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Everything posted by smjn
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Here's my problem. Aiming with the unique variant of the plasma rifle http://i.imgur.com/4Ta0EM6.jpg Aiming with a chinese assualt rifle http://i.imgur.com/vTdqB2m.jpg I have a problem where when I'm aiming with a plasma rifle and all I can see is the butt of the plasma rifle, the problem doesn't occur in other such weapons. Is there a way to correct it if not is there a way to switch back to default aiming for plasma rifle? I'm using the latest version of bridge files for RH Ironsights, EVE and FRA. Here's my load order; [X] Fallout3.esm [X] Anchorage.esm [X] ThePitt.esm [X] StreetLights.esm [X] BrokenSteel.esm [X] PointLookout.esm [X] Zeta.esm [X] HairPack.esm [X] Impervious Power Armour.esm [X] CRAFT.esm [X] Project Beauty.esm [X] EVE.esm [X] Enhanced Weather - Rain and Snow.esm [X] RH_IRONSIGHTS.esm [X] DarNifiedUIF3.esp [X] Project Beauty- Broken Steel.esp [X] Project Beauty- Point Lookout.esp [X] hair_add_npc.esp [X] StreetLights - Wasteland.esp [X] NoLockTopic.esp [X] Hacking Words From 1 to 4.esp [X] Bloodpacks.esp [X] CRAFT - Activation Perk.esp [X] NoRadsSanitizer13.esp [X] TinCanCRAFTing.esp [X] fgScrapMetalCrafting.esp [X] DK_BulletTime.esp [X] Sprint Mod.esp [X] RH_IronSights_Basic_VanillaPlugin.esp [X] RH_IronSights_Basic_AnchoragePlugin.esp [X] RH_IronSights_Basic_PittPlugin.esp [X] RH_IronSights_Basic_BrokenSteelPlugin.esp [X] RH_IronSights_Basic_PointLookoutPlugin.esp [X] RH_IronSights_Basic_ZetaPlugin.esp [X] RH_IronSights_Pitt_NewRifleSights.esp [X] RH_IronSights_RemoveReticule.esp [X] GNR Enhanced.esp [X] BA_Repair_GOTY.esp [X] BA_Repair_GOTY_Xtras.esp [X] Ice Cold Nuka, Converted.esp [X] RandomEncounters.esp [X] BoSDX.esp [X] WinterizedT51bDX.esp [X] Outcast DX.esp [X] Tribal_DX.esp [X] ModBetterPArmorVanilla.esp [X] ModBetterPArmorAnchorage.esp [X] ModBetterPArmorPitt.esp [X] ModBetterPArmorSteel.esp [X] ModBetterPowerArmor75VATS.esp [X] Stealthboy Recon Armor - CRAFT.esp [X] NightVisionPowerHelmets.esp [X] EVE.esp [X] EVE Operation Anchorage.esp [X] RH_EVE_Bridge.esp [X] dD - Enhanced Blood Main.esp [X] dD-Reduced Ragdoll Force.esp [X] dD-Reduced Dismember Force.esp [X] dD-Full Screen Blood Instant Remove.esp [X] dD-Smaller Wounds.esp [X] dD-Smaller Spatters Realistic.esp [X] Fellout-pipboylight.esp [X] Enhanced Weather - Rain and Snow in Fallout.esp [X] Enhanced Weather - Weather Sounds in Interiors.esp [X] Enhanced Weather - Sneak Bonus during Storms.esp [X] Enhanced Weather - REBOOT.esp [X] Fellout-Full.esp [X] Fellout-Anchorage.esp [X] Fellout-BrokenSteel.esp [X] Fellout-PointLookout.esp [X] Fellout-Zeta.esp [X] Realistic Interior Lighting.esp [X] Realistic Interior Lighting - BS.esp [X] Realistic Interior Lighting - OA.esp [X] Realistic Interior Lighting - PL.esp [X] FastTravelIndoors.esp [X] EssentialFollowers+Caravans.esp [X] Echo_BatteryCharger.esp [X] FollowersHireContinued-NoChecks.esp [X] merge.esp [X] m_eve.esp [X] m_smc.esp [X] m_ebc.esp
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Add CRAFT Recipe [Alien Power Cells] and [Alien Power Modules]
smjn replied to smjn's topic in Fallout 3's Mod Ideas
Unfortunately, I don't know how how to modify the "Cell" of the .esps. Anyways, this is my progress so far on CRAFT Fission Battery. Container VendorChestFBatt Record Header Signature CONT Record Flags FormID VendorChestFBattJoe "FBattJoe" [CONT:###] EDID - Editor ID VendorChestFBattJoe OBND - Object Bounds Corner #0 X -25 Y -41 Z 0 Corner #1 X 23 Y 41 Z 32 FULL - Name FBattJoe Model MODL - Model Filename Clutter\Chest\SteamerTrunk01.NIF Items Item CNTO - Item Item SchematicsFBattItem "Schematics - Fission Battery" [MISC:###] Count 1 DATA - Flags Weight 0.000000 Dialog Topic GREETINGFBatt Record Header Signature DIAL Record Flags FormID GREETINGFBatt "Fission Battery" [DIAL:###] EDID - Editor ID GREETINGFBatt Quests QSTI - Quest CRAFTWorkbenchQuest "CRAFT WorkbenchQuest" [QUST:01000EA6] FULL - Name Fission Battery PNAM - Priority 50.000000 DATA - Type Topic Flags Top-level Top-level Top-level Misc. Item SchematicsFBattItem Record Header Signature MISC Record Flags FormID SchematicsFBattItem "Schematics - Fission Battery" [MISC:###] EDID - Editor ID SchematicsFBattItem OBND - Object Bounds Corner #0 X 0 Y 0 Z 0 Corner #1 X 0 Y 0 Z 0 FULL - Name Schematics - Fission Battery Model MODL - Model Filename Clutter\Junk\blueprintpaper01.nif Icon ICON - Large Icon filename Interface\Icons\pipboyimages\Items\items_note.dds SCRI - Script SchematicsFBattScript [sCRPT:###] DATA - Value 750 Weight 0.000000 Note SchematicsFBattNote Record Header Signature NOTE Record Flags FormID SchematicsFBattNote "Schematics - Fission Battery" [NOTE:###] EDID - Editor ID SchematicsFBattNote OBND - Object Bounds Corner #0 X 0 Y 0 Z 0 Corner #1 X 0 Y 0 Z 0 FULL - Name Schematics - Fission Battery Model MODL - Model Filename Clutter\Junk\blueprintpaper01.nif Icon ICON - Large Icon filename Interface\Icons\pipboyimages\Items\items_note.dds DATA - Type Text TNAM - Text/ Topic Text [see "Text SchematicsFBattNote"] Text SchematicsFBattNote Materials Required: 3 Scrap Metal 1 Conductor 1 Sensor Module 1 MicroFusion Cell [instructions to building your own Fission Battery is found here.] Script SchematicsFBattScript Record Header Signature SCPT Record Flags FormID SchematicsFBattScript [sCPT:###] EDID - Editor ID SchematicsFBattScript SCHR - Basic Script Data RefCount CompliedSize VariableCount Type Object Flags Enabled Enabled Enabled SCDA - Complied Script SCTX - SCript Source [see "scn SchematicsFBattScript"] Local Variables Local Variables SLSD - Local Variable Data Index 1 Flags IsLongOrShort IsLongOrShort IsLongOrShort SCVR - Name AddOnce References SCRO - Global Reference Player [00000014] SCRO - Global Reference SchematicsFBattNote "Schematics - Fission Battery" [Note:###] scn SchematicsFBattScript scn SchematicsFBattScript Short AddOnce; Do Once variable BEGIN OnAdd player if (AddOnce == 0) ;just add the note if (player.gethasnote SchematicsFBattNote == 0) ;Add the Schematic Note player.addNote SchematicsFBattNote ;Remove this item from inventory set AddOnce to 1 removeme endif END -
Please add these craft recipes--Alien Power Cells, Alien Power Modules--to the game. CRAFT recipes can be found somewhere in the Weapons Lab of Mothership Zeta. Recipe [Alien Power Cells] makes 30 Alien Power Cells. 15 Scrap Metal 30 Energy Cells 10 MicroFusion Cells 3 Fission Battery Recipe [Alien Power Modules] makes 30 Alien Power Modules. 15 Scrap Metal 30 Energy Charge Pack 10 MicroFusion Cells 3 Fission Battery My second request CRAFT Fission Battery. CRAFT recipe can bought by Tinker Joe. Recipe [Fission Battery] makes 1 Fission Battery. 3 Scrap Metal 1 Conductor 1 Sensor Module 1 MicroFusion Cell I am trying my hands at it, but I can confidently say; I have absolutely no idea on what to do. I am using this: CRAFT - EnergyAmmo somewhat as a guide. But... I keep being met with failure. If anyone can help me, or better yet volunteer your time to make this, I will thank you immensely.
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Thank you presna, I hope it works.
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Multiple GPU mode == SLI mode. It's just a fancy term that Nvidia made up, same with the ATI Crossfire.
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Eh. Forgot to mention, this is a script revision of a pre existing mod Power Helmet Night Vision. I don't know what you mean by prefixing, care to explain--I am a total beginner when it comes to scripting.
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Simply find your NVIDIA Control Panel and goto 3D Settings >> Configure SLI, Surround, PhysX. In the SLI box, pick Disable SLI. For PhysX Settings, pick Auto-select. Like so: http://i.imgur.com/rPIWs.png
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Don't know why, but I keep getting errors. Here's my script. scn 000PipLightSpellScript Begin ScriptEffectStart if ((player.getequipped DLC02ArmorPowerT51bHelmetWasteland) || (player.getequipped DLC02ArmorPowerT51bHelmet) || (player.getequipped DLC02ArmorStealthWasteland) || (player.getequipped DLC03ArmorEnclaveHelmet) || (player.getequipped ArmorTeslaHelmet) || (player.getequipped ArmorPowerT51bHelmet) || (player.getequipped ArmorPowerHelmetOutcast)) == 0 if ((player.getequipped ArmorPowerHelmetBrotherhoodOfSteel) || (player.getequipped ArmorPowerHelmet) || (player.getequipped ArmorEnclaveHelmet) || (player.getequipped ArmorReconHelmet) || (player.getequipped ArmorReconHelmetOutcast) || (player.getequipped ArmorTribalPowerHelmet) || (player.getequipped ArmorAshurPowerHelmet)) == 0 player.AddSpellNS 000PipboyLightAbility else endif endif End Begin ScriptEffectFinish if player.isspelltarget 000PipboyLightAbility player.removespell 000PipboyLightAbility endif End When I try to save, it keeps on giving me these error codes: SCRIPTS: Script '000PipLightSpellScript', line 7: Unknown variable or function 'AddSpellNS'. Context: DEFAULT --- SCRIPTS: Script '000PipLightSpellScript', line 7: Syntax Error player.AddSpellNS 000PipboyLight Ability Could not parse this line. Context: DEFAULT --- SCRIPTS: Script '000PipLightSpellScript', line 4: Mismatched begin/end block starting on line 4. Context: DEFAULT --- SCRIPTS: Script '000PipLightSpellScript', line 4: Mismatched begin/end block. Context: DEFAULT A little off topic-- what is a good GECKCustom settings?--I think these errors are caused by it. Again, thanks for the help.
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Thanks, just what I was looking for. Now then, how to implement this into the mod itself... that's going be a problem. Alright, gave it a go and my updated simple addition is: scn 000PipLightSpellScript Begin ScriptEffectStart if ((player.getequipped DLC02ArmorPowerT51bHelmetWasteland) || (player.getequipped DLC02ArmorPowerT51bHelmet) || (player.getequipped DLC02ArmorStealthWasteland) || (player.getequipped DLC03ArmorEnclaveHelmet) || (player.getequipped ArmorTeslaHelmet) || (player.getequipped ArmorPowerT51bHelmet) || (player.getequipped ArmorPowerHelmetOutcast)) == 0 if ((player.getequipped ArmorPowerHelmetBrotherhoodOfSteel) || (player.getequipped ArmorPowerHelmet) || (player.getequipped ArmorEnclaveHelmet) || (player.getequipped ArmorReconHelmet) || (player.getequipped ArmorReconHelmetOutcast) || (player.getequipped ArmorTribalPowerHelmet) || (player.getequipped ArmorAshurPowerHelmet)) == 0 player.AddSpellNS 000PipboyLightAbility else endif endif End Begin ScriptEffectFinish if player.isspelltarget 000PipboyLightAbility player.removespell 000PipboyLightAbility endif End When I try to save, it gives me these error codes: SCRIPTS: Script '000PipLightSpellScript', line 7: Unknown variable or function 'AddSpellNS'. Context: DEFAULT --- SCRIPTS: Script '000PipLightSpellScript', line 7: Syntax Error player.AddSpellNS 000PipboyLight Ability Could not parse this line. Context: DEFAULT --- SCRIPTS: Script '000PipLightSpellScript', line 4: Mismatched begin/end block starting on line 4. Context: DEFAULT --- SCRIPTS: Script '000PipLightSpellScript', line 4: Mismatched begin/end block. Context: DEFAULT I also tried vforvic's addition to no avail.
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Is there a mod to prevent Three Dog from SPOILING the game?
smjn replied to smjn's topic in Fallout 3's Mod Troubleshooting
@ roller12 not really.. @ devilrejected nice! thanks just what I was looking for. -
NightVisionPowerHelmets.esp Tribal_DX.esp (I named Tribal Power Helmet and Ashur's Power Helmet, ArmorTribalPowerHelmet and ArmorAshurPowerHelmet respectively.) I am trying to add 000PipboyLightAbility to ArmorReconHelmet, ArmorReconHelmetOutcast, ArmorTribalPowerHelmet, ArmorAshurPowerHelmet. I already added them to its global reference and their "PipBoyLight" conditions via FO3Edit. However, I am stumped on how to modify the 000PipboySpellScript via GECK as I wasn't able to (least to my knowledge) edit it in FO3Edit. I am always stuck with multiple master selected for load, and it would shut me out. If I remove the master files on a copy of NightVisionPowerHelmets I am stuck with various errors when trying to save, thus rendering the scripting moot. So yeah, I am stuck, again any help would be deeply appreciated.
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Fallout Crashing on Startup w/mods
smjn replied to RepInt's topic in Fallout 3's Mod Troubleshooting
MasterUpdate selects your current load order. So you just go and open up FOMM and select what ever you need to be updated close out of it, double click FO3MasterUpdate and voila. -
Fallout Crashing on Startup w/mods
smjn replied to RepInt's topic in Fallout 3's Mod Troubleshooting
Master update everything that you merged EXCLUDING THE FOLLOWING: merge esp(s), compatibility esp(s), fixes/tweaks esp(s)--these should not be included as they are meant to be loaded last to have effect. -
Fallout Crashing on Startup w/mods
smjn replied to RepInt's topic in Fallout 3's Mod Troubleshooting
If you haven't already, use FOMM's BOSS function. Afterwards make a merge patch HOWEVER! DO NOT INCLUDE FIXES OR COMPATIBILITY MODS in the merge patch. Once that is done, excluding the newly made merged patch, use the FO3MasterUpdate to turn all of your merged into esm files. Go into FOMM and check all, BOSS once more, Archive Invalidate to make sure all files are invalidated. Cross your fingers and have faith that your game does not crash. Tips afterward would be quick saving every 5 minutes until you are sure game is stable, then you can stop being paranoid. One last thing, if you do not want to use BOSS, follow this helpful guide: http://arwenevecom.ipage.com/Fallout/FO-mods-order.htm -
I am trying to add 4 headgear to allow night vision, the original script was: scn 000PipLightSpellScript Begin ScriptEffectStart if (player.getequipped DLC02ArmorPowerT51bHelmetWasteland==0 && player.getequipped DLC02ArmorPowerT51bHelmet==0 && player.getequipped DLC02ArmorStealthWasteland==0 && player.getequipped DLC03ArmorEnclaveHelmet==0 && player.getequipped ArmorTeslaHelmet==0 && player.getequipped ArmorPowerT51bHelmet==0 && player.getequipped ArmorPowerHelmetOutcast==0 && player.getequipped ArmorPowerHelmetBrotherhoodOfSteel==0 && player.getequipped ArmorPowerHelmet==0 && player.getequipped ArmorEnclaveHelmet==0) player.AddSpellNS 000PipboyLightAbility else endif End Begin ScriptEffectFinish if player.isspelltarget 000PipboyLightAbility player.removespell 000PipboyLightAbility endif End And my own revised is: scn 000PipLightSpellScript Begin ScriptEffectStart if (player.getequipped DLC02ArmorPowerT51bHelmetWasteland==0 && player.getequipped DLC02ArmorPowerT51bHelmet==0 && player.getequipped DLC02ArmorStealthWasteland==0 && player.getequipped DLC03ArmorEnclaveHelmet==0 && player.getequipped ArmorTeslaHelmet==0 && player.getequipped ArmorPowerT51bHelmet==0 && player.getequipped ArmorPowerHelmetOutcast==0 && player.getequipped ArmorPowerHelmetBrotherhoodOfSteel==0 && player.getequipped ArmorPowerHelmet==0 && player.getequipped ArmorEnclaveHelmet==0 && player.getequipped ArmorReconHelmet==0 && player.getequipped ArmorReconPowerHelmetOutcast==0 && player.getequipped ArmorTribalPowerHelmet==0 && player.getequipped ArmorAshurPowerHelmet==0) player.AddSpellNS 000PipboyLightAbility else endif End Begin ScriptEffectFinish if player.isspelltarget 000PipboyLightAbility player.removespell 000PipboyLightAbility endif End However, whenever I try to save I keep getting this error code... just how do I resolve this?-- With my limited knowledge, I can't seem to know what to do. Any pointers? How can I break up the line length in the right fashion so that the script would work properly? Thanks.
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I can't for the life of me remove an assign button function; I really would like to remove the middle mouse button so I can bind DK_BulletTime's mod to it. And in the same venue, is there a way I can use the mouse scroll (both up and down) to scroll through my weapons similar to Elder Scrolls function. Thanks.
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If your computer is set up in SLI mode, this problem will crop up. To resolve this issue, simply disable SLI and have your secondary cards go PhysX. As for a SLI compatible solution, I have yet to figure it out myself.
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Thanks :)
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Can somebody volunteer their time to make a quick edit on Blood Packs for me?-- Namely speaking, giving them the properties of +30 Heal instant effect and a 360 second duration +5% damage boost, and lastly edit the description for Hematophage to: This perk allows you to gain strength by consuming Bloodpacks. Thank you, and look forward to any response.
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Alright, I resolved the problem--the issue revolves around UF3P, apparently it is outdated and its ESP and ESM files are not necessary any longer (their Data files however are.) A good substitute for UF3P is "Error Corrections". This should also resolve a considerable amount of CTDs.
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Issue has been resolved. My luck is at 5 and I have the 8-ball in my inventory, so it is at 6. The thing is though, when I level, up I am unable to take up any skills that require 6 luck. What's the deal here? I have no mods that alter any of the 8-ball script. Though, I am using the UF3P (Unofficial Fallout 3 Patch). Is there someway to allow me to fix this predicament? On a side note, if anyone has the default Lucky 8-ball script (as I believe UF3P may have altered my default), may you kindly upload it for me so that I may check on my end. Thank you.
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Alright, I figured out the fix, if you are having this problem just copy and paste a new copy of re-animation mod, should buff this issue out.
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bump Still need help with this issue.
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Tried your suggestion but it didn't amend the problems :( http://i.imgur.com/n6ausl.jpg http://i.imgur.com/9m2jgl.jpg
