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Everything posted by prensa
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Griffin - Hello! "That was the problem. Doh!" Glad it's sorted. :) "So, OK, when I do some navmeshing of an area, I really should do an error check" Yes, the error check's a good thing though GECK normally throws a fit & won't let you save if there's a navmesh error. That is the plus side with navmeshes, anything seriously wrong & GECK will complain. :) "then a navmesh sweep, (though sometimes this removes otherwise working navmesh, because the program doesn't think they should be there, so I am loath to use this)" Balance for Optimization? Yes, that's best used early on in your navmesh, before you do the fiddly bits. As you say, it often removes pieces that should be there on more complex sections. I've gotten so proficient with navmeshing now that I tend not to use it anymore. More often than not, I don't get any errors first time around too. Except with caves, they are damn tricky. Mainly due to the floor not being flat & tricky crevices. " then I must check for cover edges, then I must finalize the whole area's navmesh, right? Without doing this, the npc's won't register use of the navmesh, and obviously this is a bad thing" Cover edges, Finalize always. Cover edges gives the NPC's & creatures more info on their surroundings (where to take cover etc.) & adds a bit of realism to their interaction in a location. Finalize is the really important one, that "sets" the navmesh & does things like identifying tleport doors. "BUT, I am going to assume that finalizing your navmesh isn't final, right?" No it's not final, you can use the Cover edges & Finalize many times. I often do it so I can go in game to see how the navmesh is coming along. You can continue editing it after you've used Finalize. You must always update with Finalize when you've changed some navmeshing though. "I have done some fairly extensive modification of navmesh in the wasteland and it occurs to me that as I have changed the navmesh for that area, which was once finalized, and now I finalize it again, it must mean that finalizing it, is not permanent, it is just kind of like activating it. " That's it, think of it like Finalize is saving your new changes. "So this means I can work on a small area, say the area of my subway, with the vagrant, finalize it, then add more navmesh later, for testing purposes, instead of wanting to complete the entire cell's navmesh just to test one NPC's navmesh." That's correct. I often drop in NPC's into a navmeshed area to see how they cope. Followers are handy too as you can lead them around & see if they are behaving themselves. :) "Apart from that, and from my early testing, the navmesh works pretty well. Few errors so far. My raiders move around. (I feel they need more idles). " You can always place in idle markers, rather fun actually. "That's fine, no worries, his prerogative, yet not one raider reacted to seeing another die. None was alerted by the massacre taking place. One and only one walked close enough to notice the PC and attacked. All the others simply walked around, did their sandbox routine, casually observing (or perhaps not) the deaths of their fellow-raider scum, until the last one in a crow's nest died. Yet no one reacted to the shooting going on." If you're out of sight with good cover & low light you can pick off a group. You can use patrol markers & set some raiders to patrol & guard the area as a real gang would. Set them to wander around the likely sneak spots. Don't forget traps, use these as the Raiders would. Remember where your brother-in-law sat to snipe your Raiders & conceal mines there or other booby traps like trip wires & grenade bunches: http://geck.bethsoft.com/index.php/Bethsoft_Tutorial_Traps I found it added a whole new element of fun, both for you the disigner & the player. :) A big bang of a hidden mine or other booby trap will give the player a shock & alert the Raiders to them. Set the mines to being owned by Raiders so you don't blow them up too. Also consider giving the Raiders a guard dog or two, they have a better chance of picking up the presence of an intruder. These are all things that will make it harder for your Raider band to get punked & challenge whoever plays your mod. Begin to think like the NPC's you're placing would, would you cluster around one area with no guards or traps if you lived in a post apocalyptic world? A handy thing for traps, in case you're not familliar with setting up some of the more complex ones, is that there's a special cell included in the GECK with the traps set up ready to be copied & pasted. Look in the Cell View window - Interiors & look for the Editor ID: Warehouse Traps Can save a lot of time. There's a couple of other Warehouse cells, including one for toilets (amazing how many toilets I've had to do!). Simillar to those & equally time saving are the Kit cells: KitMetro KitOffice KitVault They have prefabricated building spaces that you can copy & paste into your cell to give yourself a head start. I wouldn't suggest just cutting & pasting everything, you want to give things your own touch, but these things can be customised & still save much wrestling with kit pieces. "I will add foot patrol sweeps of the area with dogs, in a patrol that should bring them up behind the PC while he/she is doing their sniping. I will put some traps (though this won't hinder a good sniper) but apart from that, not sure what to do." Ha, I see you already came to the sam conclusion. :) "though this won't hinder a good sniper" Be sneaky, make your traps a little better concealed than the vanilla game. I find the vanilla game made a lot of traps to obvious. Conceal them more. Make some obvious so that the Player thinks they are smart only to find the path they have diverted to is the real trap. "Hey I added a couple of sneak peak images of my mod to this site. " Where, which section, I'll take a look. "I want to say too that you have been absolutely instrumental in my mod's creation thus far and I really appreciate all your help. Prensa" I'm glad to have helped! :) As I said before, I'm still learning the GECK myself & I've learnt loads from these forums & people who've taken the time to write things out. Seems only fair to help others when possible. I'm hoping to post my mod but there always seems to be something else to add. :) Prensa
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doodlezorz - Hello! There's no need to get replacment textures for anything that comes with the vanilla game. All a mod does is place atheir version of a vanilla file into your Fallout 3/Data folder & that overrides but does not replace the vanilla one. The vanilla files will still be intact & contained in the .bsa's (sort of archives the Fallout uses). All you need to do is remove all the files that the mod you installed placed into your data folder, untick any .esp's/.esm's & the game will default back to the original. You can check to see exactly what the Pipboy mod installed by looking at the original download. Alternatively, Pipboy textures should be in: Fallout 3\Data\textures\pipboy3000 Pipboy meshes should be in: Fallout 3\Data\meshes\pipboy3000 The player's is "pipboyarm" & NPC's is called "pipboyarmnpc". Hope this helps! Prensa
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wanqiqi - Hello! " I actually foolishly clicked on the "Hide no conflict rows", that is why all the things vanished on the right." Oh, I wondered what would cause that. :) Just glad you got it sorted. ;) Prensa
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ohno21212 - Hello! Did you definitely edit the correct .ini? As there is a default .ini in the Data folder that sometimes people confuse for the main .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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GowiHasti - Hello! I don't know about the .ogg files but I do know the .wav files I've used on occasion would not play in GECK or in game. I had to re-save them as .wav files & they then worked fine. I used the great (& free!) program Audacity: http://audacity.sourceforge.net/ You can set Bit rate & file type there easily, a really good no fuss no mess program. :) I also found that many sound files have to follow a certain structure &, in some cases, even naming format to work. I had to follow the examples found in game to ensure some sounds played. This was with weapon sounds & a few triggered sounds. I've no experience with dialogue. "I've look at its properties and it doesn't tell me." On Win7 the bitrate for audio files displays at the bottom of the folder window when selected. Should also show up when you right click on a file & select Properties - Details, it's under the Audio heading. Hope this helps! Prensa
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Combat Armor, different textures, same model
prensa replied to Proximitus's topic in Fallout 3's Discussion
Proximitus - Hello! " the combat armor, rivet city security outfit, talon combat armor, reilly's rangers outfit, all have different textures. They use the same model though and I was wondering, how did they do that in geck? " You are correct, they do all use the same model. It's a thing called Texture sets: http://geck.bethsoft.com/index.php/TextureSet You can find them in the Object Window under Miscellaneous - Texture Set. You can create a new one in there, assign it a Diffuse map (the basic texture) & a Normal map (the texture that gives depth) & even Glow & Enviroment maps too. Once you have a Texture Set, you can add it to an object by clicking on Edit by it's model (as if you are going to choose a new model). Instead of browsing for a new model, click on Alternate Texture & assign your texture set to the parts you wish changed. You'll see the model change in the render window. You'd then rename the object you just changed the texture on (so it becomes a new object & does not overwrite the original). It's handy for things that use the same model but just have a different texture. In those cases it also means you don't have to change the textures in multiple .nif's through Nifskope which is the traditional method. It also saves you having to pack the model into your mod if it's a vanilla one. Like I said earlier though, only really of use if the models share the same UV or are at least simillarly set up in how their texture works. Hope this helps! Prensa -
Fallout 3 GOTY crashes on startup
prensa replied to TheCampingCam's topic in Fallout 3's Mod Troubleshooting
TheCampingCam - Hello! "I am experiencing a crash when i start up fallout 3 goty" That's normally caused by a missing master file, a plugin is missing another that it needs to work. " I had previously installed mods succesfully but i deleted that game folder and re-downloaded a fresh copy via steam." Was the original Fallout 3 installation via STEAM or was it off a disc? Are you sure all traces of the original installation & mods are gone? If you had two installations of Fallout 3 in two different locations, parts of the old one may still be there. If you are using a mod manager (FOMM/NMM) it may still be pointing to the old installtion. It's possible your old .ini is still in place, go to your: Documents\My Games\Fallout3 & drag: FALLOUT.ini Onto the desktop. Start Fallout 3, it will make a new .ini file, see if it loads normally. Hope this helps! Prensa -
wanqiqi - Hello! That's odd. Click on the "Messages" tab at the bottom of the Right hand window. The Right window should show all the mods you've loaded (left ticked in the initial selection window). The last message should be something like: Background Loader: Finished If you have an error message there instead, that could be your problem. Make sure your load order is correct & no masters are missing or loading below .esp's. If there is an error message there & adjusting your load order does not help, copy & paste the error message here. Hope this helps! Prensa
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charwo - Hello! "I need to see some files from FWE. That means I need to open it with GECK. GECK gives the following error: Multiple master files loaded. Aborting operation. I need to know how to open FWE. Please help. " 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. Hope this helps! Prensa
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Proximitus - Hello! "The 2hrreloadzstart file was among the other files, so I reckoned it was important." That's what I'd guess, it's reloadz so it's clearly related. "But I didn't implented the file into the script, so I don't think that causes the problem." I think that may be why it is causing a problem, it's possible they should be used together. I can't say I've seen a start version of an animation file in Fallout 3. I don't have New Vegas to check. You may want to look in GECK at that eapon & see what animations are listed for it. "Is there some way I can comparise the 2 files, the NV ones and the ones that you use (don't know wich they are) to see where they flaw?" As wetblanket says, Nifskope will view .kf animation files: http://sourceforge.net/projects/niftools/files/nifskope/1.0.22/nifskope-1.0.22.8329d39-windows.exe/download I've used it to edit start/end times on animations before but it's not going to tell you a lot, just a lot of NiTransformInterpolator blocks with animation instructions. Apart from the Text keys with the start/end times I'm afraid I know very little about animation files structure. As to which animations I tried out, I've got Apocalypse Armory installed so I've got lots of reload animations in: Fallout 3\Data\Meshes\Characters\_male I swapped in several of those like MauserCarbineReload & I think 2hareloadf too. They all seemed to work when called by that special script. It's only those New Vegas ones that seemed to get ignored. I even swapped them with a dance animation I have that can be triggered in game. Again, nothing happened in game when those New Vegas ones were in. Yet I could swap in any of the Fallout 3 reload animations & trigger them in game. Have you tried using any of the other animations from New Vegas in your mod? Just to see if they work? I can't think of anything else except contacting someone with more knowledge of animations. Sorry I couldn't be of more help! Prensa
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wanqiqi - Hello! "Now I have a real problem here, in my fo3edit the right is always blank, i guess i click something there, no matter how many times I close and reopen, the view area is still blank, do you know anything about it?" The right hand window should show flowing information as your mods first load, saying "Background Loader.........." etc. Once done your mods will be listed in the left hand window. In order for data to come up in the right, you have to expand one of the mods on the left by clicking on the + next to it & then selecting one of the sub records. For example, left click on the + next to Fallout3.esm at the top on the left. Many sub headings will be expanded. Left click on "File Header" & the details of that will be displayed on the right. You can expand other headings & left click on them to see their data on the right. Hope this helps! Prensa
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Proximitus - Hello! I've taken a look at your plugin, there's nothing wrong with your script or the implementation of the reload animation workaround. It seems to be the animations it's not liking as it ignores the ones you're trying to add. I tested it with some other fallout 3 reload animations, copied & renamed to replace the files you provided, & it worked as it's meant to. I do notice that there's an extra file with the reloads you are trying to use: 2hrreloadzstart Not sure what that's for, my guess would be that's part of the problem. Prensa
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Proximitus - Hello! "found them! Problem is, now I can't find the place to edit the ReloadA to ReloadZ animations in GECK! " In GECK, edit the weapon you want to use the animation, reload is set under the "Art and Sound" tab in "Reload Anim". You can also see & edit Reloads in FO3Edit. Though Fallout 3 only has reloads from A - K, & I think that's hard coded. You'd probably have to swap the reload for one of the existing ones by renaming the animation to one of the vanilla ones. I have seen a sneaky script/idle animation method used for adding in new reloads so that existing ones don't get replaced. The plasma weapons in Plasma Weapons Redesign Rebalance by chai: http://fallout3.nexusmods.com/mods/8983 & also the Heavy Plasma pistol in Apocalypse Armory. There's a detailed guide on how to do that here: http://www.svartberg.com/tutorials/fallout3_customreload/customreload.html I'm assuming you're doing this for personal use as you would not be allowed to upload a mod for Fallout 3 with New Vegas content. Hope this helps! Prensa
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Proximitus - Hello! I don't have New Vegas so I can't tell you where the reload animations would be there. However I know where Reload animations are in Fallout 3, so that might help as they should be in a simillar place in New Vegas. In Fallout 3 Human animations are in: Fallout 3\Data\Meshes\Characters\_male Their first person equivalents are in: Fallout 3\Data\Meshes\Characters\_1stperson The files are .kf & tend to be named things like 2hareloadf. If it's a vanilla weapon they will be in that same path contained in the meshes .bsa of course. Hope this helps! Prensa
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wanqiqi - Hello! "is there a way to edit master file instead of plugin files?" Yes, you have to change the .esm into a .esp file first. You can use FO3Edit to do it. MAKE A BACKUP of the .esm you are going to edit FIRST. Just in case something unexpected happens. :) Load up FO3Edit, expand the details of the .esm you want to change by clicking on the + next to it. Left click on "File Header", it's details will show up on the right. Next to "Record Flags" right click on "ESM" & select Edit. In the box that comes up untick ESM. Close FO3Edit, it will ask to save changes to the mod you modified, click OK. GECK will now allow you to edit the .esm. To turn it back, follow the same steps above in FO3Edit & tick ESM in that box. If it's your own .esm, it's better to always keep a copy of the original .esp form of it & modify that before changing it into & .esm. Of course, if it's some other .esm you want to edit you have no choice but to do it this way. Hope this helps! Prensa
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Griffin - Hello! "but in any event, do you know how the developers would batch assign reflections/refractions to batches of water tiles??" I've not needed to use the batch (- key) to often but as far as I know it only wokrs on multiple selcted items to set one thing on them at a time & not multiples. I've been lucky so far in that my placed water has been only one object. However, depending on what you need each piece of water to reflect/refract, you can batch set the refractions on the water item THEN copy it. When you copy something like water that has things set to reflect/refract a box comes up asking you if you want to also keep the same reflect/refract lists. That would save having to set them all again BUT it's only useful if you want the copied piece to reflect/refract the same things as the original. So not sure how helpful that is to you. :) As for the vagrant, have you definitely got the navmesh done correctly? No navemesh results in stuck NPC's as they don't know where they can walk. Since you say you've navmeshed the area, did you remember to finalize the navmesh? After making a navmesh you should always click on "Find cover edges for current cell" then "Finalize current cell's navmeshes" (the red tick in the navmesh bar). Finalize is important to complete a navmesh, it also registers any teleport doors. Also using Flood fill (select a navmesh trianlge & press F or select it from the navmesh bar) is a good quick way to make sure your navmesh is all connected as it should be & not seperate islands. All connected areas will turn green, anything left red is it's own unconnected island. If the navmesh checks out, time to look at your NPC's packages. I love the sandbox package, it's a great way to allow NPC's to move about seemingly freely without rigid timetable constraints. :) Unles you need osme special conditons in there, just use a default package. You'd go to the NPC's AI Packages & select say: DefaultSandboxCurrentLocation1024 The 1024 at the end represents the radius the NPC will wander about, there are tighter Default ones if you want the NPC to wnader in a tighter area. Don't forget, it you want to edit that Default package, give it a new name so you don't mess up others who are using the same package. If you're leaving it alone then there's no need to make it a new package. As long as they have that Sandbox package & a decent navmesh they will wander about & use any furniture or idle markers you have placed. Note, if they have any other packages like patrol that have them locked into markers they will ignore the sanbox & execute those first. If the marked patrol has them in a permanent loop they will never use the Sandbox. They will also divert from the sandbox if you've scheduled packages. For instance I have an NPC that has a DefaultSandboxCurrentLocation1024, so that NPC wanders around freely. They also have a scheduled patrol package set to 20 (8 o'clock) so at that time they leave the Sandboxing & head to the marker linked to that patrol & execute that. Once finished, they return to the Sandbox package. So make sure your NPC has no packages clashing. If in doubt, remove other custom packages & just leave the DefaultSandboxCurrentLocation1024 in & see what happens. If they work with just that in but not with all your packages, you'll know you've got packages clashing. I sometimes find it handy to drop in another NPC who's just got a Sandbox package to test locations. Another possibility is a very low energy setting in the NPC's AI Data tab. The Energy setting there (1-100) determins how much moving about they'll do though that shouldn't make them stuck in place. Low settings tend to sit, eat & sleep more while high enrgy tend to do idles & move about a bit more. There's a great page on Sandboxes here: http://geck.bethsoft.com/index.php/Sandbox_Package EDIT: I should also mention that .esp's have a known issue with new navmeshes, sometimes they act very strange. This can manifest itself in the form of the new navmesh working correctly on first entering the room but seemingly becoming "jumbled" when you re-enter. Creatures in such an affected room will pool up in one place when you re-enter too, a sure sign of this bug. It does not always occur but can be perplexing if you haven't heard of the problem (it was to me when I very first started navmeshing :) ). The solution is to make any mod that adds navmeshed areas an .esm. The .esm files don't seem to have any issues with navmeshes. Of course you need to keep your mod a .esp for as long as you are working on it in GECK so just bear it in mind if the problem crops up. You can always make an .esm version of your mod to test, just to make sure all is well. Prensa
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Adding wounds for Dimonized females and Breeze's males?
prensa replied to HAMPOLLO's topic in Fallout 3's Discussion
nivea - Hello! Glad it was of some use. :) I just couldn't find any guides or articles about how those pesky wounds worked. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ To anyone interested, further to my earlier post, I've been playing with this & found a few things out. This same method of moving Blocks in the Block list above the amputation caps works for creatures too. I had some clothed Feral Ghouls that wounds never displayed on. Moving the block with their main body on above the Blocks with their amputation caps worked. But you also had to move the clothing Block that they were wearing (Creatures clothes are built into their model unlike human NPC's) to above the amputation caps too in order for the blood splatts to display on the clothes. This includes Arms if they are seperate from the clothing items main body. & nifty thing about this is, If you want an item to not display bloody wounds, you leave it under the ampoutation caps. Handy for say a bullet proof vest part of clothing or an armor piece that you don't want to look like it's been penetrated. Prensa -
Griffin - Hello! "Also to fix my FOMM problem, I went with the "old" FOMM, installing it instead of trying to get the "New" FOMM (GEMM) to ever start working again, which it wouldn't. And this works fine. And it seems a little friendlier too. Nice" Yes, I've always stuck to "Old" FOMM. Since I don't have New Vegas & am more than happy with "Old" FOMM there was no point. :) "Finally, - Morrowind - Loved it. Absolutely Loved It!!! " I don't know how many hours I played that! I still play it from time to time. :) "Oblivion, Good, but not Great." I love Oblivion, took some time to adapt after Morrowind because a the subtle changes but I grew to love it as much. I love how Sweet rolls keep croping up in Bethesda games, I smiled when they turned up in Fallout 3. :) "Fallout New Vegas - Havent played it yet. " One word, STEAM. The only reason I don't own the Ultimate (GOTY) edition of New Vegas. I wish Bethesda would at least make the GOTY's, that are released a long time after a game premieres, non STEAM. :( "Hey, I still don't know why my game always crashed on quitting. I disabled many mods, including my own mod. And this didn't make any difference. Always crashes when I quit " Not unusual, happened to me on Morrowind, Oblivion, Fallout 3. Minor really. Fallout Stutter Remover has a clean exit setting in it's .ini that may help. If you use Stutter Remover (requires FOSE), edit the .ini in: Fallout 3\Data\fose\plugins & change: bFastExit = 0 To: bFastExit = 1 See if that helps. "I committed to the big mod change overhaul last night. And spent the better part of today trying to reverse the damage done by installing the mods I did." Uh-oh. :O "I also tried to instal DarnUi" The FOMOD of that edits your .ini automatically. If you manually install it you have to make the .ini change yourself. There's a very good installation .pdf included with DarnUI to tell you what to do. It's in the Docs folder of the non FOMM version. DarnUI also requires FOSE to work. DarnUI can be found here: http://ui.darnified.net/wip/F3/ Direct link to manual version: http://ui.darnified.net/wip/F3/dui_f3a11.7z Direct link to FOMOD version: http://ui.darnified.net/wip/F3/dui_f3a11.zip Direct link to the hot fix: http://ui.darnified.net/wip/F3/dui_f3a11_HF.7z "After carefully installing all of these mods. I got a crash on launch, so I started going through and systematically turning them off. One by one. All the way to leaving only Vanilla ESMs still selected. And, now this is CRAZY, the game still crashed." Crash on launch of Fallout 3 with mods is almost always due to a missing master. A very quick way, after your game crashes on startup, to check if you're missing a master is to left click on your mods in FOMM. That will make a list of the selected plugins masters appear at the bottom of FOMM. Any listed master missing from your load order will mean Fallout 3 will crash on startup. If it's happening without any mods active at all, it could have been your .ini. Deleting or moving the .ini & restarting Fallout 3 would remake the .ini. "Will at least teach me to download, install and check mods on at a time, instead of installing a dozen new mods and installing them all at once, and then checking. That was stupid. " One mod install at a time is the best way to go. I always check one mod out at a time, making sure to start a new savgame thus leaving old saves to go back to if something really bad happens. :) Hope it's all working again now! Prensa
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Adding wounds for Dimonized females and Breeze's males?
prensa replied to HAMPOLLO's topic in Fallout 3's Discussion
HAMPOLLO - Hello! "I am using Enhanced Blood Textures My link Everything worked fine until I installed Dimonized Type 3 Female Bodies My link which does not support wounds." Well wounds, the bloody stain that shows up on the body after taking damage, is an odd thing. Some armors it will show on & others it won't. Even on vanilla bodies & armor it does not seem to be consistent. Some show wounds others do not. Though wounds don't show (blood spurts come off impacts still) on the Type 3 when naked, wounds do appear on many armors/clothes worn by Type 3. The vanilla female body also seems to have some inconsistencies too. I'd never really noticed the missing wounds on the Type 3 (not often fully naked in battle ;) ) or the other vanilla clothes & armor, until you mentioned it. "How hard would it be for a totally new modder with no GECK experience to modify these 2 body mods to enable wounds to show up?" Firstly you'd need a .nif editor, it's called Nifskope: http://sourceforge.net/projects/niftools/files/nifskope/ I still use the 1.0.22 version, if you're not editing Skyrim .nif's that'll do for you. There's a very detailed guide here: http://cs.elderscrolls.com/index.php/NifSkope_Comprehensive_Guide The tricky part was working out what was wrong. ;) This might scare you off if you're new to Nifskope but I'm going to document what I've found in case others read this looking for a solution. It actually turned out to be rather easy. I started looking into it after reading your post. I looked around for information on how the wounds work, unfortunately there was nothing I could find. Many people wondering how they worked though. :) So I started with the odd fact that Type 3 without clothes had displayed no wounds but could in some armor/clothes despite them showing a lot of the very same body. After a bit of fiddling with Nifskope I managed to make a Type 3 that would show wounds by pasting it into & over a piece of clothing. I managed to do this also for the Breeze male I use too. Trouble was, I didn't really know why it worked. Took 'till today to figure it out. I was guessing maybe a shader controlled the blood impacts on the body or a node or a setting in a node. Wrong. :) It's far simpler than that. It's the order that the main body of the nif model is in the Block list in relation to the Meat caps & Limb Caps (the bits that form the bloody stumps when limbs are removed). If the main body's Block is lower than the Meat caps & Limb Caps in the Block list, no bloody wounds will show. Move the main body up the list to just under the 0 Scene Root & above the Meat caps & Limb Caps & the bloody wounds show up. Might sound complex but it's done easily by left clicking on the Block in the Block list you need to move in Nifskope & pressing Ctrl & the UP cursor key untill it's just under the Scene Root. Works for bodies & armor/clothes. For example, thake the Type 3 BASE HD body: femaleupperbody.nif (Always make a backup of any .nif BEFORE you try & make changes to it) You'd open it in Nifskope. Left click on the body in the Render window, which highlights it's Block in the Block list. That Block is 31 BASEHD, press Ctrl & the UP cursor key & move up it's number until that Block has moved to a position just under the Scene Root, above the Meat caps & Limb Caps. Go to File & Save. That femaleupperbody.nif will now show wounds in game. The same method made my Breeze male also show wounds, that's the upperbody.nif & the main Block was called "Body". I use Breeze 1.3 not the latest 1.6 so I don't know if the 1.6 shows wounds or not. The 1.3 didn't until fixed. I've also used this method on a few pieces of clothing succesfully too. Of course, you'd have to fix any piece of armor/clothes that didn't display wounds as well as the bodies. That's because the clothes work by basically replacing the body in use. The method is at least easy. :) I've not had long to test it but all seems well (if very bloody) with no side effects. Oh, anyone getting strange jagged bloody wounds instead of splatts, right click on the mesh in the Render window & select - Mesh - Make Skin Partition. Fixed it on the Breeze I was working on. Hope this helps! Prensa -
Need Help Solving a Script Issue
prensa replied to GrayWolf04's topic in Fallout 3's Mod Troubleshooting
GrayWolf04 - Hello! Sorry, I'm just getting my head around scripting too, so I can't help you there. :) "I also want to increse the jump height as well, but I don't know how to do this. Any help would be appreciated." I know there's an engine issue with increasing jumps, you can end the jump landing in mid air as if on a ledge. I think some got around this with invisible ledges or some such. Powered Power Armor by Imp of the Perverse has increased jump, you should take a look at how it was done there: http://fallout3.nexusmods.com/mods/13361 Hope this helps! Prensa -
rockygohard18 - Hello! "Are their any mods out there that helps FO3 from freezing? " Fallout 3 freezing is normally caused by the Fallout multi core bug. Does the game freeze mainly in small interiors? 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. That sorts it right out. :) Hope this helps! Prensa
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charwo - Hello! "Replacing a Yao guai texture with a Black Bear retexture" I think that would require a new model, Yao guai a basically bears without coats so they'd be too scrawny to believably retextured as having fur. "Replacing the viscous dog texture with a wolf retexture" That's easier to achieve with the existing models, there are several retetures on the Nexus. One that not only retextures the dogs but also adds them into the game to replace the vanilla dogs & has several wolf like breeds is: K9 Breeds - Random dog breeds for Fallout 3 by hikky71 http://fallout3.nexusmods.com/mods/16654 "Replacing the Brahmin texture with that of a normal cow." Again, the model has two heads so if you only want one, you'd need a new/modified model. There is a retexture though that changes them to have that classic cow look of Holstein cattle (Black & white): http://fallout3.nexusmods.com/mods/4327 Hope this helps! Prensa
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Griffin - Hello! "Yup, baby has been keeping us up here, oh well!" Just wait 'till she starts teething. :) "I keep going through those replies of yours, checking your suggestions, and want to say thanks again for such great help!" Happy to help where I can. :) "Speaking of mods... I have long contemplated the "second playthrough" for fallout 3 and like many others, want to make it bigger and better, so (and hopefully with a better PC) I would like your opinions on a few big grandiose mods." I tried Project Beauty a while back, I liked some of the new faces very much but found some of my old favourite vanilla characters were quite changed. It's really a matter of personal taste, the mod itself is done very well with lots of work gone into the new look faces. FWE & Fook2 - I've never tried them, I've always been happy with the general mechanics of the vanilla game. Both are major overhauls & have their supporters. I'd say FWE seems to have the most patches available to help it work with other mods. Realtime Settler - Again, never tried this. I downloaded it some time ago but not got around to checking it yet. DARN UI - Very popular User Interface modifier. Lots of customization options to suit different tastes. I've tried it, out of curiosity, & found that while very well done it changed the "feel" of the game to much for me. Again, really a taste call. It does work really well with grenade hotkeys mod though, you get little images of the grenades when using the two. "The thing is, looking at something like FWE or FOOK2, I see SO MANY patches, and plugins for using this with that and that with this, and it is incredibly confusing. " FWE has a good load order guide that shows how things should be set up like FWE/EVE, FWE/MMM. I've used it to advise others of FWE/MMM load order many times in the past, it can be found here: https://sites.google.com/site/fo3wanderersedition/installation "I am already using EVE , AA, CALIBR and CRAFT" Yes, Thogun's Apocalypse Armory is my weapons mod of choice too. Great expansion of existing weapons but with a great deal of care in their selection so that they fit in with Fallout 3's style. Many are from previous games & those that are not, feel like they are. CALIBR's great to help bring different weapons mods together & adds a touch of realism to weapon's ammo. "If you know what I mean, and have this type of set up, can you suggest a really kickass and optimal set up for me to try out?" As far as big gameplay changing mods go, FWE & FOOK2 are the most popular but as I say, I don't use either. I like mods that expand the existing feel more than massive gameplay changes. just my taste. You've already got Apocalypse Armory, great way to expand the weapons. I'd not play without Mart's Mutant Mod: http://fallout3.nexusmods.com/mods/3211 The best creature expanding mod, adds greater variety to many of the existing creatures with new textures plus several new creatures (from previouse Fallout games). MMM is highly customizable (even got it's own in game menu), most new creatures can be chosen or left out, spawns can be increased a little, a lot, or left as is. There are many new features like robots exploding after being destroyed & Feral Ghouls getting back up after being put down (shoot 'em in the head!). A real classy piece of work. It will also work with FWE with the FOIP patches: http://fallout3.nexusmods.com/mods/4968 MMM feels like a part of the game rather than a mod. Fallout 3's biggest flaw to my mind is the over abundance of boarded up buildings & thus lack of explorable interiors. Morrowind & Oblivion had tons of these & the lack of places to explore was very sad in an otherwise brilliant game. Fortunately there are several interior expansion mods out there, the king among these is Chucksteel's DCInteriors Project: http://fallout3.nexusmods.com/mods/5573 Masses of buildings are explorable with this mod, ready to loot & places to hide from those MMM creatures. :) DCInteriors is not just extra locations either, it's a work of beauty with the interiors being of a very quality & in keeping with Fallout's retro 50's future feel. EDIT: Almost forgot to mention BusWorld: Busworld - Better English Translation by summel pintocat and Gribbleshnibit8 Another great addition for those that like to loot & explore, this one allows access to all of those buses & train cars in Fallout 3. Fallout Street lights: http://fallout3.nexusmods.com/mods/8069 Adds a great deal of atmosphere to the game, especially when combined with a weather mod (& the darker nights that usually entails). Speaking of weather mods: http://fallout3.nexusmods.com/mods/6170 That's a good solid rain & snow mod. Or for even more varied weather including snadstorms: Dynamic Weather by Xepha http://fallout3.nexusmods.com/mods/10607 Not a "big" mod but one of the most professionally executed quest mods I've come across: Solar Scorcher by WillieSea http://fallout3.nexusmods.com/mods/13866 Fun little quest, great weapon to be earned & even lore friendly references to previous games (that includes classic Trek's City on the Edge of Forever!). Like I say, so well done it feels like a mini DLC. Oh & a mod that no Fallout 3 gamer should be without: Super-Duper Non Bleeding Checkout http://fallout3.nexusmods.com/mods/16573 Okay not essential, just a shameless plug of one of my tiny fixes. :) It does fix the bleeding checkouts at the Super Duper Mart. Prensa
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eclipse787 - Hello! "I'm having trouble getting the sounds for this mod http://fallout3.nexu...s.com/mods/7986 to function everything else works right and I've spent the last few hours fidgeting with it blindly in the geck. I really love the way this mod looks and would really appreciate it if some one could fix this and upload it or walk me trough fixing it myself. " I took a look at that mod for you. A quick look in FO3Edit revealed the trouble. It does come with the sounds included, it's just got an incorrect path to them. The sounds end up in: Fallout 3\Data\sound\fx\wpn\rifleM14\fire But the .esp is pointing to: Fallout 3\Data\sound\fx\wpn\mini-14\fire So you need to rename the "rifleM14" folder to "mini-14". & the two sound files within have the incorrect names: wpn_rifleM14_fire_2d wpn_rifleM14_fire_3d They should be called: wpn_mini14_fire_2d wpn_mini14_fire_3d Very simple to fix, you could alternatively use FO3Edit or GECK to change the paths used by the sound files to the ones they have actually been placed in by the mod maker. Probably easiest to just rename the files & folder to the ones I've said by hand though. :) Hope this helps! Prensa
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Fallout3 GOTY; is it already patched?
prensa replied to CBassNL's topic in Fallout 3's Mod Troubleshooting
CBassNL - Hello! "Maybe a stupid question, but I can't find the answer: Does the Fallout 3 GOTY edition still need to be patched? Or is the 1.7 patch already included on the disc?" Not a stupid question at all, always best to make sure. :) The GOTY version of Fallout 3 is already the latest version & does not need to be patched. GOTY is version 1.7.0.3, the very latest. You can see Fallout 3's version by going to the main menu, selecting Settings - Display & it will be in the bottom left corner. Hope this helps! Prensa
