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Skotte

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Everything posted by Skotte

  1. the reason the Hex address is important is because the form ids use it as well and when you move the master esp(in the load order) there is no "change of address " & Fallout tries to find the exact Formid it was assigned to look for. Personally I never liked the esp isolation in Oblivion & Fallout 3
  2. this may seem a silly question, Is Fallout 3 installed to the "program files", And you use Vista?
  3. I haven't been able to replicate your problem but I did notice in FOMM that all the MMM esm/esps were before Fallout3.esm, (per the readme I moved them to the last) & I wonder if that "confused" (for lack of a better word) Fallout3 though deleting the mod should've cleared that up, very odd problem
  4. I completely understand SangRahl, it's good to have all the info you can get.. FO3Edit: yes the same hex load value because this method targets a specific file with a specific hex value FOMM: yeah tthat's correct TES4Gecko: I haven't tested it but it potentially could mess up the saves
  5. there may be other ways but I'll tell you how I know it can be done. one way: Open FO3edit ( http://www.fallout3nexus.com/downloads/file.php?id=637 ) , let it load your entire mod list you intend to use, right-click the esp you want dependent & select "Add Masters...", select the file esp/esm to be the master. A couple things of note about this method: 1 , If you doing this for body mods (custom eyes, hair etc) you'll need need to do this through Fo3edit. 2 , this method is good for personal use but isn't practical for a release mod as it requires that the master esp to be in the same load order location for everyone who uses the dependent esp. second way: in FOMM use the the plugin editor to copy the forms needed from the "master esp" & paste to the the other esp. this method is more flexible as the info is contained in the file that needs it. so it's a decent option if you intend to release it. another way: use TES4Gecko ( http://www.tesnexus.com/downloads/file.php?id=8665 ) to convert your master esp into a true ESM, then when you load the new esm with the esp you want dependent it will be forever. I hope my knowledge helps you figure the method best for what you want to do.
  6. Here's Burger with the three things he most adores, his trusty ol' hunting rifle, his slightly untrusting gal Chiro & his prized wastehound helmet (inset is a rare moment without it on) http://www.fallout3nexus.com/imageshare/images/56126-1233893667.jpg he is a urban hunter type who favors long-range shooting but willing to dish it out close-up with his knife if needed. he is good with repair & lockpicking too. BTW: he is my attempt at a Ghoul child race
  7. I'm no modder but it sounds like a mid-sequence hit percentage check would be needed to end the Vatted set. Wonder if that is even doable
  8. Lookie here -> http://thenexusforums.com/index.php?showtopic=90041
  9. @ar13: I agree I had a hard enough time making a a scratch built npc able to work with caring & sharing (was just ending the conversation)
  10. Yeah since the 1.1 patch adds the means to actually download the DLC's .
  11. Yeah since the 1.1 patch adds the means to actually download the DLC's .
  12. Midicow, I too would like to see if your idea would work, that would potentially open up alot of possibilities. Offtopic: Can you link me the child mod? I really actually wanna try that... this is a good one -> http://www.fallout3nexus.com/downloads/file.php?id=1903 And this mod is IMHO essential for playing a child race -> http://www.fallout3nexus.com/downloads/file.php?id=1817 Enjoy
  13. The reason why those mods work is that they are different races & deathclaws are creatures & thusly cannot be controlled directly as a player character. But there is still hope, it might be possible to make a deathclaw bodysuit & helmet though it would move just like a regular player (for now) until we get a means to add anims.
  14. i just extracted "Fallout - Meshes.bsa" and there didn't seem to be any EGMs for clothing/armor or helmets that completely conceal the head (like PA helmets or raider Wastehound helmet) So unless you wanted to do some headgear (hair/Wigs, glasses, facial hair, head wraps, hats & open- face helms) I don't think you should worry. I wonder if swapping child-head EGMs in the place of adult-head Egms would let the headgear fit the young'uns. granted I'd duplicate them first so the default gear would still fit the adults. Edit: I'm thinking of testing this-> http://www.psychodogstudios.com/forums/showthread.php?t=4943 to see if it works for FO3 as well.
  15. I could be wrong but I think .EGM files are for keeping models fitted correctly with the heads, Since heads can be of different sizes. One wouldn't want to see the glasses earpieces to be to wide to touch the head or to narrow & go into a character's skull. :blink: Some of the modded in hairs in Oblivion had them.
  16. With extensive scripting, and FOSE, there really isnt any reason not to have this. Better keep the brat safe - a raider might take its head off! Why, since it's not an adult wouldn't it be invulnerable?
  17. I don't have the game (yet) but the manual says that can be adjusted in Option>display in game.
  18. Yeah VATS is optional like fast traveling was in ob.
  19. Odd, I often use various short races, Gnomes, Dwarves & children & the Npc's often look down on me no matter if in 1st or 3rd person view. Added, sometimes a companion will talk as tho I am eye-level but going through a cell change door seems yo fix that.
  20. RTS: Dawn of war or Dune 2 FPS: DooM RPG: Neverwinter Nights Diamond
  21. The Atari 2600 was my first taste of the joys I would savor ever since. 30+ years of gamin', now that makes me feel olde. hehe
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