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prensa

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Everything posted by prensa

  1. pufut - Hello! Glad to have helped! :) Prensa
  2. pufut - Hello! You can find them under World Objects - Static & the objects you're looking for are: RamshacklePoleLightsLng01 RamshacklePoleLightsLng02 There's also things like RamshacklePole & RamshacklePoleLine in various sizes to go with them so just typing in Ramshackle in the Filter box will bring up all of them. The multi coloured bulb version is: XMasLightsLng01 XMasLightsLng02 If you want to identify & locate objects that you see & like in the GECK render window left click on it & it will be highlighted down in the Cell View window. From there you can right click it & select "Locate in Object Tree" which will bring up the right section to find it. Double left clicking the item will also display it's name which will help to locate it. Hope this helps! Prensa
  3. Snajdar - Hello! There's a model of the original Auto Mag pistol in 19th and 20th Century Weapons v5, which isn't on the Nexus but a quick Google search will lead to other sites that do have it. Its a good model of the original Auto Mag by Auto Mag Corporation/AMT that actually came before the Wildey & looks quite similar but not the same. Hope this helps! Prensa
  4. BarbyFN - Hello! "Thanks for all suggestions; they will be really useful, kudos for all." Thank-you kindly! Glad to have been of help. :) Good luck with your project! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ pixelhate - Hello! " Yes, it is. :) The buttons are coming from a console and retain the glow/pulsating animation." I figuered as much considering your skill with animated textures. "A quick test." A promising one too. :) "I made the object that should fit your need." "You works really fast, I didn't noticed it before posting, ha! Thank you for this improved nif" We're going to have to start calling pixelhate "Speedy Gonzalez" the fastest Nifskoper in the west. :) Usually takes me about that time to just remember all the things I've forgotten. :) "Two more variations I have done" The blue one is cute, made me think of the TARDIS due to the colour & it's light. :) Prensa
  5. pixelhate - Hello! Boy you work fast! :smile: Is that static/snow animated? Be nice to have some variant consoles & computer stacks. "I'm sure there are plenty of hidden treasure still." I'm glad Bethesda left this little things, even when unfinished, in the .bsa's. So fun finding & tinkering with them. :smile: Prensa
  6. pixelhate - Hello! "On a side note, there is an unused and unfinished mesh with the reels static: tapemachineoff01" I spotted that too! :smile: Just this time when checking on the animated version to double check my facts. It seems to be a non animated version. "Open it and remove branch - 12 NiTriStrips Object02 and you have a static tape machine." My guess is that was going to be a glass plate, it's even got an alpha property already attached. The only reason the block is blank is because it's got no textures set in it. Interesting what left over pieces you can find packed up in the .bsa's. :smile: Prensa
  7. BarbyFN - Hello! Pixelhate's quite correct about special idles being intended to play by default & two NiControllerSequences for on off state. Though you can get away with only using one NiControllerSequence if you just want the reels to spin for a set time & stop. In that case you can tweak the existing tapemachine01.nif by changing it's NiControllerSequence name from Specialidle to Forward & changing it's Cycle Type from Cycle Loop to Cycle Clamp. Make a new Activator object in GECK, pointing to your modified tapemachine01.nif. Attach a simple script to it like like: SCN ReelConsoleScript Begin onactivate Playgroup Forward 1 activate end The Reels will play their set animation once & stop until activated again. I actually made a reel to reel player using the tapemachine01.nif as a starting point. Hope this helps! Prensa
  8. novacghost - Hello! Not heard of that problem before. A few things you could try; If you're on Vista or Win7 it might be a simple UAC problem, Windows not allowing you to change your settings by preventing them being written & saved. Try right clicking on the Fallout 3 Launcher & "Run as Administrator". Now make your changes & see if they are stored. If that's still not working, do you use Fallout Mod Manager (FOMM)? Because FOMM has a the ability to change all the settings that the vanilla launcher does, it's listed under "Game Settings". You can make your changes with that & see if they stick. I'm not sure if Nexus Mod Manager (NMM) has a similar feature as I've never used that. Hope this helps! Prensa
  9. Joe_Atlanta - Hello! "I was reading through the posts of the Bugfix/CTD mod and supposedly it is included in the latest updated version of the Unofficial Patch (or maybe will be included in the next release, it's not exactly clear)." Yes the Updated Unofficial Fallout 3 Patch includes the Broken Steel crash fix, I think it was one of the first fixes added since it was the only serious flaw with the original. It's listed on the Description page right at the bottom under "Rivet City save crash fix". http://www.nexusmods.com/fallout3/mods/19122/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmoddescription%2F%3Fid%3D19122%26preview%3D&pUp=1 "I haven't gotten into FO3EDIT yet, but I'll give it a try." It's a little intimidating at first since it's a lot of numbers & lists but it's actually pretty straight forward & allows the user to customise mods to their own tastes with relative ease. It can even do a few things the GECK cannot, definitely a handy tool to have. :) Prensa
  10. Joe_Atlanta - Hello! Welcome back to Fallout 3! :) There was a lot of confusion about what the Unofficial patch does compared to other mods but it should not be compared to anything else as there's nothing out there that fixes what it does. The Unofficial patch mops up many of the things that Bethesda left out of their Official patches, broken quests, response functionality, meshes & textures to name just a few. All it's fixes are logged in a massive list for you to peruse. It sticks to how the game was intended rather than trying to re-engineer it, basically the sort of detailed patch you'd hope for officially. The Unofficial Patch has only one serious flaw, a bug with it's Broken Steel Patch & that can be fixed easily with FO3Edit using this guide here: http://forums.nexusmods.com/index.php?showtopic=401813 There are also fixed versions of that plugin on the Nexus. Additionally The Unofficial Patch has been continued on as the "UPDATED Unofficial Fallout 3 Patch" with the Broken Steel patch fix already added plus new fixes. Hope this helps! Prensa
  11. donnyducky - Hello! I can't help you with Windows 8.1 questions but can answer this: "One other question, what is the last fully supported version of Windows that GECK, without a doubt will run in" I run GECK without issue on a Windows 7 Home Premium 64 bit set up just fine. I had no problems with Fallout 3 or GECK on this system, don't even use compatibility mode, I've heard a few have problems on Win 7 but many, many others also run it just fine like me. Seems many are having trouble with Windows 8.1, there's a thread here: http://forums.nexusmods.com/index.php?/topic/1637253-windows-81-fallout-3-crash/ Hope this helps! Prensa
  12. awsomeman101 - Hello! "im trying to set the health of the t51b winterised power armor to a higher value" There are two sets of Winterized T-51b power armor in the Anchorage plugin: DLC02ArmorPowerT51b DLC02ArmorPowerT51bHelmet & DLC02ArmorPowerT51bWasteland DLC02ArmorPowerT51bHelmetWasteland The set without "Wasteland" is meant to be the simulation version & has an enormous health of 999100. The set with "Wasteland" is supposed to be the set you are given for use in the "Real world". However in the vanilla game there's a bug where you are given the simulation version instead, the Unofficial Fallout 3 Patch corrects this so which set you get will depend on whether you use it or not. Make sure you're adjusting the set you are given to use. Hope this helps! Prensa
  13. nicolaec99 - Hello! "i would like to know if this is possible to create" Yes it is possible to create a custom race, with their own attributes & even their own textures & meshes. Several exist on the Nexus & you'd probably do best modifying one of those to your needs. Looking at how they work will at the very least help you understand how they work. Play As Alice by rhagz for instance adds a unique race that the Player can choose that uses the Type 3 Alice body: http://www.nexusmods.com/fallout3/mods/8822/? It's possible to modify that mod to use the body of your choice, as mentioned on it's description page. Other examples of custom races on the Nexus include: BEWARE OF GIRL African American Albino Race http://www.nexusmods.com/fallout3/mods/14908/? Shojo Race by eomanv http://www.nexusmods.com/fallout3/mods/11215/? Asgardian Race by Moraelin http://www.nexusmods.com/fallout3/mods/17278/? Vampire Race with Type3 Bodies and Kaw Fangs and Claws by ThD17gj692 http://www.nexusmods.com/fallout3/mods/16645/? Plus there's a downloadable guide for creating a custom race here: Guide - Custom Race Creation WIP by LadyMilla http://www.nexusmods.com/fallout3/mods/15265/? Hope this helps! Prensa
  14. LennyHayes7 - Hello! "How do I apply textures to blank models in nifskope? is it something I need to to in blender? if s what? can it be done in 2.49? is there a tutorial on what I need?" You need to create a UV map for the new mesh you've created, you do that in Blender. A UV Map is the outline guide that plots where an image is displayed on your mesh. Nifskope can be used to edit the UV to a degree, shift it about & tidy it up, but only a program like Blender can add a new UV. UV mapping is a little daunting at first but it's not as bad as it first seems, I picked it up pretty quickly. The very best guide for adding a new UV to a freshly created mesh is by LHammonds here: It's a perfect step by step guide that should have you able to create a new UV for your custom shape & able to export in one simple video. Unlike a lot of other guides I found, LHammonds' guide contained every step including setting up the material & texture settings properly for export. It's basically a one stop shop for the basics of setting up the UV for a new mesh. Note that it was written with Oblivion in mind so mentions Oblivion settings toward the end but all the stuff before that is exactly the same for Fallout 3 models. This other video covers some similar ground but shows a bit more fitting the image you want to use to the UV & may be of some help also: "OR am I talking to the dead? :'(" It can feel like that sometimes but there's still people about willing to help. :smile: Hope this helps! Prensa
  15. SwagothUr - Hello! I've seen this happen in Fallout 3, it took some time before it was figured out. What caused it there was master updating an .esp with FO3Edit which makes it a false master. If that false master file then changes something that a real master changes they cause this strange bug. It used to be often seen in the Taft tunnels when people master updated the UF3P DLC plugins, all the clutter would bundle in one spot preventing travel. It's because FO3Edit created false masters don't have ONAM data that ovverides other masters properly. If you have used FO3Edit in master update mode just reverse the process & it goes back to normal. You can reverse master update by renaming FO3Edit to: FO3MasterRestore & running it with the mod you want turned back into an .esp ticked in your load order. If you've never run FO3Edit in master update mode it's possible one of your mods was false flagged by it's creator. It's sometimes used as a work around for other issues. Clicking on it in your mod manager would show a warning like "WARNING: This plugin has the file extension .esp, but its file header marks it as an esm!" It's the only similar thing I can think of, though I don't have New Vegas. Hope this helps! Prensa
  16. awsomeman101 - Hello! Are you sure there's no other mod making changes to the same thing your .esp is that loads below it? You can use FO3Edit to double check there's nothing else overwriting your changes: http://www.nexusmods.com/fallout3/mods/637/? Run FO3Edit, wait for it to load your mods, find your .esp & expand it's details by clicking on the + next to it. Left click on the details that you changed so they are displayed in the right hand window. You'll see at least two columns in there, one for Fallout 3.esm & one for your .esp that's changing the settings. Make sure there's not a column to the right of your .esp changing the same item or else it will cancel out your changes. If there is another column there, note which mod it is & close FO3Edit. Now move your .esp to under the other clashing mod so that your changes take precedence. Hope this helps! Prensa
  17. scottym23 - Hello! Random freezing in Fallout 3 is almost always down to the multi core bug. Fallout 3 has trouble with multi core computers, mainly with ones that have more than two cores & use hyperthreading. There is a fix, quicksilverva mentioned part of it, 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. Make sure you make the changes to the above mentioned FALLOUT.ini as there's one in the Fallout 3 folder called Fallout_default.ini that's often mistaken for the main .ini & making the change to that won't fix the problem as the Fallout_default.ini is only a sort of backup for when the .ini gets recreated. Hope this helps! Prensa
  18. Andyno - Hello! I've recently been learning Blender, so I'm not an expert :smile:, but I've noticed that models exported always have their Alpha Flags setting changed to 4845 with a 0 Threshold. That's fine for some things but can give ugly edges in many cricumstances. I just change my exported .nif's Alpha flag settings in Nifskope back to what they were before Blender. If you used an existing model just look what Alpha Flag setting it used before you worked on it in Blender & set it back. The Flag settings are in the NiAlphaPropety block of the parts that use Alpha, if there's more than one they will also need changing. There are many possible Flag settings like 4333, 4109, 4833, 4844 & others all with their own unique properties. If you don't have an original model to go by because yours is custom, try 4844 with a suitable Threshold setting like 80 or 160 depending on what effect you're after. The Threshold can get rid of the black outlines, higher numbers will reduce it. Hope this helps! Prensa
  19. theEddster - Hello! Note that the .ini you're looking for is not in the Fallout 3 folder with the default & your Data folder, it's in the location I mentioned above in your Documents folder where your save game folder is. "is possible that I may have deleted the FALLOUT.ini by mistake when replacing the .ini file to begin with." Unlikely as it's in a different location to the Default one. Besides if the .ini was missing Fallout 3 simply remakes it when you launch your game. Are you using STEAM, as I've heard it said STEAM users .ini's get refreshed on launch meaning the Default .ini must be changed too. Though you should still have an FALLOUT.ini in the documents folder after launching. "If the default is a fall back file could it be possible that I copy the default and create a new .ini file from the default and name it FALLOUT.ini?" Yes you can, you'd make a copy of the Default one & rename that: FALLOUT & place that in the Documents Fallout3 folder mentioned. But that's what the game will do if there's no .ini there. Just to cover all the bases, FALLOUT.ini will just appear as block capital FALLOUT in the documents folder as .ini will be a recognised extension & thus hidden. Prensa
  20. XbrisbyX - Hello! Sounds like you may have some files left over from the armor mod you installed, perhaps it had a mesh that used a glow map & you only removed the texture leaving you with glowing armor. "naturally i turned off the texture mod" If you only unticked it's .esp/.esm (if it had one) then it's meshes & textures may still be in your Fallout 3 folder. Look at the original archive of the mod you downloaded that changed the armors, you will see all the meshes & textures that were installed & the folder's they end up in. Now check your Fallout 3 folder to make sure you've removed all of those files cleanly. After they are removed your game should default back to vanilla meshes & textures. Hope this helps! Prensa
  21. theEddster - Hello! "It could freeze 2 minutes in or 10 minutes into the game" Really does sound like the Fallout 3 multi core bug, the randomness is a particular giveaway. Fallout 3 has trouble with multi core computers, mainly with ones that have more than two cores & use hyperthreading. "It could freeze 2 minutes in or 10 minutes into the game" Can I just double check you've edited the correct .ini, people often get the wrong one. There's one in the Fallout 3 folder called Fallout_default.ini that's often mistaken for the main .ini, making the change to that won't fix the problem as the Fallout_default.ini is only a sort of backup for when the .ini gets recreated. 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
  22. 7thsealord - Hello! Try going in disguise, Yet Another DisguisesMod - YADM by hikky71 might do the trick: http://www.nexusmods.com/fallout3/mods/8670/? It's a really fun mod that allows you to appear to be another faction by dressing up in their known attire. I use it to walk around Raiders encampments or to slip past enemy patrols. Adds another layer to Fallout 3 & the mod works very cleanly & hassle free. Just remember not to fast travel into Megaton wearing your evil Raider disguise, not pretty. :) Hope this helps! Prensa
  23. vforvic - Hello! "Prensa beat me by 1 minute." That usually happens to me! :D Prensa
  24. RevanStar89 - Hello! "Thats the thing though, there is no folder for them. just the .bsa" That's perfectly normal. You don't get Textures & Meshes folders until you install mods. Many mods come in the proper folder structure like: Textures/armor/robcojumpsuit So when they are installed in your Data folder you gain a Textures folder etc.. If not you are often instructed to make the correct path by making new folders & naming them Textures, Meshes etc.. People become so used to seeing those folders in the Data Folder while using mods that they forget vanilla Fallout 3 does not use them by default. :smile: Bethesda packs their assets in .bsa's, basically archives. Hope this helps! Prensa
  25. chucksteel - Hello! That's annoying, there's always something isn't there.? :smile: Is it an animated collision, one that moves with a part of the animated static, or a normal collision? Animated collisions have a few quirks that normal ones don't since they need to synch with the animated parts. When I was fixing the Point Lookout cupboard door it took me a little while to realise the collision on it was opening differently to the visible door. If it is just a problem with the collision within the .nif & you still can't work it out, PM me a link to metro sign & I'll take a look if you like. I've a bit of experience with .nif's now, even animated ones (done a lot of animated lids :smile: ), I might be able to spot the problem. Prensa
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