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Annoying problem when replacing Zeta-Aliens with Xenomorphs...again


kriegerseele

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Hey Guys, first of all sorry for my bad english, i´m german. And i definitely need help from a modder, who is more skilled like me. Thats not a big deal, i think...;)

Ok, that´s the problem: I have a vision. A vision, where the gameworld of Fallout 3 is teleported into the 21th century. You know, not just weapons...everything should look really cool and realistic, but also believable...i have tons of ideas and i´m just one crazy, Fallout-loving lunatic, but...f***, thats not the point.

For now, it´s them damn Zeta-Aliens...well, they´re a bad joke. The models, like almost everything else in the game sucks and can´t be taken seriously. I want to change the feel of the entire game. And these aliens got me a big headache...I want to replace them with the awesome Xenomorph-models and managed to bring them into the game. This wasn´t a problem at all- all aliens are Xenomorphs now, but...they act real strange. In the first sequence, when you breach out of your cell, they act normal, they attack me and anything else like they should and everthing is fine. But from the moment on when you free Sally and reach the engineroom, ALL of these f***ing aliens are transforming into little Sissys and run away...this is so stupid. They just don´t want to behave normally...they flee as soon as they spot the player. I changed the aggression-formula, AI-Packages, combat-behavior...nothing helped. Maybe you guys have an idea? And everyone, who want to help me with my Mega-Project is welcome.

THX

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Actually nothing changed by turning the esp into an esm. But thanks anyway.

 

Which esp did you turn into an esm ? sorry this thread is confusing because I was mixing the other thread in.

But I meant you need to turn the esp your mod relies on , into an esm .

 

Your mod being an esm file wouldn't matter unless other mods rely on it.

 

And you can just turn that file into an esm ... then load your file as needing it for master , save something ... then turn it back to esp with it still working.

Edited by Mktavish
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well, now i´m confused...because my mod only relies on the zeta-esm. Loaded up the zeta-esm in geck, changed everthing i wanted to change, saved the work and ended up with a new esp which requires only the zeta-esm- thats all. Turning these esp into an esm didn´t do anything.

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Where is the other thread you have going on about this ... can't seem to find it ... I'm probably just blind though ?

 

But so I can clarify what you are doing ...

 

You loaded the Zeta .esm ... then changed the model of the base-ID's for the Actor Aliens. So now they use the body from this mod ... ?

http://www.nexusmods.com/fallout3/mods/20464/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmoddescription%2F%3Fid%3D20464%26preview%3D&pUp=1

 

And you don't need that mod in your load order , because you are just using file assets , not their .esp ???

And the AI data is found within the Zeta .esm .... which you also tried adjusting , recording that in your .esp file ?

 

But something to do with that little girls package ... is making them act cowardly ?

Are you sure they are just not the scientist aliens ... which do act cowardly ? sorry can't remember exactly how that dlc plays.

Edited by Mktavish
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