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MichikoUnknownFox

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Everything posted by MichikoUnknownFox

  1. Yup that's what makes it a bit more complicated actually. I have to figure out how to script that properly, so that it can read the ammunition for your weapon and give you that, even if it's a modded weapon or ammunition type. I haven't done a lot of research or testing on it yet, because like I said I'm pretty busy. I think it's possible though.
  2. The CPU may be your bottleneck. I'm playing with the full NMC pack with uGridsToLoad=7 on an HD 6850 too and my FPS seems like it's going well over the FPS Clamp of 60. I've tried uGridsToLoad=9 and 11, and my FPS is still alright but my HDD became the bottleneck because it had trouble loading all those things into memory, so uGridsToLoad=7 is the best choice for me. In fact, monitoring the GPU usage, the GPU isn't even using 60% most of the time when I'm playing. This is only slightly overclocked (800 MHz Core, 1090 MHz Memory) at standard voltage settings, because I haven't even needed to really overclock it. One thing I have to mention for you to try. Don't use Fallout Stutter Remover if you're on a decent machine. It might do more harm than good. It's designed with older machines in mind. It has some effects like switching around the timing of your processor thread scheduling and stuff, which are detrimental to modern processors as it forces your machine to sleep (stop processing) once in a while to allow other processes to go through.
  3. 日本語分かる人珍しいですな。面白いw Nihongo wakaru hito mezurashii desu na. :D Anyway yeah those are some good ideas. If I had more spare time I'd try to put that together. As it is I barely have enough time to finish my own mod, which I've been working on and off on for almost a year now. @_@
  4. Yeah that's why you need a mod. The mod will basically do that console command but silently every time you reload. I'm still trying to figure out how to make the script recognize what ammo your gun uses.
  5. Yeah that's true. By default there's a lot of nasty things going on in the Fallout universe. You're going to end up fighting against Raiders, who butcher some of their victims as you can see in their hideouts. It probably won't scare them at all. They might even think it's funny. I think it's possible and relatively easy to make skulls throwable weapons, though throwing anything with accuracy has always been a problem with FO3's system. They end up getting thrown like grenades basically. If nobody mods this soon I may try my hand at it. I'm just a little busy right now to open up the GECK.
  6. Hello. :) I'm a part-time professional voice actor that's worked on audio books, educational stuff and even a few video games. Allow me to give you some advice on how to get started as a voice actor for games, especially in the FO3 context. -> Consider getting a good mic. Don't use headset mics or any of those cheap PC mics that are built for webcams or voice chatting. A condenser mic is the best option for a voice actor, even the cheaper ones are still better than a PC mic. Listen to the sound quality and you'll know why it's important. If you really have a talent for voicing stuff, you can actually make a living off doing this full-time, aside from doing it for fun for free mods to a game, which is basically what I've done really, so it's worth the investment for sure. A good condenser mic makes your voice sound clear, and is able to capture every little thing your voice can do. The better ones can greatly reduce background noise because they tend to be built directionally (professional studio quality ones particularly). You can get a cheap USB condenser mic, which is ideal for your purposes for now, for under $60. If you go for one that isn't a USB type, you're going to need an audio interface or a vocal amplifier that can plug into a computer (most can do that by default if you know what you're doing), which is some additional spending. -> There's a few quest mods for FO3 that require voice acting. You can make unofficial voiced mods for those as an audition of sorts, if you can't get in contact with the original modder (like it's a long-abandoned project and the modder isn't even playing FO3 anymore). You may need to learn to mod lip synch files for them as well, but it's not really all that hard. If you're able to do those things yourself, you can greatly increase your chances of getting some exposure. You can also make some companion NPCs with their own dialogue. -> Consider getting some software that can alter your voice as well. There's some free stuff, especially VST plugins for DAWs (even the free recording platform Audacity can support them if you use a VST bridge). The reason this is important is because for things like radio station DJ work, which is always a good kind of mod for FO3 in general, you're going to want something that can distort your voice a little bit to sound like a radio. There are even some programs that can realistically change your voice to sound female, monstrous, deeper, lighter, etc., though there aren't any free versions of these. Still, for somebody like you they're worth the investment. Most companies (do a Google search for voice changing software) will allow you to try the product first to see if you like its effects or not. I've tried quite a few and they're really good. I have a deep voice and it's cool to be able to do different voices when doing animated voices for storybooks, or video games. Good luck to you.
  7. You're going to need a mod for that. A mod that makes it so that everytime you reload, it'll give you the ammunition your gun requires. I'm pretty sure this kind of mod will require FOSE. I'll see about writing a script for it later, to allow even mod-added guns and those with custom ammo (CALIBR or other special ammo) to work.
  8. I haven't gotten far enough into the game to get a really big save game file size. The furthest I've gone is after certain events conspire in Jefferson Memorial (no spoilers here heheh). I've done very early parts of some of the DLCs but not all of them yet. The biggest file size I've seen so far in my most advanced game is only about 7 MB or so. I think my save game file sizes stay rather small partly because I have a very fast respawn rate for areas (1 hour to respawn, timescale is 1:2). I noticed that after my character sleeps at night in a town, the new save the next morning shrinks back down again. I also don't really "collect" stuff, so the game doesn't have to store that much info in that aspect.
  9. That reminds me of that area in Tepid Sewers, where Rocksalt spawns. He/she is surrounded by frag mines. I tried tossing a grenade to him once. But the explosion set off all the mines in that narrow passage and it killed me as well. I had no idea disarmed mines would also go off from a grenade at the time.
  10. That would also have problems with objects with Havok. If you have some books on a desk in the real room and you move them around, the books in the desk in the mirrored room would have to "reflect" that as well, which I imagine is rather qoghfkdslkjjkllquieorozujvkppwueklalurjghjjghgkjflka.
  11. I think what we can do is to introduce our own reflection shader, but even just typing that makes it feel very complicated.
  12. lol nice Now we need more suitable weapons and armor. They don't really fit the whole grungy leather and metal armors we have.
  13. There's a guide on that RH Ironsights mod, in the mod description or readme if I'm not mistaken, on how to make your weapons compatible with RH Ironsights. Take note, no amount of mesh editing will make guns work with ironsights unless you have that RH Ironsights mod.
  14. There are no actual settings for that. You need the RH Ironsights mod, which needs FOSE. It only works on the vanilla guns currently. You're going to need to find patches for modded weapons for compatibility with RH Ironsights. Or you could edit those yourself using NifSkope. But yeah, without such a mod you can't do it.
  15. Hmm you could make an actor effect that continuously damages your leg. It would require running a script effect to make sure the leg stays crippled. You can add it to the character via a perk. I'm a little busy now so I can't really tinker with it, but I'm sure it's possible.
  16. I've personally never seen any kind of mirror that actually works in any of Bethesda's games. Not saying it's impossible, but it may be trickier than we think if nobody's ever made one despite all the clothing and fashion stores, etc., that we have running around.
  17. Haha yeah a lot of the things you described, I either had to get or make mods for. I got increased spawns too. For Reilly's Rangers, I actually cheat and turn AI off before I use the door to the rooftop (or right after) so they don't die like 1 second after I get up there. I hate it also when you're out like carefully and stealthily sniping rangers from 100+m away or something. You're concentrating and even actually trying to time your shots, because you know that if you miss or the other Raiders are too close, then they'll start sniffing you out. Then some NPC like Brian Wilks or a Wastelander runs up to you to talk to you. It was like 3 AM when I was doing that so it was ridiculously dark with Fellout, and I was using nightvision so everything looked weird of course. Suddenly having your camera forcibly turn around is somewhat jarring. I have not talked to Talon Company at all yet. So they're still not aggressive to me. I shoot them on sight now, usually from afar, so they will never get a chance to talk to me. What's hilarious is even after you kill one of them, especially the leader, the other guys just stand around or even go back to a sandbox point while you're shooting them. D:
  18. You can do it in FO3Edit but it's a bit harder than the GECK. In FO3Edit you'd have to copy the item as an override into a new mod file. You can right click the item in FO3Edit for that. But the annoying part is assigning an enchantment to it, because you'll have to make a new enchantment that does what you want, like what vforvic described. Better to do it in the GECK.
  19. 1. I don't understand the question. If you can't find this part of the mod, it's in Gameplay -> Settings at the top menu (along with File, Edit, View, etc.). If you're saying that fAPRestoreRate is set to 4 even if you know Arwen's mod is supposed to set it to 1, then another mod may be modifying it later. I think FWE and other overhaul type mods will do that, if you have those. 2. No idea. 3. The messages are very likely from a quest. I don't have the mod, but you may want to look at whatever quests are set to become available when you get out of Vault 101 (or when you finish the CG quest). I haven't noticed any mods that added half INT to skills so far. Instead of editing the multiplier, edit the base (iLevelUpSkillPointsBase), so you can get it more accurately. That way, 10 INT = 9 additional skill points per level (that is, if my source is completely accurate). Your base of 11 + 9 = 20 skill points total per level, which is what vanilla looks like if I'm not mistaken.
  20. I used to play with the Nords. They were very effective in close combat if you knew how to handle the infantry properly. Shield walls were easily broken up by their axes. Then I tried Rhodoks, who I like to think are their arch rivals in terms of style. I built armies of mainly shield users and crossbowmen, and we could cut down almost any army in that way. Was great in sieges too, which was why I liked it so much. But nowadays I like playing with the Sarranids. They're moderately good at everything, which gives you more flexibility when it comes to building an army. No real weaknesses, but they're not the best at anything so you're going to need to both build a really big army and know what you're doing tactically to be really effective with them. Being all-around though means that I can sweep through enemy territory with them and not really be at a big disadvantage regardless of terrain or situation, which I always found to be a problem when playing with Nords and Rhodoks, which is why I ended up sticking with the faction completely. I know the commonly accepted strategy is to mix troops from each faction, but I generally don't do that because part of the fun for me is making whatever faction/style you choose work.
  21. Happens to me a lot. Gotta love them MMM increased spawns. Some weird Havok miscalculations are the key to a lot of the funniest moments I get in FO3. For example, I killed a supermutant once, I believe it was in VATS, and for some reason, the corpse flew some 40 feet toward me. I still don't know why that happened. It's like I was using a pulling gun or something. There are also times when raiders will die, but their corpses fall into some weird gap in the terrain or something. So Havok doesn't know what to do with it, so it ends up making the corpse dance or otherwise move around. It gets pretty violent and creepy sometimes, with the hand trying to go one way and the leg trying to go another.
  22. Hmm. Well you should be able to put most of the Megaton guys into Tenpenny without much bugs using either of the companion mods. I've never tried relocating an entire town though. It might be best if you finish the important Megaton quests first before blowing Megaton up. Particularly Lucy West's Blood Ties quest, Moira's Wasteland Survival Guide quest and the main storyline quests in Megaton. Also, I don't know how the game would react to that. I know that if you blow Megaton up, Moira is supposed to turn into a ghoul and the others are supposed to be dead. So I don't know if the game will still treat them all as dead and Moira as a ghoul. Better make a save first and back that save file up before trying it. Good luck.
  23. That's very specific. Unlikely somebody will actually have a save file with no mods (your game might crash or refuse to load the save file if there's too many differences in mods) with all of those things accomplished in that manner. Most people vary how they deal with quests. I mean, I personally don't even do the "You Gotta Shot 'em in the Head" quest. I block the guy off right there and then instead of taking the quest, or avoid talking to him completely because I don't agree with his views. A lot of people prefer the bad karma route, because it often has better rewards (like "The Replicated Man", which gives a perk for choosing the most of the negative karma routes). Since you're obviously not looking for a lot of work, why not just cheat and do all those quests with tgm on, tdetect off, and using movetoqt as much as possible? That way you can do all the quests yourself with the outcome you want.
  24. Try Sharing and Caring Companions or Companion Share & Recruit. Both mods are capable of doing that, aside from being able to make practically anybody a companion. Just order them to follow you then order them to wait (make yourself at home) or whatever in the new area. They won't leave unless you tell them to go home. Be careful though. The game can and will likely crash, regardless of what kind of mod you use, if you try to use it on a quest-related NPC that has a package that happens because of the quest. A good example is the Big Town residents before you finish the Big Trouble in Big Town quest completely. If you have any of them as a companion via these mods (or you are otherwise messing with their packages), the game will almost surely crash when you get to any part where they're supposed to gather, such as when they gather in the middle of the town to cheer, or when they watch you as you train them in using guns/robots/mines/stealth. Getting "dad" to become a companion at most points in the storyline will also end up in bugs or crashes. Just be careful. The safest way to do it all is in the GECK, by not only physically moving the NPC's ref to a new location, but also editing or wiping their packages clean. Because most NPCs in the game have their own packages designed for wherever they are. Harkness has package instructions in Rivet City, so when it's time for him to eat or stand around somewhere in Rivet City, he'll try to leave Tenpenny Tower to go back to Rivet City to complete his package instructions. You can edit it in the GECK, so that all of his actions are either in Tenpenny Tower or in "current location". But Harkness is generally a bad idea to modify in this way, because he's an important character in a quest. I won't tell you what if you don't want spoilers and didn't already know. You may end up bugging his quest out completely.
  25. Can somebody please make a Type 3 conversion of this mod: "85 Outfits ReColor"? The textures are warped if you force them on the Type 3 meshes. :( At least the shirt mesh. If possible, fit it for the narrowed shoulders version of Type 3, but I'd be happy with regular Type 3, as long as the textures aren't warped anymore. Thanks in advance.
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