.esp. No idea why though, since the game worked just fine with it before. :confused:
  22. Load order: Fallout 3 + All DLC's in chronoglogical order, then: Unofficial Fallout 3 Patch Survival of the Fittest - Needs.esm SotF - Injuries.esm Gangs of the Wasteland.esm Impervious Power Armor.esm FNNCQ.esm FNNCQ_DavidsLab.esm BattleHardened.esm MalosArena_EV.esm Companion Core.esm Robco Certified v2.esm BelthansQuoVagis.esm Alton, IL.esm MD_Jack.esm (no idea what this does, actually) MirelurkYoungPL.esm F3UmpaAnimation.esm MetalBoxes.esp GaryStaly to Gary vault 108.esp IrisMisterRobotF3.esp RealEyebotsAnimatedScreenEyeVersion.esp AlienShield.esp PresidentEden.esp MutantVariety.esp (self-made pugin, replaces Supermutant Leveled Lists with MMM varieties) suicider.esp Follower Autumn.esp LJD_ENCLAVE ENABLED.esp CASM.esp WAR_radio.esp MetalBlasterDanger.esp RealisticRaiders.esp (self-made, lets raiders spwan with raider combat armors and changes some of their hairstyles) RaiderRaces.esp (self-made, allows to play as various raider races) BetterLeatherRebel.esp (self-made, replaces the Pitt'S Leather Rebel with Tumbajambas Brutal Raider Armor) Cliff's_Sellable_Body_Parts.esp bltc.esp BLTC Immersion Patch.esp Better Museum of History EN.esp DM_masks.esp Museum.esp ThePittReforged.esp ABetterPitt.esp (self-made, changes some NPCs from the Pitt and adds some creatures to the Steelyard) AntAgonizerCompanion.esp 12BoltDivingHelmet.esp GrouseSlaverRadio.esp The Death House.esp Paradise.Falls - ReStocked Bar.esp Boradway_cinema.esp FleshBurningPlasma.esp UniqueItems_1.0_ENG.esp UniqueItems_1.1_ENG.esp Creature_GlowFollower.esp BauPetSupplies.esp RockCreekBoss.esp (self-made, adds a Mirelurk King Boss to Rock Creek Cave) RadioTenpenny.esp FO3Booze.esp BEWARETheMoleMen.esp (self-made, adds Molemen from Q's Creatures Resources for FNV to Molerat leveled lists) AntiSkillBooks.esp pickelhaube.esp Laurens_BAthroom_poetry_V1.esp attack of the clones V.1.1.1 RC1.esp BoogeymansHoodALTcombo.esp Wazer Wifle Retexture.esp Blammo Corp. 1.02.esp Republic of Dave V The Dominion of Gary.esp RobCo Certified v2 Version Updater.esp Companion Core DLC Addon.esp GhoulSafariDeluxeBSPIttAnch.esp RobcoCertified v2 Zeta Addon.esp NightmareRealm.esp Mr Smith's Scrapyard.esp BQV2PL.esp BQV2TP.esp HereBePirates.esp (self-made, basically transorms Point Lookout's Smugglers into pirates) STFUVargas.esp (self-made, mutes the NPC Paladin Vargas) ClassicEnclaveAPA-Better-APA-english.esp GunOil.esp Existence 2.0.esp AltonAddon.esp Acquiredimmunity.esp AReasonedArgument.esp The Mantis Imperative - Mantis.esp IntoTheDeepWoods.esp The Traveler Project.esp Abraxo-to-Mr.Sparkle.esp A Devil's Wish.esp A Devil's Wish - Patch v1_4.esp TheyWalkAmongUs.esp SevenSins.esp FuzzyFurryBehemoths.esp ConfessorCromwellDecay.esp OfHumansAndMonsters.esp RealMIB.esp PWSerialKiller.esp ...and the new merged patch I mentioned above, which should include all of the aforementioned mods. Edit: Fallout Script Extender is enabled. However, if I uncheck all boxes in FMM, the game suddenly works again. Any suggestions on how to determine which mods may be responsible, or do I have to re-check them all one by one and see which one it might be?
  23. Update: Just deleted most recent save files in cas they were somehow corrupted. Then reinstalled the game fresh from the original disc. Didn't work either. Yarrgh!
  24. Try out this dude - The only follower you'll ever need ;) http://www.nexusmods.com/skyrim/mods/44557/?
  25. Hi! I just experienced a crash while trying to enter a new interior. After that, I created a merged patch since this usually fixes that issue for me. Now, whenever I start up my game via FMM, it starts up normally but won't progress past the title screen. The usual "Play", "Load" etc. won't turn up, instead there's just the background picture soullessly staring at me, causing headaches and severe frustration. I thought maybe it just needed some time or something, so I went shopping for groceries which took about fifteen minutes. I returned to find it still there, music playing and everything, but still no options displayed. My jimmies have been severely rustled by this issue, and any help would be appreciated.
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