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test2

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Everything posted by test2

  1. Don't worry about it, doesn't affect the quest in any way. In fact, you just have to find Pinkerton... Can also be solved by talking to any 1 doc and 1 tech, ANY will do. (eg. Doc Church and Moira in Megaton). OR... * Go to Preston * Open console (~) * Click on Preston * Type "disable" [enter], "enable" [enter] * Type "resetquest 14E9B" [enter] // After this you will have to restart the quest @ Zimmer.
  2. Unfortunately not available in vanilla Fallout 3, since it's not located in the Capital Wasteland. It's not in any of the current DLC's either. Zimmer's key accesses his room @ Rivet City.
  3. Read the following: http://geck.bethsoft.com/index.php/Creating_Primitives http://geck.bethsoft.com/index.php/PlaySound
  4. Some of those mods expect (require!) a more recent Fallout3.exe and/or FOSE. Check: * http://fallout.bethsoft.com/eng/downloads/updates.html * http://fose.silverlock.org/ Sometimes CRC errors may be the cause. Remove the mods, check you HD for bad blocks, then install them again.
  5. Certainly not removed, perhaps merely disabled (very unlikely). Sadly, it does seem to be the most reliable solution at the moment. No CRAPS for me though, thanks :yucky: --------- stock FO3: iDebugTextLeftRightOffset=10 iDebugTextTopBottomOffset=20 stock TES4: iDebugTextLeftRightOffset=10 iDebugTextTopBottomOffset=10 --------- ... hardly anything significant, I presume. Anyways, I've witnessed 2 sunsets in a row, so I guess it's time for a nap.
  6. With all due respect, that statement has the stink of subjectivity. Sounds alot like a load order problem. Could you post it for review?
  7. +1 Imo, almost ALL projectile weapons should double as melee. Using them as such should severely damage 'em of course ... Binding it to keyboard doesn't seem practical. It would mostly be used in situations when you'd rather not let go of WASD. I'd suggest binding it to RMB (remapping scope/ironsight to MMB). On the topic of animation, some pragmatism is in order. The standard punch/swing (unarmed/melee) animations should suffice to start out with. If it JustWorks and gains some popularity, I'm sure an animator would show up eventually. Functionality > Aesthetics.
  8. Sure. Yup, same here. Actually we can and should. Technically speaking, the difference between TES4 and FO3 is mostly superficial.
  9. Tested at both 4:3 and 16:10. DarNified UI's xPanels behave correctly in both cases (using very similar offsets), even when altering FOV, so don't see why debug text wouldn't. Also, the default offsets in TES4 differ only very slightly. From GECK wiki: Could it be ?!?
  10. (Thinks I'm smart). (Kinda dislike you because I do not choose internet) So you're essentially saying you dislike me due to having a different (and obviously uninformed) opinion on a single subject that isn't worth discussing in the first place? Surprisingly unsurprising. I wish you the best of luck in life, kid, I really do. I suspect you'll be needing it. My fault really, I shouldn't have bothered replying to this thread.
  11. There's no dumb questions, only dumb answers (and this thread is full of it). The 'net enables worldwide communication & collaboration, so the emergence of games/video/music/... would only be a matter of time.
  12. The GECK wiki suggests it should work, although it appears you are correct. (Also note that SetDebugText parameter should've been "2" instead of "12", seems to have changed since TES4) Even TweakGuides suggests FRAPS as an alternative, so I guess they've got you by the balls.
  13. If Oblivion didn't run, it will be either a lost cause, or simply a lack of optimization. Some INI tweaks can get you a looong way ;) Don't believe a word of it, those f*ckers are just pushing hardware sales. It DOES have (software-based) support for Vertex Shader Model 2.0 ! Einstein once said "The important thing is not to stop questioning"... There used to be something called "Oldblivion" so there's probably something similar for FO3. FOR TESTING PURPOSES ONLY: You might stretch the concept "TRY before you BUY" a bit ? I think you know what I mean. It's well worth it's price, but only if you can actually get past the Main Menu ;)
  14. The multitude of GameMode blocks suggests the original developer tested his code in small self-contained chunks and neglected to optimize afterwards. As for the unused variables: The original code was hooked to a switch so "DoOnce" was set in the OnActivate block, and "State" most probably refers to the door which the switch activated. The fact that it's so terribly convoluted (not to mention tedious) may suggest there's a proper way of doing this (similar to AnimGroups?), though I don't recall seeing any behaviour of this kind in Bethesda's releases, so it's possible they just didn't bother. I'd suggest testing the script incrementally, and verifying that all the conditional statements return true when supposed to. Also, some fat could be trimmed here and there by using for-loops.
  15. I fully agree :D Without a doubt the most important raison d'etre of mods: Correcting bad development decisions, seriously reducing frustration. Couldn't live without "Repair Rethought Reborn" either... (though it could have you collecting every last Bent Tin Can you find as if your life depended on it :wallbash:) And stuff like "Weapon Mod Kits", "Fast but dramatic VATS", "Auto Aim Fix", "Better Headshots", ... all indispensable!
  16. Are you absolutely positively sure you used the correct prefix? Get Fallout Mod Manager (http://www.fallout3nexus.com/downloads/file.php?id=640) and verify your load order. You may also try loading an older savegame, from BEFORE you install MZ. That may be true for some, but I find cheating ruins your game from the get-go. You'll get bored with it before you even started, and get the wrong impressions. And frankly, that's an insult to the developers' hard work. Most if not all *worthy* mods aren't unbalancing at all and some might actually INCREASE realism/difficulty. Good examples are Real Injuries, Primary Needs, Amplified Crippled Effects, Marts Mutant Mod, ... Or UI improvements such as DarNified UI F3, Enclave World Map, House Map Markers, Ammo Sorter, ... And let's not forget essentials such as the Unofficial Fallout 3 Patch, Fellout, Enhanced Weather, ...
  17. Well, imagine my surprise back in the Oblivion days, when a friend's laptop's GMA blew my laptop's nVidia 6200 out of the water. Admittedly, it was the 128meg "TurboCache" (yeah, I know...) version, meaning only 32meg of dedicated video memory, but I had gone to great lengths to get everything fully optimized while the guy hadn't lifted a finger at all. Anyways, if he's planning to buy FO3 anyway, he might as well give the GMA a shot at it before spending his hard-earned green. Those bills can be quite useful to light the stove when hyperinflation occurs. No, really...
  18. Integrated does not always mean inferior :) Before my upgrade to an HD4850, it ran @ very acceptable quality on an onboard HD3200. FO3 really isn't all that needy, all things considered. EDIT: BTW, EPIC sig :D
  19. Should run fine, as long as your graphic expectations aren't too high. A GFX upgrade (eg. a HD 4850) should not set you back more than $100 and would allow you to run everything on Ultra High. A memory upgrade is NOT advised since 2gig should be more than sufficient if you're not running that fat wh*re called Vista. You'll only be able to utilise 3gig on 32bit anyways, and running 64bit might cause issues (performance, drivers, ...). I've got 4gig and can honestly say, as cheap as it is ATM, it's not worth it :D Memory prices will keep on plummeting so best keep that cash for when you DO need it, and your patience will be greatly rewarded. You CAN theoretically use your external HD for an extra Win pagefile, but this would not resolve anything and will probably even cause slowdown since USB traffic passes through the CPU. Also, check TweakGuides.com for some essential performance tweaks. Especially since FO3 seems to UNDERutilize your hardware (eg. multithreading, uGridsToLoad, Cell Buffers, iPreloadSizeLimit, ...)
  20. Cool :) TapControl/TapKey pales in comparison :D Still alot more convoluted than I had anticipated though. If only we could define functions... (Label and Goto are just ridiculous) BTW: "mm" is simply another variable, used to store the speed at which the object needs to move (the distance to travel in a given amount of time, thus distance/time), remember the Rule of Three? :) BTW2: Please put it in a codebox next time. BTW3: There's still some residual vars & logic at the top, specifically Short RemoveIT Short RemoveEnergy Begin GameMode if (global == 0) ForceActiveQuest aaCubeQuest01 " aaCubeQuest01" 1 SetObjectiveDisplayed " aaCubeQuest01" 1 1 Set global to 1 endif End Begin GameMode if (RemoveIT == 0) if (CubeVar > = 350) Player.UnequipItem aaCubeArmor 1 1 Player.RemoveItem aaCubeArmor 1 1 Set RemoveIT to -1 endif endif if (RemoveEnergy == 0) if (CubeVar == 97) & & (Player.GetItemCount, " aaCubeEnergySmelter" == 1) Player.UnequipItem aaCubeEnergySmelter 1 1 Player.RemoveItem aaCubeEnergySmelter 1 1 Set RemoveEnergy to -1 endif endif End
  21. Not that it's worth any discussion, but the first keywords that would pop into mind would be "teleport" and "travel" which would reveal a whole slew of results. Not Mark&Recall though, since fallout3nexus doesn't seem to do full text search on mod descriptions :dry: , but we have Google for that :smile: Mark&Recall may not be in the top results, but as said, is probably the most versatile solution. I apologize if my reply struck you as condescending, but I couldn't help but get the impression you were looking for an elephant in a porcelain shop. Peace man
  22. Look up the Quest ID and use "SetStage" to start it manually. Another reason why you shouldn't be playing this on a console... errrm... confused :S and where would setstage be? Well, ironically, "SetStage" is a "console command" :D However in this case the console is not a plastic vehicle for vendor lock-in. It's a command line, which can usually be accessed using the tilda key ("~"), depending on your keyboard layout. A quick lookup @ http://fallout.wikia.com reveals that the first quest of Mothership Zeta is "Not of This World", which has a BaseID of "xx000802". The "xx" prefix refers to the mod's position in your load order. Use FOMM if unsure (and I can't imagine why anyone would be playing FO3 without FOMM). Since Mothership Zeta is the fifth released DLC, I'll be using "05" for demonstrational purposes. So... We've established our BaseID is "05000802". Moving on. Besides a BaseID, quests also have "stages", indicating how far you've advanced in the quest. They mostly start at 10, but there may be exceptions to the rule, so better be sure: At the console we type: ShowQuestStages 05000802 ... which will show you all the possible stages relevant to that specific quest. IF the count does indeed start @ 10, we can then proceed with: SetStage 05000802 10 ... which would trigger the initial stadium of the quest, effectively adding it to your Pip-Boy. Hope that makes any sense.
  23. Look up the Quest ID and use "SetStage" to start it manually. Another reason why you shouldn't be playing this on a console...
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