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Everything posted by pmmurphy
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how to create new weapons for fallout 3 (exapmle) a m107 sniper
pmmurphy replied to Rimesy's topic in Fallout 3's Discussion
Cool man! No need to give credit, as making models is a chore of its own. Download programs such as blender, maya and 3dsmax. You will need to look up tutorials on how to create meshes that is what these programs do. They meerly create an acceptable mesh to be put into the world of a video game. After you create a mesh, you must then create a texture for the mesh. In order to create a good texture you need to study up and research basic art design skills and fundamentals of art. After you create a model in blender, then you create your texture, you must then watch tutorials on how to upload them using the geck. All the hard stuff is done for you. All you need to do is create the model + texture then give them charectoristics and bam put them in the game. There will be minor things you have to take in consideration such as the pixel sizes of your mesh and also the quality of your texture. The higher quality texture means the higher performance hit in the game for players. Also keep in mind games like fallout 3 have many many many objects and having your object in the same screen as other objects will indeed create performance hits and start to generate CTDs that can make the game more unstable. THe hard part when it comes to adding a custom mesh, is creating the mesh and texture. Everything else is throughouly explained in turtorials. It is best to learn how to research and discover how to do these things on your own. It will prove to be a invaluable tool when you wish to move on and continue modding as technology advances. Sooner or later, you will be stuck on top of a hill, where everywhere you go nobody knows how to do what you are trying to do. That is where you need to know how to discover things on your own, or else you will never reach the other side! -
Non Steam copy of a Steam exclusive game
pmmurphy replied to bben46's topic in Formal Warnings, Bans and Takedowns
AH man i have no idea about all that. Screw communisim. Ill just start my own government system. That will be very un-thought out and not practical and never work. Bethesda makes millions and millions of dollars per title of surplus basically. They have a huge fan-base, and eventhough pirates are an issue, the knowledge behind how to pirate and the amount of people who actually know about pirately are less than you might believe. On top of that alot of people don't use pirated software out of fear of viruses since it isn't coming from a trusted provider. People have common sense even though it may not look like it so alot of people know tot avoid the hustlers you find on the street. If they don't understand to avoid those hustlers sooner or later they will learn the rules of the street and they will become more intelligent. What im getting at is, bethesda ups the ante of protection on its software restricting future developers for what? A few extra thousand dollars in surplus where they already get plenty enough to continue everything they need to continue? They also have high incentive to buy the product without pirating. There are technical ways you can seperate your product from ANY pirated copy and still distinguish the difference. But as stated before. They are a buisness, they want money. So people are taking money away from them, therefor it must be stopped. But anyone who knows anything about technology knows its stupid because you can just have steam send a hidden unique ID that is only initiated in your copy of the game when installing through steam. This way, when anyone and everyone who installs via some process other than steam process, all updates and extra features including DLCs get revoked. On top of this you can generate a database of IPs for caught individuals then compile a database. Then forward the database to the police. -
Hey, your missing alot of information in order for me to help you. I have never done a script for a bethesda title, but i do know how to program. I can help you with psuedo code and generate potential ideas for you to implement if you can't get help from anyone else. I just ask for you to help me, help you. You said you found a script that does what you want, well what is the script? Please copy paste the source code here and its description so i can look at it. I am alittle shakey about your definition of a 2-state object. I would like you to fully explain exactly what a 2-state object is in a way that i can understand how to go about manipulated code that affects it. It is highly important when asking help with technical questsions to put all the information required to assist you in one post and don't assume we know everything ahead of time. Some might, but by doing this you weed out many potential candidtates who can and may very well solve your problem. Last thing i want you to do. Even though i understand your script. Please elaborate on your script and explain to me why you wrote it the way you did and what it does and how it affects the game itself. Why did you implement your script the way you did and why did you choose to do it? When does your script run? Why does it run the way you choose? Did you consider multiple ways to implement this script? Last but not least, what resources do you have to work with? When asking help on technical problems it is best to put all your details and information in one location. This helps the human mind with processes as we don't have to open up many screens or look at different places. Everything is put in one well thought-out post. When you are able to look at everything in one sitting your ability to problem solve increases exponentionally compared to having to open up many seperate problems and web sites. Also you shouldn't expect everyone to know your script as good or better then you. Its your script, not ours. Explain it, explain your approach, then explain your execution. Often times other programmers will tell you to reprogram your script because they don't like how you did it. But that doesn't make their approach any better than yours.
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ANNOUNCMENT: New Weapon Mod: BetterWeaponPrefixes
pmmurphy replied to pizzalover3000's topic in Fallout 3's Discussion
why do people take critiques so seriously. Ok if its for your enjoyment. Then do what you want. Ignore me. I was trying to contribute to hopefully imrpove your design I don't really care about anything else. My objective is not to turn down your idea, but to make it better. If all you get is one indivuals feedback in developing a design designs are usually realy really really bad. It is best to get many different views on a design to tweak to across a wide scale of different minded gamers and non-gamers. That way your design is truly a good design. If your not interested in making a good design. Meerly ignore my posts and move on. I don't have to give a constructive critique if i don't want to. Doing that requires me to spend hours out of my day to play and test your mod. That requires me to stop doing what i am doing on a daily basis and rework my schedule to allocate time for you. Where i will not be paid for. Then i have to sum up a summory and analysis. Do all these things JUST FOR YOU. With no reward or incentive in return. Critiques are rare to come by. All because you get them on the nexus doesn't mean you will continue to get them. You should not argue with someone who gives you a critique, you should accept it and be forward with them. By argueing with me not only does it not make me want to continue to crituqe and not only do i not want to download your mod. But other people who read this forum wont want to either. -
Non Steam copy of a Steam exclusive game
pmmurphy replied to bben46's topic in Formal Warnings, Bans and Takedowns
Also i read some scripts by other modders for fallout 3 and noticed it was a 32 bit engine. Wooooooow... It shocked me. Seeing a time variable declared as a float baffled me. I thought i was in the stone age. -
Non Steam copy of a Steam exclusive game
pmmurphy replied to bben46's topic in Formal Warnings, Bans and Takedowns
I dislike buisness minded people. I dislike buisness. I wish communisium was the norm and worked as intended on paper instead of how it worked in reality. Someon makes a mod or a new script or a new program. All they care about is their name and how much money they get and how to improve their career. I'd rather just make software to improve technology then let my work speak for itself. -
Project Reality bug fix work in progress
pmmurphy replied to pacfish's topic in Fallout 3's Discussion
what is this script supposed to do? I think it would be easier to understand how to fix it if i understood what it was actually doing. -
Project Reality bug fix work in progress
pmmurphy replied to pacfish's topic in Fallout 3's Discussion
I don't like how these programmers made this script. It is highly unreadable and should of been broken up into many smaller scripts. Oh and the second script isn't much nicer to look at. The second script made me chuckle alittle. That guy was determined to get his mod to work, he manually coded every single condition and effect himself. Without trying to find easier ways to do it. Majority of that code is just checks and activating/deactivating modules. He just sat down and coded for every single possible combination and wrote all the code out himself. It's not really that complex the first script is harder to understand than the second. The problem about coding like that is debugging is a nightmare. Because the wall of text is hard to find the location of the problem. While the first script is better, it could still use some refactoring. Is it possible to make a script use another script? -
sadly from the information i have gathered from this community. Most people want more of those things instead of less. As it adds more of a roleplayer's effect to the game. But i am certain it is possible to make such a mod. But i would be careful what you wish for. You might get the mod and miss it all. It would really make long gaps of nothingness and nothing but the same radio station songs playing since nobody interacts with you unless you interact with them. Keep in mind you have vast open areas of nothingness in the game. That need to be properly filled up with content that you can interact with to keep you interested.
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OOHHHHHHHH Ok ill friend you. Open up the geck look at the options and tell you if its possible. I think you should just redesign your gun.
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Non Steam copy of a Steam exclusive game
pmmurphy replied to bben46's topic in Formal Warnings, Bans and Takedowns
problem about going to full sail university and getting a degree in game development. Is your education is too narrow and your career options are much more closed then studying computer science. Yes it will do what i want. But it may also leave me eating out of a cardboard box in return. Game industry is highly competitive. -
Non Steam copy of a Steam exclusive game
pmmurphy replied to bben46's topic in Formal Warnings, Bans and Takedowns
I have so many frustrated complaints about things like steam. I hate how you have to support steam and make an account and be binded to the limitations of a network and internet to enjoy a single player game. It makes many things complicated and difficult and causes many complicated work-arounds. It makes technical modifications to things other than what the developer gives almost near impossible. If you plan to do any sort of technical research on the applications of their game in relation to other things it makes testing things all but impossible. The only way to go about doing this is to message the creators of the game and buy off their source code. Since everything is highly protected due to pirates. There is nothing illegal about testing things for the sake of knowledge. That leaves people with the task of reverse engineering the game. Some people don't like the idea of reverse engineering their products but no matter what they like or dislike it is not illegal. You just can't sell a reverse engineered copy and claim it to be your own. The point is. For future programmers and developers who wish to study and analyze game engines and like specific games. Having technical blocks and having to deal with sites and all these privacy acceses or not being able to put a game over a multi-processing network is a pain since you have to configure it for steam. Which forces people who want to learn more about game development to make their own game from scratch. It would just be nice if they had a way to go about doing this. I have my own frustrations with steam and steam-like companies. Its ok if the company who made the game also has an internet provider of their own like Blizzard. But when a collection of companies use someone elses like steam. It bothers the hell out of me. Because not only would i have to contact bethesda, but i have to contact steam too. Then i have to get steam and bethesda contacting each other. Makes the whole process 100% pointless as nothing ever gets done. -
This mod is easily creatable by anyone even yourself. Just go in with fo3 edit. Then change all guns that don't have auto fire's weapon spread and reduce it by 0.5. Then you test the results in-game and keep reducing or increasing till you get your desired effect. That is one way. Or you can do it the reverse and make auto-fire have higher spread and keep snipers the same. You should do minor adjustments gradually to keep the overall balance and ambience of the game.
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key things to remeber. Bethesda is not going to have wierd folder names. All folder names intended for use of fallout 3 will be organized names that are short easily rememberable and are named for the purpose they are designed. The reason is for technical reasons. Bethesda has to locate memory on your hard-drive with file directories. So they won't have folders that aren't generic and they won't have folders with crazy names. That requires the people who manage the software to remember much more than needs to be remembered and also makes typing the names out and locating them in source code much harder. So folder names should all be short sweet to the point and do and say what they are intended to say. If you get a folder, that does not fit these discreptions. It is a folder created by a modder, and more than likely contains files that needs to be transfered to an appropriate folder.
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Yes it does. But there are mods that contain zips inside the zip. NMM will not unzip a zip inside a zip. For a demonstration as to this problem, try installing GNR enhanced with NMM. As for locating your zip files. They are indeed on your computer. NMM downloads the zip and puts it on a discrete location on your computer for reference. Then when it extracts it remembers where and what it extracts. That way it knows what it did, so when you uninstall it can safely remove everything. But the problem is the technique used to do all this, doesn't take account for mods that have zips inside zips. Or unrecognizable folders inside a zip that contain a esm or esp. So you yourself. Have to open it all up and move things around manually. When you do this NMM is no longer keeping track and understanding what is being moved. So when you try to uninstall with NMM all your manually adjust will remain, but everything NMM did will remove. If you don't have a zip file in your data folder. That means NMM successfully unpacked your zip that came from the nexus. Now you need to search the folders and see if everything looks to be in order. Open all folders. Look at them all, do they seem to be where they should be do they make sense. Ways to do this is to look for names of files what they say and where they are. If the programmer or developer named his files properly you can make a good assertion as to what folders these files should be in. Also the file type is good too. If you see a folder with a file type that seems like it doesn't belong, try putting it in another location and running your game again to see if it will work. Often times people make misstakes when developing things, sometimes things just don't work. As for finding your zip files, go back to NMC's texture pack on this website. Try to download it again but when it asks you to download the file just look at the name of the zip file. Type a serach for that name and NMC's texture pack's zip file will be indeed on your hard-drive. You can open it up to see what exactly is being removed from the zip. Then go back to your data folder to see where it was placed. You will notice what it adds and where it adds. Then you will need to repeat the process for all mods installed and see if anything conflicts with anything. Now i will save you time. Your data folder without mods is basically empty except for some esm / esp files.
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Someone with lots of mods, can you share your list?
pmmurphy replied to GruppaA's topic in Fallout 3's Discussion
oh yea, last but not least. Deactivate all auto saving and don't download a single manager that saves for you. The computer isn't smart enough to know when not and when to save. So if you have auto save on and some save manager it wil try to save in corrupt cells repeadily and you will get a repeated crash. -
Someone with lots of mods, can you share your list?
pmmurphy replied to GruppaA's topic in Fallout 3's Discussion
I have 150+ mods installed and stability is an issue. Instead of expecting my game to not crash i have developed my playstyle around the crashes. Here are some minor things you can do to help increase stability on fallout 3's game engine. #1 Quicky save ever 2 - 4 seconds in smart locations. Places such as megaton and DC are unsaveable locations if you are running many mods. I don't know what mods make them unsaveable but they are. So its best to just not save there completely. There are some locations in DC that are saveable. #2 Multiple saves are bad. 2 files only. 1 for your quick save. 1 for your full save. Multiple saves causes instability. When you have many saves, eventually game gets more unstable. But it is still possible to continue progression. #3 Play until your save gets corrupt, then restart the game from the beginning. Unless your full save is no longer corrupt. #4 If you have many saves, and your game is uncorrupt do this minor check. a) load your save and instantly try to quick save in a (smart location). i) did it crash? If so reload your save and kill your character with console. ii) after killing with console it will automatically reload, then repeat the process. iii) if you are now capable of saving it is possible to continue progression with your playthrough and you will have to repeat this process everytime you load your game. These are all minor things i have learned to go by while playing fallout 3. I progress fine, enjoy the game. I have beaten the whole game pluss all DLCs and many many many side quests. I have learned tricks to closing / reopening fallout 3 quickly, so the downtime of when i have to reopen the game is fairly short. I will share my tricks I use a laptop made by acer it has windows 7. When the game crashes sometimes i no longer have a mouse to click on things. So in order to stop the script that hides my mouse i have to press ctrl+alt+delete to open that extra screen that takes me to my options on if i want to open task manager. When this screen pops up all you have to do is click, now your mouse is retrieved and you can open task manager and close the game. When the game crashes if you don't have this ability, you should run some kind of back ground software preferably fraps or some kind of streaming software that utilizes your system files and flags you when you try to close it asking for your permission. The reason for this is, if you have trouble regaining your mouse, on a laptop, you can simply press the power button once without holding on it and the system will run a script that terminates all active programs. When the script hits fraps or OBS or XSPLIT fraps/obs/xsplit will flag the program and it will ask you for your permission to close it. By doing this your script that terminates all active programs will terminate fo3 and you will regain your mouse. But it won't close and shutdown your computer because it gets caught at your running program that requires your permission to close. Other things you can do to increase stability is to make a merged patch. But honestly, merged patches all they do is give you more stuff. They don't really contribute to stability and CTDS much. If anything they make things worse. But merged patches should be a 100% must no matter what you are doing. Always make a merged patch with fo3 edit. When playing fallout 3 if you like fo3's motorcycle doing my reccomendations can be difficult as there is no simple way to deactivate fast travel. So just type this in your console. coc springvale. Then when you save, save there. Springvale is a pretty save location to save at, i have yet to download a mod that makes the cells in springvale corrupt on a save. -
If you are trying to play GOTY and you are using steam or you ahve it installed in the programs folder for vista or windows simply. Simply change the properties of the .exe file and fose.exe files and give them administrative ability. That should fix all issues with privacy and access. No need to install outside of programs folder.
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Go to fallout folder that holds your .exe. Open up the data folder, make sure the zip file was unpacked properly. When you install mods with a manager it sends it directly to your data folder. So your files are there. When its unpacked. Make sure its in the proper places. Before you unzip the zipped file, look at its contents. There will be a folder with files in it. Depending on how the mod was created and designed will indicate how you should go about installing your mod. If there is a folder that says data. All you have to do, is unzip that folder and have it merge with your fallout/data folder. The mod will then overrite and replace everything it has to and properly install. But if it is not a data folder, and something else. You need to first identify what it is. Then you need to find a location in your data folder that holds similair file types. There are several that can be found in several locations. You need to find a logical location where this file type is located at, then place it there. There are types such as .dds .esm .esp. All these types go in seperate locations for reasons because that is how your game searches your computer for memory. There are hard-coded directories that it retreives modifications over its core elements. So you must have it in the proper locations or else it won't work. NMC should work with a proper install if you chose the FOMOD version. It shouldn't work instantly. If it doesn't open up your fallout.launcher and make sure HD is selected. That COULD be the cause. If that is not the cause uninstall NMC and install it again. Before you start debugging you should just uninstall and reinstall. Yes NMC takes a long time to install, but debugging the problem will take longer. So if it was just a poor installation, its smarter to just reinstall. If the manager doesn't work, locate your zip file on your pc and manually install it. To manually install do the process i said earlier. The game is already prepared to handle mods very easily, you simply just put it in a folder and it uploads those files instead of the games content. Now there is one other issue you may have forgotten. There is a txt file known are archivation invalidation or whatever. It tells the game what is acceptable content and isn't. There is a mod on this site that will deactivate this and allow you to use models and textures that are NOT from the vanilla. Same with Darnified UI. If you have not deactivated this .txt file, your mod will not work. An alternative way to solving this is to manually deactivate it. But honestly you should just deactivate it wit hthe already created program. Well there you go. Follow this process for all your mods you install. It should work. If it doesn't work, there is more. But that is where google comes in, through time you will learn. Modding can get pretty complicated. But you will pick it up and figure it out. I gave you a general case process that applys for every single mod you could ever possibly install. Instead of just telling you how to fix NMC.
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Honestly, when it comes to modding fallout 3. I don't like the geck. I would rather use fo3edit for most of the modding. Its so much easier for me to undesrtand whats going on in fo3edit than it is for me to understand geck. But thats my personal taste. Personally if you want to make a really interesting story that is bug/crash free i would pick the game with the most stable game engine.
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Help importing / exporting custom armor.
pmmurphy replied to Pacifica94's topic in Fallout 3's Discussion
Some game engines are not compatible with some 3d-modeling software. I would do research and figure out if fallout 3's game engine is compatible with the 3d-model you are trying to import. Make sure you have created the correct type of 3d model to import, then try importing again. This most likely is not your problem but is indeed one potential easy fix crash. Maya blender and 3ds max all come with multiple formats for a 3d model that are acceptable or unacceptable in different engines. So all you would have to do is verify that the model you are using is currently compatable with the engine it is interacting with. Then continue. If blender easily transitions to GECK without much issue, but MAYA and 3DS are having issues. If its not easily configurable, then there is something technical going on underlying the structure of everything causing the conflicts. I suggest digging deep and do your reading to figure out what the potential causes might be. Then systematically test and debug them all the best of your ability. Or you may just have to learn how to model in blender if you really really want to put your model in fallout 3. There are always other game engines that support maya as maya is a very popular 3d-modeling program.- 4 replies
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- custom armor
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Ahh cool! Please ask questions thats how you learn. I personaly do not know how to do this, but i know how you can figure it out. First there are resources (on this forum) that link you to tutorials on how to use GECK. Then you should look up tutorials on how to use Fo3Edit. Now, you will prolly be confused, not understand anything and be utterly at dissaray from these tutorials. Or maybe you get it and you can get down to working on what you work on. If bethesda doesn't give a good enough tutorial, check youtube. Then google. There is no "one way" to learn anything. You don't have to use bethesdas tutorials to learn how to use the GECK and anyone who says you have to shouldn't become a teacher. Point is everyone has their own style of learning and in my opinion all styles are completely acceptable. If your someone who likes to learn based off human interaction and asking questions then by all means ask away! I also understand the emphasis of not repeating questions on a forum, but i honestly don't care if people do. If tutorials aren't your thing. You don't have to use them. Nobody says you have to read/watch a tutorial to learn how to use geck. There is another approach you can take to learning how to use geck. Open up GECK write down a list of basic tasks you wish to achieve. Then sit down and press every single button in geck until you acheive what your trying to achieve. Then, if you want to learn how to edit textures and models on your charector. Go on nexus and find mods that do this then open up their mod using geck look at how they do it. Then replicate their process. You don't need permission to replicate a process. I don't have to ask micheal jordan if im allowed to shoot a freethrow when i play basketball. Anyway, dabble dabble dabble. You won't understand anything at first. Put in the time and work and sure enough you will learn and figure it all out. When you get confused, come back here. If you put in work and time and effort people will be more willing to help you. But if you spend 5 minutes and don't do anything or attempt to get it your best shot. People lose patience and see it as a waste of time to help.
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In FWE, you can assign the hotkey of your sprint mod. In my vanilla game vats is assigned to v. So i can just assign sprint to v. I'm not sure it will do what you want, it may cause a CTD or other errors. As for re-assigning VATS. Someone would have to make that mod for you, i havn't stumbled across anything on the nexus that does it. it doesn't seem too difficult to make such a mod. But i wouldn't install FWE just to overlap your VATS key. You should go through the thousands of mods in the game and find one that functions like this. There are tons of mods that give you options to assign hotkeys cuz they add new customizable features to the game. If you like night vision, i know for a fact gopher's nightvision mods give you this ability. So now you can overlap VATS and add to your game at the same time. Only con to gopher's nightvision is ENB is incompatible with it.
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ANNOUNCMENT: New Weapon Mod: BetterWeaponPrefixes
pmmurphy replied to pizzalover3000's topic in Fallout 3's Discussion
I like the idea, i just feel like the whole concept is really rough design and is going to take away from gameplay and enjoyment. Yes your adding lots of combination of guns, but they aren't much different from the other. They just deal more damage and have the word legendary next to them. -
have you tried using mods that let you assign custom hotkeys to locations and overlapping your vats hotkey with one of those? If not i am certain you can make it so you can reassign vats to a hotkey somewhere else that way you won't press it. As for completely deactivating it. That might not be possible considering how fallout 3 is made. It seems to be a very core element of the game and the nature of how it works is graphically intensive (kinda) which requires lots of animation and the game was designed for a console not a computer. This means less processing power which means to have such smooth animations and features it would require fairly efficient code. So that means they would have to hardcode the hell out of it to make it useable on a console or smoothe for a console. Since there are indeed other things that it has to do at the same time and the game itself is pretty massive with lots of options.