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EARACHE42

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Posts posted by EARACHE42

  1. No reason why that wouldn't work. I use repacked DLC BSA files on my system to store upgraded textures.

     

    If you plan to build and release mods, I agree its a spectacularly bad idea. But for personal use...

     

    Keep in mind a couple of things.

    1) Simply packing all the mod added resources into a new BSA probably won't work. If those resources were meant to over-write vanilla resources, you will end up with two BSAs in conflict and get decidedly mixed results. Unpacking the vanilla BSAs, overwrite the files, and repack is definitely the way to go.

    2) Don't mix resources in BSAs. Sounds in a sounds BSA, textures in textures. I've put meshes and texture together in a single BSA, but sound files can't be mixed.

    3) You can crank up the compression when you re-pack to save extra space. Might result in increased lag, but everything is a trade off.

    4) You already have backups of the vanilla BSAs. Its called your install disc.

  2. The problem is with xCALIBR Munitions. You have somehow triggered the bonus mini-quest.

     

    xCalMuni adds several triggers and scripts to Burke's house that are conditioned on the quest being active. It is not started by default and should only be activated when certain conditions are met and after dialog with Sy.

     

    Try typing "stopquest xCalBro" from the prompt and re-entering the house.

  3. I'd prefer the gun to be compatible with xCALIBR. Odin_ML designed a stunning 25mm HEAB grenade and I have no gun to shoot it with. That's why I went shopping for one. :)

     

    Scopes? Hmm. Wish you had a few more to choose from ... :woot: I actually have a scope I was planning to use but I'd be interested in your ideas.

     

    Have fun with your lady tonight.

  4. Seems that this monumental task falls to you lolek32. Any many, many are anxiously awaiting your patch.

     

    My advice is to start with the weapons that overlap between the mods and compare their value. From there you can determine rules of thumb to scale values for other weapons. Einherjrar has spent considerable time balancing out the full spectrum of weapon specs, so look to scale his values rather than replace them wholesale. For the purpose of leveling between the mods, I'd leave spread values alone.

     

    Impact force is part of the projectile data rather than the weapons so I'd leave it be as well.

     

    Nobody has mentioned the semi-automatic fire delay which is a critically important setting for non-automatic weapons. This setting controls how quickly the weapon responds to your trigger finger. The tricky part is that this is the only weapon setting that does not update the composite damage/sec in real-time while editing. It looks like it has no effect while you are editing, but if you close and re-open the weapon, you will see dramatic changes.

     

    Good luck to you and looking forward to your mod.

  5. There is no way to change NPC hair in game, but it can be done easily in GECK. You need to install a cosmetic mod that adds the hairs to the race entries, then you can open up your favorite NPC and change the hair, eyes, etc. That's what cosmetic mods are for.

     

    I recommend Lings Coiffure as it allows you to select eyelashes as well.

     

    If you want to distribute in-game, you will need to construct a wig. Orientation is critical and not intuitive for the wig to sit properly on the head. The vendor is xCalibr Munitions sports a wig you can use as a template. Just open the mesh for the wig, open the mesh for you desired hair and copy\paste over the Tristrip data. Default color is black but this can probably be modified using the immisive and specular color settings. Never done that myself so i am just speculating on the last part.

     

    Good luck.

  6. FWE uses form lists to add a weight effect based on the quantity of ammo you are packing. This extends only to the ammo used by FWE and not the full selection of CALIBR/xCALIBR ammo. It should not be too difficult to add the remaining ammo types to these lists.

     

    BTW - xCALIBR changes the name of ammo removing the FWE weight indicator. This has absolutely no effect on FWE's weight calculation. The FWE over-ride restores the weight indicator in the name. but again only for the ammo used by FWE.

  7. That looks like a re-texture of the mantis scouter. And a nice one at that.

     

    I don't know where that retex is from, but there are versions included in LingsFinerThings and in xCALIBR munitions. The xCal version is nicer IMHO (not as nice as the screenshot), but is a quest reward. The scouters in LFT are are crappy but buyable.

  8. Barrett XM-109 is an anti-material sniper rifle firing 25mm grenades. It is basically a heavily modified upper attached to a standard M82 lower receiver.

     

    http://images.military.com/pics/SoldierTech_XM109-2.jpg

     

    Someone with Blender skills could cobble this together from an existing M82. Just need to detach the barrel, scale it up 2x, chop it, and re-attach. No animation. No textures. Great first project.

     

    If anyone is interesting in bringing this outrageous cannon into the Fallout 'verse, I'll do my best to help you get permissions and get it into the game.

     

    Any takers?

  9. Both Lings.ESM and the projectbeauty esms effect the race entries and will cause a conflict resulting in your bad hair day.

     

    If you would like to use both Lings and PB, then replace the PB esm's with the Non-HD esp version. That version does not contain the race entries and can be used safely. Be sure to load the Lings ESP files AFTER the PB files.

     

    I do this in my own install.

     

    PS. LingsDLC adds cosmetics the DLC races, and allows you to play as a Mutt or swampfolk if you are into that.

  10. FYI: Here are the credits MunkeeNuts published regarding the HK-416 model in his arsenal.

     

    HK416

    -----------

    Model: Anti-Death, Soul-Slayer, Stoke, TheLama and Twinke Masta

    Textures: AcidSnake and Thanez

    Sounds: Vunsunta and xLongWayHome

    ACOG model: TheLama

    ACOG Texture: AcidSnake

    ANPEQ-2 Model: Hellspike

    ANPEQ-2 Texture: El Maestro de Graffiti

    FO3 compile/edit: MunkeeNuts

     

    I cannot confirm that he sought and received permission to port, but many, many people have ported FPSbanana weapons by these artists so it is reasonable to assume that permission is freely given.

     

    Regarding the Sig552, Munkee credits:

     

    SIG SG552

    -----------

    Model: Evan-0-Matic

    Textures: Teh Snake

    FO3 compile/edit: MunkeeNuts

     

    To say he claims credit for others work is demonstrably false.

  11. TheUbermensch - player armor is assigned to one or more specific equipment slots. The xCal scouter uses the "eyeglasses" slot as it should. The helmet mod probably uses both the headgear and eyeglasses slots to prevent likely clipping issues.

     

    You can modify this in geck. For example, you can take the xCal scouter and assign it to the mouth object slot (assuming you're not into chomping cigars) and use it together with the helmet.

  12. eXcalibr does not add anything in or near the megaton player house.

     

    Rabbit -- you MUST install all the files included with a mod, or more specifically, those files and folders you are directed to in the installation instructions.

     

    If you properly installed the files for xCal, the shop is easily seen. If not, then it is just one of the many <!> you must have in the your game.

  13. Cipscis - I am interested in trying out some effects tied to scope mode, like NV only when peering through the scope. Do you know of a script method to check if the player has zoomed the UI?

     

    Nevermind. I was looking in vain for a mode indicator when all I needed was to check for the keypress. Doh.

  14. There isn't really a best one. You can actually use all of them, they're compatible. Try using Asharas Hair Conversions, Saram Hair and Hair Pack.

     

    If I'm forced to pick one, I would say Asharas hair conversions, it has the best female custom hairs. No nice hair cuts for the guys though for all the hair mods, default male haircuts are the best.

     

    I have to disagree wih Heyy_Adrian here. The hair mods are NOT compatible, since each one will overwrite the race entries of the other. You will only get the hairs from the last mod in your load list. Look at FACE or Lings Coiffure which combine the major hair mods into a single package.

  15. I am looking for a simple, reliable way to increment a visit counter once every time the player enters a specific cell. I tried attaching a script to the door, but that seemed to disable the teleport function. I played with a trigger inside the cell, but the counter seems to increment with every frame. I tried using an OnTriggerLeave block, but it does not seem to work if the player teleports out of the trigger primitive.

     

    What am I missing?

     

    EDIT: Nevermind. The onTriggerLeave block works fine. I had an error in my quest script.

  16. i kinda agree. it used to be a hotel, but it doesn't look like the expensive ones. interior designer of tenpenny must've been on buffout.

    for a player suite shortut, maybe add a bellhop/page near the counter who escorts (teleports) you directly into your suite as an dialog option.

     

    PS: not to hijack, but is it possible to get both, the tenpenny suite AND the megaton house or are they oppositional?

     

    Can't get both houses in vanilla, but tenpenny suite mods exist that give you the room.

     

    I worked on Tenpenny as my first modding effort. Added a quest that gives player access to the suite with upgrades and killer expansions as the quest progresses. The quest provides custom entry level weapons to get a low level player out to Tenpenny easily, replaces and reverses the tenpenny quest with a 3rd path, adds 3 hot NPCs (all vendors, including a karma vendor), fortifies the exterior and adds tenpenny commandos for defense against the hordes of ghouls that stream out of warrington (like the residents are all terrified of one ghoul in leather), and much, much more.

     

    Pity its a little buggy, never finalized, and I never released it. Still, I can't play the game without it. Suite is way better than anything released and, hey, its built to my specs. :)

     

    Any EXPERIENCED modder interested in partnering to buff this up for release pls send PM.

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