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> Mods for Fallout 3 and New Vegas
mirocu
post Apr 18 2016, 03:18 PM
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@Rosa - Do you announce your mods on Nexus somehow when you release a new one? Just interested.



Oh, but now I reckon IŽll get an answer like "Get New Vegas and try out the mod first. Then weŽll talk"


wink.gif laugh.gif


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SubRosa
post Apr 18 2016, 05:46 PM
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Thanks Lopov. I prefer my character's lairs to be small just for convenience. It is easier to find all my stuff/ put it all away if there are only a few rooms to spread out in. Plus I always want to keep myself immersed in the game, so I try to make them as reasonable and lore-appropriate as possible.


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Lopov
post Apr 24 2016, 10:17 AM
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I created a hostile NPC and put her into wasteland, everything works fine except I can't hit it in VATS. What should I do in the GECK to enable this feature?

EDIT: I figured it out, I had to check a box in the Destruction Data.

This post has been edited by Lopov: Apr 24 2016, 12:14 PM


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SubRosa
post Apr 24 2016, 04:31 PM
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QUOTE(mirocu @ Apr 18 2016, 10:18 AM) *

@Rosa - Do you announce your mods on Nexus somehow when you release a new one? Just interested.



Oh, but now I reckon IŽll get an answer like "Get New Vegas and try out the mod first. Then weŽll talk"


wink.gif laugh.gif

Do'h, I forgot to reply. When you release a new mod on the Nexus it shows up in a little sidebar on that particular game site's main page showing the latest six releases. If it gets enough kudos, it will also get put upon on the main banner up at the top of the page. Other than that, I don't do anything myself.


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Lopov
post Apr 24 2016, 05:35 PM
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One question: how can I achieve that some NPC is not hostile at first but gets hostile after getting close enough to my PC?


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SubRosa
post Apr 24 2016, 05:45 PM
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Go to the Actor -> AI Data tab. Check the Aggro Radius Behavior and set a distance. If I understand things correctly, that determines the distance the actor will attack at. It is how the animals in Skyrim first growl at you, but only attack if you move too close.


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Lopov
post Apr 24 2016, 09:20 PM
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Thanks. It worked but it was a bit problematic to find the proper radius so in the end I made the NPC friendly when she approaches SX4 but after exiting the conversation she gets hostile automatically.

Fiddling with GECK is quite addicting. I learned a lot of new things today (packages, dialogues, that kind of stuff) and time flied past so quickly that I didn't even notice it was dark outside when I was done.

This post has been edited by Lopov: Apr 24 2016, 09:22 PM


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Lopov
post Apr 27 2016, 09:59 AM
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I created all hunters in SX4's game though some of them are initially disabled. The first one is the "least complicated" - as soon as the mod runs and timer passes 7 AM, the first hunter will activate herself and walk towards SX4. Upon meeting him she'll engage him into a conversation after which she'll get automatically hostile.

The 2nd one will be placed outside Smith Casey's Garage, idling around until SX4 gets close enough at which point he'll greet him and just as the 1st hunter, attack after the conversation is over. The "force greet" stuff took me a while to figure out, I had to watch a tutorial on how it's done.

The 3rd one will get enabled as soon as the 2nd hunter dies and will appear a distance behind SX4. He'll be hostile by default and will instantly begin shooting at SX4. The 4th one will get enabled in the game as soon as the 3rd one dies but will wait for SX4 at a specific location. When she dies AND when SX4 reaches a certain point in the MQ, a group of four hunters will get enabled in the north of the wasteland and they'll begin walking towards SX4, attacking him on sight. Once they're dead, SX4 will found a note from the Doctor, telling the leader where to meet him once SX4 is dead. He'll head to the meeting point (close to Springvale), where upon entering the trigger location the Doctor and three more hunters will appear around SX4 and the final fight will begin.

So far everything works as intended, now it's time for polishing.

This post has been edited by Lopov: Apr 27 2016, 06:33 PM


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SubRosa
post May 13 2016, 05:37 PM
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A few days ago I started using Immersive Pickup Sounds for FO3. There is a New Vegas version here. So far so good with the Vegas version. The new sounds are good - and appropriate for items they are for, though I am still getting used to them.


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SubRosa
post May 14 2016, 07:22 PM
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Today I came upon Decrucifixion for New Vegas. It allows you to free crucified victims from crosses without killing them. It looks like you need a Stimpack or Super Stimpack to do so, and Medicine skill helps. I am trying it out, but I think I have already gone though all the areas with crucified people already in Hecate's game.

I also read that you can get them down without any mods if you do something to the victims that cause them to be knocked down. The Ranger Takedown is supposed to work. Or apparently using boxing gloves, since they cause fatigue damage that eventually knocks the target out instead of killing them. Bean bag shells might work too.


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SubRosa
post May 24 2016, 02:48 PM
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Now that I am back to playing FO3 again, I have a few more mods for it to share.

FO3 Flora Overhaul gives the Capital Wasteland a whole new look. It comes in several flavors, from total devastation to forested. I am using the forested edition, which seems more realistic for 200 years after the war.

Farms of the Wasteland adds crops to the various settlements. It seems to have a very small footprint, and just changes a few small areas around the settlements to add in the corn. It doesn't add any npcs, or do anything else. But it does convey a great sense that these places are self-sufficient.

A World Of Pain for Fallout 3 adds in a bunch of new interior spaces throughout the wasteland. So far I have only come across one of the new places in Greyditch. It was very well built, with a lot of attention to detail and clutter that made the space come alive (or come destroyed!). It was a real tough battle with the enemies though.

I did not like the lighting either, but I never do. So I made a small mod for it that gave every new interior the Shack Default lighting and image space. I put that before Fellout in my load order, and now it looks much nicer.


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SubRosa
post May 29 2016, 03:52 PM
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My modded version of Fellout for FO3 is here on Dropbox. I took the regular Fellout with Brighter Nights, and made the interiors a little brighter so I can see better, and cleaned up the imagespaces and weather even more, to give the game more color, and make it easier to see things.

This post has been edited by SubRosa: Jun 11 2016, 09:46 PM


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Winter Wolf
post Jun 29 2016, 10:06 AM
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The Moribund environment mod has just been brought over to Xbox 1.

It makes the world seem way more apocalyptic, as if the bombs landed 2 weeks ago rather than 200 years.

Check out the trailer

I haven't downloaded it yet but would love to use it for my survival character.

This post has been edited by Winter Wolf: Jun 29 2016, 10:17 AM


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Renee
post Jul 24 2016, 12:50 AM
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Whoa that looks spectacular, WW. It drew an emotional response from me. sad.gif

So I lost both my credit cards last week, which means I couldn't order Fallout 3 for my PC. But I just got new cards today, meaning I will hopefully have this game on PC tomorrow. biggrin.gif

My first character is going to need an alternate start mod, and will also not be coming from a vault, meaning he won't have a Pipboy, so I'm looking to see if there are two mods out there to cover this? Thanks. I'm sure the alt-start mod will be easy to find, but I want to see your suggestions because some of these will be better than others. The "no Pipboy" mod might be harder to find, of course.

This post has been edited by Renee: Jul 24 2016, 12:52 AM


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SubRosa
post Jul 24 2016, 01:57 AM
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There is a no Pipboy mod. It is called Pipboy Readius. It removes the pipboy and gives you a little hand-held tablet in its place. I loved the idea of it, and tried it out. But you hold the tablet at a slight angle, and reading all the text crooked just drove me crazy after a while.

But as far as a pipboy goes, I am sure there would be plenty of them laying around the Wasteland. I don't know why we don't see more characters with them. You could RP any number of reasons for a character starting with one. From it was passed down through the family, or they stole it, or scavenged it, or took it off someones body, or even bought it from a mechant, etc...

There are some alternate start mods as well. I tried one once, but found I liked the vanilla start better. Most of my characters don't follow the main quest, or the official game story. For them I just pretend the tutorial in Vault 101 was just a strange dream. I still like doing it for the same reason I always do the tutorial in Oblivion. It gives me a chance to get to know my new characters before getting them out in the 'real' world.

I made a little mod that adds a variety of different weapons to where you start in the Vault, that way I can arm up in whatever way fits a new character's style. For example Hecate started with a rifle, because she is a riflewoman/sniper. I think Molly Hatchet started with a baseball bat but it might have been a fire axe, because she is a melee fighter. Holland Smith started with the 10mm submachine gun, because she is a full auto weapon user.

Once me characters get out in the world I just ignore the main quest and its prompts, and go about my business. My backstory for Holland Smith was that she was a US Marine who fought in the Great War. She was taken by the aliens of Mothership Zeta before it went nuclear. So I did the tutorial with her in Vault 101. Then after she got out I used the coc command to teleport to the Recon Craft crash site. From there she was automatically sucked up to Mothership Zeta, and I started the dlc with her as normal.

It was the same with Oda Hidetaka, who was a 16th century samurai woman. I did the tutoral in the vault with her too, went to the Mothership, and considered her real game to start once I got there.

It may seem kind of clunky doing it that way, but I really do like that time in the tutorial, and getting a feel for what each character is like.

This post has been edited by SubRosa: Jul 24 2016, 02:01 AM


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Renee
post Jul 24 2016, 02:10 AM
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Thanks SR, it is okay if the Pipboy Readius mod is not perfect; it's only going to be for my first character, and he'll be more of a test than a true roleplay (yeah... we'll see about that, Gade). This is going to be the same guy who will wish he were in a real military, Major A. Holl, so those other mods you dug up awhile ago (the army clothes and the motorcycle) might also be in his game. See.... he's already turning into a roleplay. X(

I know what you mean about vanilla starts = a dream. I did this in Skyrim dozens of times; rolled a nu t00n, started him or her out in the tutorial, and then RP'd that it was some sort of dream as I rushed through it, with the sound on my TV turned down.

Hopefully we'll be seeing Major Andrew Holl tomorrow. smile.gif


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Renee
post Jul 31 2016, 02:46 PM
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Hey, what mod manager should I be using for Fallout 3? I plan on getting this game on PC today. I don't actually know what managers there are out there, but let's keep in mind that I won't be modding this game too heavily (maybe a couple dozen plug-ins by the end of the summer), so I won't need something with some huge learning curve.

Thanks!


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Lopov
post Jul 31 2016, 05:02 PM
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I use Fallout Mod Manager, which is basically the same as Oblivion Mod Manager. For sorting mods, I use BOSS.

This post has been edited by Lopov: Jul 31 2016, 05:02 PM


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SubRosa
post Jul 31 2016, 05:05 PM
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I also use FOMM as well, plus The Fallout Script Extender (FOSE), which a lot of mods require.

This post has been edited by SubRosa: Jul 31 2016, 05:15 PM


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Renee
post Jul 31 2016, 05:19 PM
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Hey you're right on time. FO3 literally just finished downloading. Cool, this makes everything a lot easier. I am psyched.

Game installed, but won't work. I try to start it without or with the fose_loader and it keeps telling me that "ordinal 42 not found" and then points me to a specific folder where this is missing. I have to go on Google now. Apparently I'm suipposed to update Gaming for Windows Live, so I try this and it says THAT can't be installed either. I'm going in circles trying to figure out what's wrong.

Edit: I got this figured. For anybody else who is having ridiculous problems getting Fallout 3 to run, there is a mod over at THE Nexus which is called Games for Windows Live Disabler?. I got this downloaded. Problem was, this program wants the game to already have an INI configuration file sitting in the Documents > My Games > Fallout 3 folder. So what do we do?

I wound up googling a lot. Somewhere, I found a link offering a pre-made INI file, again over at THE Nexus. All I had to do was place this file in the Fallout 3 documents folder, installed & ran the GFWL disable program, and *BOOM* the game finally worked. Problem is, I have no idea where I found that configuration file now.

This post has been edited by Renee: Jul 31 2016, 11:25 PM


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