QorakSOS Posted August 22, 2010 Share Posted August 22, 2010 Hello, I am modding out my FO3 and have a couple questions: 1. Where do you find and can change the XP awarded for beating the final quest for the original FO3? The "Take It Back" quest? I was able to change the XP awarded for everything else (all the other main quests and misc. quests), but I can't find it for the "Take It Back" quest (Editor ID: MQ11 in the GECK). In the GECK go to form type "QUST" and double click on MQ11. Once this is up, you then click on the "Quest Stages" tab. You can normally change the XP awarded on here by clicking on index 200 and then editing it in the "Result Script". MQ11 doesn't have this option, so I am unable to locate where I can change this value. Does anyone know where it is located? 2. I replaced all the FO3 stock game music for exploring, public (towns), dungeons, etc. All the new music I have replaced it with works great, EXCEPT a couple of the "special" music files. The ones that don't seem to work even though the original music is no longer even in the folder is "ExitTheVault" and "Success". I even switched the "MainTitle" track and that works just fine, but those other two"special" music files aren't changing. Anyone know why or have a solution? Thanks in advance for taking the time to read through and reply to this post! **** The answer to my questions were given in the regular Bethesda FO3 forum *** Just in case anyone wants to know, here is the solution: *Question #1* You get awarded the 1200 XP not at the end of MQ11, you get it after the cutscenes and Broken Steel starts, so it's part of the BS DLC quests. The 1200XP award being a part of the BS DLC quest is correct. After I loaded the Broken Steel.esm in the GECK, I seen it had a MQ11 entry and I was able to find, as well as edit the XP award on the "Index 200" line. *Question #2* The way the Fallout 3 (and Oblivion) engines work is that almost all assets start off living in the BSA files. But you can override those textures / sounds / assets by placing a file/folder in the "data" folder of the Fallout 3 installation location. Which is how texture replacers work. They don't touch the BSA, they just place a file in the actual file system in the correct place. The game checks the file system first, then falls back to looking in the BSA. At runtime the game extracts all the necessary assets to their proper folders and locations within the Data folder, and that is where it's read from when running the game. If a copy of a file exists in the proper folder already when the game opens the master BSA for the assets, that particular file won't be extracted and the game will instead use the copy that's already there. MOST folders do not show up inside the data folder when the game is not running, as they and all the files that were extracted by the game are removed when you exit the game. Any files and folders that were already in place do not get removed. I have the mus folder because at one time I manually extracted some of those sound files out of the BSA master file into the data folder, so they remain after the game has stopped running. To do that you will need to get Fallout Mod Manager (FOMM), and use its BSA unpacker utility to open the Fallout - Sound.bsa, then extract 2 or more files into the data folder, and the folder structure will be created automatically. I opened FOMM and used the BSA unpacker utility on Fallout - Sound.bsa to extract the 2 music sounds out of the sound/fx/mus folder. You then put that folder called "mus" that you extracted into the Fallout3/data/sound/fx folder and you can replace the .wav music located in their with your own .wav music. By doing this, I was able to overright the original tracks to finally to play my music. Link to comment Share on other sites More sharing options...
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