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Everything posted by yojeff
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Since they have different videos for all the races and gender, they probably didn't generate them automatically. They must have made static items (like the Overseer and Amata). A Photo mode would be fun!
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Mod Creation/Design Best Practices
yojeff replied to Garuda002's topic in Fallout 3's GECK and Modders
When you say do you mean "its own wasteland WORLD"? You did duplicate the world, not just a cell in the world? -
Mod Creation/Design Best Practices
yojeff replied to Garuda002's topic in Fallout 3's GECK and Modders
Just to add, you shouldn't delete stuff in the original cells, since other mods might expect that stuff to be there. -
I have installed the mod from www.afkmods.com. The in-game map hasn't changed (It's the map from Roads of Cyrodill). Where could I find a vanilla-style map? I don't see one in the bsa files that come with the mod. Thanks!
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Modified NPC stops engaging in conversation
yojeff replied to yojeff's topic in Fallout 3's GECK and Modders
So the answer was that I was checking the Goodbye checkmark. (To have the behavior where the NPC says only one line, and doesn't open a dialog). I thought that the first "dialog box" would show during playing, but it doesn't. After activating the subtitles, I saw my greetings. So I removed all the checkmarks. I see the greeting, and then I exit the dialog with her standard exit. -
See-through wall elements after modifying Moriarty's
yojeff replied to yojeff's topic in Fallout 3's GECK and Modders
They are RoomMarkers, and they are in the Show/Hide Window. Thanks for the help! -
I want to make a bigger room in Moriarty by combining the guest's room and Nova's room. I've replaced the corners section with wall sections. Everything is fine in the Geck, but in the game, there is a weird visual bug. https://imgur.com/a/fifDU6q When I stand in the guest side, the wall elements in Nova's side disappear (those I modified and the far wall that I haven't touched). When I stand in the Nova's side, the wall elements in the guest's side disappear (those I modified and the far wall that I haven't touched). Any idea? Thanks!
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Using Disable on the parent xmarker of an Enclave Camp.
yojeff replied to yojeff's topic in Fallout 3's GECK and Modders
So the answer was that the FFEnclaveEncampment27xmrk has another marker as an enable parent, and we can't call disable on an object that has an enable parent. -
This one was a new NPC for testing a couple of things. Since the Find package wasn't working, I stopped using it. Thanks!
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I modified an unnamed scribe from the citadel. When she uses my new packages, she stops responding to the E button. --- I added Greetings in a quest (priority 95), with different greetings for different stages. I added different packages for different stages. (An Escort package similar to Dad's, a Follow similar to Fawkes') I added a topic to start her section of the quest. When I go to talk to her, she greets me with her original greetings (tested a couple of times). I use my topic. She escorts me to her cache (A bit of script adds an armor, and "evp" her), and then follows me. (Two packages I added). The problem is that she stops engaging in dialog with me. I press E to start a dialog, but it doesn't work. She turns toward me for a bit, and then continues her package (Escort or Follow). When I click on the Dialog button on the NPC form, I see the Greetings I added. I also see her original greetings. --- I don't know what is not working. I have added a new NPC with new topics and new Greetings (depending on the quest stages), I have added topics to Casdin. Those two work fine. I'd appreciate ideas, or terms to google. thanks!
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Thanks for the comment. The box is on the ground, in the Wasteland. It isn't owned. The NPC doesn't pick up anything, not the armor in the box, not an armor on the ground, not ammo on the ground (with a second package). She move toward the stuff, and the package is "processed" (ShowMessage working in the End Section), but she simply doesn't pick up anything. Dogmeat is able to pick the ammo, so my packages are wrong. I've decided to use something else. Thanks!
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I'm trying to make a Find Package for an NPC to pick up an armor in a container (in the Wasteland). The NPC goes to the container, but doesn't find the armor. I also added an armor on the ground (thinking the container is a problem), and she still doesn't pick up anything. I've look at similar packages for Dogmeat and Mr. Crowley, and I don't see what I am doing wrong. https://imgur.com/a/jOHflVd Thanks!
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Removing Broken Steel stuff from Unofficial Patch
yojeff replied to yojeff's topic in Fallout 3's GECK and Modders
Thanks for the link! -
Removing Broken Steel stuff from Unofficial Patch
yojeff replied to yojeff's topic in Fallout 3's GECK and Modders
https://www.nexusmods.com/fallout3/mods/6240 does require broken steel how ever there's another one that does not. hold on I'll go find it. https://www.nexusmods.com/fallout3/mods/586 there ya go. Thanks. -
Removing Broken Steel stuff from Unofficial Patch
yojeff replied to yojeff's topic in Fallout 3's GECK and Modders
I don't mind it in New Vegas. -
Removing Broken Steel stuff from Unofficial Patch
yojeff replied to yojeff's topic in Fallout 3's GECK and Modders
I wanted to play without Broken Steel (No dumb ending, no bullet sponges). I deactivated the DLC in Nexus Mod Manager, then started my run. Eventually, I realized that Broken Steel was still activated, even if it wasn't checked in the manager. I saw in a post that if a mod has a deactivated mod as a master, it will reactivate that master (https://forums.nexusmods.com/index.php?/topic/1033463-how-to-disable-dlcs/). The Patch is the only mod that has Broken Steel as a master. If there is a way to take out the Broken Steel stuff from the patch, I would try to do that. Thanks! -
I tried to do the same "simple" companion. She works as expected. Check that the conditions on the packages are correct. No mistakes between == and >= ? Slave raider Companion (https://www.nexusmods.com/fallout3/mods/2390) is a simple companion that you could use as a reference. JF
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I want to use an existing Enclave Camp for another faction. So I want to disable what is there (NPCs, statics, containers). I thought I could simply call : FFEnclaveEncampment27xmrk.Disable but the physical stuff is still there. (The NPC were killed) What am I missing? I know you can disable physical objects, I am doing it on a building with two doors to two different interiors. Thanks!
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Equivalent to tdt from Oblivion - Zooming in Geck
yojeff replied to yojeff's topic in Fallout 3's GECK and Modders
I meant unchecking the esp, saving a clean file, then rechecking the esp. Thanks for the comment about v, I didn't know that. -
When I was playing with Oblivion, I found a map of the province with coordinates. It was then easy to go directly to a cell in the CS. Is there somewhere an equivalent for Fallout 3? Thanks!
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Equivalent to tdt from Oblivion - Zooming in Geck
yojeff replied to yojeff's topic in Fallout 3's GECK and Modders
Thanks, Reactivating the file fixed the issue, I was just surprised that the commands std and tdt weren't available. For the zooming, often, one "bit" on the scroll button will zoom from the top of a room to under the floor, which is frustating. I then move the camera around and eventually, I get what I want. -
Equivalent to tdt from Oblivion - Zooming in Geck
yojeff replied to yojeff's topic in Fallout 3's GECK and Modders
I meant the Ai package that the NPC is currently running. Thanks!