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Sepherose

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Everything posted by Sepherose

  1. Open your current ESP in FO3Edit and copy all of the objects that don't need to be changed into a new file. Then you'll only have to remake/edit the few that do need to be changed. Thank you for reminding me I could do that. *facepalm* Now I feel like an idiot, but for a good reason lol. EDIT: I forgot to ask, can I do the same script trick to the repair lists? I know it would require a different script, but is it possible and what is the command?
  2. Not Alexscorpion's, but this might be what you are looking for.
  3. Yeah but I'm no fallout 3 mod vet. XD HP and I have been talking in PMs anyway, seems like an entire rework of the mod is going to have to be done if the script thing is going to work. I'm thinking I may make some compatibility patches the hard way (manually). It would only be fair to the people DLing this mod.... Thank you :) Although, the above explains (I think) why this may not work.... But I may in fact rework the entire thing and implement this... which means pretty much starting the ESP from scratch, but, all for the better, I believe....
  4. You can add items to existing leveled lists in the GECK without having to resort to scripts. There could be some reason that I don't know about for why that wouldn't work for you, but that is how I do it. When you create a merged patch in FO3Edit, one of the things it does is compile all the modified leveled lists, form lists, and such, from all the mods you have active and loaded in FO3Edit, and creates new objects that incorporate all the changes those mods made (to a point.) As far as I'm aware, this is the primary way of getting new items spawning in existing containers, on existing NPCs, and so forth. A warning though: in order for form lists to be compiled correctly, your additions need to go at the bottom of the list. When you drag new objects into a form list in the GECK, it inserts them at the top. I don't think order matters for leveled lists though. Something to keep in mind when you're making repair lists for your project. Er, I don't think you understand, I am already altering the leveled lists, and it is working great, what I am worried about is optimizing compatibility, and a script, from what I understand would do this while not requiring the end user to muck about with merged patches.
  5. That is what I am CURRENTLY doing lol. It was suggested that I use a script INSTEAD so that it maintains compatibility with other mods.
  6. Alright, so I have been working on this. And I have hit a spot that could potentially make it useless to a lot of people, and I mean a LOT. It was suggested that I use the aforementioned script type to add items to their leveled lists but I have a couple of problems/concerns: 1: I am a fail GECK scripter. 2: I have some concerns due to what the GECK wiki states about this command: Optimally, I would like someone who can script to help me with this. But I would also settle for friendly advice.
  7. Do you have FOSE installed? You may try that. I haven't used anything on that list except for CALIBER and Fellout, but I wouldn't be surprised if the other need FOSE. LINK Try that and then drop me a line, I may be able to help you more if that doesn't work.
  8. If you are interested in visual goodies you can check out my diversification mod here. It's purely visual with exception of Moriarty's new outfit. Just figured I'd toss that out there. :)
  9. Interesting theories. From my own personal experience I have found that adrenaline allows you to shrug off a surprising amount of physical damage. At least you may not notice that you are hurt until later. That is part of the evolutionary benefit of the fight or flight syndrome, along with faster clotting. As for alchohol making you easier to kill with knives, I suppose that is true unless you are the Drunken Master, but it would have more to do with your lessened mental and physical coordination than because thin blood makes you bleed out faster. An arterial bleed is pretty fast without blood thinners, and by the time that your blood has been thinned enough to run faster, you would likely be too drunk to fight very well, if not passed out already. Thin blood doesn't really factor in much. It has a lot more to do with where someone is cut than how thick there blood is. And again, being a little drunk can make someone ignore pain and be more aggressive, making them a tougher opponent. Not that I expect anyone to believe anything said on internet forums, but I have many years of hand to hand combat training (including knives) and a few fights to use for reference. Opponents who are intoxicated with methamphetamine or cocaine (which speed up heart rate) can actually be extremely hard to take down; just ask a police officer who has had to do so. Just to let you know, alcohols thinning effect may not have much of an effect, but it does retard the bodies capability to STOP bleeding for quite a while. A scraped knee can bleed like you are a hemophiliac if you are drunk, and continue to do so for quite a while. You may want to work that in if you can. (I would suggest something similar to the "Everybody Bleeds" mod here on Nexus, but it would be through a script, I.E. player is drunk, gets hit for 10 dmg, takes 1 dmg a sec extra for 5 seconds, then 1 damage every 15 seconds for a minute.) But that is just my opinion. :)
  10. I put it only on Moriarty, and made it so it couldn't be used to repair anything. I figured that deserved a unique place :) Also gave it a +2 to CHA and a +1 to Luck, because you know that guy has got to be lucky to be such a angel and still be alive XD Also called it Moriarty's Threads. :)
  11. Well, that would be easy enough, it'll be in the next update, and as per request, Moriarty will wear it, I'll even give it some spiffy unique bonus :)
  12. Actually, I think that would be hilarious to throw on the raiders list as an occasional thing. XD I'll PM my email to you, all I need is the name of the base outfit so things go a little quicker on my end. :)
  13. The file can be found here. I recently was told by these users that I could incorporate their ideas into my mod: Braindawg CaBal120 BenZen Quetzlsacatanango I was curious if anyone else might be interested in contributing. If you are but don't feel you could make textures, or just don't know how, I have created a tutorial vid series and that can be found here. Everyone is welcome to give it a shot, but a few rules apply: I would like to keep this as lore friendly as possible, I.E. any band stuff or styles that appeared after the 1950s should really be avoided, as it is unlikely that they appeared int he Fallout timeline. Things like that. If you are interested in doing this, please contact me through a PM or on my mod filepage (not the tutorial filepage). EDIT: Added Quetzlsacatanango to the list.
  14. I made some texture tutorials that might help with your armor, if you need any, here. Also I am working on my own mod here, you can see some of my texture work there, I could probably be persuaded to help if you like. Drop me a PM if you are interested. Oh right, I approve of this mod XD Sounds like it'll add some killer flavor to the game.
  15. Well, ask permission of the author, find out about any scripts and if the original needs FOSE, if it does have/need either of those, you are going to have to as the author how you might go about doing it. There is also the possibility of getting permission, if you need FOSE, launch FOSE powered GECK, load their plugin, make sure not to set anything as active, find a cozy spot in said armory, add a door, make your home, add a door inside that, and link both said doors. Then you have a shared armory and access to both player homes from it, just make a note that the original author's mod is needed, and you should be good. This is all with permission of course. Oh, and make sure to Navmesh your home, and when you do, do it by hand. There are vids on Beth's youtube that explain it really nicely, and a few other things about dungeon/interior building.
  16. I would agree with you there, with the exception that I can do anything I want in the CS, except save, and that is kind of integral to modding :laugh:
  17. 6 GB RAM, 1GB vidcard, 3.2 Ghz duo processor, and over 300GB of free HD space, so that isn't the issue, as for UAC, I use take control and also disconnected my comp from the net, then disabled UAC (temporarily) and still had the same trouble. All drivers are up to date as well, so the problem still eludes me....
  18. This is relevant for me, although I am on Win7, with 6 GB RAM, and here are a few other differences: 1.Can load up, can't save, crashes. 2. Can place stuff for hours. Can't save, crashe. 3. Can load Oblivion.ESM and all the DLC ESP files, try saving, crash. Ahg... I really want to be able to make a dungeon, but this is turning me off of that... :(
  19. I am working on a clothing diversity mod (here), I'd be more than willing to allow you resource usage if you would like. And if you have any retextures (replacer or otherwise) in mind, let me know the idea, and so long as I can use it in my diversity mod, I'd be willing to do it.
  20. I.... Can't help you or I would. You may try checking out this. It could help you, but you will have to reinstall all your mods, although that shouldn't be too hard.
  21. This would be awesome. And like what was previously said, don't get discouraged :)
  22. Use Comodo Security Suite, it's a bit spazzy till it gets used to what you run on your comp, but you can add exceptions to it as they come. It tends to recognize OBSE/FOSE as unknown potential malwar, but you can just make it an exception, and it'll do the same to any plugins for them, but again, you can add exception. Once it gets used to you, it's a nice little gizmo. :)
  23. Alright, so some people here are aware I am working on this. The problem is, I am only one person, and this is a very large vision. I can do it, but I think people would enjoy it being "completed" sooner. (I don't think a mod like this will ever truly be complete, but it can add a lot of flavor.) I need texture artists that would be willing to take direction (very basic, as I wouldn't want to stifle creativity). Anyone that helps would be given a specific file (emailed) that is structured and the textures re-sized and renamed, along with a text file giving a very open to interpretation of what is needed with each texture. Anyone that does help would be given full credit for their work here and on the filepage. GECK implementation will be handled by myself, as I have a structure already in place for it and wouldn't want it getting mucked up by a slight mistake in my explaining it or someone else's understanding of my explanation. If you are interested PM me with a link to an example of something you have done please. I don't want to be "exclusive", so anyone would get at least an opportunity to try out for a section. Thank you for your time :)
  24. Bump, as I have this same issue and can't figure it out.
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