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I believe Starfield as is provides a solid foundation for a great game but Bethesda needs to get up off it and release the modding kit. The sooner the better because yes it is true people are losing interest in the game.
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I doubt much can or will be done with this game.
deu58 replied to shoringu's topic in Starfield's Discussion
I saw something just a few days ago that said there is going to be a very large patch sometime in feb. you can check it out here. https://www.gamezone.com/news/bethesda-outlines-robust-update-schedule-for-starfield-in-2024/ -
Anyone know how to unblock the jewelry templates for editing? The majority of them are blocked for some reason. I don't see anything obvious. I already checked Enchantments and Quests to see if they were blocked from there. Older Bethesda kits it used to mean there was a master template somewhere but I don't see anything like that connected to amulets and rings.
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So these are the correct patches.. Thank you very much! :D Did they remove the ability to thank a post? I would have thanked your post but I don't see the option.
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I haven't played since the original release and actually didn't finish so decided to dust it off and start over. I upgraded to the Anniversary edition but I don't see an unofficial patch for that release. I am currently @ lvl 25 and the game seems pretty smooth. No need for the patch? Outside of the numerous official DLC I am only running like 4 very small 3rd party tweak mods and of course script extender.
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Very doubtful, Best and easiest is to replay from the save you have, Storage in any container in the game is high risk at all times. Almost every container is set to respawn in 72 hours. It does seem certain containers may have different respawn timers. A container can also repawn as empty through multiple cycles. I have noticed that with trash cans, mail boxes etc. Perhaps there is a player safe storage mod you can download ? I have my own that I created. I am planning on releasing a full lvl 100 respawn mod hopefully in the next few days but it may be much more than what you want for your own use. It has a safe storage dumpster container just outside the Megaton gate but then again it has a lot of other features you may not like. The mod is actually finished. I am just play testing it before release but I have lots of real life stuff going on so my play time is limited right now. Im confident the mod is ready but I still want to make sure it is as bug free as possible
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If you mean adding already created NEXUS mods Vortex is pretty nice. But if you are creating your own mods I personally had bad luck with Vortex. The problem was trying to delete the old ESP. There were sub folders in a separate location that stored older esps and it kept overwriting my edits. It was a real mess. Vortex puts its own file in every folder at every level in your texture, mesh etc folders in the data folder . I ended up having to do a complete game re install to get rid of Vortex. That was like 3 months ago so maybe they have advanced the program to be more friendly to deleting unwanted mods. Vortex is really nice for just downloading and playing. But for creating your stuff I found NMM to much friendlier.
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Miscellaneous items as repair tools? (i.e. glue, whetstone)
deu58 replied to a topic in Fallout 3's Discussion
If you know how to use the GECK you can mod your own repair stuff. I did it years ago in New Vegas. I'm rusty with the GECK these days but if memory serves me select the desired weapon in GECK and there should be a repair item option in the weapon template. I dont recall if non weapon Items were options but its possible they are, I remember adding hunting rifles to repair the sniper rifle and anti matter rifle. Works the same with armor. I remember adding light clutter clothing to repair stealth armor. -
I mentioned this in the geck thread. You dont have to ever worry about modifying the Fallout esm. the new plug is created when you save the edit changes. All edits are saved to the esp. The first time you hit save you will be prompted to first to name your new esp. There is no preselectable option. open the geck, make your edit, hit save and name your esp and thats it. your done Now, if you decide you want to reedit your esp, next time you open the geck you select your esp in the data table, "select set as active file" for your esp and can edit that. If you are still having trouble maybe I can try to make a video on with my phone. Or I could try just screen shots. Not sure if they let you upload videos here. Never tried.
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I'm not a camera savvy guy or would do you a video. You only need to edit one stat. poof done. You just want it to move faster. Animations is modeling stuff. pretty advanced stuff. Most of those guys seem to be gone. There is probably such a thing as to fast. Frame rates. make small edits.
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I gave you a reply in the geck thread about modding templates for creatures. I'm actually working on a template mod right now for the lvl 100 mod but I still have a long way to go. Havent even started on the creature templates yet but I am almost finished with the NPC side. hundreds of edits to just get the basic hit points/lvls up. Modding the creature stats is basically the same as the NPC templates. Currently in my test game I am at lvl 25 and spawning lvl 45 NPC enemies. I use the MMM increased spawns to so its getting pretty tough.
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I don't think you have to change any animations. Im only slightly more experienced than you and I make my own edits all the time. New to GECK your hardest part will be learning to get to the template you need to make your changes. pretty much everything concerning creatures NPCs containers and Items is contained in individual templates and that is where you make your edits. Once the GECK has loaded you will see a tree on the left. From that tree is where you access all the different categories NPC Creature etc. You want LEVELED CREATURES. Select that and the main window will populate with all the game creatures. Find rad scorpions on the list and open that. This will open the scorpion template. Top of the template you will see a row of tabs. You want the stats tab. In stats you can change speed health etc. There are slight differences in the NPC vs creatures templates but not very much. Check youtube for any NPC or Creature editing and you will see the templates and how they work. Once you learn one they are pretty simple. You say you have never touched the GECK so the first tricky part is getting the files you want to actually load. Its a multi step process. Upper left tool bar click on FILE Open DATA Select Fallout3.ESM It will show a black x when properly selected If you want to create your own plugin then that is all you have to do. Click OK If you want to edit an existing mod then you need to also select that mod. When you have the mod selected,Click Set as Active File. Now click OK . Your edit window will now populate. All your edits will be in the active mod file only. Also, If you want to make your own an ESP affecting several mods then select the mods you want edited but do not select the active file option. All those mods will load and you can make your edits. When you save you will prompted to name your new file. That will be your own new ESP. All your edits will be saved to the new esp. No edits will be changed in the original mods. Its a protection feature in case your esp isn't what you really wanted. If you made mistakes that can't be fixed you can just delete your new esp and the original mods are still in good shape. You just simply start over. Overview, ESM Must always be selected. You can select as many ESP/ESM mods as you want but only one can be set for the active file. To create a new esp, do not set any active files. An ESM Cannot be set as active. ESM is a master file. There is a way to edit it but don't worry about that you don't need that info yet. Generally there is no real reason to edit an ESM and I am already giving you a lot of info to process. The GECK will appear to have crashed while loading the files. Believe it or not this is normal for the GECK. It will say NOT RESPONDING. Just leave it for a bit and it should eventually populate. The more mods you are loading the longer it takes. If you decide to make your own esp remember to have it load after the mods you want the changes to affect. I"m sure you already familiar with load order? If you learn to use the GECK You will be able to edit any Elder Scrolls or Fallout games because they are all the same program. I started with the Morrowind Construction set. As games were created the Construction Set was upgraded per game and when Fallout came out they simply changed the name to GECK and adapted it to Fallout but they are all the same base program. I do recommend downloading the GECK extender. The GECK is a buggy thing and after a few edits it is prone to crashing. The GECK Extender seems to solve the crash problem. In gaming you always hear SAVE OFTEN. With the GECK it is SAVE VERY OFTEN! Another thing to remember is ESMs. An ESM is a master file. If any of your mods have their own ESM and you select that ESM in the GECK your plugin will become "dependent" on that ESM. For your mod to work properly that ESM will need to be active in your mod manager. Fallout3 ESM is always active when modding. You can have as many 3rd party ESMs selected as you want. But your plugin will need them all to work properly. A missing ESM can cause crashes. Another issue is FOSE. Fallout script extender. This can cause a problem also. If you are using the steam GOTY the Launcher has been upgraded and the old FOSE no longer works with it. Many older mods were created with FOSE. They wont work with the new launcher and the FOSE creator has moved on to other things it seems. Im using GOG GOTY so my launcher is the older version so I dont have that problem. There are work arounds but the problem is steam will automatically update the launcher. GOG GOTY is safe from updates.
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Thank you for the reply. I already solved the issue. It was Vortex related. When I uninstalled Vortex all the main files were removed . What I discovered later is Vortex also installs a file in every level of game folder files. meshes textures etc. hundreds of vortex files. I did a full re install and problem solved. I did follow the proper uninstall procedure for Vortex. But it doesn't remove the Vortex files in all the Game folders. If you are using Vortex you can see these files. Look in your Fallout main and you will see it. It says "this file managed by_ Vortex". Look in Data and you will see it there. Then in every folder in meshes textures etc each sub folder will have that file.
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Game Info Fallout 3 GOTY GOG Install Fallout Launcher Exe 1.1.12.0 Fallout Exe 1.7.0.3 Geck Came with the Game. FOSE latest version installed Geck Power Up NMM for Mod Manager. My character is currently at level 3 Issue Created a container re spawning and add caps to vendor mod using the GECK that came with the game. Added caps do show properly in the Vendor buy/sell template. Upon hitting the complete transaction button game instantly crashes. My Mod adds 2 unique non spawning dumpsters outside the gates of MegaTown, Thats the only world cell modification in the mod. I had an odd occurrence where I sold my goods and it didnt crash but it didnt transfer any caps to me either. It took the items but it didn't pay out. I can at times also sell a few items at a time without a crash but if I sell bulk instant crash. Normally when it crashes the transaction is cancelled. It doesn't take the items and I don't get paid. This happens with all vendors. I made no original changes to settings to the original vendor chest settings. settings are currently set to, VendorcapBaseMed - Calculate for each Item in count. The chest itself does re spawn which is an original setting There are two other Vendor cap items in the inventory their settings are blank. These are the exact same settings as the Fallout esm. I have tried manipulating settings, Use All etc. Nothing still crashes. I returned them all back to their original settings. I have disabled all other mods including the DLCs running just my mod and the Fallout esm and the problem still remains. Checked and cleaned with FO3 edit. There are no conflicts showing in the editor. Nothing red. I have tried using the standard GOG game launchers. No Change. Keeps Crashing so it doesn't appear to be mod manager related. Tried saving the file after cleaning using the non power up standard GECK. Nothing works. It just keeps crashing. I downloaded another change vendor caps mod and tried it. Worked fine. I only ran it for a few transactions. I looked at it in the Geck and the item settings are customized. So it doesn't look like changing from use all to whatever other setting would be a crash issue. This mod actually added 1000 to the item count. I am only adding 8. So its not to many items in the count. The problem appears to be directly involved with transferring items/caps to and from the vendor chest itself. I am using the VendorChestBuried chest. This mod was actually working for awhile. Then poof this happened. The mod is about a week old. Problem started when I hit level 3. I have started a new game several times. Same thing keeps happening. I have been away from the game for several years. Just started playing again. I started using the Vortex manager but had problems removing old plug ins, setting up load order and getting my modded file to actually update so I switched to the NMM manager. I have scoured my computer to make sure there are no remaining Vortex files. I can't find any so I dont think and old file somewhere is causing issues. Maybe. But I cant find one. Any advice would be greatly appreciated.
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As far as I know all you have to do is delete the 'M" markers in the Geck. You should be able to delete them by actually selecting the marker in the render window or by finding the town in the cell view list. In the cell view click on the correct cell and all the markers for that cell will show in a list. You can right click on any marker and an edit menu will open with a delete marker option. If you are having trouble identifying a wilderness (outdoor cell) this mod is the cats meow for locating the actual cell coordinates. http://www.newvegasnexus.com/downloads/file.php?id=42166