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Nagasekofmi2

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Everything posted by Nagasekofmi2

  1. 1. Respawn - Did you mark or check the box in their npc options to respawn, if blank they won't respawn. If you suspect they "died" wait at least 3 ingame days for them to respawn in their default initial location. 2. Enemies - You said if the player was not following them which means they behave like the caravan merchants. Enemy placement in their patrol route does not matter if you are not in the same cell so they will make the journey normally. It is the primary option to make the caravan merchants to survive is to not be in the same cell they are when an enemy spawn point is available for them to engage in just like the mutants between Rivet City and Project Purity who will attack the caravan going to or from Rivet City as well as the Enclave Patrol Outpost that will attack the merchants when they are coming to or leaving Canterbury Commons as well as the enemy spawn near the plaza. Caravan merchants there live always but chances are if you fast travel to that location you will find them dead or fighting the random encounter that depending your level can be molerats, protectrons or deadly creatures to caravans such as Yao guais, albino radscorpions or deathclaws. 3. Console - you said valid ids. Did you use placeatme or moveto commands to travel where they are? Or to fetch you them if alive or a corpse if dead. They may also rarely suffer from the missing npc syndrome like in megaton and may be wondering below the map in the void either on ground or swimming in the water border floor.
  2. Thanks for the help. No need to bother. I fixed the issue and it took me quite a while but i'm finally over with that frustration. The problem was not any of my settings or code. It was a game default fault from factory or rather a developer error or unfinished asset. Other than that I'll keep the solution to myself. Nothing to see now. Let the post sink into obscurity.
  3. As part of my cut fallout 3 restoration mod. I reimplemented the molotov & Nuka Cocktails (yes bottles) The ones cut of course, not to mistake the NukaCocktail internal name of the Nuka Grenade. I also added a Concussion Grenade using unused concussion sound data. Besides the concussion one all assets such as textures and meshes are in the game for the cocktails. To make them as I want truth to the game I created them the custom explosion just like all other grenades have and their projectile. They all work perfect even the nukacocktail with a custom blue flame. However here's the tiny detail: The explosion happens on the players location. Not on the player but on the player location despite visually being thrown miles away from the player both in free target and in VATS. If thrown and you move away from the location then you get to see the explosion happen where you last were standing. Nearly all the data is based on the other grenades that work for comparison so most of the changes have been simply cosmetic. Is there an explanation why the grenade is visually thrown at a specific area or target yet the explosion and therefore grenade warning pop in the player's last standing location? Neither the explosion nor projectile nor the weapon have any scripts to mess with the explosion or radius. Is it because they use the trapgasburst file in the art file for the explosion? This is the art or visual not the explosion.
  4. F you read the list? It shows clearly I need very little. 8youmissedtheboat.wav 7withasonginmyheart.wav 6toomarvelousforwords.wav 5stormynightblues.wav All the wavs are actual mp3s converted to wav. They were downloaded from royalty free website. need to look in history but I have the original mps with the names 4poorbutterfly.wav 3playasimplemelody.wav 2inthemood.wav 1autumnleaves.wav teslaarmoraddonrobothor.dds In the game just extracted and recolored in gimp item_junk_militaryid.dds placeholder from the diff mod in game but needs extract snowbot texture.nif I didn't use that not sure why the geck lists it as modded needing the file rollingpinwht.dds In the game just extracted and recolored in gimp 1stpersoncryolator.dds In the game just extracted and assigned weapons\weapons_flamer_burnmaster.dds unused idk why that is listed wrench01.nif unused that was a backup for when i messed at nifscope so i don't need to extract everytime. 1stpersoncryolator.dds In the game just extracted and assigned 1stpersonspannerfixed.nif in game just extracted and modified in nifscope (that one was not finished by bethesda) item_junk_metal_large_pot.dds placeholder from the diff mod in the game but needs extract item_junk_toaster.dds placeholder from the diff mod in game but needs extract bookgeneric03.dds same as below V bookgeneric02.dds same as below V item_junk_book.dds In the game just extracted to assign it duncecap.dds that's the same as #41. (Some items have duplicate file in the folders) duncecapf.nif In the game just extracted rotated so the dunce word was in front but i still misaligned it so i left it as is. outfit100f.dds In the game just extracted and cut pasted the 0 over the 1 in gimp (It's actually the Vault 101 suit with that small modification poisonsuitf.dds In the game just extracted and recolored in gimp hatmysteriousstrangertest.nif In the game just extracted and fixed in nifscope just like the night vision. females have it at the side of the head normally because that is a male model only. m\goggleswastelandclothing04mfixed2.nif Same as below V f\goggleswastelandclothing04ffixed2.nif <---Might be the same file (Yes that is the fixed one to properly be above the head. The other is the broken version left in the game) powerarmorpinkhelmet.dds In the game just extracted and applied to the helmet. surgicalmaskgo.nif Same as #38 teslaarmorresonance.dds In the game just extracted and recolored in gimp prewarparkstrolleruniquef.dds In the game just extracted and recolored in gimp outfitdarkfunique.dds Isn't that #42? teslaarmorrobothor.dds <--- Not an item made for the inventory pipboy but the actual armor file In the game just extracted and recolored in gimp combatarmorhelmetss.dds In the game just extracted and paint sprayed in gimp ghoularmor.dds In the game just extracted (This is the texture for the Feral Ghoul creature with broken combat armor applied as new texture for the shellshocked armor. Will change looks bad)) surgicalmaskgo.nif Not mine that's someone'\'s mod to provide that. I'll have to ditch that or learn to make models in blender. Nifscope didn't help me there. teslaarmorresonance.dds In the game just extracted and recolored in gimp texturefirstrad.dds In the game just extracted and cut/recropped to makeshift fit the abraxo model in gimp (rad symbol is in the game just extracted also and copy pasted over the cross symbol . It's the same firstaidkit texture but thitt that modification.) duncecap.dds In the game just extracted and retextured/bleached in gimp outfitdarkfunique.dds In the game just extracted and recolored in gimp prewarcasualwearuniquef.dds In the game just extracted and recolored in gimp powerarmorpinkbody.dds In the game just extracted to apply to the armorNow If any of these are NOT vanilla ? I need to know other wise I can pull them from the archive's. I asked because you said you made a few customs things.. IF these are all defaults? then I can deal with the build my self. The path statements you clearly made on your own. Let me know. Kitty Black It seemed so long. Yes many are in the vanilla game and dlcs. Most are simple textures extracted with FO3Edit and tinkered with or simply recolored in gimp. I'll mark you each in your list above. Remember idk how to create, the majority of these, sans musics, are just ingame already assets being extracted and basically edited.
  5. That's just about everything I've modified. I don't think i can drop that as it's all over around. We should wait until i'm done in the end so I can clean up and set stuff were they go and delete what I don't need. Some stuff is using other mod stuff like some icons which i will not use I haven't extracted yet the games pipboy icons because the mod I use has them all in the mod package but i'm using them has placeholders. I also have quite a lot to do. I started to add the vanilla stuff. I'm done with dlcs for now. So there are several npc creatures and their dialogues to add or create. There's also the plethora of items, note, terminals, holotapes, misc, quest items and many more things. The mod will be outdated daily as I add stuff. Think of me as the one who just moved in to the new house. All my things are in boxes and all over the place.
  6. Oh my I had news to tell but just before posting in our personal message it got an error that it was deleted. Had written quite a bit. It was to say i've started adding the rest of the cut npcs and creatures now. Currently finishing the Canterburry cut Caravan Traders. Made a personal quest for them to hold their new dialogue which includes info about the town/ mechanist and antagonizer / caravans and more. Much like the normal citizens there with branched dialogue options proper goodbye and all. Thy have personal containers and offer services like merchants do, they also have markers and their own beds. I decided to be more clean and professional now since I see many of these cut characters are gonna need dialogue. Again my goal is not to fire the console command and spawn items and npcs it's to properly add them in a way that fits withing the game with sense and believably. I'll be tweaking a little bit more and head soon to sleep. I got work tomorrow so I won't be able to mod tomorrow. I got the female ready and I gave her a name: Helena. I need to prepared the male who I named: Ron. Ron will have a normal merchant role, Helena too but she has a special tiny role, she'll give one of the Cryolator schematics to the player after you do something. :laugh: :cool: I will give a purpose to cut content. The opportunity to be part of the game. Well I hope you have a good night Kitty! See you soon! Hope you could work with the link to the missing diff.
  7. I sent the mod in the conversation. The finished game (mostly minus adams air force base) has nothing really That game file was nearly completed I just stopped at that adams enclave when i started to mod so the file does not have the modification working. I got some random armor I have worked in but that was using console commands or buying them from Sophia my test merchant. Most of the modded stuff I've done is not yet in the file. only armors. I sent the mod which has all the alterations. BTw you are gonna see a lot of asterisks in areas and things I did not alter. The geck does that even if it sees I used something of that for another thing it permanently marks it as if I messed with them. Steam game or GOG game ? No worries, I can replicate all assets it's all in there gog So let me get this straight ... Your save file is stitch patched all over the place , and you are using it to test changes you make to the game , for others not knowing their game variables to expect something resembling stable ? Oy~veh ... sorry for showing up late and not understanding. @ Purr Luv this statement of yours " Never let software beat you " Yes, because that's my game file not the test file. I'm using it because since it's 99% clear I have access to any location, person, etc to test most stuff like stuff placement. However since it's my main file it has the mods i'm using for enjoyment from users here which has interwoven in the test. That's why I was hesitant to share my save file since it's stitched to stuff not part of my mod. I'm just finishing all the things I want. And as I said to Kitty I did this all for my enjoyment to extend my fallout experience adding as much cut content as possible. I also told her I do not plan to release this here unless I organize everything/remove content not mine/make sure it's properly stable. That is quite a ways off and is just a whimsical afterthought. I really don't want to make this mod available since I've just started modding pretty much at the beginning of this month so there's no way anyone would want an amateurs shot a modding and I really don't want to destabilize anyone's game. Beth's games are quite unstable on their own. This is just for my enjoyment but Kitty is helping me and she's been a great inspiration. Thanks to her words of not letting the software beat me is how I managed yesterday after 15+ hours of tinkering to restore the wasteland survival guide with printed books option. I went through a lot for that one and I feel very happy at that a accomplishment tho I used my own way to make it work. Now that Kitty has the save file and mod, she'll find out how I did it. Idk how to properly script or dialogue, I'm just reverse engineering vanilla scripts and observing vanilla dialogue and finding my own way through this. Not professional but as I said it's for my enjoyment not really planning on releasing this little Frankenstein to the public. If you can help I'll be happy. I learn slow but more help is always a nice thing :thumbsup:
  8. oh that's a little of the problem I said that to test I had used inventory icons from the vaultgirl mod which i'm using but for my game to enjoy of course not to distribute as this is someone else's mod. Problem is that It replaces lots of well almost anything pipboy and inventory image related so some stuff got to redirect to use data from that mod. I don't think (not sure rules but I bet I cannot) share that as is in my folder from user to user right? You'd have to get that mod I think. The mod adds various folders in different subfolder. Handpicking them myself would be a bit hard. It's this one: https://www.nexusmods.com/fallout3/mods/17054?tab=description It has an extra requirement. After a while I realized it was the mod files not the games icons so you might have notice several items don't have pipboy images anymore only a few because I realized the mistake quiet late. That's why i thought a new file was best or loading that one will complain about content missing.
  9. I sent the mod in the conversation. The finished game (mostly minus adams air force base) has nothing really That game file was nearly completed I just stopped at that adams enclave when i started to mod so the file does not have the modification working. I got some random armor I have worked in but that was using console commands or buying them from Sophia my test merchant. Most of the modded stuff I've done is not yet in the file. only armors. I sent the mod which has all the alterations. BTw you are gonna see a lot of asterisks in areas and things I did not alter. The geck does that even if it sees I used something of that for another thing it permanently marks it as if I messed with them. Steam game or GOG game ? No worries, I can replicate all assets it's all in there gog
  10. I sent the mod in the conversation. The finished game (mostly minus adams air force base) has nothing really That game file was nearly completed I just stopped at that adams enclave when i started to mod so the file does not have the modification working. I got some random armor I have worked in but that was using console commands or buying them from Sophia my test merchant. Most of the modded stuff I've done is not yet in the file. only armors. I sent the mod which has all the alterations. BTw you are gonna see a lot of asterisks in areas and things I did not alter. The geck does that even if it sees I used something of that for another thing it permanently marks it as if I messed with them.
  11. Thanks. Green is my fave color. That file is actually a pre vault 101 exit save. My other main file i showed with the spanner in hand and cherry's hair green too is the product of that file. This is for me to start the game without doing again the vault 101 stuff. But I'll have to start from scratch once I finish modding as the vault 101 will also see changes. Thanks. Also its probably because idk how to make scripted dialogue? Like a dialogue package or something via scripts. I haven't gotten to that part and sounds like it would take long for me to learn whith my track record of self learning. I seem to like to find alternate ways to get my work to actually work. This one was such a case. if you see the mod and scout the stuff I did you probably are gonna laugh super loud and shout out; amateur-noob really loud too. :laugh: :laugh: :laugh: :laugh:
  12. Update 4: After 3 days and 15+ hours I did it! I managed to restore the wasteland survival printing quest! I said I gave up but I kept digging and actually tricked the game to process extra dialogue in a vanilla quest! And Moira's survival guide on top of it all. I have recorded the process to show it works! I'll upload to youtube and post later once they do. "they" because i forgot and posted a 10 minute record auto stop and just in the end it reached that. Don't feel like recording again because it went so smoothly. I hope you like the result Kitty!
  13. I'll take that note yes. Glad I haven't done that mistake. I managed to finish all today. All geck work is done now it's the game part to test that modified quest. I'll let you know how it goes but I need to sleep it's late for me. Goodnight Kitty. Preliminary testing. The references to enable and disable the MS03 versions work like a charm as do the addition of the cut image notes (mirelurk spawning pod, carousel in minefield and arlington library pictures) The quest resolves as normal if you choose that option and continues to print the book if you choose the other. Minor bugs that arose because I was working on this at 1am: The choice that adds the additional dialogue after you select to help her print the books shows up in a funny way as the name of the dialogue haha because I was busy on the other parts of the quest so it shows as "MS03PrintingRequestAccepted" Minor hilarious oversight easily fixed. The other is I need to move the enable disable reference into the dialogue tab after you print the books or it'll pop the vanilla references right in front of the player. No problem there again but simply a hilarious pop into existence visual oversight. Again easily fixed either by that or simply by a trigger when you are about to leave the hubris comics printing floor. The other minor problem is that the printed books appear as aid items because that's how they are programmed to be I just used the asset. Might look into putting them and reworking them into an actual misc item but then it would be a new item and not re adding cut content so it would defeat the very purpose I'm striving for to add as much of the cut content as possible. Minor bug again so I would not really be bothered by it. It still is a quest item so you won't "consume" it or "drop" it. The biggest bug is that Moira's next dialogue did not appear to complete the quest via that way. Likely because I had already given up to sleep as it was 2:00am+ already and forgot to code in the condition for the dialogue to appear. All in all. It looks like it will work perfectly and i'm very excited and proud. I looked for this in the nexus and it does not seem to be a mod and found out the Simply Uncut mod does not add this either. Am I really the only modder currently bringing cut content to life no one has yet? That just can't be, surely someone out there restored the survival guide quest back to how it was during development. I doubt i'm the one making milestones but who know. I'll be working on this after I post this Kitty. We are gonna do this! Update: All seems to work perfect except the dialogue to complete the quest does not appear with Moira no matter what I do. Only that to fix and the quest is full finished. But I can't get the blasted option to appear at all! Update 2: I decided to mess with Moira's topics and found out duplicating an existing topic does make it appear however this is not the right way to do this part of the quest so I decided to clone it and change it's conditions to appear when it is actually needing. I hope this works, it's the only way I have see Moira to pop in a new dialogue after you print the books, which is odd since the other dialogue to help print them did appear normally tho they were a branched option that already existed but was blank of course alluring to the change in the quest to omit the book printing. Maybe that's why the branched option appeared in the first place as the pre dialogue already was there. But the follow up now after you print the books refused to appear until i cloned one of the topics. Going to test it since it's the only way I have gotten extra dialogue to spawn from here. True to it Moira and her quest are quite the troublemakers both to do in game as well as to tinker with them programming wise. I hope all the changes I did do work. It's pretty amateur and rough but hey I love to find easier paths to things. Update 3: Well that didn't work. The dialogue simply won't appear. I give up.
  14. Yes. I have done the dialogue ahead of time, well text form of course since I do not have Moira Brown with me to record these new lines :cool: Yes I'm on to testing. Had to reset the geck because my pc went into idle mode and activated the screen saver. That is not good for the geck. When that happens the geck goes nuts and deletes most models from the window and leaves quite a nasty little amalgam of pixels on screen. Reloading or closing the window does not help so I have to close the geck and reopen it. This is a small task so I have yet to dig in your present. I'm sure I can get the object part to work easily by swapping with references. Think of your present as an emergency serious stuck up on me and it being like a virtual version of you to help me. Sorry i haven't actually open them (I mean i downloaded them and extracted them just haven't opened them in the geck to see) But I will, I'm not getting rid of them at all. I'll keep them because eventually they will serve me well. I'll have to log off soon now and turn off the pc so i won't finish this in time. hopefully tomorrow I don't work so i can full tackle it with concentration. Take care Purr. Hey your name is Kitty Black right? I keep calling you Purr :laugh: I'll call you Kitty from now on. :cool:
  15. You won't let details slip that's for sure. A job is not well done if it's buggy. I'll try my best. I just modified the Wasteland Survival Guide to add that extra printing request step but it's optional. I have not tested it because my current save is nearly completed minus the AAFB enclave quest but I'll load a non complete save to check. The quest add the option to help moira with printing the books. If so she'll direct you to hubris comics with hopefully a marker enabled if you haven't discovered the area. She'll give you the manuscript and you go to the printing floor of Hubris Comics. You fiddle with the press and the terminal and hopefully you print that copy of the Grognak the barbarian that is already "loaded" :laugh: Then you can print the survival guide books and you can pick them up. This also enables the encounter there with Clancy the centaur. After that you are tasked to return to moira (obvious haha) and give her her books printed. While printing the manuscript is properly removed and is also was set as quest. The printed books are quest and she removes them when you arrive. (hopefully the dialogue condition is correct to trigger it) Has a reward for that she says she hopes the player didn't inhale any smoke or ink and to resolve that next time she rewards the player with the surgical mask from that quest not the dad's one or the broken steel one.) for smoke protection and 3 Abraxo Cleaners for the ink stain problems. After that if done correctly the quest continues onward and is completed. Or you can say you don't want to help and she proceeds to the normal dialogue and ends the quest as the normal finished game does. I'm gonna check if that is all done well. I didn't get any script errors when compiling so at least i know the functions and references are done activated etc done. Now to check if it does work or I made an epic fail and locked the quest uncompleted or game crashing. Wish me luck. We all know the Wasteland Survival Quest is a seriously complicated quest. Both tedious to do in game and code wise so I hope I fiddled with it's code correctly. I'm gonna be honest I did it and feel confident but at the same time I have the spine persistent that I messed up in epic proportions so not really setting my expectation high on this attempt. Testing time. Let's see the outcome. :ohdear: Preliminary testing. The grognak part works and so does clancy. however I have yet to test the manuscript part mainly because i'm at hubris at the incorrect quest time so i don't have the manuscript from moira but will add it via console to check. The only bug so far is that the grognak message is incorrectly attributed to the manuscript terminal option. However fiddling in with Hubris comics I have found out that items are actually duplicated. Explain you say. Well what I mean is that in the game files The terminal used for the printing press is called hubris printing terminal and the press activator below is called simply printing press and it's attached to a printing conveyor belt. The duplicate comes in that there are unused versions of these in the game files called MS03Printing Terminal, MS03printing press and MS03Printing conveyor belt. There are also two extra unused terminals that indicate to activate the presses not from the printing terminal above and say error no power directed to the printing press to activate. (Or wordings like this very similar but you get the idea) Seems the printing cut stage was quite a little puzzle to set up and not just a press and print and lets get out that it's late. This nice discovery makes things easier for me as I can use the quest objects that are unused for the actual quest restoration and use the default ones for the mini grognak print bonus normally in the game minus the print instead of making a complicated script for the used press and let's be honest i'm still not good to make such levels of complicated scripts. Also to note is that the unused object versions of the presses do not have scripts on them but the used ones do. This is quite an interesting find and makes it again easier for me to make simple scripts and swap objects via simple references calling between enable and disable. I'll let you know again how this trick might work.
  16. Oh! thanks I'm having fun. Still noob levels but i'm having fun indeed and I feel motivated. Once finished I'll try to upload it for you so you can check it tho it's not a specific mod it actually adds and fixes stuff in the entirety of the game and by that it means the dlcs so Not sure if you'd have the time to play the entire game dlc included from start to finish. But it'll be fun. Would love a bug report. So far i'd need to test it first then later offer it once it's stable.
  17. Hello there! Hope you are doing good. I modified and added more stuff and created new stuff too. I'm so excited. I added to areas that make sense. The cut TranquilityLane, ProjectPurity and parents pictures, the Halls of tomorrow cut banner, the big and small mechanist gears in his forge, the paradise falls billboars and dtca paper map and 4 cut loading screens. I also added unused effects like Atomization to the Fatman and Mirv weapons, Nukalurk rad poisoning to the Nukalurks, added the cut rank 2 and 4 of the lifegiver perk, Shock damage effect to the Shock Hammer and Lightning Gun (Also touched up that gun with it's own beam and uses the tribeam laser model. Looks good), I created the Dunce Cap (all white with the dunce word going down) to use the cut dunce cap object effect. Other objects effect were distributed to some new and cut armors I already worked in the past. The Resonance armor is now white in texture, I made a poison suit that is blue out of the radiation suit which gives poison resistance like the rad suit does for rad resistance. I also created the first aid kid and a new similar one First rad kit. The aid kit is a stimpak and medx as it was intended and the first rad kit is the opposite its a rad away and a radx at the same time and the texture was changed to have a radiation symbol instead of the first aid kit's cross symbol. I also added the super stimpak with the same withdrawal as buffout as addiction. I also forgot I created a unique lead pipe and Rolling Pin since those have no unique variants. The Lead pipe is called Rusty pipe and looks rusty using the Vault ruined metal shelf ruined texture and caused minor poison damage. The unique rolling pin is a white textured one, using Sycamore bark as the wood. It does a little more damage than the regular and I think no additional effect. Hopefully those along Clarissa's 10mm Armor piercing Silenced gun mark so all basic weapons have an unique variant. Currently checking on the cut quest and stages (Infiltration and wasteland survival guide. I'm also at the very end (after I add characters armors, notes terminals and items) plan to add a major area accessible from the caved in metro section behind mason district that leads to Crystal City using a new mtero tunnel. That's were I'll use the cut crystal city metro signs, unused prewar mower models with their remote, recycler, pristine school desk, Bureau of special affairs and center for extra-typical research signs, the unused generic brown Bank sign, Fusion generator, garden hose, hi res tv and the static robot models unused. That is all in a special world hopefully kinda like Takoma Park is isolated from the rest of the wasteland, where i'll try to built an explorable building, an open Acuppa Joe, Barbershop, Robco parts where those models of robots will be, Detective office (were the detective hat and suit likely will be) A Lone Wanderer bike shop, a comic stand area, and add some new mini quests, unmarked quests and general populace. I had bigger plans but might be too much. (unknown if I add a new raider camp, radio tower, prison, sewer, factory building, cave) But all this extra post mod stuff is too big for me and i'm very slow so I might not have time to finish the mod. I just want to add the basic stuff. After that I'll decide if I go into that huge odyssey. Hope you've been well. sorry for late response again. work :laugh:
  18. That's well deserved. There should be a big party to celebrate all that. What a nice set of grades. They look like mine in elementary school but until there. After was not so well tho mine were abc no less than that. I worked today so I couldn't come to reply earlier. Thank you for that. I've kept adding tidbits here and there with good progress. I haven't opened the gift yet. I feel like once I get temporarily stuck It'll be the best time to open it. But indeed I will at some point maybe soon. I believe I work tomorrow so you might not see me again. Hope you had this and have tomorrow a good day if i'm absent. See you soon Purr and thank you.
  19. Thank you. It's pretty fun to learn and see how easy it is. Some stuff leaves you stunned for a while until you figure out and once the 1st one is done any other after it under the same category is a swift breeze. I began adding the cut stuff to the base game now. Just added the OLH hospital cut sign, now makes it easier to spot it from one of the metros in the Dupont Plaza Circle. While there I also put the unused Dupont station sign tho it looks like the used one but oh well. There also I put inside Lady Frumperton's Fashion the two cut unique 1950's style suits I modified to look different and with diff stats as well as a note regarding them. They are Called "New Fashion" :laugh: I also added in the Flodded metro the "Floded Sewer" metro signs and removed the generic Metro station sign so the station now has the name it was meant to be for it. I also added the Citadel cut area signs (mess hall, hospital etc) as well as the street cut signs 2nd street, co canal. Placed them were best fit based on google maps. However even with maps there is no Santiago dt anywhere in the playable Washington or Virginia section of the game so I could not place that sign anywhere. The other signs and other world objects I'll add in the coming days. I also forgot I put the Emancipation proclamation that Abe Washington is missing in his RC museum. Framed just like the others. and also put the soil Stradivarius open case in Agatha's house for when you complete the violin quest. It's a reference so it appears only when you complete the quest in her favor. (Ie not sell the violin to someone else) How is your project coming along?
  20. Oh no I meant the first picture with verdant grass. Zombies? My gosh that's interesting. I see it takes much testing, everything must be in working order. Oh btw I fixed the Spanner, that wrench weapon cut from Mothership Zeta. I'm surprised this and other weapons/ armor have not been modded yet for the community. I looked for a Spanner fix mod and nothing in the Nexus. Seems like I'm the very first to fix it then. It was pretty simple. When I found were to poke it took less than two minutes. Now it's functioning nicely. like any other 1 hand melee weapon. https://imgur.com/XcXPgvB Btw all she has are custom stuff I added from the game not custom made. Weapon is the cut and now fixed Mothership Zeta Spanner, The clothing is an unused texture meant for the Leather Armor and that is also a cut unique Leather armor; the Road Rascal Leather Armor. Those on the head are also cut items I added and fixed since the appeared floating side ways on the head; the merc cut headgear Night Vision goggles and the hair is not cut but was unique. That's Cherry's Pretty Puff unplayable hair.
  21. Oh that place. it's the road to Springvale form the little mountain climb down from Vault 101 exit. That's looking great with only the game assets and nothing added. Grass should have been resistant to radiation or mutate so It could still grow green. Ah a personal project only for you. I see the colored M's Those are randomized enemy characters using a template character and lists for their generated character much like talon raider regulator and other factions do. Nice! My mod is personal for now but if things go well and no conflicts I'd like to throw it out there see what people think if they can have fun with it too like me. I'm finished with Mothership Zeta. Had the least things to add. Now I'm unto the main game! That's were the bulk of the cut content is.
  22. Wow look at that, so much verdant flora! That is inside Fallout correct? It' pretty. The only green is in Oasis. Be pretty to see another locale with green.
  23. I did it Purr! I freaking did it! It used your tip about replacing the songs except I did it not using the sound section but instead via the recorded voice since the geck auto assigns a filename what I did is copy that filename and put the song I wanted and renamed it. This makes much more sense now and does look like one of the youtube's tutorial too who said to copy the exact filename however they did not have all steps on how to fully do it or I didn't grasp how it was done. Thanks so much for that tip. You are a lifesaver. I now have a fully working Radio station! Or well more like repaired the existing one. I feel so accomplished. I've been on this for nearly 13 hours now. But I'm very happy i did it. I did not have to use anyone's stuff. Thank you again you were a great help! At this rate I'll smash every pebble I trip with and make a smooth path to victory :cool: But with your help. I know I'm stubborn but you keep up with me. Thanks :thumbsup:
  24. I'll try. Tho I would like to finish mine. as i'm just so close to doing it. Been an entire day designing that just to be halted by the stupid geck's bugs. Yes That's why I want to use mine not hims. I think I might have made some progress on myself I willt est and tell you.
  25. Oh sorry to occupy you. I should rename those music with mine? I'll have to make changes as I have 8 not as much as he put in. Thank you. I planned to do that but I wanted to be independent. Meaning I also wanted to add a new station away from rebuilding Tenpenny's So i want to be able to do it myself. While he said due to problems he no longer can mod and that his assets be used freely, I need to be able to do it like he did for when I add my own station(s). Also if I plan to in the end offer my mod for download I cannot be using everyone else's mods inside my mod. Again he said his mod is freely public to use modify etc. But what if I need something else that the geck does not let me do for a reason and someone else did and I get their mod to be able to do it or have it but they forbid distribution, one can ask but there are moders who simply make their mod and will not share it or have it be redistributable for x or y reason. If I depend on other's mods eventually I cannot release my mod for anyone else to enjoy because it has assets that are forbidden to redistribute. :pinch: I'm being very difficult to work with right? :laugh: Just want to be cautious and safeguard that opportunity of in the future when I finish the mod perhaps offer it for others to enjoy. Who knows if I come out as a mod maker for the community :cool: I should be able to do things on my own. Again using help but not using others works unless they allow so but we all know not everyone does so no matter what. I'm stubborn aren't I? :sweat:
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