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prensa

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Posts posted by prensa

  1. Dmax22 - Hello!

    Have you tried using the animations that the bolt action weapons in Fallout 3 (Hunting Rifle) uses?

    Make sure that your new weapon's "Animation Type" also has the same setting as the hunting rifle as reload & attack animations can change depending on that setting.

    If your weapon has the same settings as the bolt action hunting rifle & still does not work then it could be a difference between animation names in the model between Vegas & Fallout 3.

    I don't have New Vegas but I know that the weapons there work in a simillar fasihion to Fallout 3, only with an expanded range of animations.

    Inside of the weapon's model/.nif, the animated parts like the bolt & the clip/magazine have names with hashes in front like:

    ##Bolt

    Or

    ##Clip

    Those names correspond to the animation files that they use which look for that part & animate it if it's there.

    If the name is not there or different because it's from New Vegas then it won't get animated.

    You can use Nifskope:

    http://niftools.sourceforge.net/wiki/NifSkope

    To open up your rifle & compare it to a Fallout 3 vanilla hunting rifle to make sure the animated parts have the same name.

     

    If they are named differently & you're lucky :) , it may be as simple as renaming the animated parts on your rifle to match the parts of the hunting rifle.

    Hope this helps!

    Prensa

  2. TRSsjk - Hello!

     

    I'm sorry, I don't use 3DMax so I can't be of detailed help.

     

    I know you use a 3DMax/Niskope plugin found here:

     

    http://sourceforge.net/projects/niftools/files/max_plugins/3.4/

     

    There's import/export guides & other info here:

     

    http://www.niftools.org/wiki/index.php/3ds_Max

     

    There's another guide that may be of help "3ds Max exporting custom assets" here:

     

    http://wiki.tesnexus.com/index.php/3ds_Max_exporting_custom_assets

     

    Hope this helps!

     

    Prensa

  3. ryan1294 - Hello!

     

    Your problem is that NPC's etc. are being equipped with what was appropriate ammo for their hunting rifles by a Leveled Item.

     

    Now that you've changed the ammo that a hunting rifle uses, you need to change the ammo that the people using it spawn with.

     

    For example, NPC's use a Leveled Item called:

     

    WithAmmoHuntingRifleNPC

     

    That controls the ammo that NPC's with Hunting rifles get, change the ammo in there from .32 to your version of 5.56 to match.

     

    Remember that there are seperate Leveled Item's for different groups like Raiders:

     

    WithAmmoHuntingRifleRaider

     

    They will also need to be altered.

     

    You can build those changed Leveled Items into your mod that's changing the hunting rifle ammo.

     

    Hope this helps!

     

    Prensa

  4. kiresagara - Hello!

     

    Glad you located the problem! :)

     

    By the way, other than the new EVE patch you mentioned, is that load order above your current?

     

    Because you don't need these:

     

    Mart's Mutant Mod - Master Menu Module.esp
    Mart's Mutant Mod - Natural Selection.esp
    Mart's Mutant Mod - Tougher Traders.esp
    Mart's Mutant Mod - Zones Respawn.esp

     

    The Mart's Mutant Mod - FWE Master Release.esp that you have contains all of them.

     

    Other than that, your MMM is in perfect order.

     

    Oh & StreetLights.esm should go above BrokenSteel.esm:

     

    StreetLights.esm

    BrokenSteel.esm

     

    It's suggested on the Streetlights Description page.

     

    I know that seems a little odd but it prevents a glitch when you've completed the main quest & have Broken Steel in where a patch of water will still be polluted over by Project Purity.

     

    Prensa

  5. kiresagara - Hello!

     

    "Does this mean MMM and Project Beauty are incompatible? Or maybe it's incompatible with something else?"

     

    There's patches for MMM & project beauty to work together at FOIP.

     

    "Yup, there's definitely a major problem with MMM even with compatibility patches. Too bad, those mutants look awesome."

     

    MMM is great & it works very well, though you'll need specific patches when using it with FWE.

     

    As I can't see what plugins you've got I'll list the general set up for MMM when using FWE.

     

    Make sure you're not using more MMM plugins than you need, a common mistake.

     

    With the FOIP MMM/FWE patches in, your MMM load order should be something like:

     

    FO3 Wanderers Edition - Main File.esm

    Mart's Mutant Mod.esm

     

     

    Other FO3 Wanderers Edition plugins

     

    Mart's Mutant Mod.esp

    Mart's Mutant Mod - DLC Anchorage.esp

    Mart's Mutant Mod - DLC The Pitt.esp

    Mart's Mutant Mod - DLC Broken Steel.esp

    Mart's Mutant Mod - DLC Point Lookout.espZeta.esm

    Mart's Mutant Mod - DLC Zeta.esp

    Mart's Mutant Mod - FWE Master Release.esp

    Mart's Mutant Mod - FWE Master Release + DLCs.esp (If you have the DLC's)

     

    Make sure to only use the MMM DLC plugins if you have the corresponding DLC.

     

    The Mart's Mutant Mod - FWE Master Release.esp replaces the normal MMM Menu.

     

    Hope this helps!

     

    Prensa

  6. kiresagara - Hello!

    Modded Fallout 3 crashing on startup is almost always due to a missing master, in other words a plugin is missing another that it needs to work.

    If you open your mod manager you can left click on each mod & a list of their masters will be displayed at the bottom. You MUST have those masters in your load order for that plugin to work.

    A very common mistake is to use patches without having the actual mod they were made for.

    You mention:

    "Fallout Interoperability Program (all relevant downloads, which I assumed would fix the conflicts)"

    It's possible you're using something from FOIP that patches two mods when you only have one of them.

    A proper load order would be more helpful for someone to spot an error, in the mod manager you're using there should be a Load Order tab with something like "Copy to Clipboard" so that you can copy your mod list & paste it in your post. That's how it is in FOMM, NMM should also have something simillar.

    It's also possible for an improper installation of DarnUI to cause a crash on load.

    Hope this helps!

    Prensa

  7. Just to clarify this, it's not the Unofficial Fallout 3 Patch Broken Steel plugin itself that causes that problem, it's turning it into a false .esm with FO3Edit in masterupdate mode that causes the trouble.

    The bug mentioned has often been reported & seems to have been atributted to almost every major mod around from MMM, FOOK to the Unofficial Fallout 3 Patch Broken Steel plugin.

    It's not actually specific to any one mod though.

    It's a problem caused by running two master files (.esm) that are changing the same location in a certain way & because one used to be an .esp & thus does not have the proper override entries for it's changes.

    That's usually due to FO3Edit, in masterupdate mode, being run to false flag .esp's as .esm's.

    That's useful in some cases (fixes body mismatch colors on .esp's that add NPC's) but can cause a lot of trouble in some .esp's.

    In your case the Unofficial Fallout 3 Patch - Broken Steel.esp.

    The good news is you can fix the Unofficial Fallout 3 Patch - Broken Steel.esp by using FO3EditMasterRestore on it or simply replacing it with a fresh copy of Unofficial Fallout 3 Patch - Broken Steel.esp from the UF3P download.

     

    You'll find an unmodified version of Unofficial Fallout 3 Patch - Broken Steel.esp won't cause the problem.

    You can check to see if any .esp's are flagged as .esm's by left clicking on them in your Mod Manager, Red writing will come up warnig it's been flagged. Some plugins will be fine flagged as .esm's.

    NEVER run masterupdate on Unofficial Fallout 3 Patch - Broken Steel.esp & probably best avoided running it on the other UF3P DLC patches too.

    If you use masterupdate again, before you run it, untick Unofficial Fallout 3 Patch - Broken Steel.esp & anything else you don't want flagged as .esm's in your data list & that way it won't get changed.

    Hope this helps!

    Prensa

  8. Bazerk83 - Hello!

    It's not the Unofficial Fallout 3 Patch Broken Steel plugin itself that causes that problem, it's turning it into a false .esm with FO3Edit in masterupdate mode that causes the trouble.

    The bug you mention has often been reported & seems to have been atributted to almost every major mod around from MMM, FOOK to the Unofficial Fallout 3 Patch Broken Steel plugin.

    It's not actually specific to any mod though.

    It's a problem caused by running two master files (.esm) that are changing the same location in a certain way & because one used to be an .esp & thus does not have the proper override entries for it's changes.

    That's usually due to FO3Edit, in masterupdate mode, being run to false flag .esp's as .esm's.

    That's useful in some cases (fixes body mismatch colors on .esp's that add NPC's) but can cause a lot of trouble in some .esp's.

    In your case the Unofficial Fallout 3 Patch - Broken Steel.esp.

    The good news is you can fix the Unofficial Fallout 3 Patch - Broken Steel.esp by using FO3EditMasterRestore on it or simply replacing it with a fresh copy of Unofficial Fallout 3 Patch - Broken Steel.esp from the UF3P download.

     

    You'll find an unmodified version of Unofficial Fallout 3 Patch - Broken Steel.esp won't cause the problem.

    You can check to see if any .esp's are flagged as .esm's by left clicking on them in your Mod Manager, Red writing will come up warnig it's been flagged. Some plugins will be fine flagged as .esm's.

    NEVER run masterupdate on Unofficial Fallout 3 Patch - Broken Steel.esp & probably best avoided running it on the other UF3P DLC patches too.

    If you use masterupdate again, before you run it, untick Unofficial Fallout 3 Patch - Broken Steel.esp & anything else you don't want flagged as .esm's in your data list & that way it won't get changed.

    Hope this helps!

    Prensa

  9. SirWScott - Hello!

    Most common cause of freezing is the Fallout 3 multi core bug.

    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 then that's probably your problem.

    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

  10. Steeled13 - Hello!

     

    "That's actually kind of funny, I just found it myself a minute after you did for me, I found it, came back here and refreshed, and your reply came in, ha."

     

    Yeah, as soon as I posted my reply, I saw you'd found it. :)

     

    "I also noticed this mod supports FOSE and 4GB patch, so it's perfect. Now I can read all my Skype messages and wiki a thing or two if I get stuck now. Thanks for your help."

     

    It's a great tool, nice & simple to use. Does exactly what it says.

     

    I did notice I'd forgotten to endorse it so I took care of that. :)

     

    Prensa

  11. Steeled13 - Hello!

     

    "Minimizing the game is either impossible, or if I do get it to work and try to maximize the game back up it either crashes or just doesn't maximize."

     

    That's normal for these games (Morrowind, Oblivion & Fallout 3) they don't like to be Alt Tabbed.

     

    "Any way to play in a borderless windowed mode?"

     

    Yes, there's a mod that works great for just that:

     

    Fake Fullscreen Mode Windowed - Alt Tab Fix by BUDA20

     

    http://fallout3.nexusmods.com/mods/16001

     

    You set the game to Windowed as normal & with that mod it will become borderless. You can then Alt tab out & return to the game afterwards without issue.

     

    Hope this helps!

     

    Prensa

  12. AWOL85 - Hello!

     

    "I got it to work by moving some files around."

     

    Glad you got it to work! :)

     

    "Why the files were in different areas when they should have all been in the same one I don't know."

     

    My guess would be that it's something to do with the STEAM version. I've got the original GOTY from disc & I don't have a "Fallout 3 goty" folder as you mention, just a Fallout 3 folder & my GECK installed without issue. Perhaps the GECK installer, having been made for the earlier version, is a little confused by the newer STEAM setup. As I say, just a guess. :)

     

    Prensa

  13. alexcrazy14 - Hello!

    Although it's a common mistake to use some of the MMM plugins with the MMM Menu that are not needed, you have the correct ones.

    The only problem with your MMM is that you are using it with FO3 Wanderers Edition which means you need a slightly different set up.

    You need to patch MMM & FWE for them to work smoothly together. Patches can be found at FOIP:

    http://fallout3.nexusmods.com/mods/4968

    With the FOIP MMM/FWE patches in, you replace the MMM Menu & all but the MMM DLC plugins so that your MMM load order looks something like this:

     


    Mart's Mutant Mod.esm


    Mart's Mutant Mod.esp
    Mart's Mutant Mod - DLC Anchorage.esp
    Mart's Mutant Mod - DLC The Pitt.esp
    Mart's Mutant Mod - DLC Broken Steel.esp
    Mart's Mutant Mod - DLC Point Lookout.espZeta.esm
    Mart's Mutant Mod - DLC Zeta.esp
    Mart's Mutant Mod - FWE Master Release.esp
    Mart's Mutant Mod - FWE Master Release + DLCs.esp

    As M48A5 mentioned, the Unofficial Fallout 3 Patch.esm should not be loaded above the Fallout3.esm. Where it's at most of it's changes will be overwritten by the Fallout 3.esm. :)

    Move it down below Fallout 3 Patch.esm, somewhere high though. Below the last DLC (Zeta.esm) is good.

    M48A5's suggestion of BOSS is a good idea to help with complex load orders.

    Unofficial Fallout 3 Patch - Broken Steel.esp has a bug that can cause crashes on saves & autosaves around Rivet City & Project Purity.

    There's a fix for that using FO3Edit here:

    http://forums.nexusmods.com/index.php?showtopic=401813

    If you're still getting crashes, did you make any changes to your .ini?

    Often tempting to set some of the settings in there a little to high.

    Hope this helps!

    Prensa

  14. Belthan - Hello!

     

    Definitely avoid that red frame, can lead to a very unstable cell otherwise. :)

     

    Cutting down on clutter helps to get out of the red.

     

    I've yet to see any issues with the green frame, seems to just be an early warning.

     

    Prensa

  15. AWOL85 - Hello!

    "Does it make a difference if I have the GOTY version? Because I go into Fallout 3 GOTY version folder, and inside that folder is a Fallout 3 folder. Which one should it be? "

    I don't have a STEAM version of Fallout 3 so I can't advise directly on that versions location.

    It should be in the same folder that your Fallout3.exe & Data folder are in.

    When you run the GECK installer, make sure it says it's going to install to that location.

    If it says another location, there should be a button next to the path that says "Change". Use that & insert the correct location.

    It's not so much where you run the installer, it's that path that it says it's going to install too that needs to be correct.

    "It also mentions that I should put Fallout 3 under the C:\ drive instead of under Program Files (x86)."

    On Vista & Win7 there can be a problem with UAC being protective & preventing files from showing up in the Fallout folder if installed in the Programs folder.

    It's not a problem if your the administrator of your computer, you may need to change a security setting on your Fallour folder though. I run Fallout 3 on Win7 from the Program folder without issue.

    "If I drag the Fallout 3 GOTY folder out there, will it screw anything up?"

    It's generally best to uninstall & reinsatall if moving a program to a new location as the registry is often changed on install to reflect the games location.

    Hope this helps!

    Prensa

  16. Adimanther - Hello!

     

    "Using the setPos function yields a moving static, but doesn't move the collision data, even if the movable static is set as obstacle."

     

    The object's collision should move with it if it's set to be an animated static.

     

    I've got several sliding doors that use animated statics & are moved with a script using SetPos.

     

    Only normal statics will leave their collision behind when setpos is used on them.

     

    Make sure you've changed Layer AND Layer Copy both to OL_ANIM_STATIC.

     

    Motion System should be set to MO_SYS_KEYFRAMED.

     

    Deactivator should be set to DEACTIVATOR_SPATIAL.

     

    Quality Type should be set to MO_QUAL_KEYFRAMED.

     

    Hope this helps!

     

    Prensa

  17. AWOL85 - Hello!

     

    Make sure you have the Fallout 3 GECK & not the Fallout New Vegas GECK, as they are both on the same official page & easily mistaken for one & other.

     

    There's a detailed guide to installing GECK here:

     

    http://geck.bethsoft.com/index.php/Bethsoft_Tutorial_GECK_Setup

     

    That includes the correct location & several trouble shooting tips.

     

    Also, if you're using Vista or Win7, try right clicking on the GECK installer & running it as Administrator. Win7 & Vista might be preventing it from working properly since they are security conscious in the Program files.

     

    Hope this helps!

     

    Prensa

  18. sicPanicmode - Hello!

     

    "I noticed I forgot to disable Mart's Mutant Mod - Master Menu Module.esp, so I deleted that"

     

    Did you remember to remake your Merged Patch after removing the Mart's Mutant Mod - Master Menu Module.esp?

     

    "So I tried disabling all mods and trying to go to the Police HQ with Vanilla, but i still got a crash with no mods active at all!"

     

    That would suggest there's something wrong other than your mods. Either your savegame or your Fallout set up.

     

    Is it a crash to desktop you're getting or a freeze?

     

    If it's a freeze & you have a multicore computer it's probably the Fallout 3 multi core bug.

    Fallout 3 has trouble with multi core computers, mainly with ones that have more than two cores & use hyperthreading.

    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.

     

    If it's not a freeze or you don't have a multicore, try making a clean save without your mods active.

     

    Switch off all mods, load up your game, go to your Megaton/Tenpenny home & wait 4 game days, save & exit the game.

     

    Switch back on all your mods & reload. See if you can get to Germantown now.

     

    Also, do you have any texture packs installed? They don't have .esp's or .esm's so can't be unticked & you wouldn't think of them when turning off other mods.

     

    Sometimes hi res texture packs can be too much in certain areas if their concentration is high depending on your rigs capabilities.

     

    If you're using a Texture pack, uninstall it & see if you can travel to that area without it.

     

    If still no joy, have you made any tweaks to your .ini recently? If so, try turning the changed setting back to default & see what happens.


    Hope this helps!

    Prensa

  19. sicPanicmode - Hello!

    Looking at your load order & I see you have a few MMM plugins that you don't need.

    You need to untick & delete all of 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 included in the Mart's Mutant Mod - FWE Master Release.esp FOIP patch which you are missing.

    It's meant to be used as well as the Mart's Mutant Mod - FWE Master Release + DLCs.esp that you have, not instead of. So that should leave your MMM load order thus:

    Mart's Mutant Mod.esm (Fine where it is)


    Mart's Mutant Mod.esp
    Mart's Mutant Mod - DLC Anchorage.esp
    Mart's Mutant Mod - DLC The Pitt.esp
    Mart's Mutant Mod - DLC Broken Steel.esp
    Mart's Mutant Mod - DLC Point Lookout.esp
    Mart's Mutant Mod - DLC Zeta.esp
    Mart's Mutant Mod - Project Beauty.esp
    Mart's Mutant Mod - FWE Master Release.esp
    Mart's Mutant Mod - FWE Master Release + DLCs.esp
    Mart's Mutant Mod - FWE Master Release + Project Beauty.esp

    Remember to remake your Merged Patch after making the changes.

    As to your crashing, if it persists, try turning off all your mods & see if you get the crashing.

    If no crashing, it's definitely one of your mods.

    Turn them back on one mod (or group of mods) at a time, checking in game between each to see if the problem has returned. That way you can identify the culprit.

    Remember to leave your Merged Patch off during the testing as leaving it on can interfere with testing.

    Hope this helps!

    Prensa

  20. Shotokanguy - Hello!

    I use "Stop Insulting Me Outcasts" by Pistolero too, it is a great little adjustment that blends right in but enhances the feel of the game.

    Off hand, for vaguely simillar mods that make small but fun changes that blend in, I can only think of:

    NPC Response Expansion
    http://fallout3.nexusmods.com/mods/14208

    Which allows NPC's to make a whole range of reactions to your stat of undress if you wander around not fully attired.

    It uses the vanilla voice content & lets them react with anything from a laugh to an annoyed scolding. :smile: A small thing but fun.

    Portable Bear Traps V2 by razorwire

    http://fallout3.nexusmods.com/mods/11686

    Another simple mod that really adds something that you'd think would be in there from the start.

    This allows you to pick up Bear Traps & reset them somewhere else or even sell them.

    Razorwire, the maker of that, made several very clever mods that are often overlooked. Click on their name on that Bear Trap mod & take a look at some of their other work.

    I'll post again if I think of anything else. :smile:

    Hope this is of use!

    Prensa

  21. Mefoofo & Anoxeron - Hello!

     

    I've answered Anoxeron in a little more detail in a pm but I thought I'd put a basic version of the answer on here in case others were wanting it. :smile:

    The models used are set in the Activators, the Activators themselves are unique to the mod so changing them will only change that particular vertibird just as you wanted.

    No need to change any scripts as far as I can see, they refer to the Activators & whatever model is set in there is what get's used.

    If you look in FO3Edit at Personal Vertibird Home mod, under Activators you will find them.

    Looks like it's mainly:

    J3XVertibirdActivator

    &

    J3XVertibirdActivatorFlyIn

    They both point to the the same model:

    VertibirdEncount01.NIF

    That's a Broken Steel model that's in the:

    BrokenSteel - Main.bsa

    So you should only have to redirect the mod to use a new custom textured version of the model used.

    Apply your custom textures to a copy of VertibirdEncount01.NIF model & rename it to something unique like SnazzyVertibirdEncount01.NIF & place that model into your meshes folder.

    Change the model used within the mod to point to your new model instead of the VertibirdEncount01.NIF. Probably easiest to do so in FO3Edit in that Activators section I mentioned above.

    I threw together a quick test, this is a called in animated Vertibird from the Personal Vertibird Home mod using a quick camo retexture:

    http://i46.tinypic.com/242ekwh.jpg

    http://i46.tinypic.com/aww08w.jpg

    Hope this helps!

    Prensa

  22. jessibears - Hello!

    There are some possible solutions at bottom of this page under "Bugs":

    http://fallout.wikia.com/wiki/Gamebryo_console_commands

    Also here:

    http://fallout.wikia.com/wiki/Talk:Fallout_3_console_commands#Troubleshooting

    If none of that works for you, there's this mod that may help:

     

    Console Key Binder by Quarn (requires FOSE)

    http://fallout3.nexusmods.com/mods/2637

    Also there is this:

    http://fallout3.nexusmods.com/mods/1711

    Hope this helps!

    Prensa

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