Jump to content

Cutflood

Members
  • Posts

    6
  • Joined

  • Last visited

Nexus Mods Profile

About Cutflood

Cutflood's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Conversation Starter
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. I've had some luck modding NMS in the past, but I just got back into it (modding) after a few mods broke with ABYSS. I've tried every Mbin decompiler I can download. The NMS Modding Station will unpack the game files. But with I try to decompile it hangs for a few minutes, then it says that it has decompiled the file. Only there is no .XML file in any folder and when I try to drag and drop the .mbin file on to the mbin exe I get this. Anyone have any ideas or news? Has there been a change that .MBIN is now unable to work?
  2. I've been trying to mod the quest_function.ws file to get all merchants to give you a random gwent card every time you win. I've looked at a number of the mods available that are suppose to do just that but have been unable to get it to work just right. I've gotten it to where they will always give you the one that they are suppose to give you the first time you play them. But I don't care for 27 Young Berserkers. I'm trying to make it so that you get one, completely random card from all available cards in the game. Even duplicates. If anyone could give it a look see, that would be great. :D ------------------------------------- alreadyGivenCount = FactsQuerySum(merchantTag + "_gwent_given");quantity = Max(1, quantity - FloorF(alreadyGivenCount * 0.5f)); thePlayer.inv.AddAnItem(itemDef.itemName, quantity, true, false, true); FactsAdd(merchantTag + "_gwent_given");} quest function GiveSpecificGwentCardViaMerchantQuest( merchantTag : name, cardName : name, disableCraftingComponentsIfGiven : bool ){var i: int; if( FactsQuerySum( "merchant_card_" + merchantTag + "_card_already_given" ) >= 1 ){FactsAdd( "merchant_card_" + merchantTag + "_card_already_given", 0, -1);;}else{FactsAdd( "merchant_card_" + cardName + "_already_given", 1, -1 );FactsAdd( "merchant_card_" + merchantTag + "_card_already_given", 1, -1); thePlayer.inv.AddAnItem( cardName, 1, true, true);}} quest function GiveMerchantRandomGwintCardToPlayerQuest( merchantTag : name ){var cards : array<name>;var allCardsNames : array<name>;var cardsAvailable : array<name>;var selectedCard : name;var i: int;allCardsNames = theGame.GetDefinitionsManager().GetItemsWithTag(theGame.params.GWINT_CARD_ACHIEVEMENT_TAG);for( i = 0; i < allCardsNames.Size(); i+=1 ){cards.PushBack(allCardsNames);}for( i = 0; i < cards.Size(); i+=1 ){if( FactsQuerySum( "merchant_card_" + cards + "_already_given" ) == 0 )FactsAdd("merchante_card_"+cards+"_already_given",0,-1);cardsAvailable.PushBack( allCardsNames );} if( cardsAvailable.Size() > 0 ){selectedCard = allCardsNames[ RandRange(allCardsNames.Size() - 1 ) ]; FactsAdd( "merchant_card_" + selectedCard + "_already_given", 1, -1 );FactsAdd( "merchant_card_" + merchantTag + "_card_already_given", 1, -1); thePlayer.inv.AddAnItem( selectedCard, 1, true, true);}} quest function KillWithoutAgony( killTag : name ){----------------------------------------------------------------------------------------------------
  3. Interesting. I had a game going that had ran perfectly with Fook2 1.2 i think and FWE. For some 400+ ingame days. What wersome of the reported problems? Just a complete incompatibility? I thought I had some patched and FOIP esps to fix it. I did notice a few bugs in the entire game. I could never pull the cig packs of dead talons. Straight CTD. Only other I can think of was a problem with xCalibur Muntions. I had to cheat to add that damn book of earache to finish the damn quest. lol. I wish I could say how I got FOOK and FWE to work. Just masterpatched it all and ran. :) Thanks for the REPLY! Cutflood
  4. Hello everyone! I haven't posted onto a forum (any) in some time. My experience with them has been questionable at best. But I hope to just get an opinion from some of you. I have read a number of posts but I can't seem to find any that deal with my situation in detail. I love Fallout. All of them. Before Fallout 3 came out, I had completed an entire overhaul of Morrowind. So I was looking forward to using the GECK. But, I get carried away. :) I am trying to combine, Underground Hideout, HiVE, RR_Refurbished, Solace, A.M.P. Vault, Bonds Luxury Bunker, Specials Forces Vault, Mini Hideout, all within Bunker72. Yea. I'm nutz. But I got it perfect once, then my SLi laptop took a crap. :( So I'm rebuilding my Fallout 3 universe again. I just wanted to know a few things. I Masterpatched all my mods expect the homebase esp's. Is this dangerous? None if them really effect the game world outside their own cells, which I have linked to doors inside Bunker72. Secondly, I have made some drastic changes within Bunker72, HiVE, and RR_Refurbished (which is a mod of RR_Companion vault). I was considering, mastering all the home mods except the B723-03.esp and the RR_refurb. Then linking the homes together how I want with the two unmastered esp's. Any solutions or advice is greatly appreciated. On another note, does anyone know how to get GECK to run better on Windows 7 64bit? Here is the list of mods I am in the process of getting into the world. I am yet to masterpatch anything. [X] Fallout3.esm [X] Anchorage.esm [X] ThePitt.esm [X] BrokenSteel.esm [X] PointLookout.esm [X] Zeta.esm [X] Unofficial Fallout 3 Patch.esm [X] CALIBR.esm [X] CRAFT.esm [X] xCALIBR.esm [X] xCALIBRuniverse.esm [X] Destruction.esm [X] FO3 Wanderers Edition - Main File.esm [X] FOOK2 - Main.ESM [X] FOOK2 - [*censored*] World And Neighbourhood Kit.esm [X] FOOK2 - [DIK] DLC Improvement Kit.ESM [X] EVE.esm [X] Mart's Mutant Mod.esm [X] Big Town Overhaul.esm [X] Bunker72 v3.esm [X] Cannabis.esm [X] COMM.esm [X] Companion Core.esm [X] RRCompanionVault.esm [X] RRGuards.esm [X] RR5MoreFemales.esm [X] RR5MoreMales.esm [X] RTS NW.esm [X] 20th Century Weapons.esm [X] Apocalypse Armory.esm [X] RZW_Master.esm [X] RZW_Television.esm [X] RZW_Gramophone2.esm [X] Tau Ammo.esm [X] Thermal Vision.esm [X] Spawn-O-Matic.esm [X] Nos' Cosmetic Resource.esm [X] NecronomiconExMortis 5.6.esm [X] Vault 101 Revisited.esm [X] CrossModData.esm [X] Animy_prostitution.esm [X] sc_lovers_resource.esm [X] SeducingWomen.esm [X] FNNCQ.esm [X] Sharing and Caring Companions.esm [X] EnclaveCommander-OA-Pitt-Steel.esm [X] EnclaveCommander SMv.esm [X] RobCo Certified v2.esm [X] Wasteland Whisperer v2.esm [X] Enhanced Weather - Rain and Snow.esm [X] Xepha's Dynamic Weather.esm [X] Unofficial Fallout 3 Patch - Operation Anchorage.esp [X] Unofficial Fallout 3 Patch - The Pitt.esp [X] Unofficial Fallout 3 Patch - Broken Steel.esp [X] Unofficial Fallout 3 Patch - Point Lookout.esp [X] Unofficial Fallout 3 Patch - Mothership Zeta.esp [X] Enhanced Weather - Rain and Snow in Fallout.esp [X] Xepha's Dynamic Weather - Main.esp [X] Xepha's Dynamic Weather - Rain.esp [X] Xepha's Dynamic Weather - Sandstorm.esp [X] Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp [X] Xepha's Dynamic Weather - Anchorage.esp [X] Xepha's Dynamic Weather - The Pitt.esp [X] Xepha's Dynamic Weather - Broken Steel.esp [X] Xepha's Dynamic Weather - Point Lookout.esp [X] Xepha's Dynamic Weather - Weather Machine (+Rain).esp [X] bltc.esp [X] BLTC Immersion Patch.esp [X] BLTC Hypo Fix.esp [X] BLTC No Overdosing.esp [X] BLTC Less Addictions.esp [X] BLTC & FOOK2 1.1 Beta 2 CP.esp [X] Burnification.esp [X] CRAFT - Activation Perk.esp [X] CALIBRxMerchant.esp [X] xCALIBRuniverse.esp [X] xCALIBRuniverse_repairLists.esp [X] xCALIBRuniverse_ammoLists.esp [X] xCALIBR_2CW_CP_Sorted.esp [X] Destruction - Main.esp [X] Destruction - Main - Statics.esp [X] Destruction - DLC.esp [X] Destruction - DLC - Statics.esp [X] Destruction - CP - Fellout.esp [X] FO3 Wanderers Edition - Main File.esp [X] FO3 Wanderers Edition - DLC Anchorage.esp [X] FO3 Wanderers Edition - DLC The Pitt.esp [X] FO3 Wanderers Edition - DLC Broken Steel.esp [X] FO3 Wanderers Edition - DLC Point Lookout.esp [X] FO3 Wanderers Edition - DLC Mothership Zeta.esp [X] FO3 Wanderers Edition - More Gore.esp [X] FO3 Wanderers Edition - More Gore The Pitt.esp [X] FO3 Wanderers Edition - More Gore PointLookout.esp [X] FO3 Wanderers Edition - More Gore Zeta.esp [X] FO3 Wanderers Edition - FOOK Support.esp [X] FWE - FOOK DLC Support.esp [X] FOOK2 - Main.esp [X] FOOK2 - Main [Hotfix].esp [X] FOOK2 - [DIK] DLC Improvement Kit.esp [X] FOOK2 - DIK [Hotfix].esp [X] FOOK2 - [DESTRUCTION] Main.esp [X] FOOK2 - [DESTRUCTION] Main - Statics.esp [X] FOOK2 - [DESTRUCTION] DIK.esp [X] FOOK2 - [DESTRUCTION] DIK - Statics.esp [X] FOOK2 - [DESTRUCTION] Mothership Zeta.esp [X] FOOK2 - [DESTRUCTION] Mothership Zeta - Statics.esp [X] EVE.esp [X] EVE Operation Anchorage.esp [X] EVE - FWE Master Release.esp [X] EVE - FWE Master Release (Follower Enhanced).esp [X] EVE Anchorage - FWE DLC Anchorage.esp [X] FEV_Subjects.esp [X] KillableChildren.esp [X] KillableChildren - MMM.esp [X] Mart's Mutant Mod.esp [X] Mart's Mutant Mod - Master Menu Module.esp [X] Mart's Mutant Mod - Natural Selection.esp [X] Mart's Mutant Mod - Tougher Traders.esp [X] Mart's Mutant Mod - Zones Respawn.esp [X] Mart's Mutant Mod - DLC Anchorage.esp [X] Mart's Mutant Mod - DLC The Pitt.esp [X] Mart's Mutant Mod - DLC Point Lookout.esp [X] Mart's Mutant Mod - DLC Broken Steel.esp [X] Mart's Mutant Mod - DLC Zeta.esp [X] Mart's Mutant Mod - FOOK2.esp [X] Mart's Mutant Mod - FOOK2 - DIK.esp [X] Mart's Mutant Mod - FWE Master Release.esp [X] Big Town Overhaul.esp [X] Big Town Overhaul [GangStore].esp [X] MTC Wasteland Travellers.esp [X] MTC Wasteland Travellers (Optional)- Crowded Cities less NPCs.esp [X] Feng Shui.esp [X] DarNifiedUIF3.esp [X] FPS Knife Hotkey.esp [X] FPS Grenade Hotkey.esp [X] FPS Grenade Hotkey - Zeta addon.esp [X] The5 Visors Mod F3.esp [X] VisionEnabler.esp [X] More Hotkeys.esp [X] MoreMapMarkers.esp [X] RTS NW - Volume 1st.esp [X] RTS NW - Volume 2nd.esp [X] RTS NW - Volume 3rd.esp [X] RTS NW - Volume 4 Stone.esp [X] 20th Century v5 ALIVE (TEST Container).esp [X] Apocalypse Armory.esp [X] Apocalypse Armory - DLC Enhancements.esp [X] Apocalypse Armory - CALIBR.esp [X] Apocalypse Armory - xCALIBR.esp [X] Apocalypse Armory + EVE.esp [X] Apocalypse Armory + WMK.esp [X] Apocalypse Armory - Grenade Hotkeys for DLC.esp [X] Apocalypse Armory - Optional Historical Names.esp [X] F3UmpaAnimation.esp [X] R18BodyPack.esp [X] APReanimated.esp [X] Playthings.esp [X] SomePoses.esp [X] Companion Core DLC Addon.esp [X] EnclaveCommander SMv.esp [X] RobCo Certified v2 Omnipatch.esp [X] RR Vanilla Companion Integration.esp [X] RR Companion Vault 20thCW Supply.esp [X] SCC Armor.esp [X] SCC - Talk to Anyone.esp [X] Tau Ammo Vendor.esp [X] Tau Drone Companion.esp [X] Unique Dogmeat.esp [X] Wasteland Whisperer v2 Broken Steel Addon.esp [X] 2nd Home at Tenpennys [Engl].esp [X] Banks of the Wasteland Expanded.esp [X] Bonds Tenpenny Tower Complete.esp [X] Expanded Megaton House V3.esp [X] GNREyebot.esp [X] GNROutpost.esp [X] HeirApparent.esp [X] Megaton Walkway System.esp [X] MegatonBasement.esp [X] Mr Smith's Scrapyard.esp [X] NightmareRealm.esp [X] Regulators.esp [X] 3EFdrg.esp [X] 3EFwandererGear.esp [X] AAArmoury.esp [X] Advanced Recon Armor.esp [X] Advanced Recon Armor-No Stealth Field.esp [X] Advanced Recon Armor-Easier Stealth.esp [X] Advanced Recon Armor-Predator Mode.esp [X] Advanced Recon Armor-Stealth With Drawn Weapon.esp [X] AfrosNukaCola.esp [X] Alembic.esp [X] AlexScorpion's and Weijiesen's Smoking Fun.esp [X] AlienMesmetron-V1.0.esp [X] Aliens Pulse Rifle.esp [X] All Out Summoner Mod.esp [X] Ammo Press Calibrified.esp [X] autocannon.esp [X] AutoGates.esp [X] Binoculars and Scopes.esp [X] Bobblehead Cheat.esp [X] BS Eye Pack V.1.esp [X] Cannabis AddOn - Smokeables.esp [X] Classic Fallout Weapons BETA.esp [X] Cliff's_Sellable_Body_Parts.esp [X] ComboHeadgear.esp [X] ComboHeadgearOA.esp [X] ComboHeadgearPITT.esp [X] DanWessonPPC357(CALIBR).esp [X] Devils Mistress Unique.esp [X] Dogmeat Leather Armor - CRAFT.esp [X] DriveableMotorCycle.esp [X] Dragonskin Tactical Outfit.esp [X] DragonskinBonusPack.esp [X] drugs.esp [X] Echo_BatteryCharger.esp [X] FWE weapons pack.esp [X] Glow Sticks.esp [X] JackoMilitaryEquipment1.esp [X] japanese_armor_set.esp [X] JmarineArmorCOMM.esp [X] Jojo's Advanced Energy Weapons.esp [X] JQ-40K.esp [X] JQ40K2.esp [X] kikaiEquipment.esp [X] MiniNukeThrowables.esp [X] Nuka Nuker v2 r47.esp [X] Placable Lights v2.1.esp [X] Playing With Firepower.esp [X] QS_StealthBoyMkII.esp [X] RoadWarriorArmor.esp [X] RZW_PortableBearTraps.esp [X] RZW_PortableFans.esp [X] RZW_PortableLamps.esp [X] RZW_PortableRadios.esp [X] RZW_TimedExplosives.esp [X] RZW_VideoCollection.esp [X] RZW_SilentVideoCollection.esp [X] RZW_SortingCrates.esp [X] RZW_EPPack01.esp [X] RZW_LPPack01.esp [X] suitcase_nuke.esp [X] Tactical Weapons-Calibr-V3 762 fix.esp [X] Tailor Maid.esp [X] Tailor Maid Anchorage.esp [X] Tailor Maid PITT.esp [X] Tailor Maid Brokensteel.esp [X] Tailor Maid ZETA.esp [X] Tailor Maid Black Retex.esp [X] TheFingerOfGod.esp [X] WeaponModKits.esp [X] WeaponModKits - FOOK.esp [X] WeaponModKits - FWE Master Release.esp [X] WeaponModKits - OperationAnchorage.esp [X] WeaponModKits - ThePitt.esp [X] WeaponModKits - BrokenSteel.esp [X] WeaponModKits - PointLookout.esp [X] WeaponModKits - Zeta.esp [X] CRAFTable_WMKs.esp [X] CRAFTable_WMKs_skill_requirements.esp [X] EVE - FWE with WeaponModKits.esp [X] WHSpaceMarineArmor.esp [X] Combat Style Perks.esp [X] Dree Perks.esp [X] Dree Perks Anchorage.esp [X] Dree Perks Pitts.esp [X] Dree Perks Broken Steel.esp [X] Dree Perks Point Lookout.esp [X] Dree Perks Mothership Zeta.esp [X] Dree Perks Requested by Fans .esp [X] Flesh and Blood.esp [X] UPP - Pack 1.esp [X] UPP - Pack 2.esp [X] UPP - Original Perks.esp [X] UPP - Quest Perks.esp [X] UPP - Beverage Perks.esp [X] UPP - Experience Perks.esp [X] WastelandMastery.esp [X] CRBSOR.esp [X] GalaxyNewsRadio100[M].esp [X] DarkNights-Default.esp [X] Enhanced Shaders.esp [X] ImaginatorFO3.esp [X] Magic Pip-Light (45 Brightness).esp [X] Overhead3PCamera.esp END The Zombie mod will be activated once the game world is ready. ;) [ ] Zombie Apocalypse.esp [ ] Zombie Apocalypse - Point Lookout.esp Homebase mods [X] B72v3-02.esp [X] B72v3-03.esp [X] AMPvault.esp [X] Bonds Luxury Cavern Shelter.esp [X] DanielsFamilyVault.esp [X] HiVE.esp [X] MiniHideout.esp [X] Solace.esp [X] Special Forces Vault 1.2.esp [X] UndergroundHideout.esp [X] RR_Refurbished.esp Any suggestions on load order berfore patching would be helpfull. I understand I have some doubles (like FOOK2 and EVE) But the EVE.esp is a new version. So it should be placed right to overwrite the FOOK2 eve right? Thank you for your patience, Cutflood
  5. Just an idea. :) And I thought it might be interesting to maybe make it so that if you try to re-lock a object you have a chance to jam the lock. Making explosive entry the only option.
  6. I don't know if its been discussed before. (Yes I did some searching) But is it possible to make a mod with or without fose, to lock containers and doors. Just like the console command lock. Maybe while crouching there could be a menu to lock a object with varying degrees of lock level dependant on your lockpick skill. I figure if you can unlock it at 100 you can lock it at 100. Let me give you a senario. You pickpocket the overseer for the terminal pass and key, he goes hostile. Now, you don't want to blow his head off, you don't have any thorizine overdoses or glue bombs, what do you do? Wouldn't it be simpler to just run out the door and lock him in?
×
×
  • Create New...