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EARACHE42

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Everything posted by EARACHE42

  1. Many female hairstyles (including ponytails) can be modded to allow use by males. Lings Coiffure does this.
  2. Check out the mod Crosshair Toggle. Not sure if it does what you need but offers some extraordinary options for the crosshairs.
  3. I can see from the mod galleries that this can be done. What am I doing wrong? I suspect I need to combine several mods, but I tried and I don't see immediate benefits. So I further suspect that the mods don't work throughout, but rather enhance specific locations such as a strip bar somewhere. Hell, my character is still fully clothed (and looks pretty crap to boot)! If anyone has done a mod101 I'd really appreciate a pointer to it. You know; do this, do that, and here's the 5 fundamental mods everyone should install. Clothing mods generally come with an outfit and a box. You will never see them in the game unless you retrieve them from the box and either wear them yourself or give them to an NPC (companion). Most of the screenshots you see with clothing mods are the author's character modeling the clothes. There are a number of outfits designated as "replacers". These will, uh, replace, a vanilla armor so you will actually see it in game. Seach nexus for "replacer". For a better looking player character, check out Asharas Character Presets. Install and go for a haircut to change your characters look. If you want NPCs throughout the game sporting skimpy outfits, LingsPrettyThings is your ticket. WYSISWG on the images.
  4. The $64K question is whether the sound you want is from a vanilla weapon or from another mod. If the former, you can open the weapon in GECK and select a 2D and 3D sound from the defined sounds. If the latter, than you want to load the source mod into geck as well, and then (THIS IS IMPORTANT) make a COPY of the sound you want. Just open the desired sound and save it with a different name. Then go to your weapon dialog and select your newly saved sound copies.
  5. Check the contents of this folder: Fallout 3\Data\textures\characters\female\Jessi\Body Make sure it contains three dds file starting with upperbodyfemale Looks like you are missing the main body textures.
  6. Body mods are ubiquitous and effect all female NPCs. Body mods change the base mesh (nude or otherwise) and the associated texture. Raider can have a separate texture, but it must be one designed for the body mesh you installed. Armors all have integral body meshes. When the armor fully covers the body (such as PA or vault suit), it doesn't matter what body mod you installed. When the armor reveals skin ( like much of the raider armor) , then you have to make sure you have the correct texture installed for your body mod. Most body mods have a vanilla armor replacer so the armor works with the skin texture of your body mod. Clear? BTW, have you seen this mod Chryslus Bar and Grill
  7. After Cipscis, experience is the best teacher. :) Before you do anything, make sure you have a backup of the mod you want to modify. You need two tools for modding mods, Fo3edit and GECK. Start with FO3edit as this utility makes it easy to see exactly what a mod is effecting. You can edit directly from FO3edit, but I recommend you do your initial editing with the GECK. Some of the changes you want to make are easy. For the cigs, now that you know the objectID from FO3edit, you can find it in GECK, open the dialog box and remove the object effect via the dropdown menu. Not familiar with the ghoul mod, but it is likely controlled through scripts and packages. Again, FO3edit will show you what the mod is changing, but is not a good tool for editing scripts and packages. You will have to open the mod in geck to drill down and see what the scipts and packages are doing. Warning, once you start climbing that modding learning curve, you just might get addicted. Have fun.
  8. Your pic shows the vanilla texture on the type3 mesh. You do not have the type 3 texures installed properly. Make sure you copy the textures (upperbodyfemale.dds) to your fallout3\data\textures\characters\female directory. A common error when manually installing mods is to drop textures into the meshes folder or vica-versa. You might look there to find your missing textures.
  9. Rather than creating custom races, you can use NIFscope to create "bodysuits". Each body mod has a unique upperbody.nif. You can rename them as "type3bod.nif or Exnembod.nif for clarity. You must also keep the skin textures separate and map each nif to the appropriate skin with NIFscope. Create armor items in GECK for each of your bodysuits and assign them to the upperbody slot. Now, the real work begins.... You need to "hollow-out" the mod outfits so they will not have a conflicting body mesh. In NIFscope, identify the body's TriShape and remove branch. I'll say again, branch. Its important. Good technique would include removing all the mismemberment meatpacks and unnecessary bone nodes, but it isn't necessary. Load your new "clothes only" nifs into GECK using a body slot other than upperbody. Give your NPC a body suit and matching outfit, and voila, you're done. Any yes, you still have to do distribute them manually. Its a ton of work. LingsPrettyThings mod distributes 5 different body types throughout the wasteland (with appropriate outfits), but they are all type 3 variants. The concept, however, is sound. I have a private mod with three female NPC sporting Type3, Exnem, and Growlf bodies respectively.
  10. Thanks Cipscis. That makes sense since previously I have used showMessage in an activation block and read the buttonpress from a GameMode block. I will give it a shot.
  11. New Quick Question: Can I use the getbuttonpress function within the GameMode block of a quest script? I have used button press before, but always within an OnActivate block. Here's the (abbreviated) code that is giving me trouble. Begin Gamemode Showmessage SelectAction ; 0=one, 1=both, 2=Exit set Button to getbuttonpressed IF Button != 2 ; if exit is selected, skips all the code if Button == 1 ; both selected, so include the second action Action on second item Endif Action on first item EndIF ENDShowmessage box displays fine, but code reacts as if no choice was selected. Do I have to make a token and an onEquip block to get this to work? This is a utility mod design to load run and exit., so I want the menu to display immediately upon game load.
  12. Yeah I tried alot of variables. Including aiming towards killing the Ghouls, letting them in and I did try convincing the tenpenny folks. Although I couldn't chat with them all because Lydia for example was not there because I robbed her shop. Thanks for the suggestions though, and I will definitely give that tutorial. Oh, and I don't have any mods installed except The Pitt, which I only activated a few hours ago. I'm aiming towards just creating new NPCs or editing the existing ones now. The Ghouls live there, and I've carried on with the game. I'd hate to go back a few hours. some possible things you could try: try to reset the quest : console: resetquest 14E9F (14E9F = Tenpenny Tower) however that will undo it and you would have to start it over otherwise, have you tried to reset the missing NPC's ? prid npcID (just google the npc's ID's you need, there also should be a txt on nexus with all ID's) disable enable kill resurrect moveto player (this is only needed if you're not standing over the corpse) I'm still yet to try and make new NPCs with the Sharing & Caring Companions mod. I did try resetting the quest though, and It was a disaster! There must be other triggers to allow me to advance. Firstly, I was neutral to Masters this time when I entered the tunnel, which is good. So there was a problem with the Quest Script at some point it seems? I suppose the quest (although not officially in the PipBoy) starts when you first meet Roy. At least to some extent. I told Roy Id help him kill everyone. Let them in, (messing about a bit, had to retrigger the Containment door) recieved a new Ghoul Mask and proceeded into the building. Sure enough Feral Ghouls all over, and Roy. But no NPCs of coruse. When you reset the quest it doesn't reset the tenpenny residents. So there was never a trigger telling Roy we'd killed them all. I tried spawning the residents with the console. Didn't make a difference one they were killed. Although I only spawned tenpenny and Lydia. I've tried resetting the NPCs aswell, even in their rightful locations. I've played alot since then now, and have completed the Pitt. Unfortunately Im running out of options! Although I couldn't wait around until I fixed it of course ;) Thanks again for your help! Sounds like you simply didn't finish the quest. Master's vendor package is conditioned on Tenpenny Quest being stage 250 or higher. You can use the command "setstage MS12 250" in GECK script, but not sure about the console.
  13. How long ago was it? You might be remembering community gear compilation mod which I think had images like you described. If so, it has morphed into the overblown Fook2 package.
  14. How long ago was it? You might be remembering community gear compilation mod which I think had images like you described. If so, it has morphed into the overblown Fook2 package.
  15. Be sure your .bsa has a compatible name with the esm. Bsa name must start exactly the same as the esm. mymod.esm will work with "mymod plus a whole lot of stuff.bsa" mymod.esm will not work with "my mod.bsa"
  16. Exclamation points mean there are missing meshes. If only Tenpenny females are effected (ie, Megaton OK), than you are missing the Ling bsa files. These should be in your fallout\data directory: LingsFinerThings - ClothesPack1.bsa LingsFinerThings - ClothesPack1.bsa You must never change the name of esp or esm files if they have relates BSAs. Fallout matches them on the file name string. Be sure you are at Fallout patch v1.6 or higher (v1.7 recommended). Lings does not require ArchiveInvalidation because all the clothing resources are packed in the BSA. Most of the time when the BSAs are messed, it is because of FOMM package manager. Don't use it with ling. I have Lings running with about 50 mods, many custom. No CTD.
  17. FOOk2 installs as an application and can be removed using software add\remove. If the uninstall data is missing, just install it again, then uninstall.
  18. You might want to check out this mod. http://www.fallout3nexus.com/downloads/file.php?id=9142 Streetstar5 posted his most impressive load order on his description page. I know he uses FWE, MMM and wasteland traveler. He can probably tell you if your other mods are even required (I think they may already be covered under FWE).
  19. The L-85a has been pulled from the latest version of FOOK, but Toxa includes one in his stalker arsenal mod. Easy way to get the weapon you want. If you want to continue modding, I suggest you start with Toxa's gun and focus on correcting the grip.
  20. For use with FOOK2, FOOK2 - Snipers Edition for beta 1-3 mod generally reduces ammo availability and adds additional powerful and expensive ammo omitted from the new Fook. .50BMG round are 25 caps a piece (@100% barter) and are hard to come by.
  21. Don't worry, I wouldn't ever ask you to do that, I love it here too. :smile: I installed FOOK and noticed they have a P99, maybe whomever made that model can re-release it all by it's lonesome? IDK I do plan on trying to ask some of the CSS modders if I can use their P99 mods and port them to FO3. I know that's where some of the other hi-rez weapon mods came from, but IDK how to do that so it would take time for me to learn. LingsFinerThings has Munkeenut's Walter P99 included with permission. It is in the stuff for guys chest as Bond's PPK. You won't like it though. Its modified to be Bond's gun, so it never runs out of ammo, never misses, and never actually kills anyone. Hehe.
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