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MichikoUnknownFox

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  1. I have an alternative for that, which is my (shameless plug) Unlimited Ammo mod. Aside from giving you unlimited ammo for your own weapons, which you can disable if you don't want, it does exactly same for your companions. And unlike most other "unlimited ammo" mods, this one doesn't make it so you don't have to reload (because they work by setting your ammo use to 0, or removing the ammo requirement altogether). Even better, this one works with any and all weapons from vanilla, DLC's or any other mod. So if you have a weird gun like Lightning's gunsword or a musket, it'll work for those too. Again, it can work for just your companions if you want. There's a config item in your menu that allows you to disable the functions for the player. Just take note, the whole mod requires you to run the game via FOSE, because the functions used to add ammo to you and your companions come from FOSE. I'm currently updating the mechanics of the scripts I'm using to make it more efficient. But for now, it should work perfectly for what you want to accomplish.
  2. Oh man yeah I was like that too at the Anchorage start. I'm usually all gung-ho when I play FO3 but this was the first time I actually spent more time hiding behind cover and using Stimpaks or healing my injured bodyparts, or trying to, than I spent time shooting, because everytime I poked my head out, a bullet or explosion would pop me and almost kill me (high damage settings from FWE). There were so many supermutants and there was so many bullets, laser beams and plasma projectiles flying around me. You don't have a lot of cover at that point. I was hiding behind the broken car to the left of the initial escalators out of the subway. Supermutants were shooting at my position from two areas, including some enfilading fire from the guys right across. D: But I couldn't get any better cover than that though, so I pretty much just stayed put and tried to shoot away the Supermutant guns or cripple their arms to try to reduce the incoming fire and maybe mess up their aim.
  3. If I'm not mistaken, that's a vanilla item for FNV. Unfortunately, it's illegal to port content from one game to another (and distribute it). If you own both games, though, you can extract it yourself and make the mod for your own personal use. You simply need to grab the necessary files (the item's textures, meshes, and sounds most likely) from the BSA files. There's quite a few tools that you can use to do that, including FOMM (I think the option is called BSA Browser or something like that).
  4. There's too many to actually put into a list form really. I listed a few of them down in my first response. For some of them, you can do a refined search for when you figure out what you actually want. "Best of" mods don't really exist in anybody's specifications but the guy who compiled them. The majority of the existing compilation mods for weapons focus on adding as many weapons as possible, instead of thinking about lore or things like that. There are a few exceptions, such as the Classic Fallout weapons pack. I personally think if you want only specific types of weapons to exist and at a customized frequency (for example, the StG-44 might be less common in America than the Tommy Gun), you're going to have to mod that yourself. The other mods just don't exist (yet?). You're going to have to make them yourself or request somebody with the time and talent to do it. The monuments mod is interesting, but nobody has any of the resources floating around for free. And frankly, the odds of that happening now are dwindling more and more, as modder interest in Fallout 3 has gotten pretty low. Only a few of us actually still actively do anything for it, as many modders have moved on to the newer games like Fallout New Vegas or Skyrim, or completely quit modding altogether to "play" other games. My final advice would be to actually get that game installed and play first. I know I'm being a hypocrite by giving this advice, because I never touched the vanilla game and had the game already modded even before Steam finished downloading the whole thing. But that's only because I already have experience with playing with unmodded and modded Gamebryo games. I already knew what the vanilla settings were, and as I played through the game, I saw little by little what other mods I wanted, and searched for or made the mods I thought I wanted to add to my game.
  5. You need to find out the other specs of that machine. Fallout 3 difficulty in running on an office PC isn't just about graphics quality. In fact, like many modern games, graphics card power isn't the only thing to worry about, because even an older card like an 8600 GTS can run the game just fine, even with high def textures (!), which was what I was doing before I put together my current PC. There's a lot of stuff going on especially in Gamebryo games, and they really mean it when they list the minimum system specs. Your system might be able to run the game if you're under the minimum specs, but like many threads we see here in the forums, you may end up getting a lot of headaches like sudden FPS drops, constant stuttering, and other anomalies caused by your machine not being able to process fast enough.
  6. Sadly, there's no way to make Fallout realistic at all. However, I believe many of the mods we have out now come about as close as we can get. There are mods that make the wasteland more dangerous, like those that make it so you need to actually eat, drink and sleep, mods that make it so injuries have more severe effects, and mods that make it so that ammo and medical supplies are very scarce. I actually imagine, realistically speaking, in two hundred years after the war, ammunition would be really scarce, and people would have invented new ammo presses that may be similar to how they made cartridges in the 1800's, and guns that were built with these new ammunition types in mind. 1.) From what I understand, you've never actually played the game, and therefore don't know much about the story aside from what you may be reading from mods. Dead trees are actually part of the story (not a spoiler, don't worry), and a DJ from the the major radio station, will even often talk about how you don't really see living trees anymore except in certain spot that each have stories to them as well. Let's just say that the entire story of Fallout 3 is actually about water. There's a lot of debate about the lore on how the world would look if it really did get hit by a nuclear disaster where nobody came about to rebuild. We don't really see this in real life, so everything is just speculation. Only few places have every been totally destroyed by war that nobody ever rebuilt on, and many of those were actually ancient civilizations, like Aztec ruins and things like that. The game's story is written in a way that it implies that barren wasteland is the only way to go. It never rains without mods, and the Potomac river, which is actually really wide in present day, is dry or only a few feet deep in most spots. Why the weather is like that isn't fully explained as far as I know, but that's just how it is. Like I said, the story is about water. You can fighting the Supermutants and the Raiders and things like that, but without the water aspect, the Lone Wanderer, the hero of Fallout 3, wouldn't even have a story at all. Worse still is the implied radioactivity that still exists in the wasteland. Even in the vanilla game there are scattered pockets of areas that are still really radioactive (in fact, some of them will be fatal to you if you enter), which is probably their way of saying that normal flora would have a hard time trying to survive out there in the dry radioactive wastes without some human intervention. I personally think that a wasteland setting is more attractive than a green nature-took-over kind of thing, but that's just me. It may have to do with where I live. Since I live in a tropical area, a green wasteland is something I've seen out around the mountainsides where I've seen nature swallow up whole abandoned villages and whatnot. But we don't really see these dry nasty wastelands out here, so that adds to the appeal. Also, considering the story of Fallout 3, I think it makes a lot more sense than a green wasteland. But yeah, you better play the story first to know what you're talking about. 3.) There's quite a few drivable vehicles mods for Fallout 3, actually, but most of them are riddled with bugs and don't really make for a good "transport" system, let alone a realistic one. One example is the motorcycle mod, which is alright, but has too many bugs for it to be a practical option for a serious playthrough. There's also one of a Vertibird, which is similarly buggy. I guess since the game didn't give us the option by default, they didn't really develop that aspect. As opposed to the Elder Scrolls games, which have mounts by default, and therefore easier to make mods for. 4.) I can imagine making a mod like this myself, but I think the real hindrance is the voice acting. I generally don't play quests or NPC mods that don't have voice acting, and I don't like mods where the voice changes from one conversation to another. We'll either have to redo all the voices so the voices match the new dialogue, or find somebody that can copy the original voices. 6.) I'm working on one aspect of this, and a few others have done some stuff to this effect as well. My own mod will involve actual named NPCs (as opposed to generic NPCs) that have full schedules involving actually doing stuff, even if it's just aesthetics like watching an oven while they cook something, or a scavenger actually rummaging through a pile of garbage. This is something they actually had and were proud of in Oblivion (they called it "Radiant AI", and was a major marketing point in trying to sell Oblivion to gamers). While it is actually possible with Fallout's system, it was somehow not given any focus even with the vanilla NPCs. The best we get is having most of them sleep at certain hours, eat at certain hours, and that's it. In Oblivion we had people that actually visited other towns like every Tuesday, or hang out at the park to read a book in the afternoon except on Saturdays, which was when they go to chat with their friend by the marketplace. You could spend a day watching any given NPC's daily schedule, and you'll see that it actually made sense for the most part. That's sorely lacking in Fallout 3 (and Fallout New Vegas). I also have in mind to try to make a more complex mod that involves NPCs slowly expanding their settlements. Each time you visit them, more stuff will be available, more NPCs move in, more houses will open up, and so on. Big Town is a prime example of such a place where that should be possible, because the actual territory of Big Town is just a small area in the middle of a lot of other houses. And there's more space around it so it's a good platform for other things to add. I was also thinking of making a Brahmin farm. One that actually works and produces stuff that NPCs will try to sell to other towns. There's a lot of other mods that already exist that do similar things as well. 7.) The aesthetics mods, including the high res mods and the streetlights mods are very much worth it. Very much. Once you see what they do, they can really add to the immersion factor of the game. In fact, in my opinion, even if you ignore all the other mods, like the gameplay changes and weapon packs, you can still enjoy the game way more than vanilla by just installing some things to make it more beautiful.
  7. Working on it right now. Might have a test version ready in a little bit. :) - edit: Wait a minute. The washer mesh from DCInteriors is a stove? o_O Well I'll let you guys figure that out. I'll just write the script to attach to the washer, which should be a container. Alrighty, I think it's done. Here is a basic version. The script is called WashingMachineSCRIPT. Attach it to a container, hopefully in the shape of a washing machine. I also made a test item in the form of a Washing Sack, which has the script attached to it. You can try it out by using the player.placeatme xx000eaa console command. Test it and see if we need to change anything. I can also make adjustments to the script, like how long the process takes. I also currently don't know how to attach a looping washing machine sound when the washing machine is running, not that I have one on hand. Here's how it works: - You need to have Abraxo Cleaner in your inventory to even come to the option to use it. Otherwise, it'll act as a normal container. - After dealing with the message box, you can put in as much Abraxo as you like, and as many other items as you like as well. - It does nothing without the Abraxo. It'll run even if you don't put any washable clothes in, and it'll use up all the Abraxo you put in. - The more Abraxo you put in, the longer the washing process takes. One box of Abraxo will make it run for 10 real time seconds. Two boxes will make it run for 20. This is easy to modify later if we want to adjust how it works, but for now it's good enough for testing. - The only washable clothes right now are two kinds of Prewar Casualwears, the Prewar Spring Outfits and the Kid Outfit that has a dirty and clean model. All other items are ignored by the script and will be in the washing machine after the process is done. - Currently, it will replace any dirty clothes with their clean versions at full health. I don't know any function even in FOSE that will allow a container to spawn the same health percentage item that you put in. - When the washing process is done, it'll point out a message at the upper left. We can attach a bell sound or something to help the player realize it's finished, especially if we want the washing process to take a long time, like in real life.
  8. Oh? That's strange. I can't think of any reason any mod would do that, unless somebody painstakingly edited all the vanilla female characters that way, which is unlikely. What other mods do you have that's related to hair, face, beauty, or NPCs? If you could, post your entire load order.
  9. You can type "showracemenu" in the console so you can go through the whole thing. It'll be the same character generation screen from the beginning. If the mod is installed properly, you should be able to see the custom race in there.
  10. It probably has something to do with HDR. Bethesda's games don't play well with taking screenshots while HDR is enabled. Instead of using the built-in screenshot key, I use Steam's screenshot manager. Works perfectly. :)
  11. GetCrosshairRef, which I believe is a SKSE function. It'll work on anything that the crosshair is targeting though, regardless of distance. If you want to limit the range, you can include that in the script via GetDistance.
  12. Unbelievable! Alright I'll give it a shot in the morning. I think the script should be rather similar to the Field Grill that FWE has, where you pop in an ingredient, or in our case, clothes + detergent, wait some time and it gives you a new item based on what you popped in. What I'll need to learn to do is make it so that you can wash multiple and any variation of clothes and it'll give you the clean versions of all of them. Never done that kind of thing before.
  13. I have quite a few, but just now I started playing Operation Anchorage, and I thought about sharing my experience. I dunno if it's because of MMM or not, but that initial firefight between the Outcasts and the Supermutant horde as you exit the subway station right at the beginning of the DLC is pretty intense. It's my first time to play the content from Anchorage, and I saved right after the fight just to talk about it here. My increased spawns settings from MMM has made gun battles quite exciting, but I've never been in a fight as big as the one out there. It was so crazy. Bullets flying everywhere. I had to reload my save a few times because I either get killed or accidentally hit one of the Outcast guys who walked into my line of fire. After all the initial Supermutants had died, it was something like 25 Supermutant corpses and 5 Outcast corpses out there. Bullet holes, spent shells and laser burns in the walls were everywhere. Anybody else have some really cool war stories?
  14. Ah thanks for the heads up. I think I saw her before but I wasn't interested in such a mod so I never installed and eventually forgot about her. I'll check out how it handled the selling items for you part. In fact, the description of the mod seems to do a lot of the things I want to do, and more. - edit: I checked the mod out and it's all kinds of complicated. And even with that, the merchant doesn't handle selling mod-added items. That was sadly one of my main motivations for wanting to make this mod, because I've collected too many weapons from Apocalypse Armory, which adds quite a few new weapons to the game, and would like to sell them in an interesting way. I'm going to have to see if I can figure out a different way of approaching it. Worst case scenario is needing to do compatibility patches for all the possible item-adding mods. I'd like to avoid that if I can, but I'll take whatever makes it possible to do what I want.
  15. Yeah this is a problem with how the game (or FaceGen) by default. It's been that way even in Oblivion (I never played Morrowind so I wouldn't know), and even in Fallout. I don't remember the technical explanation, but let's just say that it happens because of how the game does facial textures. You might sometimes see unbelievably thick eyebrows on some characters, or a "milkstache", and it becomes more apparent when you're in a darkened area. In the daylight, the characters look just fine. D:
  16. Hey guys. I don't know if this kind of mod has been done in FO3 before. I tried searching and can't find anything of the sort. So I know how to make a regular merchant and give him AI packages so he can travel like the other trade caravans. But I want to make a special one that you can give items to, which he'll try to "sell" to the other wastelanders he meets along his trade route. So that when you meet him again, he'll give you your share of the income. My main problem is I don't know how to store a list of the items you gave him. I also don't want him to instantly be able to sell everything you give him. That would be unrealistic. I want to make it so that highly consumable items like ingestibles, ammo and bobby pins go quickly, weapons and armor are a little slower, and other miscellaneous items are the slowest. I would also like the option to take back any unsold items if you give up on trying to have him sell something that just isn't popular among wastelanders, for example. Any ideas on how I could accomplish any of that? I think storing a list would be as simple as giving him a separate container for the stuff you want to sell. How do I remove a random item, using the "popular items" algorithm I mentioned earlier, from that container and calculate the cost of it so that the player gets that much as each item is "sold"?
  17. I like where this thread is going. I may try my hand at it. I'm not experienced at quest scripting, but I'm enjoying learning this stuff, so I can probably try my hand at this kind of mod. I'll take a crack at it later. I already have DC Interiors so the resources should already be on me.
  18. Come to think of it, FSR might not help as much as we think. His problem isn't stutter. It really sounds like loading lag based on: Of course, it doesn't hurt to try FSR anyway though. But I'm very doubtful it'll do anything for that kind of lag. It may fix his stutter, but it might not help with the sudden FPS drops at times.
  19. Fallout Stutter Remover doesn't work for everybody, and actually works against people with faster computers like mine. But, considering his CPU is a Core2Duo @ 2.00 GHz, it may actually work well. I just avoid recommending it outright because of my bad experiences with it.
  20. What are your Fallout.ini settings for these values: uGridsToLoad iPreloadSizeLimit uExterior Cell Buffer uInterior Cell Buffer There are more, but those are the main settings that determine how much data your game will be reading from the HDD (versus pre-loading it into RAM for faster access). That HDD chugging while reading data to load whenever you switch to a different outdoor cell is one of the main causes of FPS drops especially when you're outdoors, which is likely to be where you're experiencing it. In fact, you probably don't experience any FPS drops at all when indoors except maybe when you're nearing a door to another area. For a good-ish system like yours you may want to keep uGridsToLoad=5, then increase the other values depending on what they're set to right now. There are various ideas on the formulae for the other three values, but I personally follow the ones suggested in Japanese modders forums, where if you have more than 3 GB system RAM, you can upgrade iPreloadSizeLimit to 512 MB (iPreloadSizeLimit=536870912), and uInterior Cell Buffer=12 (uExterior Cell Buffer was suggested to be at uInteriorCellBuffer's value squared, so 144) I had these settings before on my older machine (Phenom x4 2.2 GHz, 3.5 GB RAM, NVIDIA 8600 GTS) and my game ran fairly smoothly outdoors, save for microstutter that I don't really mind.
  21. Follow the instructions given with BOSS. You basically just run the program, but you have to install it properly. Also, if you're on Windows 7 or Vista and you installed the game in Program Files (default), you have to turn UAC off, or else BOSS won't work. Windows will think what BOSS does is malware activity lol.
  22. Actually that's very easy to do. It's one of the simplest things to do in the GECK, and you should take this as an opportunity to learn. Modding is much more interesting than the game itself for many of us modders.
  23. They're INSIDE Megaton? Some other mod is doing that. MMM should not be affecting those merchants in any way. Post your load order so we can see what might be doing it.
  24. Honestly I don't even think of levels anymore, because I'm using this mod. It makes me think about leveling my skills up rather than my character. You might want to try it. It also makes it so that you can set how the world views your character (fake level) so that leveled lists will not be an issue if you don't want them to be. I think that's simpler and more interesting than simply raising the level cap. You can also adjust how fast or slow your skills level up with that mod, so that if you really want to spend a lot of time grinding for your character's skills, you can. Personally, the game is only interesting if it's hard. That's why the majority of my installed mods that don't have to do with aesthetics, weapons or armors, are things that make the game harder, including balances so that the game isn't impossible. If you play it fairly close to vanilla, which features you as the almighty player being able to survive 5 bullets and still be able to run up to a Supermutant to punch him with a Powerfist or something, that really does get boring after a while. - edit: Ugh. I just realized I'm replying to a necropost.
  25. Well that makes sense. I'll try that out. I also noticed that LVB2's script is similar but there are spaces around the periods for some reason, which may lead to syntax errors. - edit: Thanks vforvic. Looks like that works. I actually edited it so that the script is a bit lighter so it looks like this: BEGIN GameMode ; Draw weapon when player has weapon out. if ( GetPlayerTeammate == 1 ) && ( player.IsWeaponOut == 1 ) SetAlert 1 else SetAlert 0 endif end Tested it in-game and it works like a charm.
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