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prensa

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Posts posted by prensa

  1. rockygohard18 - Hello!

     

    Have you installed any animation replacers?

     

    If you have more than one installed they could be clashing with each other.

     

    If you do have two animation replacers, uninstall them & see if all returns to normal.

     

    If it does, you'll have found the culprit. Check the mod's page to see if there's a patch to allow it to work with the other animation mod.

     

    For instance RH_IronSights has a special patch to allow it to work with Fallout 3 Re-Animated (found in IronSights File section).

     

    If you don't have any obvious animation replacers, it could be two or more weapons mods clashing with each other.

     

    Try uninstalling any weapons mods to see when the glitch stops, that way you can track down the culprit.

     

    Hope this helps!

     

    Prensa

  2. seres69 - Hello!

     

    "I made an NPC as guard of one of my bunkers I made. He´s supposed to have the voice of the Enclave but for some reason the only voice of the Enclave is his death sound. During combat he´s completely silent and doesn´t shout any 'battlecries'."

     

    In your NPC's data window in GECK have you set "Voice Type" to "MaleGroupEnclave" ?

     

    Make sure that whatever NPC that you used as a base does not have any unusual AI pacages set to them. Also make sure there are no special Factions set.

     

    Have you tried using an Enclave NPC & changing the name to create a new NPC as the base for your guard?

     

    Hope this helps!

     

    Prensa

  3. Sephirothskr - Hello!

     

    "I disabled my hi res texture and... it worked. "

     

    Glad that worked. :)

     

    If the CTD near Rivet City goes without the hi-res textures that would suggest you're pushing the memory usage in that area.

     

    "Why on earth was this the problem? I've been to rivet city plenty of times and now all of a sudden it trolls me.. Why?"

     

    If you've been to Rivet City with the high-res textures pack installed before with no problems it could simply be that you were very close to the tipping point as far as memory usage.

     

    All it would take then is for something else like a particularly high-res armor or a few extra NPC's in the area to tip you over the limit & result in CTD's.

     

    As stated before, Rivet City is a particularly resource intensive area. It's not uncommon to "feel" a bit of lag in that area with just vanilla assets.

     

    If your texture replacer is something like NMC, that has different versions that are smaller in size that you may be able to get away with.

     

    You can also cherry pick which high-res textures you use. For instance you could simply remove the Rivet City textures from the pack you use so that you can continue using the replacers for other areas.

     

    You could also swap only the Rivet City high-res textures for "LITE" ones (assuming you're using NMC) & thus keep the higher ones for the less intensive other locations.

     

    If you are using NMC take a look through the hint's & tips on performance near the bottom of the Description page there.

     

    Of particular note is Large Address Aware Enabler for FO3:

     

    http://fallout3.nexusmods.com/mods/6510

     

    That can help with handling larger textures & just help running Fallout 3 better in general.

     

    Hope this helps!

     

    Prensa

  4. charwo - Hello!

     

    That's odd then, if you've not got the replacment textures in that folder then nothing should be replacing the default ones.

     

    Is it all suits or just Zimmer's that is changed?

     

    "Is there perhaps a way to extract those specific meshes from the master file and then put them in as add on files, sorta retconing the suits back into their original styles? "

     

    Well, if you use "Old FOMM", you can use BSA Unpacker that's built into it & can be found under "Tools" to unpack copies of the original suit textures in the Fallout - Textures.bsa from:

     

    textures\armor\1950stylesuit\

     

    & place them in your Data folder.

     

    Not sure if NMM has the same tool. BSA Commander can also be used:

     

    http://fallout3.nexusmods.com/mods/17

     

    But if the suits being replaced still with the mod ones gone, something odd is going on.

     

    I take it you didn't have Fallout 3 installed previously & then installed again?

     

    Like having a disc version then replacing with a STEAM one as many people do that & forget to uninstall the old Fallout 3. This can leave another version with folders & cause confusion like this.

     

    You could also use FO3Edit to check & see if some mod is changing those suites. Open FO3Edit & once it's loaded your mods copy & paste this:

     

    000b1056

     

    Into the FormID box & press Enter, that should take you to one version of the suit, check in the right hand window & look at the columns. One column will be Fallout3.esm, make sure there is no other column next to it redirecting to new suit textures.

     

    If there is, untick it & check the suits in game.

     

    Also check the other version of the suit:

     

    0005c682

     

    If nothing is going on there, paste in:

     

    000156b9

     

    & check Zimmer's inventory has not been altered to change his suit.

     

    Hope this helps!

     

    Prensa

  5. CowOrMonkey - Hello!

     

    Have you installed the fose_loader.exe & all it's .dll files into the correct folder?

     

    They should be in your Fallout 3 folder & not inside the Data folder as most other mod files.

     

    Have you got the latest version of FOSE:

     

    http://fose.silverlock.org/

     

    Is your Fallout 3 up to date (1.7.0.3) ? If it's GOTY then it is.

     

    You can check which version of Fallout 3 you are running by going to the main menu & selecting - Settings - Display & the version number will be in the bottom left corner & should be 1.7.0.3.

     

    If you've checked all that & still no joy, does Fallout 3 work with FOSE if you turn off all your mods first?

     

    If it does launch with FOSE but no mods ticked then one of your mods is not set up right.

     

    In that case, turn your mods back on one at a time checking in between to see if you can launch with FOSE. That way you can quickly track down the culprit & make sure you've got all it's requirements.

     

    Hope this helps!

     

    Prensa

  6. Sephirothskr - Hello!

     

    Well freezing is normally caused by 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.

     

    Crashes on saves around Rivet City & Project Purity can be caused by a fault in the Unofficial Fallout 3 Patch - Broken Steel.esp, a fix for that can be found here:

     

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

     

    The other thing that can cause CTD's is going overboard on memory usage, like a particularly large cell load.

     

    Now Rivet City is already & big hit on performance just vanilla, if you've added in some hi-res textures that affect Rivet City that could be what's causing your troubles there. If the freeze & CTD is only happening in Rivet city & you do have hi-res textures there that's quite likely the cause.

     

    If you don't have any hi-res textures & it's only happening Outside Rivet City, check to see if you have any mods making changes to that location. If you do turn them off & see if the troubles gone.

     

    Hope this helps!

     

    Prensa

  7. VikingII - Hello!

     

    To make the door lock whenever it's shut should be easy, I tried this script which seems to work well:

     

    SCN SelfLockingDoorScript

     

    Begin gamemode

     

    if MainDoor.GetOpenState == 3

     

    MainDoor.lock 0

     

    endif

     

    end

     

     

    Give the door a reference name (MainDoor) & set it persistent, set the door lock level & key (if it has one) as normal, attach the script to the door.

     

    It's nice & simple, just checks whether the door is shut (animated door shut is 3) & locks it if it is shut.

     

    If you've set your door to pickable & you don't have a key then you have to pick the lock again whenever it's shut.

     

    If you've set the door to open with a key & you have that key you will unlock it with said key.

     

    "I don’t know if GECK allows something like this since in vanilla is impossible to drop a key,"

     

    To make a droppable key, just make a Misc Item, call it something like SpecialKey, use the key model & set the door to locked but key to none.

     

    Then add an onactivate check for the "key" in the player's inventory. Something like this:

     

    Begin onactivate

     

    ;If the door is open allow it to shut

     

    if MainDoor.GetOpenState == 1

    activate

     

    endif

     

    ;If the door is closed & the player hasn't got the key allow them to pick the lock

     

    if MainDoor.GetOpenState == 3

    if player.GetItemCount SpecialKey == 0

    activate

     

    endif

    endif

     

    ;If the door is shut but the player has the key open the door.

     

    if player.GetItemCount SpecialKey == 1

    if MainDoor.GetOpenState == 3

    MainDoor.SetOpenState 1

    activate

     

    endif

    endif

     

    end

     

     

    That will mean the door can still be picked if you have no key (as long as you've set a lock level on the door & not open only with a key), will open if you have the key & you can drop the key.

     

    Place it in the door script above the locking script segment.

     

    I've just thrown this together on the fly, I've tested it in game & all worked well but obviously I've not done loads of testing on it. :)

     

    Hope this helps!

     

    Prensa

  8. Honeybiscuit - Hello!

     

    That's an interesting question, I can't definitively answer it, though I've wondered about cell size & performance myself.

     

    Some thoughts though...

     

    Kit pieces (the building parts included in default Fallout) tend to be very economical memory wise.

     

    It tends to be large quantities of havoked or large (hi-res) textured items that start to eat at resources.

     

    As to scale the advantages to large wall segments would be less pieces for the game to process.

     

    The downside though would be that large pieces would not be culled as readily as small pieces. The game culls chunks when not in view so small bite size pieces are more likely to get cut whereas large bits won't go out of view so easily & won't get cut.

     

    Probably the reason why the vanilla game does not make big corridor or room size chunks but rather leaves them in single kit piece segments.

     

    Breaking large levels into sections connected by load doors is a good way to prevent bloated cells.

     

    Depending on your cells needs you can also use Room Markers & Portals to enhance performance:

     

    http://geck.bethsoft.com/index.php/Bethsoft_Tutorial_Optimization#Room_Marker

     

    Places like the Dunwich building have pretty big cells but break them up with Room Markers.

     

    Though it's worth noting Room Markers have side effects on havoked items that could possibly move from one Room Marker to another (they turn invisible), so I use them sparingly & not where important havoked items are likely to cross over.

     

    A little while ago while making a large cell I discovered a feature that does not seem to be documented in GECK, the "Memory usage frame".

     

    It seems that when cells reach a critical size the GECK first displays a thin green frame around the Render window. If the cell grows that turns to a Red frame which I'm guessing is very bad. I've seen odd things in cells afflicted with the Red frame warning.

     

    So it's a good idea to look out for those warning frames on cells that you think may be too big, I'd take them as a warningto break up the cell.

     

    I posted a larger article about the Memory usage frame in the Fallout Mod Authors section but it seems no one knows about this feature as I've had no replies:

     

    http://forums.nexusmods.com/index.php?/topic/878363-show-memory-usage-frame/

     

    Hope this helps!

     

    Prensa

  9. Aanikron - Hello!

     

    I would definitely second DC Interiors, it's not truely a quest mod as such but it does greatly expand exploration possibilities & fits seamlessly into Fallout 3 atmosphere.

    One of the great mods.

     

    I'd add Solar Scorcher by WillieSea:

     

    http://fallout3.nexusmods.com/mods/13866

     

    That's a small quest mod but perfectly formed with loads of atmosphere & a great weapon as a prize.

     

    It's not just lore friendly it's actually loosely based on a Fallout 2 quest (itself based on Star Trek episode The City on the Edge of Forever) & the weapon in it is the Solar Scorcher that also appears in Fallout 2. Great fun!

     

    Prensa

  10. chainxlink - Hello!

     

    Do you mean the mod added textures are randomly taking on the texture's around them?

     

    If so the most common cause is not taking care of archive invalidation.

     

    Unless taken care of new mod added textures won't show up properly.

     

    There's an easy solution, either download & activate:

     

    ArchiveInvalidation Invalidated

     

    http://fallout3.nexusmods.com/mods/944

     

    Or, if you use FOMM click on Toggle Invalidation on the right.

     

    For "New" FOMM you have to go to the buttons at the top & select:

     

    Tools - Archive Invalidation

     

    NMM has a built in Archive Invalidation too.

     

    DON'T USE BOTH METHODS TOGETHER.

     

    Note FOMM/NMM's version often needs to be toggled off & then back on again when you add in a new mod.

     

    Hope this helps!

     

    Prensa

  11. shadowfx78 - Hello!

     

    "yeah i went back into the system config and there are only 2 cores listed."

     

    I'm using Win7, what operating sytem are you using?

     

    Is the box next to "Number of processors" ticked?

     

    As long as it's unticked the number of processors below will be greyed out & you will be using all of them.

     

    Hope this helps!

     

    Prensa

  12. MrBlue577 - Hello!

     

    Crashing on startup of modded Fallout 3 is almost always due to a missing master.

     

    In other words you have an .esp that's missing an .esm that it needs to work.

     

    I see you have:

     

    20thCenturyWpns-Plus-Reborn-FWE-V0_92b-18606.esp

     

    Which is a patch for 20th Century Weapons & Fallout Wanderers Edition (FWE) but you don't have FWE or 20th Century Weapons, that'll cause a CTD on startup right there.

     

    You can left click on 20thCenturyWpns-Plus-Reborn-FWE-V0_92b-18606.esp in your mod manager & that will bring up a list of it's masters at the bottom. Those are all the files you MUST have for that plugin to work, it's a handy way to check you're running everything you need.

     

    In this case, since you don't have FWE or 20th Century Weapons, untick 20thCenturyWpns-Plus-Reborn-FWE-V0_92b-18606.esp & delete it.

     

    BOSS, as suggested by M48A5, would certainly help you with complex load orders.

     

    Hope this helps!

     

    Prensa

  13. shadowfx78 - Hello!

     

    "on a tip from someone here i disabled 2 cores of my quadcore processor to see if fallout 3 would run better."

     

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

     

    The symptoms are a distinctive freeze were you are completely locked, sounds normally continue & you have to use task manager to exit.

     

    The fix for it is to reduce how many cores Fallout 3 can use via the FALLOUT.ini

     

    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.

     

    That completely fixes the multicore bug & only affects how many cores Fallout 3 uses & nothing else.

     

    "but now i cant reenable those 2 cores. i did it via the system configuration app in the control panel how can i fix this? "

     

    There's no need to actually disable the extra processors to fix the Fallout 3 multicore bug, that would limit everything.

     

    The above mentioned .ini fix is the best solution as it will only affect Fallout 3.

     

    If you used System Configuration to limit your cores all you have to do to fix it is:

     

    1 Open System Configuration (pasting it's name into the search box in the Start menu will bring it up).

     

    2 Select the Boot tab & click on "Advanced Options".

     

    3 In the Advanced Options window make sure the "Number of processors" box is unticked & click OK to close Advanced Options & click OK to close System Configuration.

     

    4 Restart your computer.

     

    Hope this helps!

     

    Prensa

  14. charwo - Hello!

     

    Is that Wasteland Mafia -Mob Suits_Hats_Ammo?

     

    http://fallout3.nexusmods.com/mods/5092

     

    If so, there are no meshes with that only textures (at least with the Suits part).

     

    Go to your:

     

    Fallout 3\Data\Textures\armor\1950stylesuit

     

    & remove the 4 files in there:

     

    outfitdarkf.dds

    outfitdarkm.dds

    outfitf.dds

    outfitweatheredm.dds

     

    Then go to:

     

    Fallout 3\Data\Textures\armor\eulogyjones

     

    & remove the 3 files in there:

     

    female_d.dds

    male_d.dds

    male_d.jpg

     

    If it's not that mod, look in your original download archive of the mod you got the suits from, you can use that to see where it has installed files into your data folder & delete them.

     

    Hope this helps!

     

    Prensa

  15. RumpNissen89 - Hello!

     

    I don't use FOOK2 myself so I can't give first hand advice however if it's only items from that mod that are not showing up it suggests something is going wrong with how it's files are installing.

     

    I take it you have the latest version:

     

    http://fallout3.nexusmods.com/mods/4448

     

    If you are using another archive program, it's possible it's not unpacking fully. Make sure everything that you see in the archive is getting unpacked.

     

    If you can see which FOOK2 weapons are missing their textures, check your Fallout 3/Data/Textures folder & make sure the FOOK2 Textures are in there.

     

    Make sure you're not using Archiveinvalidation Invalidated! AND the archive invalidation built into FOMM or NMM as that would cancel both of them out.

     

    If you are using Archiveinvalidation Invalidated!, turn it off & try using the built in FOMM/NMM one instead. If you use the FOMM/NMM one do the opposite. I have on occasion seen people have trouble with one & not the other.

     

    If still no joy, try posting the problem on the FOOK2 Coments board on that page I linked to above.

     

    It seems to still be active & you're more likely to get someone who uses FOOK2 there.

     

    Hope this helps!

     

    Prensa

  16. Dweedle - Hello!

     

    "Males with MMM and Breezes are fine.. but Females with Type 3 just do not look right. Please help!"

     

    MMM adds it's own Raiders, Breeze has a built in patch for MMM so that's why the male MMM Raiders are fine.

     

    You need to install a Type 3/MMM Female Raider patch, a good one can be found here:

     

    http://fallout3.nexusmods.com/mods/11711

     

    The file you want is:

     

    TYPE3-V-RaiderSkins-MMMF3

     

    There's also another file there if you want non MMM Female Raiders to have a more grubby look like the original Raiders textures.

     

    Hope this helps!

     

    Prensa

  17. RumpNissen89 - Hello!

     

    Definitely get BOSS as M48A5 suggests, it'll really help you sort out that load order as it's very mixed up. :)

     

    A few tips, you're using all of the DCInterior plugins, I don't know which version you have but even with the slightly older one you only need:

     

    DCInteriors_Combo edition.esm

    DCInteriors_Collectables.esp

    DCInteriors_Side Quests.esp

     

    The other DC Interior plugins you have are intended to be stand alone & are contained in DCInteriors_Combo edition.esm.

     

    So untick & remove those others.

     

    Also, there's a new DCInteriors out now that's just one plugin that you may wish to update to:

     

    http://fallout3.nexusmods.com/mods/5573

     

    Your MMM .esp's are quite scrambled, group them like this:

     

    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 - FWE Master Release.esp

    Mart's Mutant Mod - FWE Master Release + DLCs.esp

     

    You need to untick & remove 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

     

    As they are included in the Mart's Mutant Mod - FWE Master Release.esp patch that you have.

     

    Hope this helps!

     

    Prensa

  18. TheNonsenseFactory - Hello!

     

    "The box works exactly as I want! I can do the scripting to handle the actual placement of a real container. Great success! "

     

    Glad to hear that! :)

     

    "The first is, did you have to compensate in some way for the book being much smaller than the metal box? Or did the havoc "size" come naturally with the data present in the metalbox branch?"

     

    Moving the box mesh to the Book .nif as I did (rather than the example method) meant I had to adjust the collision mesh to fit. Otherwise you'd have a metal box with a book shaped collision. :)

     

    I also had to up the Mass setting too.

     

    The books use a simple box shape collison (a reason why they are handy to move things to) which is simple to work with & fine for simple shaped items.

     

    I learned a lot about .nif's from playing with the books (I wanted a few new boks to decorate the new cells I was working on).

     

    Rescaling them & matching the collision mesh, reteturing them & adjusting the UV maps. It's the books that really got me into understanding .nif's, though there's so many settings I'm still learning!

     

    If you take bookgeneric04.nif & open that up in Nifskope.

     

    Let's say you want to make it a fat dictionary instead (not covering retexturing here :) ), right click on the book in the Render window & select - Transform - Scale Vertices, up comes a window with the X,Y & Z scales.

     

    Let's make it .5 fatter so change the Z from 1 to 1.5 & click Scale. The book is now fatter but note the collision mesh is the same thin size.

     

    That's easy to fix by left clicking on the collision mesh wireframe, it's details will be displayed at the bottom.

     

    Look for "Dimensions" & you will see X,Y & Z with numbers after each. These control the size of the collision box.

     

    As you've enlarged the Z dimension of the model you need to scale the Z dimension of the collison, double click on the number next to Z which is 2070. You increased the book's Z by half (.5) so it's easy to work out how much bigger to set the collision (.2070 + half of it, .1035 which is .3105).

     

    Setting the Z to .3105 & you will see the collision expand to match the book.

     

    Note the "Minimum Size" number under XYZ, this is always set to the smallest number of XYZ in this case that's .3105 so set it to that.

     

    You can adjust the X & Y exactly the same.

     

    You don't always resize by simple amounts like that but it's not a problem you can fiddle with the sizes until they fit.

     

    You can even change what the model is made of (how it reacts & the noises it makes on impacts ) by changing the setting of Material just above those XYZ's. The book is set to HAV_MAT_CLOTH but if you change that to HAV_MAT_METAL the book will clang when dropped & display metal impacts when shot.

     

    After rescaling an item always go down to the NiTriStripsDataBlock, find "Radius", right click on the number there & select - Mesh - Update Center Radius. That's important otherwise an item that was originally small that you've increased in size will disappear in game when seen from the corner of your view. That's because the Radius is where the game gets the size of the mesh, regardless of the models real size, if it thinks it's small due to an incorrect Radius it will cull it from view.

     

    Of course this is not needed if you're simply changing the settings in the original as that step by step in my post above shows.

     

    I copy & pasted into another because I've had good results in the past by using an existing moveable .nif.

     

    "And second, you spoke of making your own collision mesh (might be related to question one), is this something that needs to be done, or was it a tweak to maximize realism?"

     

    Well with the step by step that I posted you are using the existing metal box mesh, just changing it to moveable, so for that there's no need to make a new collision mesh.

     

    If you use the copy & paste method then as stated above you need to resize the books smaller collision to fit the metal box.

     

    Collision meshes come in various forms, the books use a simple shape (box) there are also capsule shapes & spheres depending on what you need.

     

    Those simple collison shapes are the least resource intensive so are a good first choice, their limitation is they may not suit complex shapes.

     

    There are also more complex collision meshes that can be very complex & are form fitting.

     

    These are more accurate but more resource intensive & need to be created in a 3D model program like Blender.

     

    The metal box had the more complex form, not entirely sure why as it's only a box.

     

    I wanted a simpler collision shape so that's one of the reason's I did a copy & paste.

     

    The collision I used is a sort of in between the simple shapes & complex called Convex Shapes.

     

    Nifskope has the ability to make form fitting collision meshes from scratch, open up metalbox01.nif in Nifskope.

     

    Left click on the metal box in the render window & select - Havok - Create Convex Shape, a window will open with a value & explaining what that value does. Clicking OK creates a form fitting collision mesh. Changing the number reduces the complexity of the mesh but reducing it's accuracy, you often need to experiment to get the balance correct.

     

    I normally make Convex Shapes in one Nifskope instance of the model & copy/paste the result into another as they don't normally get placed properly when created.

     

    That's s a bit more advanced, I hope this isn't too confusing or putting you off!

     

    Start small, adjusting sizes & pick up bits as you go, that information site I linked to is great to dip into. You don't need to understand everything about .nif's to be able to modify them, best not to try & learn it all at once. :)

     

    Prensa

  19. TheNonsenseFactory - Hello!

     

    "Awesome of you to take the time to do this!"

     

    Happy to help! :)

     

    "I am very curious how you did this. I opened the bhkRigidBody field in nifscope and got an instant headache. Dozens of parameters, half of which are "unknown"."

     

    Nifskope can be intimidating at first. :)

     

    It's a great tool once you get to know it though. I've no head for Blender but I've been able to manipulate models & even make new items form vanilla shapes with Nifskope.

     

    I certainly never thought I'd be able to make the things I've done when I first started with Nifskope.

     

    "I would like to learn more about the process, so that I can do it myself. What are the steps to change a non-draggable item into being a draggable item? "

     

    Obviously make a backup of the mesh you are working on first, it's easy to mess up a mesh in Nifskope!

     

    1 - Open metalbox01.nif in Nifskope. Note that the Collision box (wireframe) is Red (Static).

     

    2 - Go to the left hand "Block List" window & Expand the Blocks by clicking on the arrow next to BSFadeNode.

     

    3 - Left click on the BSXFlags Block, the details will be listed below in the "Block Details" window. Change the 2 (the standard setting for statics) next to the Flag to 66 (the standard setting for moveable objects).

     

    4 - Expand bhkCollisionObject & locate bhkRigidBody, left click on that to bring up it's details below. In those details find "Layer" & double left click on OL_STATIC, with the pull down change it to OL_Clutter.

     

    5 - Find Layer Copy & repeat the above step of changing OL_STATIC to OL_Clutter.

     

    6 - Still in the Block Details, move down to Motion System & change MO_SYS_FIXED to MO_SYS_BOX.

     

    7 - Move down to Solver Deactivation & change SOLVER_DEACTIVATION_OFF to SOLVER_DEACTIVATION_LOW.

     

    8 - Move down to Quality type & change MO_QUAL_Fixed to MO_QUAL_DEBRIS.

     

    Note that the Collision box has changed color from Red (Static) to Blue (Havoked).

     

    9 - Locate "Mass" & set it to the weight you want, this will affect how heavy the object acts in game. This is more about how you want the object to behave than what it would really weigh. Find other objects simillar to yours to get an idea of what it should be. Testing in game is always the best way to check this is right, you can always tweak it.

     

    I used 45 wihich is quite heavy but it gave the box a bit of heft, it did not seem right to me that it should fly about when hit.

     

    10 - Still within bhkRigidBody's details, locate "Inertia" & expand it.

     

    Inertia controls how the object is weighted, best to use the settings of a simillar object & do some testing in game. I used the settings o f the 5mm ammo box as a guide.

     

    You need to set the values of m11, m22 & m33.

     

    m11 - 29.9877

    m22 - 15.3926

    m33 - 35.0038

     

    DON'T forget to save the new .nif as Nifskope will not remind you when you go to exit & it is entirely possible to close & lose every change you made. :)

     

    That's it! The metal box is now moveable.

     

    Now you'll notice that the box I shipped to you is a little different to how the one you end up with after following those instructions.

     

    It's often easier to copy the mesh from a static & paste it into an existing moveable item, that's what I did in this case.

     

    I used one of my books that was based on bookgeneric04.nif & pasted the box mesh from metalbox01.nif into that.

     

    I used the book mesh because it's a moveable clutter item with no extra bits to get in the way.

     

    I made a new convex shape collision mesh too.

     

    Many of the other settings I changed to match other simillar vanilla items.

     

    Generally tweaking to get the box reacting in the way I felt suited it.

     

    It depends on what you've converted, sometimes it works perfect just doing those steps & other times it needs tweaking.

     

    But it's a decent grounding in the basics of converting for you. :)

     

    A great resource for information on Nifskope can be found here:

     

    http://cs.elderscrolls.com/index.php/NifSkope_Comprehensive_Guide

     

    That's very good with a basic beginners guide plus more detailed information on the myriad of settings.

     

    Don't know if you spotted but I posted a second metal box download near the first as I forgot to copy over the handle shadows on the first one I made.

     

    Hope this helps!

     

    Prensa

  20. VikingII - Hello!

     

    "But there are mods who add reload sounds, how do they do? "

     

    They either replace an existing Reload animation (there are only a few hard coded slots available).

     

    Or the better option, use scripting to add their own custom reload sounds like this mod:

     

    http://fallout3.nexusmods.com/mods/8983

     

    A good toutorial on how to add custom reloads 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.

     

    The sound that is played during reload is set within the animation file (.kf).

     

    If you open up a weapons animation .kf in Nifskope, you scroll down to the bottom & expand the NiTextKeyExtraData. Within that you will see, in the bottom Block Details window, a heading called "Text Keys" within that are several Text Key settings & one of them will have the sound file set.

     

    That sound corresponds to a sound that's been set up in GECK.

     

    You could copy a default weapon reload that has the animation you want, add your new sound in GECK & change the copied animation file's sound within Nifskope to your new one.

     

    Then you'd set up a script to use the new reload animation as in the above example.

     

    This sounds really complex when you try to explain but It's not as bad as I made it sound. :)

     

    I followed that guide a while back before I really new my way around scripting & got it working quite quickly.

     

    I've not replaced a reload myself yet though it seems straight forward.

     

    I'd suggest following that guide just to get the feel of it & looking at that linked mod & checking it's files to get a first hand feel for what I'm trying to describe here.

     

    Hope this helps!

     

    Prensa

  21. TheNonsenseFactory - Hello!

     

    "There are no settings that I can find in the GECK that makes this item different from for example the lunchbox item, that has havoc and is draggable with Z. "

     

    Whether an item is static of moveable is set inside of the model/.nif itself.

     

    Most models can be changed between the two relatively easily by using Nifskope, provided you know what you are doing. ;)

     

    The actual settings to change are pretty simple, it's making the object then behave realistically that often takes the time.

     

    Of course you realise it can't be an item that's added to your inventory AND a container, at least not conventionally. The activate would place it in inventory rather than opening it.

     

    If you did need it to be a container you could do that through a bit of clever scripting.

     

    Anyway, I made a Havoked Metal box using metalbox01.nif for you. I've tested it but obviously not intensively, I think I've got it working quite nicely.

     

    It can be downloaded here:

     

    http://www.mediafire.com/?igfhutfsyqwm0yf

     

    EDIT: I just noticed I missed out the shadow effect around the handles so here's a version with them restored:

     

    http://www.mediafire.com/?u5fl4ll427g8vlv

     

    I assumed you where keeping it the default size so I gave it a bit of heft. :)

     

    Just place the model in your mod's mesh folder, create a Misc Item as normal & point it to the new model.

     

    You'll have a metal box that can be moved about & be picked up.

     

    Hope this helps!

     

    Prensa

  22. TheChris80 - Hello!

     

    I notice you mention installing patches but I see you have the GOTY version.

     

    The GOTY is already the latest version (1.7.0.3) so you don't need to install any official patches.

     

    You can confirm that you are using the latest version of Fallout by running the game, select "Display" & you should see your version number over to the left.

     

    That should be 1.7.0.3.

     

    "I even tried a german patch"

     

    Definitely DON'T use a different language patch with Fallout 3. :)

     

    "I also tried the fakepatch too"

     

    If you mean this:

     

    http://fallout3.nexusmods.com/mods/4635

     

    You don't need that with the GOTY.

     

    Just cleanly install the GOTY without the fake patch or any official ones.

     

    When you uninstall you current Fallout 3, make sure nothing has been left behind in your Fallout 3 folder. Any mods or patches will not be removed when uninstalling Fallout 3 & can interfere when you reinstall.

     

    Also on reinsatall, go to your:

     

    Documents\My Games\Fallout3

     

    & remove your FALLOUT.ini so that it can be cleanly remade.

     

    "I also cant find the the ArchiveInvalidation.txt! its not iny any fallout-subfolder and also not in the config/save folder."

     

    Most archive invalidation tools create a .bsa called something like ArchiveInvalidationInvalidated!.bsa & also log it in your .ini file, the text file way of fixing archive invalidation is old school. :)

     

    Anyway, archive invalidation only affects mod added textures, vanilla ones will show up without it.

     

    So it's quite odd yours are not.

     

    If cleanly installing without applying patches still does not fix it, did you have another installation of Fallout 3 in the past?

     

    If so, did you completely uninstall that version? Sometimes people install Fallout 3 in one place & later install elsewhere without cleanly removing the previous version.

     

    "Hi and thanks a lot for help. +1 REP"

     

    Thank-You Kindly! :)

     

    Hope this helps!

     

    Prensa

  23. gamerguycris - Hello!

     

    Make sure you've taken care of archive invalidation, not doing so will prevent new mod added textures from showing up.

     

    To fix it, either download & activate:

     

    ArchiveInvalidation Invalidated

     

    http://www.fallout3nexus.com/downloads/file.php?id=944

     

    Or, if you use FOMM click on Toggle Invalidation on the right.

     

    For "New" FOMM you have to go to the buttons at the top & select:

     

    Tools - Archive Invalidation

     

    NMM has a built in Archive Invalidation too.

     

    DON'T USE BOTH METHODS TOGETHER.

     

    Note FOMM/NMM's version often needs to be toggled off & then back on again when you add in a new mod.

     

    If that does not fix your trouble, are you using any texture replacers?

     

    If so double check you've placed their textures properly.

     

    "and mod fallout 3 quite often"

     

    Make sure you don't have over 254 plugins & .bsa's in your data folder as Fallout is limited to that number. Reaching that figure will result in meshes & texture being randomly left out.

     

    Some people experience the issue at lower mod amounts like 200.

     

    If you have far less than 200 mods then it's unlikely to be your problem.

     

    Hope this helps!

     

    Prensa

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