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Everything posted by prensa
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Griffin - Hello! "The FO3plugin tool you recommended does not seem to work for me." There should be 3 files in there, FO3Plugin ReadMe.txt, FO3Plugin.link & FO3Plugin.jar. The FO3Plugin.jar is an executable jar file & should work like a .exe when double clicked on. Perhaps you do not have Java installed? It's a pretty common background structure for many programs, FO3Plugin does require it. You can check by opening a command prompt window (type cmd into the address box in one of your folder windows). In the Command promt window type: java -version If nothing is displayed you must not have Java. You can get or check on Java here: http://www.java.com/en/ If you don't want Java or have it buut still can't get that to work, you can also use TESsnip to convert your mod to a .esm. Got to FOMM - Tools - TESsnip In TESsnip go to File - Open & load up your mod. Now select your mod once it's loade & go to Spells - Make .esm & save the file. You'll now have an .esm version. I've not used TESsnip's version before for this but it seems to work just fine in a very brief test. Remember as I stated above to keep your .esp version of the mod as it will be needed for further GECK editing. Just use the .esm for testing & then bin it. "Like the raddies, Trog didn't appear either, and the .esp is using the DLC as a required master so it was loaded, it was fine, but didn't appear, again nothing. So bizarre. " Very strange, do static items & clutter appear in the cell if you place them in? You are editing the same version of your mod that is ticked in your load order? You've not got a strange encounter Zone set for the cell? Check in the Cell view window in the Interior Data tab - Encounter Zone. If it is set to an encounter zone, try setting it to None. "About the radroach query, I don't want to fully retex the existing creature, I want to make an alternate radroach, (similar to what Martigen has done - I can even see his MMM body models in the list in GECK) just as an experiment, using a great retex I fond on the Nexus (glowing Radroach). Can I use your method to do that?" Yes, just click on the CrRadroach under Actors - Creature & give it a new name like "Big Ugly Bug" or whatever. You then just assign it the new model that you placed in: Fallout 3\Data\Meshes\Creatures\radroach Remember to untick the old radroach model from that list so that only yours is ticked for your creature. You can click on the Preview box to see what it will look like. I don't know if you just got the textures (.dds) or if the mod came with models (.nif) already with the new textures assigned. If you've got a .nif then just place it in the above mentioned folder & set it up in GECK. If you've only got textures you need the vanilla radroach model, open it in Nifskope & point it to the textures (textures can be placed in your mods texture folder). "Last question - have you much experience with game freeze?" Are you talking about a complete game ending freeze from which you have to shut down? If so, are you using a multi core computer? If so it sounds like the Fallout 3 multi core bug. Such freezes seem to happen mainly in small interiors, but not exclusively. 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. You may have already done this but a reinstall could replace your .ini & thus have overwritten the changes. If you mean freezing that is intermittent, you're able to continue play afterwards, that is often associated with a either game settings too high or sound problems. "My baby turned 3 months today" Time flies dosen't it! :) Hello Josie! Prensa
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Griffin - Hello! "And hope you guys (moderators) don't mind we keep this thread alive even when it is cold sometimes." Oh of course, commenting on old posts. Well it's general modding questions & open to all to view so hopefully others are getting some help out of this thread too, it's certainly got a lot of views. :) "Hi Prensa. I have a new question for you if you wouldn't mind." No problem, if I know the answers I'll help. I've got 2 out of your three questions & a possible for one anyway. :) "yet sometimes when I place enemies like radroaches I can see them in GECK, they are visually present in GECK (Can even see their mesh/texture) but in the game they don't appear at all. Do you know what could cause this? Navmesh is there, finalized and everything. Nothing should stop them from appearing. Why don't they appear?" This is puzzling, my first guess would be navmesh issues. But you say you've finalized. Is the navmesh you are working on in parts? For instance, is there several unconnected parts? Or a downstairs? If so, look for your placed creature all over your cell. If the creature is being "teleported" to a different location, it's probably because your mod is an .esp. I think I detailed before about the .esp's not liking navmesh. Often you can find a navmesh is fine then leave the room & re-enter to find creatures/NPC's gone or bunched up in one spot seemingly as if navmesh has been scrambled. Converting the mod to an .esm fixes this issue. To put your mind at rest that this is the issue, you can make a copy of your mod & change it into a .esm with FO3 Plugin Utility: http://fallout3.nexusmods.com/mods/5104 Just load it up in that & resave with .esm at the end will convert it properly to an .esm. This fixes the .esp navmesh trouble. Untick your mods .esp & tick the .esm version & test in game to see if your issues are gone. Remember to go back to your original .esp file afterwards as GECK can only edit .esp's. Dispose of the .esm version to prevent confusion. Best to stay an .esp until your are all done with editing in GECK, just convert to .esm to test any issues like that with navmesh. Other than navmesh, I can't think of anything that would stop a placed creature showing up. "Yet I have no idea how she made the GECK recognize the songs and add them into that list so that she could select them in Cell Data - Music Type for her cell. Do you know? Not talking about radio stations, or anything, just background music. " Adding music to cells is easy & can add a real unique flavour, I'm surprised more don't do it. DCInteriors has a really fun use of unique music in an old chinese restaurant. I guess the tricky part is getting public domain material, though Fallout's retro style means older music is suitable & that's easier to find in the public domain. You place your song into the data folder: Fallout 3\Data\Music It can be in a subfolder within that if you want to keep it in a folder named for your mod to keep things tidy. Music types in here seem to always be .mp3 so that's what I use for this. Now in Geck, in the object window go to "Music Types" under "Miscellaneous". You'll see all the vanilla music types here like default explore etc.. Just right click & select "new" as you would when adding any new item. Give your Music Type a name & direct it to your music file in the Fallout 3 data folder. Click OK. Now go to your Cell in the Cell View window & right click on it to bring up it's data. In the common data tab you will see Music Type. Clicking on that will give you a pull down with all the available Music types, find & select yours. That's it! In game you should here your chosen music play in that cell. "So If I had an alternate texture and wanted to make a unique creature with that texture, I need to edit the Model List for that creature and select the new body texture from that list, by putting the X in the box for my choice. But I have no idea how to make a new entry on that list. Do you know what I mean there?" Yes, you've got it right. :) The missing step to get your model in that check box list under "ModelList" is to add your retextured .nif model to the (in the case of a radroach) folder: Fallout 3\Data\Meshes\Creatures\radroach They have to go in that default path to show up in GECK properly. You can customise your creature by extracting the radroach model with the BSA unpacker in FOMM mentioned before. Using Nifskope you can change the textures to your newly made ones, save the .nif with a new name & add it to the above mentioned folder. For retexturing you should extract the vanilla Radroach textures so that you can work off of something. You can change colours or add detail over the top of the old texture. For texture editing I use Paint.net: http://www.dotpdn.com/files/Paint.NET.3.5.10.Install.zip It's very easy to use, has a lot of plugin tools available & it's free! Photoshop & Gimp are also options, though Photoshop's not free of course. :) "hope you are doing well, Prensa." Not too bad! :) Hope you & family are well too! Prensa
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Fallout 3: The Unofficial Patch vs Fallout Remastered
prensa replied to VGI's topic in Fallout 3's Discussion
VGI - Hello! "Am using Nexus Mod Manager. UF3P failed to download through it." UF3P can't be installed with FOMM or NMM as it's contained in it's own installer. I however don't like installers as I like to see what I'm getting. :) So I extract the UF3P & install it through FOMM. I've written an article on how to do this here: Installing the Unofficial Fallout 3 Patch manually http://forums.nexusmods.com/index.php?showtopic=401815 "I feel like I have done something that has put me in a point of no return" Installers can feel like that, hence I install manually. :) Don't worry though, the UF3P can be uninstalled from it's folder option if you are not happy with it. "since UF3P installed ArchiveInvalidation thingie....drat" You'll need one version of Archive Invalidation in order for mod added textures to work properly. ArchiveInvalidation Invalidated! is the best option as it only needs to be activated once. ArchiveInvalidation Invalidated! is packaged with the installer of the UF3P but you can deactivate it by clicking on it's icon & selecting that option. NMM & FOMM both have built in Archive Invalidation tools that can be used instead, they often need to be turned off & bakc on again when adding a new mod. NEVER use more than one Archive Invalidation method together as this will cancel each of them out. "Since you are in the Credits of Fallout Remastered" I have not worked on Remastered, that credit is for the inclusion in Remastered of a tiny fix I made to the Bleeding Checkout counters. Original fix here: http://fallout3.nexusmods.com/mods/16573 "Tried playing with UF3P with Fallout Remastered. DID NOT WORK. CTD experienced upon fast-traveling." Now as I've said I don't use Remastered so I'm not an expert on it but there should be no reason that I know of that it would not work with the UF3P. The UF3P's plugins should be loaded fairly high, that way any changes that are overwritten in other mods will simply replace the UF3P's changes. Remastered is loaded very low at the bottom so that should not be an issue. The only bug UF3P has is that mentioned issue with the UF3P Broken Steel Plugin, that happens on saves around Rivet City/Project Purity even saves on fast travel. Either apply the fix here: http://forums.nexusmods.com/index.php?showtopic=401813 Or if FO3Edit scares you, untick the UF3P Broken Steel plugin. You'll at least still have the meshes & texture fixes for Broken Steel. "Now, about Fallout Remastered. Just exactly what da heck does it do? I mean "exactly" and not some vague "it fixes more than 10,000 issues with FO3". " You'd need to direct that question to someone on the project, the comments page for that mod is active & BlackRampage in particular is often around to help & answer questions. Prensa -
Fallout 3: The Unofficial Patch vs Fallout Remastered
prensa replied to VGI's topic in Fallout 3's Discussion
VGI - Hello! It's not a case of versus, you can use both. :) As I've said before on here, the two do very different things & aren't really even comparable. Just look at the size difference of the files, Remastered is 1,159kb & UF3P is a whopping 40,021kb. That alone lets you know something different must be going on in each package. The UF3P is purely a patch, fixing a vast amount of bugs & oversights in the vanilla game & it's DLC's. It sticks to the form of the original correcting rather than reengineering the way things work. It's fixes a wide range from ensuring dialogue gets ttriggered that is missed in the vanilla too meshes & texture corrections. It's scope is vast, far more fixes than the Bethesda official patches (though it's not instead of those either). A great example are the Bear Traps, I found a bug with those that was almost completely undocumented anywhere. You step into a Bear trap & your character stops making those on hit grunts ever after. Even reloading does not get them back. I couldn't find any mention of this anywhere until I found it listed in the UF3P, sure enough it fixes the issue (a very minor tweak of the Bear Trap script). There's a hole in the bottom of the Laser Rifle, UF3P fixes it. The buoys in Point Lookout should bob but don't, UF3P fixes it. Animations, scripts, etc. just browse through the UF3P's Version History & be staggered by the number & scope. Remastered started life as invisible Wall Remover, something that changes mechanics of the original game rather than fixing something that was broken & still includes this aspect. Very different to what the UF3P does. Remastered also incorporates other fixes found individually on the nexus that were missed by the UF3P as well patches for non official mods. I don't use Remastered so someone that does will be better able to comment on it's effectiveness. All I'm saying is it's doing something different & is not a replacment for the UF3P. :) The Unofficial Fallout 3 Patch IS for the latest version of the game, I'm using it with it. I think the confusion is from misunderstanding this from the UF3P Description page: "The Unofficial Fallout 3 Patch has been created for Fallout 3 v1.1 (english) or higher and should not be used with any other Fallout 3 versions\languages." People see the "for Fallout 3 v1.1" & seem to miss the "or higher". That means the only people who shouldn't use it are those running Fallout 3 versions lower than 1.1 which would have to be non GOTY & unpatched very early versions. My intent has never been to disrespect anybody's work. People should always make up their own minds on what to use & what not to use. My intention has always been to clear up a common misconception that the UF3P is outdated or superseded, it is certainly neither. Hope this clears things up! :) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ M48A5 - Hello! "I will probably be raked over the coals for this" Well I won't be raking you over any coals. :) I only wanted to clear up some misconceptions about the two mods. Prensa -
Flying Creatures and Items glitch/bug & Unofficial Patch
prensa replied to VGI's topic in Fallout 3's Discussion
VGI - Hello! "How about this bug? Does the UF3P and Fallout Remastered fix this bug?" Yes, the UF3P fixes that with it's Operation Anchorage plugin. From the UF3P's Version History: "Operation Anchorage: Fixed being able to wear helmets ect while the Chinese Stealth Armor was equipped (Altered Armor: DLC02ArmorStealth, DLC02ArmorStealthWasteland)." There are other stand alone mods that fix it too as you found. You can find all of the many fixes listed in UF3P's Version History in the files section here: http://fallout3.nexusmods.com/mods/3808 Prensa -
zeroplumber - Hello! You can change most items into Statics easily with Nifskope: http://sourceforge.net/projects/niftools/files/nifskope/1.0.22/nifskope-1.0.22.8329d39-windows.exe/download I use that slightly older version of Nifskope as I've noted it's a little more Fallout 3 friendly. You'd open a copy of the model you want to change into a static in Nifskope. Expand the First block's details & find the: BhkCollisionObject Expand that & find: BHKRigidBody That can also sometimes be a: BHKRigidBodyT Now left click on the BHKRigidBody so it's details show up in the bottom "Block Details" window. You're going to have to change a few settings here, these can be changed by double clicking on the old setting & selecting the new one I list from a pull down. Note that when I say the old setting "will be" it's an example as there are several possible settings depending on what model you are using. Layer, will be OL_Clutter (or OL_Props) changes to OL_Static. Layer Copy, will be OL_Clutter changes to OL_Static. Motion System, will be MO_SYS_BOX changes to MO_SYS_FIXED. Solver Deactivation, will be SOLVER_DEACTIVATION_LOW changes to SOLVER_DEACTIVATION_OFF Quality Type, will be MO_QUAL_DEBRIS changes to MO_QUAL_FIXED. That's it, you should notice the Collision mesh around the model has changed from purple to red in Nifskope's render window. Remember to save your .nif BEFORE closing as Nifskope won't remind you. :) Add as a new item in game through GECK under Statics as normal. Hope this helps! Prensa
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Flying Creatures and Items glitch/bug & Unofficial Patch
prensa replied to VGI's topic in Fallout 3's Discussion
VGI - Hello! That should be quite minor, it's the "The game does have a tendency to "spit" dead creatures out of the way if a very large amount are in one area." that I mentioned. The Yao Guai & Protectrons corpses are much better behaved as they are fixed by the UF3P (Yao Guai's skeleton is fixed & included, Protectrons won't flail violently after death). The occasional creature may be "ejected" but that's about it. Havok can sometimes cause oddities still with corpses, I've never seen items fly away though (Oblivion used to knock things off shelves when you entered rooms on occasion but not in Fallout 3). Prensa -
I'm getting the weirdest missing mesh errors.. AGAIN!
prensa replied to RemQ's topic in Fallout 3's Mod Troubleshooting
RemQ - Hello! "And I just recently started reading the Manual, so I hope you're right about the easy part!" M48A5 is correct, FO3Edit can be off putting at first as it's a lot of numbers & headings but it soon becomes very easy. My first few mods were made using FO3Edit, I actually learnt to use it before GECK. I started off with minor tweaks to mods to suit my tastes (weapons stats etc.). Worked my way up to fixing bugs in other mods & then making some standalone fixes myself. I've also never read the manual. :) As long as you backup before tweaking, the worst that can happen is you have to swap the backup back in to replace the goofed up one. ;) Confidence using FO3Edit is one of the things that got me to learn using the GECK. Prensa -
Flying Creatures and Items glitch/bug & Unofficial Patch
prensa replied to VGI's topic in Fallout 3's Discussion
VGI - Hello! "Does the unofficial patch fix the Flying Creatures and Items glitch/bug?" What Flying Creatures & Items glitch/bug? UF3P does fix the bug where dead Protectron's jerk about when re-entering cells. Yao Guai spinning off when killed is also fixed by it too. The game does have a tendency to "spit" dead creatures out of the way if a very large amount are in one area. Prensa ~~~~~~~~~~~~~~~~~~~~ M48A5 - Hello! "The Unofficial Fallout 3 Patch has not been updated in over 3 years. Fallout Remastered is newer and a better choice." No disrespect to Remastered, it is newer but it does not address the same things as the Unofficial Fallout 3 Patch so it's not a replacment for it. :) Fallout 3 hasn't changed since version 1.7.0.3 around July 31st 2009 & the UF3P's last major fixes were (11\08\2009) so to be fair Fallout's not changed since then. Few of the official patches ever fixed anything that the UF3P fixed anyway. Any additional fixes would only be going back & catching something UF3P missed. UF3P is a massive collection of fixes to the vanilla game & well worth using, no other collection of fixes comes close to covering what it does. The only thing I'd warn about the UF3P is to use the UF3P Broken Steel plugin fix to correct a bug that causes CTD's around Rivet City/Project Purity: http://forums.nexusmods.com/index.php?showtopic=401813 Prensa -
I'm getting the weirdest missing mesh errors.. AGAIN!
prensa replied to RemQ's topic in Fallout 3's Mod Troubleshooting
RemQ - Hello! "Thanks again for your fast and detailed response Prensa." Happy to have helped! :) "I just combined 6 armors, and some mod's 5 compatibility patches, using the FO3plugin. And they actualy worked.. I'm unable to get the smile of my face right now" Great! It's a very handy tool, particularly suited to that task. It is satisfying when tweaking goes right. :) "Gave you a kudos!" Thank-You Kindly! Prensa ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SpitBlock - Hello! "Oh geez, GaryBash/WyreBash will merge some of those mods when you created a bashed patch. It's mostly automated. " You know, I've never used GaryBash. I've always got on fine with FO3Edit. I know many love GaryBash/WyreBash though. Prensa -
darkfox85 - Hello! "But then I do find some errors. At least I think they’re errors. They’re highlighted in red which always gets my attention. But they seem to be related to Broken Steel." In FO3Edit Red is not necessarily an error, it means "Conflict loser". What it means is that record is being overwritten by another mod lower in the load order. This can be intended, for instance if you change the Chinese Assault rifle into a daisy in your mod but another mod loading below yours also changes it, your Chinese Assault rifle record will show up Red. So not all Red records are bad. They are worth checking out as you may be changing something that was unintended. Green & yellow can also mean changes to the vanilla content, they may be intended or not. It may seem painful to go through the so many records but you'd be surprised how many accidental changes you can spot & correct. You can use the FormID that is at the Far left of FO3Edit to help spot vanilla content changes fast. Your mod added content will have it's unique items numbered with it's Mod Index number, say your mod was 6F then all it's unique stuff would be 6F007136 or the like. Any modified vanilla content would stand oout as it will be their Mod Index number like 00 for Fallout3.esm. You may have intended the changes but it's worth checking to make sure. Just remember to always make a backup of your mod first. :) As to trying to further narrow down a cause... I know you said you were sure it was your mod but as blove mentions, FOOK did indeed had a freeze bug on level up. It was reportedly caused by scripts being attached to either the Power Armor Helmet or the Outcast Power Armor Helmet. I can't confirm that as I've never used FOOK, but that seems to have been an issue with that mod. The fixes in the links blove gave remove the scripts from those items. So if you use FOOK or if your mod is adding scripts to power armor helmets would be worth checking to see if removing them fixes your trouble. I also know that an old version of MMM used to have a level up freeze, 6.0 I believe but it was. It was fixed in 6.1/6.2 so it would only be that if you are using an old version. Hope this helps! Prensa
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I'm getting the weirdest missing mesh errors.. AGAIN!
prensa replied to RemQ's topic in Fallout 3's Mod Troubleshooting
RemQ - Hello! "thanks a lot for the links" Glad to help! :) "I have a total of 235 plugins of which 147" Does sound like that's the problem, 143 & above seems to be the most common problem number for people. "1) Do you know if the amount of (re)texture mods, without an esp plugin, is also vital to this problem? Because I have quite a lot of them installed as well!" Textures & mesh replacers that have no .esp/.esm's will have no affect on this limit issue. Though they are mods, this issues is purely a problem with the number of plugins that the game can handle. Now having said that, as this issue is still quite "fuzzy" & different people have it kick in at different numbers of plugins, it does make you wonder if the limit is connected to how many items are added in each plugin & that total amount when added together. But that's just a thought. :) Lots of High-res textures will of course add to your computers workload running the game but that's entirely seperate & if you're game runs smooth with what you've got stick with it. "2) Would it be better to install texture mods manually instead of with FOMM to shorten the Mod List (in FOMM's Package Manager)? Or should that not matter?" FOMM's Package Manager is seperate from the game's data file list &, as far as is known, is not connected to the .esp/.esm number problem. Manually installing is not going to help, in fact since you'd probably lose track of what you installed manually, it would probably just add confusion. :) I've never heard of a limit problem in FOMM, so you're fine to keep using that for those texture replacers. "I'm going to try and combine some of the mods containing just a few items" That & the combined patches is your best course of action. Single clothes additions or single weapon additions are good candidates for combination. Avoid combining complex mods though. Also consider each mod in use, do you really need it etc.. Hope this helps! Prensa -
darkfox85 - Hello! ". I need to know what my mod might be doing to the game so I can amend my mod and see it doesn’t happen again. " FO3Edit is the best tool for looking at what a mod changes in vanilla: http://fallout3.nexusmods.com/mods/637 Make a Backup of your mod BEFORE you make any changes with FO3Edit as you don't want to break it & find out there's no way back. :) Run FO3Edit with your mod ticked & wait for it to load, scroll down to your mod & expand it's details by clicking on the +. Now work your way through the headings under your mod & look for changes you may have made by accident. Things that you may find suspect you can left click on & they will be displayed in the right hand window of FO3Edit. There will be a column for each of the mods/vanilla game making changes to vanilla assets. You may be able to spot a change you made by accident & remove it either in FO3Edit or load your mod up in GECK. Hope this helps! Prensa
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I'm getting the weirdest missing mesh errors.. AGAIN!
prensa replied to RemQ's topic in Fallout 3's Mod Troubleshooting
RemQ - Hello! "I get the 'Big Red Exclamation Marks' when I install another mod" Missing mesh symbol, assuming you've placed the meshes correctly, which it sounds like, then.... "Or there are simply to many mods, or esm's and esp's installed and my computer is just saying: "No more... NOT gonna happen";" This is actually quite possible. :) There is a limit of 254 plugins plus Fallout 3.esm. After this point phantom drop outs of assets can occur, though I've also seen reports of this happening at 100 - 143 plus mods too (143 is 8f in HexaDecimal which the mod index numbers use). If you're approaching a very large number like those then it could be this is your trouble. The fact you mention some mods were affected at some times & fine when used later on would support this. If this is the case, try to reduce your mod load, get rid of anything you don't need & think about combining simple small mods like ones that add in single items of clothing. I combine all single clothing item mods into one to save slots. This tool is very handy for combining those simple mods: FO3 Plugin Utility by ScripterRon http://fallout3.nexusmods.com/mods/5104 You can see a disscusion of the mod limit issue here: http://forums.nexusmods.com/index.php?/topic/137862-mod-limit/ Of particular note is daedricprime very concise post at the bottom of the page. Hope this helps! Prensa -
Animation glitches
prensa replied to TotallyNotToastyFresh's topic in Fallout 3's Mod Troubleshooting
Toasty Fresh - Hello! First off, I'm no expert on animations. :) I have worked with reloads & a other weapons animations & tweaked a few settings in a few others though. One thing comes to mind & that's when animations play they take control of whatever they are animating. For instance a magazine can be placed anywhere on a weapon but once the reload animation plays it moves the magazine to the default position that the animation uses. That's why, if you use vanilla reload animations, you have to mimic the transform settings in them. Is it possible your custom animations have a start point set below where the player actually stands? Thus when the animation plays it moves the player into the ground? Just a thought, as I say my knowledge of animations is limited. I also know there was a bug when importing animations into Blender that their positions got moved & had to be fixed or they would be off when resaved, that bug & a few more animation pointers here: http://wiki.tesnexus.com/index.php/Creating_character_animations Also more covered here: http://wiki.tesnexus.com/index.php/Blender_create_and_add_custom_poses Hope this is of some help! Prensa -
Fallout 3 GOTY Steam crashes with Mods
prensa replied to Amnail's topic in Fallout 3's Mod Troubleshooting
Amnail - Hello! Modded Fallout 3 crashing on start up is almost always due to a missing master, in other words a plugin is missing a file it needs to work. This can happen if you don't have the needed file or if it is loading AFTER the plugin. Your load order report is saying just that: "Tau Armor and Weapons And Vendor - Zeta Addon.esp ! This plugin depends on master 'tau armor and weapons and vendor.esp', which is loading after it in the load order" It's telling you that: Tau Armor and Weapons And Vendor.esp should be loading ABOVE: Tau Armor and Weapons And Vendor - Zeta Addon.esp So move them in FOMM so that they are so: Tau Armor and Weapons And Vendor.esp Tau Armor and Weapons And Vendor - Zeta Addon.esp Hope this helps! Prensa -
SpartanVOO1 - Hello! "UFP is not for the latest version of the game." The Unofficial Fallout 3 Patch IS for the latest version of the game, I'm using it with it. :) I've seen a lot of people say it isn't compatible & it's not the case, I think the confusion is from misunderstanding this from the UF3P Description page: "The Unofficial Fallout 3 Patch has been created for Fallout 3 v1.1 (english) or higher and should not be used with any other Fallout 3 versions\languages." People see the "for Fallout 3 v1.1" & seem to miss the "or higher". That means the only people who shouldn't use it are those running Fallout 3 versions lower than 1.1 which would have to be non GOTY & unpatched very early versions. UF3P is a major fix for a massive amount of goofs in the vanilla game, including loads of fixed meshes & textures. Remastered does other things than the UF3P like Invisible Walls removal, & is not the same thing. Hope this clears things up! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Serya43 - Hello! I've seen someone with Skyrim report a simillar problem: http://forums.nexusmods.com/index.php?/topic/599540-night-sky-problem/ & also here: http://forums.nexusmods.com/index.php?/topic/664340-weird-showing-pale-light/ Seems more like a graphic setting issue. Did this just happen recently? If so, what happens if you untick all your mods? If the problem goes away with the mods unticked, it's one of the mods. In that case turn them back on one at a time checking in game to see if the sky problem returns. That way you can locate the culprit. If it's still there with your mods unticked, it would indicate a setting rather than a mod. Perhaps in your Game settings or Graphics card settings? Prensa
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firsTraveler - Hello! I've not used it yet myself but there's: GreenWorld by Khyrin http://fallout3.nexusmods.com/mods/2456 That might be what you're looking for. Prensa
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BlueDragon8137 - Hello! "First; I am only able to load the Fallout main, and only one other DLC data set at any time. This means I can’t load Operation Anchorage with Broken Steel, at the same time with or without the Main data set loading. If anyone has ideas for a fix I would greatly appreciate the help." Sounds like you mean loading multiple masters, for some odd reason GECK's default setting is to prevent multiple masters. Fortunately it's easily fixed, you need to change a setting in the GECK's .ini in order to load multiple masters. GECK's .ini should be in the same place as your Fallout 3.ini. Go to your: Documents\My Games\Fallout3 Open this up in notepad: GECKCustom.ini & change this line: bAllowMultipleMasterLoads=0 To this: bAllowMultipleMasterLoads=1 Don't do it while GECK is running though or it will change the setting back when you close GECK. " Any changes I make to my personal mods, may or may not let me save file properly, but if I make a new mod it will save and show in the data lists but the file cannot be found any ware on my hard drive." Sounds like file redirection, are you using Vista or Win7 with GECK in the Ptrogram files? If so that's the likely problem, your mod is being saved but Windows is treating it as a possible security risk & saving it elsewhere. Stuff that's redirected ends up in a hidden folder in: C:\Users\ YOUR NAME \AppData\Local\Fallout 3 That folder will be in your User folder along with things like My Pictures, My Music etc. but it will be hidden. You can see it if you go to: Tools - Folder Options - View & select "Show hidden files, folders and drives". If this is what's happening you need to change your security settings, or right click on GECK & "Run as administrator". Also worth noting that GECK saves backup copies of your mod into: Fallout 3\Data\Backup They should be dated so you can see the latest one though if it is redirection they may be saved in that folder I mentioned above too. :) If none of that helps, make sure you don't have more than one install of Fallout 3. Sometimes people get it on disc then update to a STEAM version & forget to uninstall the old one. GECK may be saving to the old installation in that case. Hope this helps! Prensa
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Can anyone help me finding a good tutorial on body replacers?
prensa replied to Kimberlee's topic in Fallout 3's Discussion
Kimberlee - Hello! "or starting fresh with a brand new model/texture. What I would like is a tutorial that would help me to do either." Most custom body/meshes/.nif's for Fallout 3 are made with Blender, as it's free. Blender is however known to be quite tough to break into, though if you already have experience with 3D modeling you may have a head start. I can't offer any direct help with Blender, it didn't seem to like me last time I tried to use it. :) Nexus Wiki has this guide on where to get Blender & how to install: http://wiki.tesnexus.com/index.php/Installation_of_Blender On the forums there's this list of related Blender links: http://forums.nexusmods.com/index.php?/topic/234818-blender-read-this-1st/ There's an extensive guide to download on the Nexus: Fallout3 Training Manual on Blender GIMP NifSkope and GECK http://fallout3.nexusmods.com/mods/6107 Blender to Fallout 3 - Tutorial http://fallout3.nexusmods.com/mods/4941 There are lots of Youtube video guides for Blender too. This FO3 ready skeleton may be of use: Breezes Blender FO3 Biped Animation Kit http://fallout3.nexusmods.com/mods/8225 Nifskope is the tool used to set up the meshes once made in Blender: http://sourceforge.net/projects/niftools/files/nifskope/1.0.22/ I use 1.0.22, it's not the latest but it seems to be the most Fallout 3 friendly version. The later version seems more Skyrim orientated from what I can tell. Once you've made the model, there are several programs that can be used to make the tesxtures/.dds: I use Paint.net for my texture work, it's very user friendly & although simple to use it's very versatile: http://www.getpaint.net/download.html You can also get a lot of user made plugins for it to do a multitude of deifferent things. I've never used Gimp but it's popular as well & free: http://www.gimp.org/downloads/ A handy GIMP links page: http://forums.nexusmods.com/index.php?/topic/234822-gimp-read-this-1st/ & of course there's Photoshop but that's not free. Hope this helps! Prensa -
VGI - Hello! EDIT: I see wetblanket has beat me too it, I'll post what I'd written anyway. :) I've not seen a collected repair list however, you can find out repair lists by using FO3Edit. Run that & look up the item under Armor (under fallout 3.esm for vanilla or under the DLC's for their content) to find out what Repair list it's using. Repair lists are in "FormID List" & start with "Repair". When you look up a Repair List it will have all the items that can be used to repair the armor listed. If the item is the only thing listed & it's unique then only merchants can repair it. Either that or look up the item at the Fallout Wiki, they list the items individual repair list. Armored Vault 101 jumpsuit: http://fallout.wikia.com/wiki/Armored_Vault_101_jumpsuit The Armored Vault 101 jumpsuit can only be repaired by merchants. Winterized T-51b power armor: http://fallout.wikia.com/wiki/Winterized_T-51b_power_armor Winterized T-51b power armor should be repairable by normal power armor but due to a goof in the vanilla Operation Anchorage you're actually given the simulator version that has incredibly high health & can't be repaired. The Unofficial Fallout 3 patch fixes that issue as well as a few other things with that armor. Hope this helps! Prensa
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aerophoneix - Hello! I've only ever done water in interiors, is it interior water you're using? Did you set your cell to "Has Water"? That setting is in the Cell's "Common Data" tab when you click on it & Edit in the Cell View window. You also need to set a Water Noise texture to add ripples to the surface of the water. That setting is in the Cell's "Interior Data" tab when you click on it & Edit in the Cell View window. Now the Water Noise textures have to be selected from the Data folder, so you need to place the vanilla ones from the .bsa into there so the GECK can see them. You can get the water noise textures from the Fallout - Textures.bsa. (they have to be unpacked to be used in GECK). I use BSA unpacker that's built into FOMM & is listed under "Tools". From there open Fallout - Textures.bsa & type water into the search filter to find the files. There's waterfoam01.dds, wastelandwaterpotomac.dds & several more. They are all in that textures/water/ folder. Best to unpack them all & place them in your data folder with that same sructure: Data\Textures\Water\ You can then experiment in GECK with the settings you like the best for your water. Additionally you need to set items around the water to "Refracted By", this allows the water to show up properly too. Pretty much anything near by like walls & ceiling should be "Refracted By", you click on the object & select it's "Refracted By" & choose a Reference, in this case your water. You can also set objects to be "Reflected By" this sets what will actuallty be reflected in the water (as long as it's in a possition to actually be reflected). I use this sparingly as too many reflections will eat processor power. Selecting one or two obvious things that would be reflected is usually effective. There's a good step by step guide to using placeable water here: http://geck.bethsoft.com/index.php/PlaceableWater If it's exterior water you are talking about & bits are missing, I have seen this problem mentioned before, here's the solution to that from the GECK site: "Default Water Height: Set the default water height. To avoid rendering errors with autowater, it is recommended that you set this value to at least 10500. " http://geck.bethsoft.com/index.php/Category:World_Spaces Hope this helps! Prensa
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Griffin - Hello! "I can't get the mouse to select when I left-click. The single left-click should select the object. but it doesn't. double left-click selects and opens the object properties window. Yet the single left-click, in the render window pane, does NOTHING! HELP HELP HELP." How odd. So you can left click on items in the Object Window? The only thing that comes to mind is the special selection options in the Edit pull down at the top. Edit - Render Window Picking Preferences, select that & up pops a window with: Water Marker Statics they each will have the option to "Pick Only" or "Exclude". This is for when you are doing fiddly work & you don't want to select those types of items because they are in the way. Make sure none of those boxes are ticked, particularly the Exclude ones as that would tell the Render window to ignore normal left click selects. They should all be unticked by defaulr. You may have accidentally selected that, many settings have keyboard shortcuts & can be toggled on by pressing the wrong key combination. Hope this helps! Prensa
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UltraSwede - Hello! The original pipboy laser pistol pipboy texture will be packed in the Fallout - Textures.bsa & the game should default to that unless you have a plugin pointing to a new texture for it. If you installed a mod that changed the icon for that weapon & it added a new one, it may not be showing up if you're not using a form of archive invalidation. Simple solution to that is: 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 it & you do have a mod changing the laser pistol in some way, make sure you have installed the textures for said mod properly. Any new texture changing the original could be in: Fallout 3\Data\Textures\interface\icons\pipboyimages\weapons The original is called: weapons_laser_pistol.dds But a replacment might be named something else & even filed differently.. If none of the above helps, track down the plugin that is changing the laser pistol. If you can use FO3Edit, look up the laser pistol to see what mods are making changes. If you don't know how to use that yet, a simple way to check would be to turn off your mods one at a time, checking in game between each to see if the laser pistol icon returns to normal. That way you can find the culprit. Hope this helps! Prensa
