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prensa

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Everything posted by prensa

  1. immortalfrieza - Hello! "Are there any mods that allow weapons to use different types of ammunition, like New Vegas does?" I don't play New Vegas so I don't know exactly how ammo types work in that. There are however many weapons that have used multiple ammo types through clever scripting, probably where New Vegas got the idea. For example Apocalypse Armory had shotguns that could use buckshot, slug or EMP shells as well as an M41A Pulse Rifle that could be swapped between normal & under slung grenade launcher. The scripts for switching are relatively simple & work by being attached to the weapon in question & detecting when a it's equipped, checking the player's available ammo & offering a selection menu if more than one type of ammo is found. The weapon is then swapped for a version that fires the specific ammo. It makes it seem like the ammo is being swapped over but in reality there are several versions of the same weapon for each of the ammo types, the version suitable to the selected ammo is moved in when the ammo is selected. Many of the scripts even use GetWeaponHealthPerc to check a weapon's condition so that the swap in one can retain the same condition to maintain the illusion of one weapon with different ammo. An example of this in action can be seen in "Shotgun Ammo by sunici", which adds new shotgun ammo to vanilla shotguns: http://fallout3.nexusmods.com/mods/3197/? Hope this helps! Prensa
  2. DZMaven - Hello! "Update: After some further testing, it appears that gamma panel doesn't actually restore brightness control to the game" No joy then, shame, strike one. :) "I tried game companion out, but can't get it to work. Supposedly all I have to do is add fose_loader.exe to it's list of programs to work with and I did so, but it still does nothing for fallout 3. " I'd never used the newer GameCompanion, I still use the Fake Fullscreen version. I've chaecked out GameCompanion & it works a little differently. If you use FOSE in your Desktop icon to launch Fallout 3 you need to add: fose_loader.exe To the GameCompanion.ini file under the: [AutoFFMode] Once you've done that all you need to do is have GameCompanion running, double click on it's .exe & it will show up in the Taskbar Icons. After that you start Fallout 3 normally through your Desktop shortcut. GameCompanion must be running first for anything to happen. You must also have Fallout 3 set to Windowed mode obviously. :) You'll know it's working because an FF Mode comes up & the game switches from windowed to fullscreen. Clicking on the GameCompanion icon in the Taskbar Tray will show a help menu listing the keys that can alter settings like Gamma. Not sure if the Gamma setting here will be of any more help to you than the other program but it's woth a shot. :) Prensa
  3. (LI)Goliath042 - Hello! Glad you got it sorted! :) Prensa
  4. DZMaven - Hello! Funnily enough I just read something about this the other day that might help. An issue with Gamma not working in windowed mode is mentioned on the Description page of Fake Fullscreen Mode Windowed - Alt Tab Fix by BUDA20 here: http://fallout3.nexusmods.com/mods/16001/? " Brightness, Contrast and Gamma Correction In game Gamma does not work in this mode, there is a perfect tool for that. Fix using Gamma Panel: download link -> http://majorgeeks.com/Gamma_Panel_d2796.html " I see that the newer version of Fake Fullscreen also contains the ability to alter Gamma etc & may help you, it's here: http://fallout3.nexusmods.com/mods/16478/? Hope this helps! Prensa
  5. Haxloar - Hello! "Thanks for your help :wink: really detailed and noob friendly ^^." Glad to have helped! :smile: "I want to make a "Toyshop". So I want to make a Bunch of the vehicles to be really really much smaller and ofc Moveable Static, they dont even have to be lootable (would be better tbh) but just normal Moveables would be perfect." Sounds like fun. It's definitely possible to do, a few other mods do simillar things with vehicles & other items. You can easily make the newly Havoked itmes lootable by making them Misc Items as those can be picked up. It's definitely good to learn how to do it yourself but you may also be interested in "Chucks Havok Friendly nifs Modders Resource" by chucksteel: http://fallout3.nexusmods.com/mods/13154/?tab=4&navtag=%2Fajax%2Fcomments%2F%3Fmod_id%3D13154%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D212581&pUp=1 Best of luck! Prensa
  6. (LI)Goliath042 - Hello! "I did skip past them but that didn't help it at all. " If you open up Anchorage with GECK a full list of those errors will be written to a file called: EditorWarnings.txt In your Fallout 3 folder. It won't help you much though, those "errors" will mostly be intended things left by Bethesda. Many things only show as errors because we the public have a cut down version of the tool the developers use. The "MODELS: Debris scale value of zero loaded. Please set to non-zero value in editor." for instance refers to one of the 3 Debris objects added by Anchorage. But we already know that Anchorage works fine with theses errors. If you load up Anchorage on it's own without your .esp you'll still get those errors. Look for an error listed in there that refers to something you've added or changed. The most likely cause of the problem is something you've done in your .esp or meshes if you've added any. " It has become a problem in game now that when I hover my cursor over the item in the Pip-boy, the game crashes." What item are you hovering over that's causing a crash? If it's something you've added check it's files are placed correctly. If it's a new mesh, make sure you've got the .nif set up correctly as .nif's are sensitve things & a small incorrect setting can cause CTD's in game. Hope this helps! Prensa
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  8. smileept - Hello! Do you mean you're using Alt + tab to get to the Desktop duuring Fallout play? Alt + Tab or calling up Task Manager often does not work cleanly with Fallout 3, Oblivion was the same. In order to reliably Alt + Tab to the Desktop during play you could use Fake Fullscreen Mode Windowed - Alt Tab Fix by BUDA20: http://fallout3.nexusmods.com/mods/16001/? That works perfectly for me. As an added bonus many people find the fake windowed mode lets their Fallout 3 run better too. Hope this helps! Prensa
  9. (LI)Goliath042 - Hello! Yikes! I've never loaded up Anchorage in GECK before, Point Lookout & The Pitt but not that one, Anchorage seems to have quite a few. It's not your plugin that's causing the trouble it's the Anchorage.esm itself that triggers those alerts. Some will be false errors, things that Bethesda did that the GECK sees as errors but are really intended. Others could be genuine errors but Anchorage works regardless so leave it be. I get a couple when working on Point Lookout & it never caused any trouble. Just click Yes to all to skip past them & make your mod as normal. Hope this helps! Prensa
  10. Airsoftfox - Hello! It was a good idea of yours & I'm happy to have helped! "I was actually planning on making a weapons mod & if I go through with it, ill be sure to put you in the credits!" Best of luck with your mod! Prensa
  11. Airsoftfox - Hello! Easy enough to do, the Infiltrator texture is almost a perfect fit for the vanilla Assault Rifile. Uploaded it for you here: http://fallout3.nexusmods.com/mods/19225/? Since it uses the Infiltrator texture it does require The Pitt. Feel free to use it in your mod or whatever you were wanting it for. Hope you like! Prensa
  12. charwo - Hello! JkKILER is correct about there being a fixed amount of weapon animation slots available. New weapon animations can easily be added but to do so means replacing one of the existing ones. The normal method, avoiding replacing vanilla animations, would be to simply find a suitable Fallout 3 animation that will work with the imported weapon. However, there's sneaky script/idle animation method used for adding in new reloads so that existing ones don't get replaced. You can see it at work in Plasma Weapons Redesign Rebalance by chai: http://fallout3.nexusmods.com/mods/8983 A good toutorial on how to add custom reloads via scripts in that way can be found here: http://www.svartberg.com/tutorials/fallout3_customreload/customreload.html The scripted method basically detects when the weapon it's attached to is using a Reload & substitutes the new added reload instead. That may be a good alternative for you. Also, the existing .kf animations that the weapons use are flexible to a certain extent & can be modified to work with more than one weapon type. Inside the weapon animation .kf's are calls to the named animated parts in the weapon .nif's, like ##Slide. So when the .kf's are called on the weapon they check for matching parts with the ## & animate them accordingly. If there's no matching ## part then the animation skips that. For example I wanted to use the heavy recoil animation that the .44 revolver uses when fired on an semi-automatic pistol. Setting my semi-automatic pistol to use the .44 animation in GECK worked in game with the weapon firing & displaying the heavy recoil. The problem was the slide did not animate, the .44 revolver obviously not having one. I was able to edit the heavy recoil animation to include the slide animation from the normal semi-automatic pistol fire .kf, producing an animation that worked with my semi-automatic pistol as well as working perfectly normally with the .44 as before. So if your animation is very simillar to a vanilla Fallout 3 weapon animation except for a different animated part it may be possible to modify an existing animation .kf to include that. I'm certainly no expert in the animation .kf's but that little tweak worked in that instance anyway. :) It was fiddling with that that led me to be able to fix the revolver Speedloader Glitch. Hope this helps! Prensa
  13. shadowfx78 - Hello! "but if i do that do i have to add the textures for the armors as texture sets or is that not necessary?" There's no need to use Texture sets if you don't want to, depends on how the armors you're using are set up really. If the armors you want to use have the textures set in the meshes for each version then there's no need to use Tesxture sets. Just place the armor meshes into your Fallout\Meshes folder somewhere & point your mod to them in GECK. Their textures however must be in the folder path that the meshes are set too. Either copy the folder structure when placing their textures or change the path within the meshes to a new location. Things like the various combat armors (Talon, Tenpenny, Combat Armor) are all one model just with different Texture Sets applied. The advantage of Texture sets is that you need only one mesh which reduces the size of you finished mod package. Texture sets will only work with armors that are using the same UV though. Like the combat armors mentioned above, Talon, Tenpenny security & normal combat armor are all the exact same model & their Texture Sets are simply recoloured versions of the same texture. Hope this helps! Prensa
  14. shadowfx78 - Hello! "can someone point me to a tutorial please" I don't know if you're wanting to create your armor from scratch but a guide for that is here: http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout._Part_1 Or if you're just adding an existing armor to the game as a unique set then this part of that guide deals with adding armor in GECK: http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout._Part_2#Add_the_armour_to_the_game_using_the_GECK The official GECK site has a page explaining all the settings in the Armor window: http://geck.bethsoft.com/index.php?title=Armor Hope this helps! Prensa
  15. Haxloar - Hello! "First of all thanks for all this information" You're very welcome! :) "everything is great but the collision box is just way too big and i cant figure out how to rescale it" It depends on what type of collision mesh your object has, if it's a simple bhkBoxShape or bhkCapsuleShape it's pretty easy to do. Always make backup copies of your .nif before working on it in case something goes badly wrong. :smile: Open your mesh in Nifskope, locate the bhkCollisionObject in the Block List & expand it's details untill you reacch the bhk...Shape or simply left click on the collision mesh in the Render window to open up the collison's block. The details should show up at the bottom of Nifskope, you'll see Dimensions with X, Y & Z. By changing those you can resize the collision box to your new model size. Always set the "Minimum Size" under that setting to the smallest number of the three X,Y & Z. If insted your collision is a more complex shape like a bhkConvexShape then you cannot resize it in this way. Instead you need to make a new bhkConvexShape to fit your new size, easiest way to do that is to open a second instance of your mesh in another Nifskope. Right click on that mesh in the Render window & select - Havok - Create Convex Shape. Up will pop a box with a "roundoff" number in it set by default to .250. The higher this number the less performance hit you'll get from the collision mesh but the trade off will be a less precise shape. The default figure often works so try it as is first. Click OK & see if the new Convex Shape created looks right. If the shape is way off or not even created then try again with a lower figure. Once you've got the shape fitting, right click on the new Convex Shape & select - Block - Copy. Now go back to the other Nifskope with your mesh in & right click on the old Convex Shape & select - Block - Paste Over. The new Convex Shape should now have replaced the old, left click on it to open it's Block details & check that it's material setting is what you want it to be. Material setting can often get changed when copy/pasting. The material setting dictates how the object reacts to contact in game, stone, organic, glass, etc.. Don't forget to save your new .nif. Hope this helps! Prensa
  16. crashinghell - Hello! "a( the branch I added doesnt show up" Sounds like you're not connecting the new part properly. For adding to the weapon, make sure to Paste Branch the new part to the top BSFadeNode. Assuming you've Copy Branch your new part, Right click on the BSFadeNode of the weapon you're adding it to & Paste Branch. If done properly, when you collapse the details of the top BSFadeNode there should be no orphaned Blocks left underneath. If your new part is left underneath the collapsed BSFadeNode, it's not attached & will not show up in game. You can also right click on an existing part & Duplicate Branch & then Paste Over a part that you've moved in, remembering to remove any left over blocks tha don't collapse in with the BSFadeNode. "b( the geck just crashes " The most common cause for a mesh that's had pasted in parts crashing the GECK/Game is an incorrectly named Block. When you paste in a new part in Nifskope it frequently gets renamed. This can cause problems if the new name for the part is one of the special names. If your new part's Block gets named the same as the BSFadeNode, you'll get a CTD. Left click on the new part to bring up it's details in the bottom window, find Name & click on the Txt to bring up a window. In that window choose another name for the part, alternatively give it your own name so long as it's not the same as the models BSFadeNode. Also make sure your part has not ended up with one of the names begining with ## as those are all animation tags & your part will end up moving like the corresponding part. Avoid BSX, UPB & PRN too. It's often best to go with a name used by one of the vanilla parts that's not animated. Hope this helps! Prensa
  17. ultraguy2989 - Hello! Check the mods you are making are ending up in your: Fallout 3\Data If so, are they ending up named something like MyMod.esp, or is it being named with a different extension like .tes? If it has a different extension you can change that .tes to .esp & it should work fine. If your mod is not there at all it's probably been redirected to a hidden folder. This can happen if you're using Vista/Win7 & saving into the Program folder, it means GECK does not have clearance to save there. Try right clicking GECK & running as Administrator, you should be able to save as .esp's that way. Hope this helps! Prensa
  18. Dinkydamn - Hello! Unticking ThePitt.esm in NMM should remove it from the game. Unless you have a patch for The Pitt & one of your mods, in which case The Pitt will still act as if it's turned on. Things like MMM's Mart's Mutant Mod - DLC The Pitt.esp. "Tried to delete the files but then the game crashed when i started it up." That points to another plugin that's looking for The Pitt. Check your load order for plugin patches that are for The Pitt, they'll need to be unticked when you untick The Pitt.esm. Note that many "DLC" patches require all the DLC's. If you're unsure wether a plugin requires The Pitt, left click on it in NMM & a list of it's masters will show up at the bottom. Make sure that you're not using an old Merged Patch that references The Pitt either, you should remake your Merged Patch after unticking The Pitt. Hope This Helps! Prensa
  19. 1q2w3e4r5t6y7u8i9o0p - Hello! "I was able to move and orientate it correctly but when i try to generate the Havok convex shapes it generates it like the broom was in it's original orientation." After you've finished moving the broom to it's new position, you have to update the .nif to be aware that's it's in a new location. Right click on the model in Nifskope's Render window & select - Transform - Apply. You'll note that if you go to Transform - Edit that your adjusted positions are all zeroed meaning this is the objects recognised position. Now when you create a new Havok shape it will appear around the broom in it's new position. For static items that Transform - Apply is not a big deal but for animated items it's important for it to be done or else models will jump to their old locations when being animated. Hope this helps! Prensa
  20. necrocopter - Hello! "I believe some of the MMM mods and patches are duplicates." You're right, you've got a few redundant MMM plugins. These: Mart's Mutant Mod - Zones Respawn.esp Mart's Mutant Mod - Tougher Traders.esp Mart's Mutant Mod - Natural Selection.esp Mart's Mutant Mod - Master Menu Module.esp Are all built into the Mart's Mutant Mod - FWE Master Release.esp from FOIP that you have so they can be unticked & deleted. Other than that you're MMM & it's FWE/Project Beauty patches are in perfect order as far as I can see. I don't use everything you have in there but it looks like a well organised load order, nothing else jumps out to me. Hope this helps! Prensa
  21. lorenzoulm - Hello! You could add glow to items by modifying it's mesh directly in Nifskope: http://niftools.sourceforge.net/wiki/NifSkope Depending on what effect you are after you could either use glow maps: http://wiki.tesnexus.com/index.php/How_to_add_glow_maps Or you can add an animated glow, like pulsing with a NiMaterialColorController inserted into the mesh: http://wiki.tesnexus.com/index.php/Adding_material_controllers_to_objects_in_Nifskope Hope this helps! Prensa
  22. nkr123 - Hello! Did you definitely make the changes to your FALLOUT.ini in your Documents folder? It's a common mistake to make the changes to the Fallout_default.ini that's in your Fallout 3 folder rather than the FALLOUT.ini. The FALLOUT.ini is the one that the game uses when in play & is the one you need to change. Both lines must be done as well, not just one. Fallout3.esm should definitely be at the top of your load order & RH_IRONSIGHTS.esm should go below the DLC's. Hope this helps! Prensa
  23. nkr123 - Hello! Sounds like the Fallout 3 multi core bug, the most common cause of Fallout 3 freezing. Fallout 3 has trouble with multi core computers, mainly with ones that have more than two cores & use hyperthreading. So if your computer is a multi core this is likely your trouble. There is a fix, you need to edit your Fallout 3 .ini file. The one you want to change is: For XP: My Documents\My Games\Fallout3\ For Vista & Win7: Documents\My Games\Fallout3 The file you want will be called: FALLOUT.ini Open the .ini with Notepad & change this line: bUseThreadedAI=0 to: bUseThreadedAI=1 & insert this line under it: iNumHWThreads=2 Save & close your ini. Hope this helps! Prensa
  24. harakiry - Hello! I do see on Wasteland Player's Description page it says: "Compatibility The following mods are confirmed to be incompatible with Wasteland Player: Seducing Women - causes issues with screens going black" So it's possible the two are causing problems together in your load order. Hope this helps! Prensa
  25. harakiry - Hello! Crash on startup of modded Fallout 3 is almost always due to a missing master, in other words you're using an .esp without another file that it needs. In your mod manager you can left click on each of the plugins & their Masters will be listed at the bottom. You must have all the masters listed or else using that plugin will crash the game on start up. A common mistake is to use a patch for something you don't have, for instance I see you say: "I don't have any DLC, why my game is crashing?" As well as the SeducedDLC03.esp mentioned in your other post you also have: EVEoperationanchorage.esp Which is a plugin for Operation Anchorage, another DLC you don't have. Both will crash you on startup since you don't have their masters so untick & delete them. Hope this helps! Prensa EDIT: Oh yes, I hadn't spotted the "Deactivated:" in there. :) Try M48A5's suggestion, if still no luck check your other plugins in your mod manger for masters as I mention above.
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