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> The Fallout G.e.c.k. Topic
SubRosa
post Mar 2 2016, 02:21 AM
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From: Between The Worlds



I thought about putting this in TK's mod questions topic, but since it is about modding Fallout3, I thought it might be better to create a dedicated Fallout geck questions thread.

I recently came across a few lessons learned that might spare other people some heartburn and wasted hours.

The first is that when creating dialogue in Fallout 3, you must have a mic or headphones plugged into your computers mic jack. Otherwise the Geck will crash when you try to add the dialogue. I think it might only be if you have a Realtek sound card. Since they are common cards, especially in the case of integrated audio cards, it is a good thing to remember.

The second is an issue I found when creating new monsters in FO3. Sometimes new creatures will behave cowardly no matter what you set their AI Settings to. They simply run away from the player character, and will never attack, even if you manage to corner it and get right up in its face. I tracked it down to the mesh and/or texture used by the creature. I finally confirmed it when I changed the cowardly creature's mesh and texture to that of a vanilla creature. Suddenly it became instantly hostile. I then changed it back to the modded mesh/texture, and it became the cowardly lion once more. Of course the modded and meshes and textures are simply copies of the vanilla ones, with the model only being changed to point to the new texture, and the new texture just being recolored.

How a mesh or texture alters behavior in the game is beyond me. I guess it is a "Feature". I did a little searching online and found other people who have had this problem. I never found a solution. The only workaround I found is to create a new creature, test it, and see if its also cowardly or if it attacks.

But that of course is not the end of it. I had three new Snow Scorpions that were all cowardly (copies of the vanilla radscorpions with a white texture). I made a new version that worked correctly. So I deleted my old cowardly scorpions and made two more copies from my working, hostile, snow scorp. Only one copy remained hostile, the other was cowardly. So I deleted it, and made a new copy. The new copy was hostile. But the first hostile scorpion that I had copied it from was then cowardly. Evidently one was always going to be cowardly. Finally I left the cowardly scorpion in the game, and just decided not to use it. I didn't delete it, because then I am certain one of the remaining two would have then become cowardly.

So the bottom line is to keep creating new copies of the monster until you find one that works. Don't delete the cowardly ones, as it just moves the cowardly behavior to another monster that was previously fine. All of this is caused by a new mesh or texture. Thank you Bethesda.

This post has been edited by SubRosa: Mar 2 2016, 06:58 PM


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SubRosa
post May 23 2016, 09:09 PM
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Ancient
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Joined: 14-March 10
From: Between The Worlds



For years now I have been wrestling with an issue of the colors of everything in Megaton looking darkened and desaturated. Everything looked dim and washed out compared to the rest of the world. I tried modding the weather, climate, etc... and never had any luck. Today I finally figured it out. Here is what I did:

Go to the Menu bar -> World -> Cells

Change World Space from Interiors to Megaton World

Open each cell, and change the ImageSpace to WastelandBaseImageSpace

I use Fellout, so my WastelandBaseImageSpace has been modded with different values than the original, to take out the green tint the vanilla game puts everywhere.

Here is an example of the original (Fellout) Megaton

The new improved version

What is really weird about this is that all the Megaton cells are normally set to use the Default imagespace. This is the same that all the Wilderness cells use. The Wilderness cells have always looked great, and Megaton has always looked all dim and desaturated. Even though both were using the same imagespace before.

This post has been edited by SubRosa: May 23 2016, 09:22 PM


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