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Sepherose

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Everything posted by Sepherose

  1. Big town, go into BT, turn around and look back across the bridge. Go out to the street and take a right, walk until you hit a house, go around behind it and enter the unblocked door.
  2. If anyone that commented is interested, I have a test ESP up that adds two variants of combat armor here.
  3. If I knew scripting and i wasn't working on a visual overhaul mod then I would give it a shot lol.
  4. Oh well, like I said, it'd probably break something. So yeah, best bet is probably the script and that is beyond me.
  5. Well that ought to be interesting, I hope someone does it :)
  6. Arachnophobic? Anyway, in all seriousness, You could simply make an ESP that deletes their entries in the creatures section. It could definitely break some stuff, but it'd work so long as it loaded last... well, maybe not on mods that add new kinds...
  7. Here With that all you have to do is hit them and you get max XP. :)
  8. Okay, found someone that should be able to implement them, and I have sent off some test textures to see how this goes, hopefully, without a hitch. :)
  9. This would.... actually be a really cool idea. Mind you, I'm mainly texture work so I would be no good for this, but kudos for the cool idea. :)
  10. I will, as soon as I find someone that can set up the textures I make in the GECK for me to overlay onto the armors. You wouldn't happen to be one such person, would you? :D
  11. I would have to agree with you there. And I'm actually (pleasantly) shocked that a staff member is supporting my doing this, I would think that you guys have seen amazing retextures, better than mine anyway lol. There is only one small problem: I can make the textures, and I can apply texture sets to armor, but adding texture sets into the GECK is a bit beyond me. For now, since they have all been small, I have been using duplicate meshes. I know this isn't absolutely needed, so the only thing I would need would be for someone to take the textures I have done and place them into the GECK texture sets area, then send it back, and I can set up the armors themselves. I may need to trial and error it a bit for the random outfit selection lists (how to get them working), but it shouldn't be difficult, worse comes to worse and I may be able to get someone to help me. Anyway, thank you for the input and support. :)
  12. Alright, so recently I discovered I'm not too bad at making variants of textures, (examples under the image tab) and I was wondering if this has been done already: Make multiple variants of each armor and outfit in the game, apply a variant texture set to each of those in the GECK, put them on a coverall list (I.E. PainspikeLIST would have Painspikevar1, painspikevar2, etc.) and replacing any solidly chosen outfit with a random list to choose from (I.E. BOSPAlist would have variants in it, and any generic BOS would, instead of having PA in their inventory, have the list there, so each one looks a little different) there would have course be the raider armor lists as well, which would have all variants of all raider armors on them, so raiders would have a huge variety. Anyway... I'm asking because i was wondering if people might enjoy this if it hasn't been done, as I would enjoy making it. Please let me know what you guys think. EDIT: More examples here, as well as the others, under user images.
  13. Hmmm I could give it a shot...here is something I have done already. Let me know if you want me to.
  14. Look up the Wasteland Mastery mod, it gives you bonuses for going over 100 with skills, and in the descrip there are links to two complimentary mods that increase level cap to 100 and also allow you to spend points past 100 (the second one is an absolutely needed one). Have a good one. :)
  15. I would be very interested in this actually, I have one fairly minor mod that would be nice to have a unique voice set for. http://www.fallout3nexus.com/downloads/file.php?id=13351 In the images there are pictures of the UUE victims, and I would like to have a unique voice set for them, considering they are like SMs but they aren't, and have a different back story, and the fact that at some point I want to make a companion version of one of them, and HE should have a unique voice as well... but yeah, PM me if you are interested.
  16. Here is the filepage: http://www.fallout3nexus.com/downloads/file.php?id=13351 Alright, what I have done, and what I have implemented are two very different things: I have the armor implemented I am working on a weapon right now I have victims of the UUECA finished in rough draft (they are tough) and implemeted on my end, but there is some bugginess I am having. What I am aiming for: A quest that will be required to get the armor, given by a unique UUE Victim that is also a companion. (I had this mostly done then my comp went buggy and i had to load a backup, but even before that I was not able to go into or out of megaton with him, or into an interior or out of it without the game crashing something horrible.) So I need someone that knows how to implement companions and do quests. I can build the areas that will be visited by the player over the course of the quest, which I am also working on. So, I guess what my big thing is, is that I need help bringing in a new SM companion, and I will probably need someone to build the quest in the GECK. Any takers? If so PM me, please. I really do need the help.
  17. Ummm.. well, could someone elaborate on that? Either point me to a tutorial or give me more info than a "yes"? lol
  18. Well, only one question really: If I were to say, download multiple body replacers, unzipping them to their own folders within the meshes and textures folders respectively, would it be possible to make races that use only the specific body I want (I.E. Making a group of guys that use the Brawler body type, but only they use it, then making a group of people that use only the emaciated body type, a group of people that use one of the BABE body types, etc. etc. etc.) My goal is to make A: (Primary) Make a few new areas for GTS that have groups, or mixed groups, like this and B:(Secondary, may not happen even if I can do it) Add more diversity to the vanilla game world (I.E. Making the guys that are dying of thirst use the emaciated body type and altering their faces appropriately, making the leveled male raider "pseudo-bosses" use the brawler body type, etc.) I want to first and foremost do this for presonal use, but if I CAN do this and get permission from the respective authors of the body replacers, I would like to upload and share it to....
  19. Haivng a VERY similar problem. Except I'm not trying to get INTO rivet city, i'm trying to get OUT of rivet city. Fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm Unofficial Fallout 3 Patch.esm Unofficial Fallout 3 Patch - Operation Anchorage.esp Unofficial Fallout 3 Patch - The Pitt.esp Unofficial Fallout 3 Patch - Broken Steel.esp Unofficial Fallout 3 Patch - Point Lookout.esp Unofficial Fallout 3 Patch - Mothership Zeta.esp FOOK2 - Main.esm FOOK2 - [*censored*] World And Neighbourhood Kit.esm FOOK2 - [DIK] DLC Improvement Kit.esm Phalanx-PerksAndStims.esp Tau Ammo.esm FOOK2 - Main.esp FOOK2 - *censored* Map Markers.esp FOOK2 - [DIK] DLC Improvement Kit.esp FOOK2 - [EVE] Energy Visuals Enhanced.esp FOOK2 - Mothership Zeta.esp FOOK - Shopping Cart Scrap.esp KarmaRevamp1010.esp Vault-Tec Experimental Dimensional Safe.esp DeadlyTurrets.esp tptPayback.esp MegatonContracts.esp Peaceful Tenpenny without 3 Dog.esp merc.esp NotSoFast.esp IntoTheDeepWoods.esp AReasonedArgument.esp PLweightadjust.esp Cliff's_Sellable_Body_Parts.esp Lawbringer Boutnies Ver1.1.esp The Prisoners.esp Tau Armor and Weapons And Vendor.esp Tau Armor and Weapons And Vendor - Zeta Addon.esp Phalanx-MainFollowerModule.esp Auto Aim Fix v1.1.esp Total active plugins: 35 Total plugins: 125 I noticed that Disabling the UOFO3 Patch fixes my problem. try it with yours. Whatever the problem, it doesn't originate from UOFO3 unless it's a conflict with another mod you have, I have it active and I can enter and exit RC whenever I like without a crash....
  20. Actually, before even attempting my own mod let alone DL one, I DLed FOMM, as I played Oblivion for quite a while and already knew through other mistakes that having a mod manager is ESSENTIAL if I was going to be using community mods, but I do appreciate the help (also DLed FOSE with it and got the most recent version at the same time I got the newest official patch). The reason my listed load order is as it is, was because I at first figured that the load order was funky, and I found a plugin organizer program (and I already DLed the newest patch) and used that, and that is the order it showed up in, but still didn't work. I appreciate the link to CRAFT, and I was able to find it last night before checking this thread after I edited my first post, which subsequently fixed the issue I was having.... next I'm going to try merging the mods I use for my own use so I can clean up my data folder, I hate having things so cluttered in my folders. :) Thanks again though!
  21. Alright here is my load order: -Main Files- Fallout3.esm Unofficial Fallout 3 Patch.esm CALIBR.esm (V.08) FOOK.esm (V1.6) FO3 Wanderers Edition-Main File.esm (FWE Master Release 2.0) GlobalTravelSystem.esm (RC4) Mart's Mutant Mod.esm -Secondary Main Files- FO3 Wanderers Edition-FOOK Support.esp FOOK.esp (V1.6) FO3 Wanderers Edition-Main File.esp MMM.esp (RC4) *foip files* MMM-FOOK.esp MMM-FWE Master Release.esp ** FOOK-Owned!.esp FOOK-Free Play After MQ.esp FOOK-Tougher Enemies FOOK-No Requirements for Miniguns, Gatlings, 20mm Flak.esp MMM-Increased Increased Spawns.esp MMM-Zones Respawn.esp MMM-Feral Ghoul Rampage.esp MMM-Natural Selection.esp MMM-Tougher Traders.esp MMM-Hunting & Looting.esp MMM-No Ghoul Raise.esp MMM-FacesAll+FOOK.esp Mutant Perks for MMM Dogmeat edition.esp psychoelfs FOOK 1.5 and MMM lev stripping.esp (already tried disabling this one because of the 1.5 FOOK and my having 1.6, but it didn't fix it) Item Room.esp KillableKids.esp (don't judge, it's Fallout lol) PersonalTerminal.esp Fellout-Full.esp MaxLevelWorkaround-HP.esp I know, it's a long list, but I have narrowed it down to something to do with FWE, it works fine when I disable that one... any help would be great as I am pretty sure I would have an (actually) challenging game to play. (Barring the personal terminal and Item Room mods, but thats beside the point lol) EDIT: Checked it out in FO3Edit, and it says I am missing CRAFT.esm, which mod, or a link, please?
  22. I had put this in the Mod Troubleshooting section, but it seemed more fitting here. Alright, so, I'm no pro modder, by even a stretch of godlike proportions. What I *usually* CAN do though is make new weapons in the games respective editors, and I have figured this out, mostly, in the GECK, but I have come to a brick wall: The gun is meant to be an Expirimental Crowd Control pistol, being worked on before the war to help with a growing number of "insurgents" and "non-patriots". It is not meant to do much damage, not by a long shot, but is simply meant to temporarily stun the target and surrounding targets with a small concussive blast (the main target obviously getting a small amount of injury). The problem with the pistol, although effective, was TOO effective, the concussive force was bone shattering and threw the original target quite a distance, with surrounding targets only receiving concussions, and herein lies my problem with the GECK: I have upped the force of the projectile to immense levels, comparative to normal bullets, and lowered the damage, even made a tiny explosion that has the "Always knocks down living actors" tag, but all it does is "tickle", doing a paltry 3 dmg, any feedback?
  23. I moved this as it seemed appropriate in another area.
  24. Well, what I have been looking for is a resources with large (damaged and aged, or simply aged) buildings to import into the GECK. I am having one of two problems, either it's there and I'm too blind to find it, or it isn't there because no one has made one. Can anyone help me out on this?
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