Jump to content

SpacemanSpIiff

Premium Member
  • Posts

    671
  • Joined

  • Last visited

Posts posted by SpacemanSpIiff

  1. I did what you asked, and for what its meant to do it works. The guns don't center on the screen and look down iron sights when I 'zoom.' A nice temporary fix I suppose. But Does not fix what I was originally trying to do.

     

    When i bring my gun up while aiming, my character looks down the guns sights (gun is centered on screen, sights lined up.) But when i fire the gun, it immediatly snaps out of the sights and returns to its normal non-aiming position, plays the recoil animation, and then snaps back into the ironsight aiming positon. (centered on screen again)

     

    Thanks for the help so far.

  2. Title is rather self explanatory. Most of the guns in Book of earache work rather well with RH_Iron sights, but there are a few that are off, or behave awkwardly when aiming and firing. (an example of this is either the Benelli Joint Service Shotgun or the m14 hunting rifle falling out of iron sights every shot.)

     

    So..I'm asking someone out there in the community to rectify this really. And if its already been done, point me in the right direction please.

     

    Thank you in advance.

  3. I would, like most people, want to be in the brotherhood of steel. But since in this game (and likely most everywhere else) they don't just take walk ins. I'd play exactly how I play my character in Fallout. Id be a weapons scavenger and repair expert. I'd explore the wastes finding (and taking guns off those who would use them for unjust causes) and fix them up, both to collect and sell them to merchants and people in need.
  4. You said you are deactivating ALL the mods. Are you deactivating even the Fallout 3.esm?? if so that might be a big no no right there.

     

     

    Otherwise, the CTD's on game load usually occure when you've got a .esp mod checked and running without making sure all of its master files (.esm's) are checked and running too. Go through your mod list, and check the description of all the .esp's. it will tell you what masters it needs. Make sure you have all these masters running too.

  5. Not too many lawful good aligned characters in this thread. :whistling: Let me mix it up a little.

     

    I like to play the goodie two-shoes paladin types. So I made my beloved character Evelynne. A holy magic style Paladin. And being an RP nerd I wrote a story about her and stuff. She eventually ascends to be the Seraphim of Retribution. Any Undead or Demonic type trembles before her. :wink:

     

    http://img294.imageshack.us/img294/430/4739531240179763.jpg

     

    http://tesnexus.com/imageshare/images/473953-1251245193.jpg

     

    (both images I already uploaded to the site a while ago.)

  6. Alternatively, If you aren't above cheating, you can add lockpicks directly into your inventory using a handy dandy code. Type this in your console

     

    player.additem a (Number) <---without parenthesis

     

    Example:

     

    player.additem a 100

     

     

    Or if you really want to cheat, you can add the skeleton key to your inventory (unbreakable lockpick that greatly boosts your lockpick skill)

     

    player.additem b 1

  7. Well... The PC can't do it but NPC was made to do that in Point Lookout!

    To not make a spoiler, Mr Jackson at a certain point in game will climb a very long ladder. Not thinking many noticed that since you are occupied with other tasks at that point. :whistling:

     

    And a certain someone does a remarkable free-climb up a sheer cliffside in Operation Anchorage.

     

    I did notice Mr Jackson do that climb though, was enthralling. Certainly someone at the studio put alot of effort into it when he could've just had him dissappear like every other NPC prior to that.

     

    Also, someone made a functioning ladder somewhere underground, though they only function if you're going up, not down.

     

     

     

    Doing something as 'simple' as the way counterstike does it is not as 'simple' as you'd think Its only possible because in the engine that Counter strike (and CS:S) runs on, A player can climb a ladder in realtime is a coded into the engine. The gambryo engine that Oblivion and Fallout3 are coded on is not capable of this feat. Its just not coded in. (probably ground clamping issues they had?)

     

     

    As for the NPC that climbs a ladder. hes likely not actually 'climbing' the ladder. hes likely playing a climbing animation in the right spot that takes him up in a vertical direction to give you the illusion that hes climbing.

  8. My personal favorite Race mods are the follows. And to my knowledge none of these include a body replacer:

     

    http://tesnexus.com/downloads/file.php?id=19387&navtag=file/images.php?id=19387&tab=3 - Saram Race

     

    http://tesnexus.com/downloads/file.php?id=15568 - Corean Race. This is what I use for my Character Evelynne. (though I modded it a tiny bit to fit my needs)

     

    http://tesnexus.com/downloads/file.php?id=33044 - DK High imperials.

     

     

    Check each of these out. they include everything you'd need to have a 'pretty' character.

  9. No Simply because I am no fan of any vampire lore in anything. (Well except for true blood but even that that took some doing.)

     

    In oblivion's case, without mods, being a vampire is just plain awful. I don't get why bethesda thought itd be a great Idea to make the vampires weaker when they fed more and more upon humans.

     

    "hey you wanna be a vampire? okay....lets punish you for being a vampire."

     

    While I never played a vampire myself in oblivion I know there are many out there who have downloaded and thoroughly enjoy vampire overhaul mods. Thank god for mods.

  10. I'm having the same problem too with rivet city and FOOK2. I turn off autosave and am allowed to go into rivet city without crashing and leave it without crashing. But when I go anywhere else in the game (and purge the cell buffers). I crash when i try to manual save...I think this needs fixed.
  11. Thanks for the the help, though the problem still exists. I know for a fact that it is fallout winter edition doing this, un-checking the .esp is fixing the problem, but taking out the mod of course. I think there's nothing I can do until the author decides to fix it.

     

    Though I could be wrong and its something I did wrong in installing the mod.

  12. My topic title pretty much caps what this is about. When I am approaching objects in the wasteland (like destroyed houses, power lines, bridges....rocks) that where once in the distance and rendered with a LOD mesh, the LOD mesh does not disappear and overlaps with the normal mesh. This only happens to objects that are loaded first as an LOD mesh in the distance. If I load up the game next to something, it will appear fine.

     

     

    Below I will post my load order and a screenshot of what I am talking about

     

    http://img691.imageshack.us/img691/1176/fallout3201008021326577.jpg

     

     

     

     

     

    Mod load order report

    ! Warning: current load order template contains 19 duplicate entries

     

    Fallout3.esm

    Masterlist Information: $Revision$, $Date$, $LastChangedBy$

     

    Anchorage.esm

     

    ThePitt.esm

     

    BrokenSteel.esm

     

    Unofficial Fallout 3 Patch.esm

     

    Destruction.esm

     

    CRAFT.esm

     

    CALIBR.esm

     

    FOOK2 - Main.esm

     

    FOOK2 - [*censored*] World And Neighbourhood Kit.esm

     

    FOOK2 - [DIK] DLC Improvement Kit.esm (Inactive)

     

    Mart's Mutant Mod.esm

     

    Unofficial Fallout 3 Patch - Operation Anchorage.esp

     

    Unofficial Fallout 3 Patch - The Pitt.esp

     

    Unofficial Fallout 3 Patch - Broken Steel.esp

     

    CRAFT - Activation Perk.esp

     

    CALIBRxMerchant.esp

     

    Destruction - Main - Statics.esp

     

    FOOK2 - Main.esp

    ! This plugin requires 'calibr.esm and fook2 - main.esm', which was not found

     

    FOOK2 - [EVE] Energy Visuals Enhanced.esp

     

    FOOK2 - [DIK] DLC Improvement Kit.esp (Inactive)

     

    FOOK2 - Mothership Zeta.esp (Inactive)

     

    MyFOOK2 - No Rape Victims.esp

     

    MyFOOK2 - Black & White Tranquility Lane.esp

     

    FOOK2 - [DESTRUCTION] Main - Statics.esp (Inactive)

     

    WeaponModKits.esp

     

    WeaponModKits - OperationAnchorage.esp

     

    WeaponModKits - ThePitt.esp

     

    WeaponModKits - BrokenSteel.esp

     

    WMKAA12Shotgun.esp

     

    Tactical Vest CIRAS.esp

     

    Dragonskin Tactical Outfit.esp

     

    DragonskinBonusPack.esp

     

    CALIBR Ammo Schematics - CRAFT.esp

     

    Alternate Start - Roleplayers.esp (Inactive)

     

    EVE.esp

     

    EVE Operation Anchorage.esp

     

    Mart's Mutant Mod.esp

     

    Mart's Mutant Mod - DLC Anchorage.esp

     

    Mart's Mutant Mod - DLC The Pitt.esp

     

    Mart's Mutant Mod - DLC Broken Steel.esp

     

    Mart's Mutant Mod - Feral Ghoul Rampage.esp

     

    Mart's Mutant Mod - Hunting & Looting.esp

     

    Mart's Mutant Mod - Natural Selection.esp

     

    Mart's Mutant Mod - Tougher Traders.esp

     

    Mart's Mutant Mod - Zones Respawn.esp

     

    dD-Full Screen Blood.esp

     

    dD-More Gore.esp

     

    dD-More Gore-BrokenSteel.esp

     

    dD-More Gore-The Pitt.esp

     

    dD-Reduced Ragdoll Force.esp

     

    dD-Smaller Wounds.esp

     

    dD-Smaller Spatters.esp

     

    Fellout-Full.esp

     

    FO3 Performance Enhancer.esm

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    100REPTraders.esp

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    F.O.W.E.esp

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    FOOK2 Main [Hotfix].esp

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    The Groovatron.esp

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    FOOK2 - RH_IronSights.esp

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    EnhancedChildren.esm

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    AliciasCuteShop.esm

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    Childhood Beginning.esp

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    AliciasCuteShopDoorOverride.esp

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    RH_IronSights_Basic_PittPlugin.esp

    ! This plugin depends on master 'rh_ironsights.esm', which is loading after it in the load order

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    Tactical Vest CIRAS - Vendor Restock Script.esp

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    RH_IronSights_Basic_PointLookoutPlugin.esp (Inactive)

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    RH_IronSights_Basic_VanillaPlugin.esp

    ! This plugin depends on master 'rh_ironsights.esm', which is loading after it in the load order

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    xCALIBRmunitions_FOSEnhancements.esp

    ! This plugin depends on master 'xcalibr.esm', which is loading after it in the load order

    ! This plugin depends on master 'xcalibrmunitions.esp', which is loading after it in the load order

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    RH_IRONSIGHTS.esm

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    xCALIBRmunitions.esp

    ! This plugin depends on master 'xcalibr.esm', which is loading after it in the load order

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    KillableKidsNormalHealth.esp

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    KillableKidsNormalHealthOptional.esp (Inactive)

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    CrossRepairArmor.esp

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    CrossRepairWeapons.esp

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    xCALIBR.esm

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    xCALIBR_override.esp

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    The Groovatron_AS.esp

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    F.O.W.E- FelloutPatch.esp

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    M1903_rifle.esp

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    Zombie Apocalypse.esp (Inactive)

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    Realistic Death Physics.esp

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    AsharasHairConversionsForFemales_v01.esp (Inactive)

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    AsharasHairConversionsFemaleLessShiny_v01.esp

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    eyesaddon.esp

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    FOOK2 DIK [Hotfix].esp (Inactive)

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    7-Day-Respawn.esp

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    Ammo Box Respawn.esp

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    1alexscorpionsnipergear.esp

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    Enclave Ammo Box Respawn.esp

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

     

    medkit and toolbox respawn.esp

    * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

  13. Been a long time since I've been in oblivion, just reinstalled it.

     

    So now I'm looking for any mod that adds some decently made Pole weapons (spears, halberds, poleaxes, glaives...) to the game.

     

    Any suggestions? I already know of Jounks polearms. Is there anything else out there worth looking at?\

     

    edit: Helbornes spear set seems to be missing.... Can't seem to find it.

×
×
  • Create New...