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EARACHE42

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Posts posted by EARACHE42

  1. I've use the options in DarN's UI to remove the NPC indicators from the compass, but I'm not sure about changing the functionality of the crosshair like that. If the "hostile" colour was changed to the normal colour then it should remove the indication, but I don't know where in the XML files, if anywhere, that could be changed.

     

    Cipscis

     

    Check out the mod Crosshair Toggle. Not sure if it does what you need but offers some extraordinary options for the crosshairs.

  2. 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.

  3. I'm sure it could be done in FO3Edit ... but really, it's something that SHOULD be done in GECK, there's just too many ways you could go wrong with FO3Edit -- whose purpose is to EDIT, not create from scratch.

     

    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.

  4. Ok so if use a body mod, does it make it so the modded raider, enclave etc, can only wear the modded body (whether it be nude or an armor mod) does it make it so they can only wear it? Like I want to put a strip club in my game (let the flames roll in..) and I dont want woman outside the club other than maybe a few random woman, to be wandering around totally nude.. And for armors if you mod the armor of the enclave does it effect them all at once? thanks dudes

     

    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

  5. This really all depends on how the mods in question are set up. In some cases, the features that you want to remove will be largely independent of the rest of the mod so removing them will be very simple, but in other cases you might have to be more careful. The only real way to go about this is to snoop around the back end of the mod, and just see what happens when you remove some things. It'll probably be trial and error at first, but after some practice it'll get much easier.

     

    Cipscis

     

    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.

  6. Hi.

     

    I downloaded

     

    - TYPE3 BODY V3dot5

    - TYPE3 V2 TEXTURE pack

     

    and followed exactly the install instructions, but my Chracters are only semi-nude :blink: (see attachement)

     

    I also tried

     

    - TYPE3RAIDERTEXTURESfull

     

    ant this works perfect.

     

    I checked different styles from the "STYLES for V2 TEXTURE"-Folder, but wiht no effect or change.

     

    Any idea whats wrong?

     

    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.

  7. So you can't create a script to randomize individual NPCs, you would have to change them individually?

     

    how can i do that then i will do it, i just don't know how. i would like to use several different body types that modders have created to make so interesting characters then, and yes of course once done i would post.

     

    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.

  8. Yes you can. In fact, GetButtonPressed should just about always be used in a GameMode block. The reason why your script isn't working is probably because you're calling ShowMessage right before GetButtonPressed each time. This means that the script is looking for a button press from the most recent message, but since no time has passed (it's in the same frame) the player can't possibly have pressed a button. You'll want to use a "bDoOnce" variable in order to only call ShowMessage once:
    int bDoOnce
    
    Begin Gamemode
    
    if bDoOnce
    else;if bDoOnce == 0
    	set bDoOnce to 1
    	Showmessage SelectAction; 0=one, 1=both, 2=Exit
    endif
    
    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
    END

    Cipscis

     

    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.

  9. 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

    END

    Showmessage 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.

  10. Michael Masters should not be hostile towards you when you first meet him unless you have attacked him, Roy or Bessie. Make sure you talk to Chief Gustavo and get the Tenpenny Tower quest before you go into the tunnels. Also, try checking to see if any of your mods are causing this hostility via conflict, though I can't think of anything off the top of my head that would cause this to happen.

     

    You can find a good NPC creation tutorial packed with the Sharing & Caring Companions mod. It will tell you in detail how to set up an NPC, which you can use to modify existing ones if necessary.

     

    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.

  11. There was a mod i was watching a while back waiting until i had a better connection to download it, because as i recall it had a large file size. It was a giant weapon pack, it must have had a good couple hundred weapons.. and it may have had armors in it but I don't remember 100%. It'd been a while since i looked for it before now, and now that I have a better connection I've been hoping to get a hold of it. My only problem: I can't find it. I've searched the forums, I've searched the website.. everything I could think of! I searched for it with a ton of different terms, etc. There was no against-the-rule content in it, as it was just a huge pack. If anyone could direct me to it or help me out here I'd be very grateful.

     

    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.

  12. There was a mod i was watching a while back waiting until i had a better connection to download it, because as i recall it had a large file size. It was a giant weapon pack, it must have had a good couple hundred weapons.. and it may have had armors in it but I don't remember 100%. It'd been a while since i looked for it before now, and now that I have a better connection I've been hoping to get a hold of it. My only problem: I can't find it. I've searched the forums, I've searched the website.. everything I could think of! I searched for it with a ton of different terms, etc. There was no against-the-rule content in it, as it was just a huge pack. If anyone could direct me to it or help me out here I'd be very grateful.

     

    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.

  13. I made a npc and converted it to an esm as I was having issues with the skin blending with the head. That fixed the skin blending issue but I also made a custom hair for the npc before doing this.

     

    I created a new hair in the GECK, pointed it to the correct textures/meshes, and it shows up fine in the geck on the character. I added it to the race of my npc also in the race editing.

     

    I then used fomm to make a bsa containing the mesh and textures for the hair with the correct relative paths. However, in game, it shows the default race's hair.

     

    Anyone know what is wrong with the custom hair?

     

    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"

  14. I downloaded and installed the female body replacer (type3) and the clothes mod ling's finer things. I start my game, and head to tenpenny tower, when I get there all the female tenpenny residents are missing their torsos, and I head to the shop ans the dummys are all there, but their torsos are missing as well. Also, there are giant translucent diamond shaped red signs with an exclamation mark in the middle.

     

    Im guessing I messed up the type3 mod installation and that the clothing mod has missing meshes or textures, or both

     

    Is there a way to rectify this? and if so could you tell me how? thanks

     

    I'm almost literally bashing my head off the wall over this

    :wallbash:

     

    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.

  15. I tryed disabling all FOOK2 - esp/esm files, the weapons still had names and damage, still had the ability to repair items with scrap metal etc, Only the character names had changed, as far as i could tell, it was pretty much the same, weird.

     

    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.

  16. guess the easiest way would be to check the readme's of those and see if any incompatabilities are listed (or if not in the readme, check the comments)

     

     

    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).

  17. thanks!

     

    wow i tried to make a new home for my character...

     

    modding isnt easy...yeah yeah i know...but still it takes lots of hours...

     

    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.

  18. XFO. Only use ammo rarity.

     

     

    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.

  19. Well, that's pretty definitive. And it also means that this specific mod is not coming back to the Fallout 3 Nexus. Sorry Syco21, but I'm not going to defy the Nexus rules and regulations. I like it here.

    If anyone else in the modding community still feels the urge to make a new Walther P99 mod, we're rooting for ya!

     

    Alehazar

    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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