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Everything posted by prensa
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How to stop NPCs from passing through objects
prensa replied to repzaj1234's topic in Fallout 3's Mod Troubleshooting
repzaj1234 - Hello! "NPCs teleport even if a wall is there, they just pass through it after a few seconds of walking at the object. How can I stop this? " You normally see this behaviour if the room has not been navmeshed or if the wall causing the trouble was added & the navmesh was not updated. Navmeshes tell NPC's where they can walk. Is the room where this is happening made by you? If so, check your navmesh. More information on navmeshes here: http://geck.bethsoft.com/index.php/Bethsoft_Tutorial_Navmesh Hope this helps! Prensa -
Sideways Custom Hat\Helmet?
prensa replied to DrPepper715's topic in Fallout 3's Mod Troubleshooting
DrPepper715 - Hello! Sounds like you need an .egm file, they are used to place hats correctly. If it's just a re-textured combat helmet, you can use the combat helmet's .egm file. Extract the combat helmet .egm file from the Fallout 3 meshes .bsa, rename it to whatever your helmet is called & place it in the same folder as your helmet mesh. So you end up with something like: YourHelmet.nif & YourHelmet.egm You already mentioned the other step of Update FaceGen in the GECK but make sure you save your mod after doing that or nothing will change. :) Hope this helps! Prensa -
asdfth12 - Hello! "Grah, I knew I was missing a step." Glad that sorted it. :) The multi core bug catches a lot of people out. "Anyway. anyone help me on the WMK/FWE FOIP patch?" I don't use FWE or WMK but FWE has an FAQ site with detailed load order here: https://sites.google.com/site/fo3wanderersedition/installation#TOC-Load-Order-Compatibility As to merged patches, you tend to make one with all files you are running ticked. Unless a mod specifically warns against it. Prensa ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ akkalat85 - Hello! "Do not use the unofficial fo3 patch. It's 3 years old. " I keep seeing people saying this. The last Official Fallout 3 patch was 27 July 2009. The Unofficial patch has work logged in it's version history at 11 August 2009 & the current file was uploaded on the 12 August 2009. So it's very much up to date with official patches. Ignoring the date comparisons, I can say that I've used the Unofficial patches for years (literally) with no trouble at all other than the documented bug in the UF3P's Broken Steel plugin. A fix for that bug is here: http://forums.nexusmods.com/index.php?showtopic=401813 So there's absolutely no reason not to use the UF3P as regards it's age. It's best loaded high in the load order after the official .esm's & before mods, that way the worst that can happen is mods may overwrite some of the UF3P's changes. The UF3P has no rival when it comes to the scope & sheer number of fixes it includes, all documented in an extensive version history. People are, of course, free to choose whichever or both to use. It's just wrong to say anything replaces what the UF3P does or that it's out of date. :) Prensa
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Skanagar - Hello! If you have two mods making changes to the same weapon, one could very well be overriding another. If your Assault rifle mod has an .esp & is not just replacment textures, try loading it's .esp below FWE's plugins. Whatever mod loads last will win. "i noticed that the texture of the world model will be replaced. so i can see the new texture when i drop the weapon on the ground, but not when equipped. any ideas?" Sounds like something is changing the Assault Rifles 1st person textures. Many weapons have a special 1stperson texture set so that an HQ texture gets used on the weapon when you're holding it. It then switches to a lower res texture when dropped to save on performance. The vanilla Assault Rifle uses a 1st person texture by default, so it could just have not been set in the Assault rifle mod. If it does have an .esp, you could check it in FO3Edit. Hope this helps! Prensa
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asdfth12 - Hello! Random freezing is almost always 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. You mention yours is a "Tricore processor" so this could be affected. "I'm always crashing in the Springvale Sewers" That also points to the multi core bug as it often manifests in tight locations. I read your "Threaded AI is set to 1 in all of the ini's " but have you also done the second line to the fix? iNumHWThreads=2 Because that's probably the most important one. You also want to make sure you've changed the correct .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. Hope this helps! Prensa
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TheChaplain - Hello! Weapons using Rogue Hallow's vertical grip should have the settings: Animation Type: Rifle - Automatic (2 Hand) Grip Animation: HandGrip2 You obviously need to have placed the new vertical grip animations properly in your Fallout 3 folder. They come in the correct folder structure so follow that as a guide. It's been a little while since I installed mine so let me know if you have any trouble & I'll double check I didn't miss a setting. :) Hope this helps! Prensa
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Help: Strange Transparent Squares
prensa replied to vollach's topic in Fallout 3's Mod Troubleshooting
vollach - Hello! I'll be curious to know if that clears your BSOD problem. Mine certainly (fingers crossed :) ) seems gone. After the 12.10 CCC update I got 4 - 5 BSOD's in Fallout in a couple of days. Since disabling that AMD HDMI thing I've had none & it's been a few weeks now. I've been unable to find anyone else with this trouble in any web search. Hope it helps your situation too. :) Prensa -
Help: Strange Transparent Squares
prensa replied to vollach's topic in Fallout 3's Mod Troubleshooting
vollach - Hello! As regards your BSOD's I had a few recently on Fallout 3, having never had any before, & tracked it down to my creative sound card's driver. Only I hadn't changed that but I had updated my Catalyst Control Center to 12.10 & that came with some HDMI sound thingy. Anyway turned out that it was that clashing with the creative sound driver. I had to go down to the little speaker symbol on the taskbar & select Playback Devices & disable that AMD HDMI & just leave my creative as the Default device. Also disabled it in the Device Manager just to be sure. No more BSOD's. Worth checking, especially if your BSOD trouble started after updating to CCC 12.10 & you have a creative card. Also, I was only able to diagnose the true cause of the BSOD with this VERY handy tool: http://www.resplendence.com/whocrashed I ran WhoCrashed after the BSOD's & it analyzes the reports & gives you suggestions as to what the true cause may be. Helped me realise it was a clash with my sound drivers. "In the meantime I am trying to convert some mods to work on my JTAGed XBOX 360" You may not realise but Console modding is not allowed here: http://forums.nexusmods.com/index.php?/topic/369524-console-modding-is-not-supported-here/ So you may want to avoid discussing that. :) "I am currently looking into converting an ESM file to ESP, can figure out how to do it or if it's even possible." That is done to edit a masterfile in GECK as only an .esp can be edited in GECK. You can load the .esm in FO3Edit & in the .esm you want to change under "File Header" untick the .esm flag. You can change the file extension to .esp by hand but it's not needed as that flag will tell GECK it's an .esp regardless of extension. That's only recommended for editing the file in GECK as .esm's are intended to be .esm's & almost certainly won't work as intended in game if changed to .esp's. So remember to convert back again in FO3Edit after making changes in GECK. EDIT: I see Valahul beat me to it. :) Hope this helps! Prensa -
Where to download the unofficial patch??
prensa replied to smodtactical's topic in Fallout 3's Discussion
smodtactical - Hello! Don't download the UF3P with the mod manager, it's an installer .exe & cannot be installed with NMM straight from download. Download it manually, either by clicking on the "Download manually" or directly on the file name " Unofficial Fallout 3 Patch - Installer Version". You should then have the option to choose which site to download from, try a different one & see if that helps. There is also a Mediafire mirror, it's the funny little triangle symbol second from the end next to the little head & shoulders Activity symbol. It can be installed without using the .exe, I wrote a guide here: http://forums.nexusmods.com/index.php?showtopic=401815 Hope this helps! Prensa -
Static Items With Scripts Please help..
prensa replied to Inazuma22's topic in Fallout 3's Discussion
Inazuma22 - Hello! Not sure what you're trying to do. "Is there anyway to get a static item to have a script? " Yes, Activators can be static items & use scripts. The actual model would need to be a static, most clutter items can easily be turned into statics with Nifskope. If you need an item to turn into a static at some point but be clutter at others you can create two identical items, with one actually a static, & switch between the two via script. That's how things like the shotgun trap work, the set trap is a static that once disarmed places a real shotgun into your inventory & changes the trap model. Hope this helps! Prensa -
Where to download the unofficial patch??
prensa replied to smodtactical's topic in Fallout 3's Discussion
smodtactical - Hello! "Fallout 3 nexus's links to the unofficial 1.2 patch do not work (http://fallout3.nexu...s.com/mods/3808) that includes the mod manager and manual links." Unofficial Fallout 3 Patch is working fine, I just checked. Perhaps the Nexus was having some trouble when you last tried? "Does that mod have all the fixes of the unofficial patch?" No, nothing has anywhere near the fixes that the Unofficial Fallout 3 Patch has. Just browse it's massive Version History. :) Fallout Remastered covers other things & contains stuff that are not specifically fixes like the Invisible Walls Remover, the UF3P has settings, meshes & textures fixes & sticks largely to fixing rather than changing. So Remastered is not an instead of option to the UF3P. Of course there's nothing stopping you from using either or both as you choose. :) Prensa -
smjn - Hello! AddSpellNS is an FOSE function: http://geck.bethsoft.com/index.php/AddSpellNS So you need to run to use it you need FOSE & must run GECK via FOSE. The vanilla GECK can't deal with FOSE functions & just thinks they are errors. I've given a more detailed reply to your other post. Hope this helps! Prensa
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smjn - Hello! AddSpellNS is a FOSE (Fallout Script Extender) function, the vanilla GECK will not recognise it hence the error message. If you are using FOSE commands in a script or editing an existing script with FOSE commands you have to open the FOSE version of GECK. From the Bethsoft page: " How to use FOSE with the GECK Scripts written with FOSE's new functions must be created via the GECK after it's been loaded through fose_loader.exe. To use FOSE with the GECK: 1 Extract fose_loader.exe and the necessary dll files to your Fallout directory. 2 Open a command prompt window and navigate to that directory. 3 Type this into the command prompt: fose_loader.exe -editor A more convenient method is to automate this command through a shortcut: 1 Create a shortcut to fose_loader.exe. 2 Right-click on the shortcut and open the properties window. 3 Add "-editor" to the Target field. " More info on GECK/FOSE here: http://geck.bethsoft.com/index.php/Fallout_Script_Extender I use the second shortcut method as it's a lot more convenient. The FOSE version of GECK works just the same (it works like the game, it's the normal GECK with FOSE just running with it) only you can use the FOSE commands. Hope this helps! Prensa
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LunaxTec - Hello! This is often called the "Brown panty bug". :) It happens when vanilla textures are applied to the Type 3 mesh, it's almost always caused by not taking care of archive invalidation. Failure to take care of archive invalidation will prevent the new textures from showing up properly. I know you said you've taken care of it but take note of my "toggled off & then back on again" comment below. 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 you still have messed up textures after that, make sure the: femaleupperbody.nif ...that you choose from TYPE3_BODY_V3dot5-4280 (either CALI, BASE, BERRY, etc) is in your: Fallout 3 - Data - Meshes - Characters - _male Make sure all the Textures .dds files from TYPE3_V2_TEXTURE_pack-4280 - TYPE3 V2 TEXTURE; handfemale.dds handfemale_1st.dds handfemale_1st_n.dds handfemale_1st_sk.dds handfemale_n.dds handfemale_sk.dds upperbodyfemale.dds upperbodyfemale_n.dds upperbodyfemale_sk.dds Have ended up in your: Fallout 3 - Data - Textures - Characters - Female If you selected anything from the Options&Customization - STYLES for V2 TEXTURESTYLES then it MUST be renamed to upperbodyfemale. Example: upperbodyfemaleNOTRIM Changes to: upperbodyfemale If it's left with the extra bit on the end it will be ignored by the game. If your female character & normal NPC's are fine but Raider females have the "Brown Panty" look then it's because you've not sorted out the female Raider textures. They use a seperate one to other females. You can either use Type 3 standard female textures or use these ones which are more like the orginal grubby look: http://fallout3.nexusmods.com/downloads/file.php?id=11711 Those textures will go in your: Fallout 3 - Data - Textures - characters - raiderfemale If it's not all but just some of your Raider Females & you use MMM, you need a Type 3 Raider Patch for MMM's added female raiders. The link for Female Raiders above has those too. Hope this helps! Prensa
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NPC's wont go up stairs or onto retaining wall.
prensa replied to Evmeister's topic in Fallout 3's Mod Troubleshooting
Evmeister - Hello! You definitely need navmesh for NPC's to walk on the new areas. Did you click on Finalize once you finished your navmesh? It won't be recognised until it's been finalized, it's the red tick icon on the navmesh bar. Also make sure the new section of navmesh you add is connected to the lead up to the stairs & not an unconnected island. In Geck you can test the walkability of a navmesh by selecting the "Test navmesh" icon. You then right click on a navmesh triangle at one start point (somewhere before your stairs) & right click on the another as the finish (say at the top of your stairs). A green line will be drawn between the two points if it's possible for NPC's to traverse it. Make sure you save before using this test feature as it can be a little temperamental. Bear in mind that NPC's can't use super thin navmesh paths. Hope this helps! Prensa -
point lookout slow downs and stutter!
prensa replied to godmodzactive999's topic in Fallout 3's Mod Troubleshooting
godmodzactive999 - Hello! Glad to have helped! :) Point Lookout is my favourite DLC, a lot of character to the place. Prensa -
point lookout slow downs and stutter!
prensa replied to godmodzactive999's topic in Fallout 3's Mod Troubleshooting
godmodzactive999 - Hello! "hello peoples of internets I seem to be experiencing slow down micro stutter's in fallout 3 point lookout but nowhere else in the game." Additionally to BlackRampage's suggestion to check for Point Lookout affecting mods, it may just be Point Lookout's particular characteristics causing your trouble. Point Lookout is probably the part of Fallout 3 that pushes your computer the most, it's mainly the abundance of trees that does it. A particularly high anti-aliasing setting, that may be fine in the DC wastes, will have a much higher performance hit in Point Lookout because of the trees. If you know you're going to be spending time there, you may want to turn down the AA (if you're using it). "I am using the stutter remover" I use that, excellent program. I found I needed to adjust the FPS cap setting in that for smooth play in Point Lookout. What worked fine for the DC wastes was too high in Point Lookout. I actually left it at the lower FPS setting because the return to the DC wastes was smoother with the lower FPS setting & with no loss to gameplay. The setting to tweak in Stutter Remover is in it's .ini in: Fallout 3\Data\fose\plugins The file is: sr_Fallout_Stutter_Remover.ini Open that & try a lower setting for: MaximumFPS = I use MaximumFPS = 45 Make sure you've got this setting set to 1 & not 0 or else the FPS cap will be ignored: bManageFPS = 1 If that does not help you can always set the Stutter Remover .ini back to what it was before. Hope this helps! Prensa -
Griffin - Hello! " Cancel that - I was using COC to test and this was why the music didn't activate. Leaving and reentering the cell triggers the music. Silly me." Glad you got it working. :) Custom music can really add a unique feel. "Created my own unique faction, made sure all enemies were members of that faction, then added traps, checked that the trap, each one, was owned by that faction. Yet, my raiders (these guys being the traps' owners) always seem to set their traps off. Bear traps, trip wire and pressure plates especially are the worst." Yes, I've seen this too. I'm not absolutely certain but as far as I can tell only landmines seem to pay attention to the ownership setting. Other traps do not seem to be "smart". I'm guessing it would be possible to attach a script to check who triggered the trap & do a sort of forced ownership but I've not tried that out in practice. Prensa
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ginnyfizz - Hello! "When I right click on an existing race there is simply no option to copy/duplicate." Where are you right clicking? Because with the Races you have to double left click on one first in the Object Window - Race, a window will come up with all the Races in it, you can right click on those & select Duplicate. Only thing I can think of. :) Hope this helps! Prensa
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VGI - Hello! "I just noticed that the right forearm armor of the Winterized T-51b is thick. When equipping the power fist, it just looks weird as the power fist is just placed over the right forearm armor of the Winterized T-51b, forearm armor poking through power fist. Now, the player will have a green mesh between the character's skin and the armor itself, all the way to the hands, but if you equip brass or spiked knuckles, this mesh is removed." The right arm on the power armor has forearm plating, the left arm does not as the player's Pip-Boy removes that plating. On NPC's both platings will be seen, it's only the player that has the left removed as, apart from vault 101, NPC's don't have Pip-Boys. This is achieved by clothing models having two versions of the left arm, one with Pip Boy space & one without. The brass knuckles simply remove the glove from the armor, gloves only go to the wrist & it's a seperate item, when equipped. "I'd like to make the Power Fist NOT USABLE when the player is wearing the T-51b armor, since it's right forearm armor is too thick." Not sure how you'd do that, the Power fist is listed under weapons not clothing/Armor so it's not got clothing slots. You'd probably have to script something to prevent it being worn with power armor. Far simpler, if you don't like the look of the two together, to just not wear it with power armor. Don't make work for yourself. :) "Plus, I'd like to give the Power Fist a certain amount of DR, since it is made of thick industrial metal. " You can change it's Health (How long it takes before it breaks) & other settings by making a plugin for the changes in FO3Edit. Run FO3Edit. Go to Fallout3.esm & expand it's details by clicking on the + next to it. Go to "Weapon" & expand it's details. Find the Power Fist in the list, once you find it right click on it & select "Copy as override into...". In the window that comes up scroll to the bottom & choose "<New File>". Give the new plugin a name, like "My Power Fist" or whatever you like. You'll now have a new record of the Power fist in this new plugin. The details will be listed in the right hand window with one column for each mod making changes to the item (Fallout3.esm & at least your new plugin). You can change the settings of the Power fist in your new plugin (like Health, Base Damage for the damage it does to others, etc.). Clsoe FO3Edit when you are done, saying yes when it asks you to save the new plugin. Remember to tick the new plugin you made in your Data files or mod manager if you use one. As long as the plugin loads below anything else making changes to the original, your changes will show up in game. Don't forget though, there is a unique Power Fist called Fisto! that has better stats in the game already so if you change the standard one you'll probably want to boos the unique to stay in line. Hope this helps! Prensa
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VGI - Hello! Messing about with the placeable map marker outside of Megaton & using the local map & trying the world map I was able to occasionally reproduce what you mention. With the map marker pointing the compass to the wrong direction. But many times it worked just fine, not sure what's going on with that. Seems to work fine most of the time & since it's only for marking things that don't have map markers I wouldn't lose too much sleep over it. :) I almost never used it until you mentioned it. :) Prensa
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Griffin - Hello! "Thanks again Prensa." Glad to have helped! :) "I don't even know how you knew about that bug, but it was right." I can't take credit for inventing the .ini fix, no idea who originally came up with that. The Fallout 3 multi core bug has been known for a while though it's the sort of thing that's hard to pinpoint if you've never heard of it. To anyone that helps out on here, the mention of freezing immediately rings that alarm. I have that fix for it in a notepad ready to copy & paste as it crops up often enough. :) "I have four cores. My brother in law's PC has 2. This bug did exactly what you said and when and why, And your remedy for it worked." I had something similar when I first encountered this, my old dual core computer was unaffected but my new quad core would get that freeze. It seems counter intuitive as less powerful & older computers are less likely to be affected (as they are less likely to be multi core & use hyperthreading). The belief is that it's actually the Hyperthreading that goes with many modern multi cores that is the trouble. Multi cores withoug that don't seem to be affected but it's not entirely certain. Still, that .ini fix sorts it right out. "The Trog I copy/pasted into the cell was set to initially disabled. Once changed it did appear." That would definitely stop them from appearing. :) Initially Disabled is used when a creature/object is not meant to be there from the start. A script/trigger is often used to unable such things. It will be a left over from your copying it from another location. "The radroaches not however. Perhaps because they are under a different name and not generic Raddies" That's possible, there are many "specific location" creatures in the GECK. That is, creatures that are designed to do something in a specific location & only work there. Many situations in game call for creatures to appear to be behaving in a certain way so they are specially tweaked for this behyaviour, you may have inadvertantly used one of these specials. You can check the creatures AI packages or if they have a script attached to them to see if they are tweaked for certain behaviour. For example, CG02Radroach has an attached script to progress a side quest & AI Packages telling them to guard a certain reference. Custom AI packages could make a creature move to the set location, hence you don't see them where you placed them. Totally unsuitable for general placing. Try CrRadroach, that's the basic radroach that all others are based of of. In many cases the basic version of a creature has Cr at the begining. "If I change the scale of an enemy after placing it in the cell, does this change the scale for all enemies of that type listed under that reference name?" As long as you're changing the creature/NPC's scale after placing them, then you are only changing that specific one. Just like placing a static & enlarging/shrinkng it would not change all of the other uses of it. The creature/NPC, if set to respawn, will even come back at that same scale in your location. All other uses will remain unchanged. Now if you DID want a creature/NPC to always be a specific size without having to adjust each time on placing, then you'd change their scale in their properties window, in the "Stats" tab under Base Scale with 1 being normal size. Obviously only alter this for your mod's custom renamed versions because you don't want to change vanilla creatures/NPC's. Prensa
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VGI - Hello! I rarely use the placeable map marker, I tried it out though due to your post. I placed it both on the local map & the world map & it worked as it should. The marker showed up on my compass in the right direction. I tested this while in Point Lookout. Worth noting that the worlld map is vague as regards to the local map, a marker can be more accurately placed using the local map. Existing map markers had no effect that I could see on the placeable marker. Again, worth noting that a world map markers point to a general area, switching to the local map will show specific doors etc. that are not going to be in the exact location of the world marker. For instance you may place your marker to the right of the world map marker but switching to the local view & any building's door marker in the area may be in a different direction to the marker. That is normal. So your saying your placeable marker is pointing you in the wrong direction? Prensa
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masternetra - Hello! "I was wondering if there are any alternatives to the GECK editor for fallout 3" No, GECK is the only true editor built for the task. There's FO3Edit which is a fantastic tool & can be used to make many changes, even a few things the GECK won't let you, but it's not suitable for full scale modding. "or am I stuck with that unstable piece of garbage?" I've found the GECK to be largely stable, it has it's quirks but nothing you can't work around. Probably it's most temperamental moments are when I'm navmeshing, particularly when I'm cutting trianlges & tidying up, that's when I find it prone to crash. I simply save often during those times. Other than that, it behaves itself surprisingly well. Give it some time, start out small & you'll be surprised what you can do with the GECK once you get into it. I took it up many, many months ago & would never have believed I'd be doing the things I'm doing now when I first started. I've even managed to get my head around scripting (finally :) ). I've found the GECK rather well set up & quite intuitive, it really is suited to my preference for programs that allow a "hands on" feel rather than something that feels like raw number crunching. The Official GECK pges are a great source of information & following the toutorials there is a good way to start: http://geck.bethsoft.com/index.php/Main_Page There are even example plugins to illustrate what they are talking about. The forums here are also a good source of information. Not to mention the Nexus Wiki: http://wiki.tesnexus.com/index.php/GECK:_Tips_and_Tricks http://wiki.tesnexus.com/index.php/Category:Tutorials Hope you stick with it! Prensa
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Mysterious Stranger not appearing due to UFC3?
prensa replied to VGI's topic in Fallout 3's Discussion
VGI - Hello! "THE MYSTERIOUS STRANGER HAS NOT APPEARED ONCE SINCE I INSTALLED UF3P!!!!" I'm pretty sure the UF3P doesn't even touch the Mysterious Stranger. I've used the perk both before & after having used the UF3P & it works fine with the UF3P. At least, as well as it does in vanilla. :) You occasionally hear music & don't see him, a listed issue at the Fallout wiki. It's meant to be a 10% chance of appearing in VATS but it seems to be much lower than that to me. Perhaps you've just had a run of missed visits? Either that or he's run off with Miss Fortune from New Vegas................. http://fallout.wikia.com/wiki/Miss_Fortune Prensa
