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Everything posted by Zephyr102
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Would love to see Dark Forces and Dark Forces 2: Jedi Knight remade. The Kyle Katarn legacy still stands in my book as the absolute best Star Wars gaming series ever made, even over the likes of KotOR and Force Unleashed. Jedi Outcast and Jedi Academy were fine games, too, but they run and look good enough to not need remakes. :P Need to get Crimson Skies running again. Had some fine dogfighting, it did, but it seems to hate WinXP. Looks like someone above this post knows what MW is supposed to stand for- MechWarrior! MW4:Mercs was epic- my two squads versus the Steiner hordes, turning a snow-covered mountainside black with charred debris.... Good times, good times... Only other classic I miss is a Game Boy game- Pokemon Silver. Gave it to a friend when Sapphire came out for GBA, and haven't seen another copy since. -.-
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Ever since F:NV came out, I've been hearin' a lotta mixed feelings about Steam. Having played HL2, and thus having utilized Steam, for several years before NV's debut, I had personally come to like it- stable and reasonably fast game purchasing and downloads, easy and free updates, launch management and in-game overlay. And best of all, it's a free, tiny download. Then came along NV. Mind you, I'm still waiting for the price to come down and some bugs to be fixed, but I still follow the game's progress to an extent. I wasn't too surprised there would be a Steam version- both Oblivion and FO3 have them, if I recall. I was somewhat surprised to learn that Steam was a requirement, tho not really disappointed, given my good experience with Steam in the past. Which is why the furor over Steam has me confused. It seems the FOMM and OBSE guys have adapted well enough to the new platform, as well as the rest of the mod community. And I haven't heard of any legitimate in-game issues arising as a direct result of Steam- it seems a rushed release and a naturally-unstable engine (at least in my experience- Morrowind, Oblivion, and FO3 are the games that taught me to quicksave early and often) are mostly to blame. So what's all the commotion about? I dun mean to start any fights, and I ain't aimin' at anyone in particular. Just wanted to pose the question that's on my mind.
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Think what it means by 'overwrite original files' is that if you had any similar mods/meshes/textures previously installed, or if you've unpacked the stuff in the Oblivion BSAs into the Data folder for whatever reason, its files will overwrite them. And as long as you have the disks (or Steam), you can always get the vanilla stuff back. As said, with Robert's Male, there are several options for musculature. You won't hafta worry about... lol, 'butt floss' either, the briefs are fairly conservative. And if ya wanna get rid of the thongs, HGEC's lower underwear has a good amount of coverage, and is textured to look somewhat medieval. Plenty of armor/clothing available for both, too.
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Well, to get the face file, you'll need three things- the associated race mod, any hairstyle/eye models being used, and the face file. The first two will vary, but should be listed (and possibly linked to, if not, just search the Nexus) in the save file's readme. The third part requires a neat little tool called Oblivion Face Exchange, with which you can pull a face file from a savegame. If I'm not mistaken, these face files can then be used by the Construction Set to apply the face to an NPC. As for making CMs, I think the base CM Partners mod has a tut for making new companions. Not as familiar with that bit, tho.
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So, doing the main chain for Point Lookout and I get to the Walking With Spirits quest, happily looking forward to one of Bethesda's finest hallucination sequences. After a muddy trod across the map, I reach the Sacred Bog, and go to enter the first door- only for my character to start respawning on the other side over 'n over 'n over again, complete with the sound of the door shutting behind me repeatedly. Can't move, and the lag/stutter makes simply opening the main menu into a chore. Whiskey Tango Foxtrot #1. After going back to a quicksave, trying again, and getting the same response, I try loading the autosave it makes inside the door. Bingo, or so I think- I spawn, and stay spawned, fully mobile and with no freaky stuttering. I head thru the short cave, then begin my trek thru the bog. After dispatching the first batch of Mirelurks, I trek forth, only to be suddenly and randomly teleported back to the beginning of the first cave. WTF #2. Seems the game is awfully fixated on that door- this happens even after restarting the game, and even if I go on after being warped back (I end up getting ported back again). I seem to recall some glitches with this door on previous run-thrus, but nothing quite like this. FOMM load order report is as follows (I can get one from BOSS if need be): In short, FWE/MMM and then some. It's generally stable, and I've had no uber-weird issues thus far, so I'm hoping I can get this fixed. Luckily, my back-up main save is still in the Wasteland Proper, so I can clean up any PL-related plugins if it comes to that... I just dun feel like repeating the first half of the quest chain again. >.< Thanks in advanced for any help you can give! Update (kinda): Used 'movetoqt' to get to the Mother Punga, grabbed the seeds, then tried to head out. Made it about halfway thru the hallucination when the game warped me back to the bog entrance, as it had before. Fortunately, the quest did advance, and I did get lobotomized as usual. So the glitch seems to have something to do with the bog itself. Game is playable again, but I'm still a little peeved about A: having to cheat past the bug, and B: missing out on the last half of one of my favorite sequences. :|
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Free at last, FREE AT LAST, THANK GOD ALMIGHTY, WE'RE... a tad over-dramatic here. Just flipped the malware warnings back on, and TESnexus is evil-free once again. I guess that means I can stop glowering at everything Google now, since they finally got their act together. GG, all.
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Google Chrome's adblock is nice, but its warning thingy needs a big red STFU ABOUT THIS SITE button. Gettin' tired of checking the box and clicking OK for every stinkin' page. AVG has my back with its regular scans, I dun need my browser all OMG-in-my-face. >.< Funny, it only does it on the TES side. Fallout side seems fine, but that's where the fake MMM RC7 trap was set. Shame on the @ssholes who do this kinda stuff. What do they get out of this kinda behavior? Entertainment? I really dun get what's so amusing about screwing over people you don't even know...
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Google Chrome has an Adblock plugin that works miracles against the noisy stuff. Was about to rant about this myself when I saw this thread - I was just settling in to do a screenshot descrip when some god-awful marketing monstrosity with a 2-min-plus interview tried to blow out my eardrums (was poking around the Wasteland with my volume up earlier). And I was probably gonna break something if I heard 'CONGRATULATIONS! YOU'VE WON!' one more friggin' time... As much as I'd love to support this site, I don't have the spare change for things like premium memberships in this economy (I dun even have premium on DevArt, and I've been there for twice as long), and I really dun like being spammed with marketing nonsense and malware, so In Nuclear Methods I Trust. :P
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Almost ready to pack up and release my personal retexture of the Prototype Medic Armor, but one niggling little detail stands between me and the upload button. Normally (ie, with Vanilla gear and with most mods I've played) if I use the Groovatron or the Readius to switch the regular PipBoy off, the little bit that would otherwise cover my arm pops right in. But with my custom armor, there's a big empty gap from just below the elbow to the wrist where the Pboy is supposed to be. The glove works fine- switches right to the armor's designated glove- but the forearm eludes me. Been Googling around and nothing I've found has helped. Also been cracking other sets of gear open in Nifskope and the GECK, but still no eureka moments. Any help getting my baby ready to ship would be much appreciated!
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Odd, why didn't the Titan use its Doomsday? Never heard of one being jammed, but then Battlecruisers were the biggest thing I managed to train for in my time in EVE. Still, long live the Hurricane-class. Massive engagements in null-sec like that were daily news events in EVE, tho. I've seen vids of fleet battles where the screen is just covered in blue and red dots, indicating friends and enemies respectively. At that point, you're fighting via menus, since the screen is a constantly-shifting mess. Scale-wise, even a miniscule frigate is the size of a 747, but would show up as a pixel next to a Dreadnaught or carrier. And even a Dread is only about 1/20th the size of a Titan. Then factor in a fully-player-driven, multi-trillion-credit economy spread over 7,500 systems, player corporations gathered in monstrous PVP alliances, and the ability to claim systems- or even sectors- in the names of those alliances. Fighting a war in EVE makes most strat games look like Tetris.
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Alrighty, dumped my inventory as suggested, then cleared my load order of all but the DLCs. Agi is back to normal, now I get to go thru the list and see what the culprit is. Stay tuned! XD Update: Traced it to Imp's More Complex Needs. A fine mod if there ever was one, so I'm posting on the file thread to see if the author can help.
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Title says it all. Been tryin' some survival/needs mods on a new toon, and recently realized my agility is through the floor. I started the character with 7 agi, but now it reads as 1(-) in the PipBoy, and 'getav agility' shows it as 0. I tried using 'player.modav 7' and 'setav 7' (with my character as the target), but nothing seems to set it back to normal. Emptying out my pack makes no difference either, and I didn't see anything suspicious when using the 'inv' command. I'm wondering if I switched something off wrong (like Powered Power Armor). Any help getting my favorite SPECIAL attribute back would be greatly appreciated!
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Oh yeah, forgot that bit- I do indeed like the T-45's design, tho I personally use the prototype medical armor from Old Olney, just to stand out a bit from the full-time brothers and sisters.
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There's several if you're careful. Kill him the moment you have a clear shot, then search the alley.
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106, with the hallucinogens. They put some seriously freaky moments in there. 92 and 87 definitely have their creepy points, tho. Especially the failed FEV experiments in 87; god those things are ugly, shame Bethesda didn't make 'em into fightable monsters. 108 was more fun than creepy, tho I do like the whole 'Gary? Gary.... GARY!' thing.
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Moments you wished you had caught on film
Zephyr102 replied to Alehazar's topic in Fallout 3's Spoilers
Warning- spoilers. This is the spoiler section, after all. :P The march of Liberty Prime from the Citadel to the Purifier is easily my favorite bit of gameplay. I like to grab whatever gun in my collection has the biggest magazine and just unleash hell while the robot does all the work. With all the explosions he makes, it's quite a light and sound show. TBH, tho, it's more fun to rePLAY it than to simply watch. I do have a savegame of my evil character at the top of Tenpenny Tower, savoring the moment before flipping the switch on Megaton. The sound of that shockwave is just righteous, probably the best thing to come out of my subwoofer since I discovered the machine gun on UT2004's tank. A couple folks have mentioned the mansion explosion in Point Lookout. Screw Fraps, I would love to see a video of my face when that sucker went up. Friggin' awesome. XD -
Let's see... Enclave- Annoying Eyebot broadcasts... Forceful occupation of Project Purity... Murdering civilians and shooting at me on sight... Taking the GECK from my hands after I lit up most of Vault 87 getting to it... Further attempts on the part of Colonel Autumn to kill me AFTER capturing me... ... and then their computer-program boss has the nerve to ask me to help him taint Project Purity with a known volatile mutagenic virus. Brotherhood of Steel- Saves my ass, however unintentionally, from the first Super Mutants I encounter. Performs quite impressively as I tag along with them en route to GNR (one of my favorite fights). Generally helpful to the populace, with regular anti-freak patrols in the ruins and having previously guarded Project Purity. Saves my ass AGAIN, along with several other civie scientists, after I escape the Enclave-occupied purifier. Trains me in the operation of Power Armor at no additional charge. Supplies me with data on the GECK and access to one of the better vendors in the game. Has an awesome nuke-chucking giant robot with a distaste for 'red.' Yeah, President Eden can stuff it up his serial ports. As for being independent, I pretty much am on my main. I still retain ties to the BoS- bringing in any holotags I come across, supplying Rothschild with bits of tech, popping the Overlord that always spawns just south of the Citadel. My heavy gunner is building up MERC atm, but he's mostly in it for fun and money. On the other hand, my evil laser-wielding Shojo girl has great plans for the impressive resources of the Enclave... great plans indeed... *muahahahahahaha*
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Hmm, shame I can't pick multiple options. I bought FO3 and Oblivion (GOTY for both) as well as the Orange Box in stores, but went thru Steam for Left 4 Dead 2 and Audiosurf. It depends on the game and the available deals, tho I may end up using Steam more often as my tower of game cases begins to teeter precariously. XD Steam also came in handy after I rebuilt my computer from scratch; just cued up the downloads and went to bed, and by morning I had half my games back.
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Replacing the Main Menu music
Zephyr102 replied to Zephyr102's topic in Fallout 3's Mod Troubleshooting
Data\Music\Special\MainTitle.mp3 Exactly where the old file was, and that one played fine. Woot! Got it playing. Dropped the copy's bitrate from a ludicrous 256 to 128; sounds a tiny bit fuzzy, but it works. Might try 192, see if it'll play. -
After DLing the Earthquake music replacer, I decided it couldn't be too hard to replace the main menu music (which was the only song I didn't like in the Earthquake pack) with a song from my collection. I'd done the same thing in FO3's medieval cousin Oblivion, and it was quite simple. So I find a song I like, move it and rename it accordingly after deleting the old MainTitle.mp3, and start up. But the song won't play. Instead the game pulls up one of the exploration tracks. I've tried converting the file to .wav and a different .mp3 encode, but nothing seems to work. Anything I'm missing here? Thanks for the help.
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A while back, I saw a video that featured overhead damage numbers- the amount of damage done/taken or health received, etc, would pop up over the appropriate head. The only mod I've found similar to this is the Numerical Health Display Scouter, but it only shows total/remaining health. I'm still trying to find the video (if I do, I'll update), but any help finding the mod itself would be welcome.
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Distant LOD models not disappearing
Zephyr102 replied to Zephyr102's topic in Fallout 3's Mod Troubleshooting
Yar, if I can get it to happen again, I'll grab a screen. I fiddled with my settings a bit, and it seems to have fixed things for the time being. Basically, the low-detailed, ultra-basic distant model that one can see from afar doesn't disappear when I get closer to the city (or whatever model is being affected). The LOD is SUPPOSED to fade out and give way to the more-detailed static meshes, but sometimes doesn't. You can walk right thru it, but it can make it tricky to spot some doors when walking around in third person. -
So after being dazzled by BoS DX, and chancing across Better Medic Power Armor, I decided to go for that rather unique set of T-45 (since I think the T51 makes me look fat). So, after the trek thru Ol' Olney in search of the Tesla Coil, I am now a proud owner of the only armor that doubles as a follower... of sorts. But after a few fights, I noticed that neat lil US Army insignia on the shoulder has gone missing. A shame, since it set me apart a bit from my full-time comrades in the Brotherhood. Perhaps this was caused when I used standard PA to repair the set? Or is it a glitch related to the DX textures (which also affect the Medic Armor)? Is there a fix? I really liked that logo! Thanks!
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Having finally gotten around to putting FO3:GOTY on my rig, I've noticed some glitches that remind me a lot of Oblivion (yay for shared platforms). One of the most intrusive of these glitches is that Distant LOD models don't seem to disappear properly when I get close. I first noticed this when reaching Rivet City, and soon found it to affect Megaton, the fragged freeway, and several chunks of terrain. It was really annoying when approaching an Enclave outpost last night- a massive 'cliff' made flanking to my right rather awkward. I could walk thru it, but not see thru it. Are there any known fixes or .ini tweaks for this issue? Thanks for the help!
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Been workin' on a new version of my main, Bri, this time going thru as a Legionnaire. A few days ago, I decided to topple the gate near Skingrad early after my patrol of the first section of the Gold Road. The gate world is the one with three towers and a set of extending bridges, world 4 on UESP. The run was goin' smooth til I hit the top of one of the first towers (the one on the left as you enter the gate in this case). I hit the switch and see the message telling me the first bridge has extended. But when I head out the door to cross the bridge, it's still sitting there in the retracted position (I wince as my dog companion 'ports in over the open air). I reload, go back to the switch, same deal. After some Google hunting, I can't find any working solutions, and decide to go back to the save before the patrol and do sumtin else for a while. So today, I rerun the patrol, save in Skingrad, then head back to the gate, only to encounter the same problem- the bridge will not extend! Wrye Bash mod list as follows. Thank God for Bash, and thank you guys for any help! = Check Mods This is a report on your currently active/merged mods. === Mergeable Following mods are active, but could be merged into the bashed patch. * A Bloody Mess - Armor Shader Supression.esp * DMC Stylish - Specialanims.esp * Everscamp aggression.esp * HrmnsOblivionScriptOptimizationv1.0.esp * JOTN script effect replacer.esp * Knights_fem.esp * MaleBodyReplacerV4.esp * Real Lava 1.3.esp * Short Grass V3.esp * Slof's Oblivion Better Beasts.esp === Active Mod Files: * 00 Oblivion.esm * 01 ScreenEffects.esm * 02 MD_Saddle_Master.esm * 03 Cobl Main.esm [Version 1.72] * 04 TamRes.esm * 05 CyrodiilUpgradeResourcePack.esm * 06 TamrielTravellers.esm [Version 1.39c] * 07 Kvatch Rebuilt.esm * 08 VVAdvanced.esm [Version 1.00] * 09 HorseCombatMaster.esm * 0A HrmnsOblivionScriptOptimizationv1.0.esp * 0B LD_Patrick_Stewart_Sean_Bean.esp * 0C Unofficial Oblivion Patch.esp [Version 3.2.0] * 0D Oblivion Citadel Door Fix.esp * 0E DLCShiveringIsles.esp * 0F TamRes.esp * 10 LoadingScreens.esp * 11 LoadingScreensSI.esp * 12 Natural_Weather_HDR_by_Max_Tael.esp * 13 Natural_Habitat_by_Max_Tael.esp * 14 Natural_Water_by_Max_Tael.esp * 15 WindowLightingSystem.esp * 16 Adonnays Ranger Coats.esp * 17 Book Jackets Oblivion.esp * 18 FlyingCameraMod.esp [Version 1.3] * 19 ClocksOfCyrodiil.esp * 1A SwampGrass.esp * ++ Item interchange - Extraction.esp [Version 0.76] * 1B Luchaire's Neck Seam Concealer.esp * 1C Portable Campsite - Quickstart.esp * 1D Reznod_Mannequin.esp * 1E Shield on Back 3.1.esp * 1F sr_super_hotkeys.esp * 20 MaleBodyReplacerV4.esp * 21 Adonnays Elven Weaponry.esp * 22 Binoculars.esp * 23 CapesandCloaks.esp * 24 druid_tomb.esp * 25 Guide Cities of Cyrodiil.esp * 26 KDDwemerSpectacles.esp * 27 kfDarkAdventuressBow.esp * 28 mnp Nighteye Goggles.esp * 29 scummsWeaponRack.esp * 2A tona_clothes_and_underwear_v2.esp * 2B tona_traveling_items.esp * 2C Tona_ShadowWalker_v2.esp * 2D VA_DKWeaponSet.esp * 2E RealSwords - Bosmer LO-NPC.esp * 2F RealSwords - Nord LO-NPC SI.esp * 30 AT2 01-Shiki Armor Set.esp * 31 tona_whitesquall-armor_ver2.esp * 32 StockClothingArmor-forExnems.esp * 33 tona_simple_dress-armor_ver3.esp * 34 Slof's Horses Base.esp * 35 Dude Wheres My Horse.esp * 36 MD Saddlebags v3.0.esp * 37 Cobl Glue.esp [Version 1.72] * 38 Cobl Si.esp [Version 1.63] * ++ Cobl Tweaks.esp [Version 1.44] * ++ TamrielTravellerAdvscript.esp [Version 1.39c] * 39 TamrielTravellers.esp [Version 1.39c] * 3A TamrielTravellersItemsCobl.esp [Version 1.39c] * 3B TamrielTravellersItemsVendor.esp [Version 1.39c] * 3C ShiveringIsleTravellers.esp [Version 1.39c] * ++ ShiveringIsleTravellersFriendlyFactions.esp [Version 1.39c] * 3D Demonhunter.esp * 3E ImpeREAL Empire - Unique Castles - Anvil.esp * 3F ImpeREAL Empire - Unique Castles - Bravil.esp * 40 ImpeREAL Empire - Unique Castles - Bruma.esp * 41 ImpeREAL Empire - Unique Castles - Cheydinhal.esp * 42 ImpeREAL Empire - Unique Castles - Chorrol.esp * 43 ImpeREAL Empire - Unique Castles - Skingrad.esp * 44 ImpeREAL Empire - Unique Forts.esp * 45 Jagnot-SI-Summitpoint House.esp * 46 Kvatch Rebuilt.esp * 47 LetThePeopleDrink.esp [Version 2.5] * 48 MTCExpandedVillages.esp * 49 MTCRiverShackv1.2.esp * 4A Solace.esp * 4B The Ayleid Steps.esp [Version 2.6] * 4C TheElderCouncil.esp * 4D Knights.esp * 4E Knights - Unofficial Patch.esp [Version 1.0.9] * 4F Knights_fem.esp * 50 GuardsofCyrodiilRedux.esp [Version 1.02] * 51 MannimarcoRevisited.esp * 52 MannimarcoWardrobeChest.esp * 53 Shadowcrest_Vineyard_COBL.esp * 54 ElsweyrAnequina.esp * 55 road+bridges.esp [Version 4.4.4] * 56 NRB4+Vineyard Patch.esp * 57 xuldarkforest.esp [Version 1.0.2] * 58 xulTheHeath.esp * 59 xulFallenleafEverglade.esp [Version 1.3.1] * 5A xulBeachesOfCyrodiilLostCoast.esp * 5B xulPantherRiver.esp * 5C xulBrenaRiverRavine.esp [Version 1.0.2] * 5D xulImperialIsle.esp [Version 1.6.1] * 5E xulBlackwoodForest.esp * 5F NRB4+UL-II+LtPD Patch.esp [Version 2.1] * 60 Fort Akatosh Redux.esp * 61 FortAkatoshRedux-NewRoads&Bridges patch.esp * ++ Cyrodiil Legion Addon.esp * 62 Waterfront Passage - Control of Goods.esp * 63 Bag of Holding.esp [Version 1.5.0] * 64 A Bloody Mess - Armor Shader Supression.esp * 65 DecoratorAssistant with OBSE v1.1.esp * 66 DropLitTorchOBSE.esp [Version 2.1] * 67 Leviathan Soulgems.esp * 68 Short Grass V3.esp * 69 Alternative Start by Robert Evrae.esp * 6A Judgement of the Nine.esp [Version 2.2] * 6B Enhanced Grabbing.esp [Version 0.4] * 6C DeadlyReflex 5 - Combat Moves.esp * 6D DMC Stylish - Specialanims.esp * ++ Item interchange - Placement.esp [Version 0.76] * 6E JOTN script effect replacer.esp * 6F Slof's Oblivion Better Beasts.esp * 70 CuteElf11.esp [Version 1.2] * 71 Cobl Races.esp [Version 1.52] * 72 Get Wet.esp * 73 Real Lava 1.3.esp * 74 ScreenControls.esp * 75 MiniMap.esp * 76 VVAdvanced.esp [Version 1.00] * 77 VVAdvanced-SI.esp [Version 1.00] * 78 NRB4 Standard Road Record.esp * ++ Cobl Filter Late MERGE ONLY.esp [Version 1.53] * 79 Cobl Silent Equip Misc.esp [Version 01] * 7A Streamline 3.1.esp * 7B DJZ Chief.esp * 7C DJZ White Gold Topper.esp * 7D Bashed Patch, Redemption.esp * 7E GP_Call Steed.esp * 7F Everscamp aggression.esp * 80 personality_idles4_nnpc.esp * 81 BladesSmithySTANDARD.esp * 82 Bravil River DJZ.esp * 83 The Lost Chapel.esp * 84 mrSiikas_ImperialCathedral.esp * 85 SetBody.esp * 86 TM's HGEC Ball Gown.esp * 87 DJZ Jot9.esp * 88 X.Races.Comp.esp * 89 SPB Boots Set.esp * 8A SPB Mercenary Armors.esp * 8B Tona Anchorite Outfit.esp * 8C pegasus_alpha.esp = Cobl Rules This ruleset covers Cobl (Common Oblivion) and related mods.