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Posts
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Everything posted by Callighan
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Implants or robots. But I voted for implants.
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You could create cells similar to Vault 87 and call it UAC Mars. You could create NPCs with ghoul eyes and name them former humans. Imps could be created from feral ghouls with fireball projectiles. All do-able.
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Suddenly got CTD all the time
Callighan replied to Baresark's topic in Fallout 3's Mod Troubleshooting
Perhaps one of the mods you're using is not compatible with the patch. -
Suddenly got CTD all the time
Callighan replied to Baresark's topic in Fallout 3's Mod Troubleshooting
Which patch are you using? The same thing happened to me while I used Patch 1.5. It crashed everytime I enter a new cell or outdoor space. Some mods were simply in conflict with that patch and I had to either find a workaround for each mod or deactivate them completely. -
Mod tracked. :)
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Heard your sample. You're good. :thumbsup:
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Need Help Changing Hand Positioning
Callighan replied to Clint1337wood's topic in Fallout 3's Mod Troubleshooting
Somebody's done it. It roughly goes like this: 1. You make a new animation .kf file. Both a first person animation or grip and a third person animation. 2. Rename those .kf files with the same names that the hardcoded animations/grip .kf files use. For instance, if the original one handed pistol grip is grip.kf, you rename your file as such. Theoretically, your new file should fool Fallout into thinking your animation or grip is the real deal. A caveat of this method would be that all NPC which uses the same animation type will use the new animation. There are already some attempts (some are even successful) to do this uploaded to fallout3nexus. You should find them in the animations section. -
Hopefully there are modellers who are fans. The armours from that show looks fun.
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If you're not using GFWL, you're alright. I'm on Vista and mods work fine.
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There's plenty of sexy armour mods out there. A lot can be found in the armor section of fallout3nexus.
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Select the static objects you want to copy, then control+c. Then open the cell you'd like to copy to and press control+v. Just like in most windows applications. I tested your vault and I find several things: 1. The door and indoor environment is walkable once I moved the whole layout several lengths along the x axis. 2. A lot of your statics are not well placed, i.e. some hallways which have fixed ends are placed in places where you need to have hallways with open ends. You also have double doors in one door slot, and your cell is rife with clipping. I suggest you use the grid for precise placement. And you should look into ready made cells for correct examples of static interior placement. I suggest making a new cell from scratch.
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When I opened the vault74a cell in your mod, I got a warning saying: Havok error: INterior is too large for the havok world! World must be expanded or cell must be made smaller. There's the culprit. I suggest you create a new cell and copy-paste the contents from your first vault74a cell to the new cell and see what happens.
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I agree. Zeta legs would look good on the armour.
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There's already a Tyranid and Cloverfield modders' resource uploaded. I haven't checked whether they have skeletons, but if they have, the skeletons could be used to animate a xenomorph mesh which someone might make.
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Well, there's a couple of radio stations in the game. The Enclave broadcast and GNR both play music. But if you want to listen to your own songs, you can use the IPip Player Mod.
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Nice looking T-80. Best looking out of the three models. However, I'm inclined to ask. What is a Soviet T-80 tank doing in America? Or perhaps it is the Chinese who used them to invade? I can understand the difficulties in making a tank as active creatures. It's understandable to only have these tanks as static objects. Anyhow, I'm looking forward to a fun dungeon crawl in Pandora Garrison.
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Oh do post your tank photos. I'm intrigued. Bytheway, a man vs tank boss battle would be good. Especially if it needs some ingenuity and not just a race to zero health.
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What kind of series are you planning?
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The top armour is tip top. But the legs don't look like they're walkable.
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Ta ra ra thank you! :)
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Very possible. You're gonna need Oblivion, though. Oblivion and Wyre Bash. And for better accuracy, you're gonna have to create a new race with custom face textures.
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This might help: http://geck.bethsoft.com/index.php/Movement_Settings If you can pinpoint what's really causing you slowdown or you found a fix, please do share. :) Edit: Looks like we posted only seonds away from each other. I've no precise idea how to change them. Perhaps modav or setav can work? There's an NPC which editor id is "Player" in the GECK. I assume this is the player character.
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Each character has a speed multiplier in the GECK. It's in the stats tab of the character window and it's in percentage. Since you mentioned the speed becomes relative to scale, the thought of speed multiplier came to mind. Edit: http://geck.bethsoft.com/index.php/Stats_Tab_-_NPC Don't know for sure if it helps, though.
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I don't know for sure, but perhaps the speed multiplier has an effect.
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*thumbs up!