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MrNeedles

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Everything posted by MrNeedles

  1. It can even use weapons! PM sent, no question - This is exactly what I needed!
  2. Hi! For a Fallout 3 mod I'm working on, I'd need somebody who can help me proof-read a lot of notes and terminal entries. Sadly, I'm not a native English speaker and seeing as there are going to be a LOT of these little stories scattered around, I'm a little afraid of making a fool out of me because I no good can do Engrish :confused: Besides that, ideally said person could also help me out by double-checking if I messed up any of the pre-existing lore from Fallout 3 and (since I never played it) espescially Fallout 4. I do a lot of research, but accidentally messing up something along the lines of Bethesda placing Jet in pre-war containers would be very embarassing. The mod's supposed to take place a few years after the events of Fallout 4 and is inspired by Naugrim's outstanding DUST mod for FNV. Basically, for undisclosed reasons Maxson never returned to the Capital Wasteland and in his absence everybody mysteriously got sick and the whole place turned into a clusterf*** of bad mojo real quick. So the lore's already bent more than a little, but as long as the little details are right, it shouldn't sound like too much of a forced drama. Hopefully, that is. So... yeah. Please tell me if you're interested in helping me out. Not in writing the story, I'd like to do that on my own - But in occasionally assisting me with boring stuff like pesky grammar, writing style and lore questions. Yay!
  3. <sarcasm on> Geez, you're acting as if there was a tendency to reduce female characters to oversexualized bimbos. What will you demand next, depth of character? <sarcasm off> In all seriousness though, I don't think 'modders as a group' necessarily think that women aren't strong enoug to wield big weapons and carry heavy armor. I suppose the general preference simply goes into the opposite direction out of purely aesthetic reasons (bikinis instead of plate armor, for example -and I suppose from there on it's only logical that lighter clothing dictates lighter gear/weaponry). In this regard, parts of the modding community might simply reflect tendencies and preferences which are also largely present in the general population. I definitely don't mean to say that everyone making these mods is necessarily sexist, but I do think that the continued reproduction of certain character archetypes (cute-but-sexy girl as opposed to gruff'n'tough elite-merc-ranger-sniper dude) might show how certain ideas of gender identity are espescially prominent in society. Maybe. I guess. :huh: Btw., back to the topic, there's always Uthgerd the Unbroken! And she's easy to recruit, too - Just a barbrawl away!
  4. I used the FNNQC (or was it -CQ?) slavery mod to make Paladin Vargas into a Pitt-rags wearing slave because... Well, because I don't like him and I don't like the Brotherhood either. There, I said it. I've actually never finished the game in favour of them. The way I see it, after killing off the Enclave there's still another faction of self-righteous technophile opressors left in the Capital Wasteland, so I nuked their asses to give TRUE freedom to the people. ...also, because Vargas is essential, I had fun turning him into a personal punching bag and shooting at him for no reason. And when his voice annoyed me, I went into the GECK and gave him the headscar from Point Lookout and a really bruised face, then took away his voice type to roleplay that I somehow muted and lobotomized him. Now he can be my favourite pet forever and ever and ever :wub:
  5. No problemo! But by all means, please take your time - It's really not that urgent! You're doing me a favour already, so no need to stress yourself :thumbsup:
  6. Oh my god, thanks a bunch! Even if you just try it, I'd be very thankful :laugh:
  7. Hi! I've been recently looking to find some cool models to represent FEV infected wastelanders in a mod I'm working on. The idea is to make them look more human and less than the supermutant-esque abominations you find in Vault 87. I stumbled upon this resource ( http://www.nexusmods.com/skyrim/mods/65236/? ) and thought that those rotfiend models might be just the thing if rigged to the hillfolk skeleton, or if that doesn't work, maybe to the Zeta Abomination ones. However, I've been trying to figure out how to do this in .nifscope and blender, and I don't think I'll be able to pull it off. I'm more into writing stories and less into the more technical aspects of modding (a typical right-brainer you could say, or was it left...? Anyway...). Could one of you guys provide me with a rigged creature version of these beauties for Fallout 3? It would really add a lot to the quality of my mod, and I'd be sure to give whoever would be willing to do so the proper credit for his/her work. Greetings, MrNeedles
  8. Hi! I've been messing around with the GECK while trying to create my own interiors by copypasting already existing ones or mashing bits and pieces of two or three at once together. Now whenever I visit said interiors, I get these strange gray walls which look as though the level wasn't quite finished yet (you know, the gray nothingness you might otherwise see while using tcl or tfc and moved your camera or character too far out of a level's boundaries). However, once I run through them, the rest of the level continues normally and I can pass on (as opposed to "falling through" the level). I checked, and the gray walls don't just appear where I patched various interior pieces together. As far as I can see, they appear pretty randomly... Anyone know what's going on?
  9. Hi! As the title suggest, my game runs just fine most of the time, but I suffer from frequent CTDs in very specific situations. The game crashes... 1) When I first load up a game and try to save/leave the current interior or enter a new one. I already found out I could work around this by killing my character once via console and letting the game reload, but it's a temporary and very annoying solution at best. 2) Fast Travel. Some locations work, some don't. There does not seem to be any particular reason, someties one that didn't work before works just fine on the next try. Modded locations work as well or not as vanilla ones. Fort Bannister is just a crashfest, but it always has been in all of my recent playthroughs for some reason, modded or not. 3) Entering / leaving an interior. Okay, here's the deal: IF is started my save by killing myself, I can leave the current interior just fine. I usually can even fast travel and enter new interior somewhere else. However, if I try to leave said interior, BOOM, crash. 4) Saving. Autosaves are disabled. I can do a hard save just after I started the game in the usual way (killing myself first) and even once I leave any interios and move around on the outside. The more time passes, though, the likelier the game will crash if I make another hard save ANYWHERE in the game world. If I enter a new interior and try to save inside, the game also crashes. Arrrgh! Okay, that's it. I'll gladly upload my load order if it helps. I really don't use that many mods at the moment. My PC's specs are pretty bad, because I'm a poor sod. I can also upload them later, though. I'd also like to mention that I already tried to play the game with one mod loadout, then changed to a second one, then tried it without mods at all. The same problems persist to haunt me any way. So, yeah. I hope somebody can help me with that. I'd really love to stop smashing the keyboard every time I try to have a little peace and quiet in the wasteland we all love so much. Any comments would be greatly appreciated. Greetings, MrNeedles
  10. Everything is now fine and dandy. Thanks a bunch again!
  11. Yaaay, it works! One last thing, though: The creatures are now still disabled in the morning even if they're dead. To stop this, would it be enough to add another line under elseif IsInCombat !=1, like this: elseif IsDead !=1 ?
  12. Sorry for bothering you again, just wanted to let you know that I got a slightly modified version of your original script to work which goes like this: SCN WretchedNightspawnSCRIPT BEGIN GameMode If GetCurrentTime >= 18.0 || GetCurrentTime <= 6.0 WretchedNightspawn1.Enable elseif WretchedNightspawn1.IsInCombat != 1 WretchedNightspawn1.Disable endif endif End Unfortunately though, this script only works for a single, unique RefID, while my idea was to place various leveld creatures in the gameworld and make them spawn at night close to the subway entrances. Do I have to make a script for each reference now, or include each reference in the script? Is there an easier way?
  13. :D I just read that. As soon as I get back on my modding PC, I shall cleanse all form-ID's of this game-crashing filth! Thank you once again.
  14. Good to know! I'll rename all my new creatures and NPCs, then - just to make sure.
  15. Hi! Anyone know what might cause random CTDs when entering indoors, waiting next to or approaching a recently modded location? Could it be I accidentaly deleted some important reference? For example: I use the Alternative Start: Roleplay mod. Leaving the (modded) building from which it starts the game is no problem. Saving dirctly after isn't, either. Then, afterwards, I want to check out some locations I worked on previously. I fast-travel to the Flooded Sewers / Flooded Metro / whatever, no problem. I enter, no problem. Then I want to check out the Statesman Hotel / Our Lady of Hope Hospital. I fast-travel there, everything's okay. I try to save in the immediate area - CTD. I reboot, reload, try to enter one of the buildings - CTD. I reboot, reload, try another entrance - CTD again. Another example: I modded the Fort Bannister worldspace. Fast-Travel is a No-No, so I try reaching it by foot. As soon as I come even remtely close - even before seeing the location itself - I get another CTD. Am I missing something really obvious, or is my game just f***ed? Please help me out on this one, I'm running out of cigarettes and aspirin!
  16. Sadly it isn't. I cannot even enter and save the script, since every time I try I get the following message: SCRIPTS: Script '(null)' line 2: Script command "00WretchedNight.Enable" not found. Context: DEFAULT "Yes to all" will disable all warnings for this context. Might this have something to do with choosing the wrong script type? Or did I just enter something wrong? I'm sorry for bothering you again, but I have the feeling I couldn't wrap my head around scripting if my life depended on it if I see stuff like that message...
  17. Thanks again. If the mod gets released, I'll make sure to give you credit for the script!
  18. Thank you so much, that was precisely what I needed! One question though, wouldn't the script disable the creatures at 6 am. even during battle / while otherwise visible to the player?
  19. Hi! Does anyone know how to make a script that makes a certain type of enemy only spawn at night in certain places? Any help would be appreciated.
  20. Hello everybody! After years of only taking what others produced, I recently started work on my own first mod intended to be released to this site. It is supposed to be a complete overhaul of the Fallout 3 map, heavily inspired by Naugrim's wonderful DUST mod for Fallout: New Vegas. Without telling too much yet, the story is supposed to take place around ten to thirteen years after the ending of Fallout 3, so obviously, there won't be any of the original quests around anymore. My problem now is this: I have no idea how to properly script or how to effectively get rid of pre-existing scripts without breaking the entire game. Most of what I had to do so far thankfully didn't require any of this, but I know I have to get around it some time. I really loved how DUST had his own custom alternative start / CG sequence and I would really love to create something similiar for my own mod, but totally lack the skill. I tried picking apart already existing AltStart-Mods to find out how they work, but to no avail. Does Fallout 3's heavily scripted Intro part make this more complicated than for New Vegas? Any help with these issues will be greatly appreciated. P.S.: I feel I need to mention I am not a native English speaker, so I hope I explained everything in an understandable manner. Cheers! Edit: Nevermind, I just found this: http://www.nexusmods.com/fallout3/mods/6651/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D6651&pUp=1 Just in case anyone has the same problem, this resource is great!
  21. Hello everybody! After years of only taking what others produced, I recently started work on my own first mod intended to be released to this site. It is supposed to be a complete overhaul of the Fallout 3 map, heavily inspired by Naugrim's wonderful DUST mod for Fallout: New Vegas. Without telling too much yet, the story is supposed to take place around ten to thirteen years after the ending of Fallout 3, so obviously, there won't be any of the original quests around anymore. My problem now is this: I have no idea how to properly script or how to effectively get rid of pre-existing scripts without breaking the entire game. Most of what I had to do so far thankfully didn't require any of this, but I know I have to get around it some time. I really loved how DUST had his own custom alternative start / CG sequence and I would really love to create something similiar for my own mod, but totally lack the skill. I tried picking apart already existing AltStart-Mods to find out how they work, but to no avail. Does Fallout 3's heavily scripted Intro part make this more complicated than for New Vegas? Any help with these issues will be greatly appreciated. P.S.: I feel I need to mention I am not a native English speaker, so I hope I explained everything in an understandable manner. Cheers! Edit: My bad, I moved the topic to the GECK discussions section. Now how do I delete this one?
  22. Hello everybody, I have a little problem that really frustrates me. I have played the main storyline already and got stuck at the end and couldn't start Broken Steel because I had already installed a mod that allowed me to start the game as a raider. However, with the installation of the Custom Races Fix I was able to proceed. Now I am stuck again at the President's Metro. Everything is repaired and working, but I cannot pull the lever that would start the ride to Adam's Air Force Base. Please, do you have any suggestions what to do? I was already so excited to blow up the Citadel :D
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