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Simple Modding Questions


redrust422

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Hi all. New to modding Fo3 and new to the community. I have a few things I want to do and need some help.

 

I downloaded the no repair mod (http://www.fallout3nexus.com/downloads/file.php?id=60) and want to actually open the .esp to see how this was achieved. I have GECK installed and it associates the .esp with GECK. If I open the .esp it opens GECK but there is no information that I can find. Do I have to load the default Fallout3.esm first then somehow open the .esp? Or do I have to actually install the mod, make sure it's activated, and then open fallout.esm and find the changes? I'm pretty confused on how all this works. Figuring out how to examine other people's mods will go a long way in teaching me to make my own.

 

Also what's the maximum number for the max range of any weapon and must it always have .0000 at the end?

 

Thanks

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ok it's not working. Here's what I'm doing. I've unzipped the .esp file into my fallout3/data folder. I then open the .esp by double-clicking it and GECK opens. I then go to file/data and highlight the esp and click the set to active button which seems to do nothing. So I double click the esp in the list which puts the X in the checkbox hit ok and GECK seems to load something but I can't find the info again. In the object window it has some entries which seem to be just generic data but nothing to do with weapon durability. Fallout3.esm does not load automatically. What am I doing wrong here?
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The "generic data" you're seeing is from fallout3.esm if I understand you.

If you click the folder icon to open another esp, you should see both fallout3.esm and your esp file with an x.

I've never tried opening the esp direct with geck.exe, although I don't see why it would matter.

 

In any case, Find Items->Weapons in the tree on the left, the one that is modified by your esp will have a * next to it in the count column in the window on the right.

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I just figured it out. It was loading the esp but the changes weren't made in the objects list but to the gameplay settings. I clicked the details button on the esp and found the EDID's all started with fDamageto and were of the GMST entry type. So to prevent all weapon condition degredation you only have to go to gameplay/settings and change the 5 GMST's all starting with fDamageto to 0.0000. Ok 1 problem down.

 

Thanks for all your help.

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Hi,

 

I've been wondering the same thing as you in here:

http://thenexusforums.com/index.php?showtopic=174236

 

I'm using the -50% slower degradation mod and it has values

fDamagetoArmorPercentage 0.175 (Vanilla 0.35)

fDamagetoWeaponEnergyMult 0.02 (Vanilla 0.04)

fDamagetoWeaponGunMult 0.015 (Vanilla 0.03)

fDamagetoWeaponLauncherMult 0.03 (Vanilla 0.06)

fDamagetoWeaponMeleeMult 0.025 (Vanilla 0.05)

fVATSDamagetoWeaponMult 5.0 (Vanilla 5.0)

 

So changing those values down means less degradation to selected weapons/armor.

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So changing those values down means less degradation to selected weapons/armor.

 

Yup. I like having no repair dmg, gets pretty tedious picking up duplicates and repairing my main after awhile. Wish the system were different.

 

Ok question 2. I want to modify the sniper rifles settings to have a greater range. A MUCH greater range. Vanilla settings are: min range - 768 max range - 3548.

 

For testing I set:

 

max range - 9999

min range - default

fixed box unchecked

= no noticeable difference

 

 

max range 9999

min range 9999

fixed box unchecked

= no noticeable difference

 

Aiming and firing outside of vats feels as crappy as it was before. I'm literally watching my bullet tracers pass right through my distant but still rather large super mutant target. My small guns skill at this point is around 60 and I have the Commando perk.

 

Perhaps 9999 is too high. Is there a maximum value that the game will recognize?

 

Can someone explain to me how the min-max range thing works? Does it simply throw in a degree of randomness to each shot. Like you could have 1 shot that was very accurate all the way to the max range and another shot that as soon as it passes the min range veers off according to the spread values?

 

Next I'm going to tweak the spread values down too something ridiculously low.

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I read something related to that earlier. I'll see if I can find the link somewhere.

 

It was something like a weapon can never fire beyong the cell it's in. I mean to another cell. It's hard coded (capped). All the bullets fired go a straight line. The weapon spread value adds to the randomness in this only I think. It might have something to do with the auto-aim feature in Fallout 3. I read quite extensively about it, it's benefits and drawbacks and why you shouldn't disable it all but rather "tone it down". The auto aim aligns the weapon barrel to your crosshair. No auto aim = bullets go where the weapon model is pointing I think.

 

Edit:

http://www.fallout3nexus.com/downloads/file.php?id=5606

This mod does two things:

 

1) Stops bullets rising when you shoot further than 30meters

2) Disables* the aim bot (auto aim)

 

OR

 

http://www.fallout3nexus.com/downloads/file.php?id=8309

Game Modifications:

1. Auto Aim fix

 

Problem:

This mod fixes Auto-Aim once and for all. As you know, the auto-aim in the original game is horribly broken. Any scoped weapon is therefore terribly inaccurate once you go beyond a certain distance.

 

Fix:

This mod fixes the focus of the Auto Aim to the edge of the game engine's rendering distance, and thus ensures that any bullet accurately goes to wherever your crosshair is pointing.

 

I have no idea which of those is better and do they actually work (Haven't tried myself) or is it even advisable to try disabling the auto aim.

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I read something related to that earlier. I'll see if I can find the link somewhere.

 

It was something like a weapon can never fire beyong the cell it's in. I mean to another cell. It's hard coded (capped). All the bullets fired go a straight line. The weapon spread value adds to the randomness in this only I think. It might have something to do with the auto-aim feature in Fallout 3. I read quite extensively about it, it's benefits and drawbacks and why you shouldn't disable it all but rather "tone it down". The auto aim aligns the weapon barrel to your crosshair. No auto aim = bullets go where the weapon model is pointing I think.

 

Edit:

http://www.fallout3nexus.com/downloads/file.php?id=5606

This mod does two things:

 

1) Stops bullets rising when you shoot further than 30meters

2) Disables* the aim bot (auto aim)

 

OR

 

http://www.fallout3nexus.com/downloads/file.php?id=8309

Game Modifications:

1. Auto Aim fix

 

Problem:

This mod fixes Auto-Aim once and for all. As you know, the auto-aim in the original game is horribly broken. Any scoped weapon is therefore terribly inaccurate once you go beyond a certain distance.

 

Fix:

This mod fixes the focus of the Auto Aim to the edge of the game engine's rendering distance, and thus ensures that any bullet accurately goes to wherever your crosshair is pointing.

 

I have no idea which of those is better and do they actually work (Haven't tried myself) or is it even advisable to try disabling the auto aim.

 

Thanks for the links. I just downloaded both and have had a look at their settings. Apparently the first mod sets the aimbot to look directly behind you, which pretty much disables it. Guy said he tested it with sniper rifle with 0 spread and all fgunspread settings @ 0 and had perfect accuracy. I want to leave all the fgunspreads at default, reduce the scope sway, and then add mouse-wheel zooming functionality up to like x35 would be nice :) Very sick of the sniper rifle being such a piece of unrealistic crap. I found a zoom-mod here and am going to pick through that as well.

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