EVE Critical hits

Post » Sat Feb 19, 2011 3:05 am

It seems.... Eve makes it so that getting a critical hit with a plasma weapon, has a chance of melting my opponant into goo even when they have plenty of health.... but it negates to actually finich them off... so I get a goo pile, and an invisible enemy to fight, whom I can ONLY hit with melee weapons, as guns give me a zero chance to hit, and go though them with manual aim anyway...


Gawd I've had battles last longer than they need to thanks to having to fight invisible enclave troops, or super mutent overlords... Only my Power Fist to actually fight them with.... since everything else goes though them... D:

Its fine in isolated areas like the subway, I can track them down easily with vats... but outdoors, worse long range battles.... dang I gotta reload my save if I loose track of them!
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Justin Bywater
 
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Post » Sat Feb 19, 2011 2:36 am

Their spirit is restless and wants revenge on you. XD
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Chloé
 
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Post » Fri Feb 18, 2011 11:14 pm

This is a bug that's been in EVE forever, I don't know why it never get's changed. The solution is to edit the weapons in the EVE plugins so their critical hit effects have the "on death" flag checked.
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Talitha Kukk
 
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Post » Sat Feb 19, 2011 4:57 am

Care to mention that to the EVE modder on the nexus? It would help everyone that uses the mod me thinketh =)
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Terry
 
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Post » Sat Feb 19, 2011 6:43 am

Kinda nutty if it's a known but with an easy fix... that doesn't get fixed.
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мistrєss
 
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Post » Fri Feb 18, 2011 11:52 pm

Just used F03 Edit to apply the On Death Flags to all the laser and plasma weapons, if that fixes the problem I may upload it to Nexus just incase other people wish for the fix!

It was surprisingly easy to use tool. ^_^
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Luna Lovegood
 
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Post » Sat Feb 19, 2011 4:42 am

Another issue I had with EVE is that for some reason it turns the turrets in the Rivet City armory room hostile to the player when he isn't even in the room inself... Causing everyone on the level to start running around in panic, and sometimes guards start attacking you.

Now every time I start a new game and go to Rivet City I have to toggle the AI off in that cell and kill the turrets with the console....
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james kite
 
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Post » Fri Feb 18, 2011 11:52 pm

It sets the turrets to "very aggressive" which means they will attack neutral creatures. Like you.

You could just switch them back to "aggressive" in FO3Edit. Have you reported this to be fixed in the upcoming EVE 0.97?
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jeremey wisor
 
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Post » Sat Feb 19, 2011 5:40 am

It seems.... Eve makes it so that getting a critical hit with a plasma weapon, has a chance of melting my opponant into goo even when they have plenty of health.... but it negates to actually finich them off... so I get a goo pile, and an invisible enemy to fight, whom I can ONLY hit with melee weapons, as guns give me a zero chance to hit, and go though them with manual aim anyway...


Gawd I've had battles last longer than they need to thanks to having to fight invisible enclave troops, or super mutent overlords... Only my Power Fist to actually fight them with.... since everything else goes though them... D:

Its fine in isolated areas like the subway, I can track them down easily with vats... but outdoors, worse long range battles.... dang I gotta reload my save if I loose track of them!

ok ok ok. I really cannot allow this foolishness to continue on much more.
I created EVE. Its my mod.
your problem is stemming from MOD CONFLICT. pls answer the following:

1) do you use "Flesh Burning Plasma" mod?
2) Do you use ANY "tweak mods" other than Arwen's Tweaks?
3) Do you NOT HAVE eve at the very very bottom of your FOMM?
4) have you NOT used FO3Edit to "ESMify self" to EVE.esp?
5) have you NOT used Garybash to make a merged patch?

if you answered YES to any of the above, there is your answer. Nearly everyone (of about 40,000 downloads...) can play EVE without this happening.
Its not an "EVE bug" its a mod conflict.

This is a bug that's been in EVE forever, I don't know why it never get's changed. The solution is to edit the weapons in the EVE plugins so their critical hit effects have the "on death" flag checked.

*sigh*, for a modder your lack of scripting knowledge astonishes me.
its NOT a bug in EVE. its mod conflict. you dont NEED the "on death" flag. For those of us who actually KNOW how to script (such as CIPSCIS, who originally made the scripts) you really needn't check the "on death" flag, because the script CHECKS if the target is dead. It "never gets changed" because I dont need to change it.
EVE works perfectly fine when on the very bottom. Its when OTHER MODS over-ride EVE's changes that your conflicts occur.

Again **** Its not an "eve bug", its mod conflict

You ever noticed that you DONT GET the 'ghost' problem when you install FO3, then install EVE, but no other mods???? yeah, that's what i thought

If you care to learn more about scripting or why EVE has the capability to add oh so many multiple death FX, you can PM me and i'll gladly lead you through the process.

Care to mention that to the EVE modder on the nexus? It would help everyone that uses the mod me thinketh =)

Don't bother. Other people using EVE can play just fine.
Its mods like "Flesh Burning Plasma" and Tweak Mods in the wrong order that cause the "ghost" problem. NOT EVE



Just used F03 Edit to apply the On Death Flags to all the laser and plasma weapons, if that fixes the problem I may upload it to Nexus just incase other people wish for the fix!
It was surprisingly easy to use tool. ^_^

That's not a wise thing to do. Adding the "On Death" flag will LIKELY make most deaths not even happen, and will CERTAINLY make it so you no longer see "critical hit shader" FX.
I think its much easier just to NOT USE 'Flesh Burning Plasma" or to move EVE to the bottom... (or just use Garybash to make the merged patch thingy)


I don't exactly care for the BGS forums, but an unfounded, illogical, biased accusation directed at my work warranted me stepping in here to give you all a quick lesson about "mods and modding".
Excuse my bluntness, but unlike "FWE", eve does not have a 'team' to create the mod. I'm flying solo here, and i really dont have the time to babysit or hold people's hands as they try to figure out how to use mods and obtain the stability that the 'rest of us' enjoy.

(BTW, i have EVE and about 25 other mods in my FOMM. I'd be more than happy to upload a video demonstrating how i can kill every living thing in the wasteland with nothing but a Plasma Rifle and never once have any "bugs" whatsoever), just sayin'
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sara OMAR
 
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Post » Sat Feb 19, 2011 12:46 am

ok ok ok. I really cannot allow this foolishness to continue on much more.
I created EVE. Its my mod.
your problem is stemming from MOD CONFLICT. pls answer the following:

1) do you use "Flesh Burning Plasma" mod?
2) Do you use ANY "tweak mods" other than Arwen's Tweaks?
3) Do you NOT HAVE eve at the very very bottom of your FOMM?
4) have you NOT used FO3Edit to "ESMify self" to EVE.esp?
5) have you NOT used Garybash to make a merged patch?

if you answered YES to any of the above, there is your answer. Nearly everyone (of about 40,000 downloads...) can play EVE without this happening.
Its not an "EVE bug" its a mod conflict.
[snip]



Sorry to say that I am using Gary Bash's bached patch which is also merged the effects into it, Eve is approx in the position the Boss load order program reccomended it, and I am not using Any other mod that alters the stats of weapons, the only conflict I can think of is Robco Certified, but I have the Unipatch which includes a patch for Eve compatiblity.

And no I do not have Flesh Burning Plasma installed.

Fiddling in FO3 Edit did actually fix the problem, no ghosting, and no problem with loosing any effects either!! So I'm happy that I've got Eve working in that way.
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Charlotte X
 
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Post » Sat Feb 19, 2011 5:28 am

Sorry to say that I am using Gary Bash's bached patch which is also merged the effects into it, Eve is approx in the position the Boss load order program reccomended it, and I am not using Any other mod that alters the stats of weapons, the only conflict I can think of is Robco Certified, but I have the Unipatch which includes a patch for Eve compatiblity.

And no I do not have Flesh Burning Plasma installed.

And fiddling in FO3 Edit did actually fix the problem, no ghosting, and no problem with loosing any effects either!! So I'm happy that I've got Eve working in that way.

By "fiddling in FO3 Edit" you did what exactly?
you sure you DIDNT lose any effects? if the "on death" flag is ticked, you will lose any Crit Hit (not kill, HIT) effects from laser or plasma

BTW, would you mind posting your Load Order here for me to see?
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natalie mccormick
 
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Post » Fri Feb 18, 2011 10:25 pm

By "fiddling in FO3 Edit" you did what exactly?
you sure you DIDNT lose any effects? if the "on death" flag is ticked, you will lose any Crit Hit (not kill, HIT) effects from laser or plasma

BTW, would you mind posting your Load Order here for me to see?

The only Critical hit effects I got from it was the Gooify for the critical death... which was causing the ghosting bug, and a larger splash (hit) effect with a fizzle occasionally, the latter of which is still intact after the change!

Here's the list:

Spoiler
Active Mod Files:00  fallout3.esm01  anchorage.esm02  thepitt.esm03  brokensteel.esm04  pointlookout.esm05  zeta.esm06  impervious power armour.esm07  craft.esm08  lingsfinerthings.esm09  companion core.esm0A  companion share & recruit.esm0B  robco certified v2.esm0C  vault 101 revisited.esm0D  mart's mutant mod.esm0E  rts nw.esm0F  fow - the last child of gallifrey v2.esm10  tubrrcompound.esm11  CubeExperimental (EN).esm12  project beauty.esm13  enhancedchildren.esm14  aliciascuteshop.esm15  hairday.esm16  enclavecommander-oa-pitt-steel.esm [Conflicting with RTS, gonna disable one then the other later when I wanna start up my village]17  backtoanchorage.esm==  ROOT=====================18  lessrocks.esp==  LIBRARY==================19  galaxynewsradio20[m].esp==  COSMETIC=================1A  burmecian.esp++  EwwGhoulyBody.esp**  Project Beauty- Broken Steel.esp**  Project Beauty- Point Lookout.esp1B  renamon.esp1C  starfox.esp==  CLOTHING=================1D  advancedpowerarmor.esp1E  asharasbatmanitems.esp1F  asharasformalclothing.esp20  darnifieduif3.esp21  fineleathercoat.esp22  lingsfinerthings.esp23  mantiszerosuit.esp  [Version 2.4]24  pregnancy_armors.esp25  qneverclockvaultsuits.esp26  qtoadletvaultsuit.esp27  samuspowersuits.esp28  sunglassescollection.esp29  tailor maid.esp2A  tailor maid anchorage.esp2B  tailor maid brokensteel.esp2C  tailor maid pitt.esp2D  v-tec backpack.esp2E  v-tec fannypack.esp==  WEAPON===================2F  armlaser_v1.0.esp [New weapon not altered existing]30  armminigun_v1.0.esp31  gender bender ray.esp==  TWEAK-1==================32  eve.esp [Boss reccomended load order earlier than MMM]33  eve operation anchorage.esp34  mart's mutant mod.esp35  mart's mutant mod - dlc anchorage.esp36  mart's mutant mod - dlc the pitt.esp==  TWEAK====================37  mart's mutant mod - dlc broken steel.esp++  Mart's Mutant Mod - DLC Point Lookout.esp38  mart's mutant mod - dlc zeta.esp39  mart's mutant mod - zones respawn.esp==  TWEAK+1==================++  Mart's Mutant Mod - Natural Selection.esp++  Mart's Mutant Mod - Tougher Traders.esp==  TWEAK+2==================++  Mart's Mutant Mod - Master Menu Module.esp**  Mart's Mutant Mod - Project Beauty.esp3A  WastelandMastery.esp==  OVERHAUL=================3B  anchoragearmortrainer.esp3C  companion core dlc addon.esp==  OVERHAUL+4===============3D  T3T_OutcastTechSupport.esp==  MISC.====================3E  casm.esp3F  craft - activation perk.esp40  multi-pip 3000.esp  [Version 0.2]41  powerarmortraining.esp42  powerarmortraining_linden.esp43  powerarmortraining_medicarmor.esp44  robco certified v2 mechanist's edition.esp45  robco certified v2 zeta addon.esp==  MISC.+1==================46  Echo_BatteryCharger.esp [Newly added to load order]++  RobCo Certified v2 Impervious.esp47  robco certified v2 omnipatch.esp==  MAGIC====================48  dree perks.esp  [Newly added to load order]49  malos_bodyresize.esp4A  upp - pack 1.esp==  MAGIC+1==================4B  dree perks anchorage.esp  [Newly added to load order]4C  dree perks broken steel.esp  [Newly added to load order]4D  dree perks mothership zeta.esp  [Newly added to load order]4E  dree perks pitts.esp  [Newly added to load order]4F  dree perks point lookout.esp  [Newly added to load order]50  dree perks requested by fans .esp  [Newly added to load order]51  upp  - quest perks.esp52  upp - experience perks.esp++  UPP - Original Perks.esp53  upp - pack 2.esp==  MAGIC+2==================54  MZ-Strong-EbonTek.esp  [Newly added to load order]==  NPC======================55  clawcompanion.esp  [Version 1.0]56  follower amata ultimate.esp57  FollowersHireContinued-NoChecks.esp  [Newly added to load order]58  Stealth Kills Enabled.esp  [Newly added to load order]++  Stealth Kills Enabled - Pitt Compatibility.esp  [Newly added to load order]==  HOME=====================59  grayditchapartment.esp5A  undergroundhideout.esp  [Newly added to load order]==  HOME+1===================5B  gnrroof.esp5C  mymansion.esp  [Newly added to load order]5D  owned!.esp  [Version 3.0]5E  sg001 alternate mechanists forge v1.01.esp  [Newly added to load order]==  PLACE====================5F  giantgreenroom.esp60  gnroutpost-op.anch.esp 61  levelerschamber.esp62  mr smith's scrapyard.esp==  PLACE+1==================63  gnr shop.esp++  SGsUA - No Borders v.1.0-EN.esp  [Newly added to load order]64  tubrrcompound.esp  [Newly added to load order]==  QUEST-1==================65  caravan tracking.esp==  QUEST====================66  fow - jack harkness companion v2.esp67  solarscorcher.esp==  QUEST+1==================68  lucywestcompanion.esp==  NONE=====================69  vault-tec experimental dimensional safe.esp  [Version 1.2.0]++  CRBSOR.esp==  LAST+1===================6A  Bashed Patch, 0.esp [with Eve merged]


Hope this is helpful in tracking down what might be wrong!!

I still have a copy of eve before I started fiddling, so it won't be a problem to swap back again when we find out whats conflicting!

Edit: oh and all I did in FO3 Edit was add the on death flag to each of the laser and plasma weapons, was my first time using the program, seemed simple enough to change.
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Alex Blacke
 
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Post » Fri Feb 18, 2011 11:56 pm

The only Critical hit effects I got from it was the Gooify for the critical death... which was causing the ghosting bug, and a larger splash (hit) effect with a fizzle occasionally, the latter of which is still intact after the change!

Here's the list:

Spoiler
Active Mod Files:00  fallout3.esm01  anchorage.esm02  thepitt.esm03  brokensteel.esm04  pointlookout.esm05  zeta.esm06  impervious power armour.esm07  craft.esm08  lingsfinerthings.esm09  companion core.esm0A  companion share & recruit.esm0B  robco certified v2.esm0C  vault 101 revisited.esm0D  mart's mutant mod.esm0E  rts nw.esm0F  fow - the last child of gallifrey v2.esm10  tubrrcompound.esm11  CubeExperimental (EN).esm12  project beauty.esm13  enhancedchildren.esm14  aliciascuteshop.esm15  hairday.esm16  enclavecommander-oa-pitt-steel.esm [Conflicting with RTS, gonna disable one then the other later when I wanna start up my village]17  backtoanchorage.esm==  ROOT=====================18  lessrocks.esp==  LIBRARY==================19  galaxynewsradio20[m].esp==  COSMETIC=================1A  burmecian.esp++  EwwGhoulyBody.esp**  Project Beauty- Broken Steel.esp**  Project Beauty- Point Lookout.esp1B  renamon.esp1C  starfox.esp==  CLOTHING=================1D  advancedpowerarmor.esp1E  asharasbatmanitems.esp1F  asharasformalclothing.esp20  darnifieduif3.esp21  fineleathercoat.esp22  lingsfinerthings.esp23  mantiszerosuit.esp  [Version 2.4]24  pregnancy_armors.esp25  qneverclockvaultsuits.esp26  qtoadletvaultsuit.esp27  samuspowersuits.esp28  sunglassescollection.esp29  tailor maid.esp2A  tailor maid anchorage.esp2B  tailor maid brokensteel.esp2C  tailor maid pitt.esp2D  v-tec backpack.esp2E  v-tec fannypack.esp==  WEAPON===================2F  armlaser_v1.0.esp [New weapon not altered existing]30  armminigun_v1.0.esp31  gender bender ray.esp==  TWEAK-1==================32  eve.esp [Boss reccomended load order earlier than MMM]33  eve operation anchorage.esp34  mart's mutant mod.esp35  mart's mutant mod - dlc anchorage.esp36  mart's mutant mod - dlc the pitt.esp==  TWEAK====================37  mart's mutant mod - dlc broken steel.esp++  Mart's Mutant Mod - DLC Point Lookout.esp38  mart's mutant mod - dlc zeta.esp39  mart's mutant mod - zones respawn.esp==  TWEAK+1==================++  Mart's Mutant Mod - Natural Selection.esp++  Mart's Mutant Mod - Tougher Traders.esp==  TWEAK+2==================++  Mart's Mutant Mod - Master Menu Module.esp**  Mart's Mutant Mod - Project Beauty.esp3A  WastelandMastery.esp==  OVERHAUL=================3B  anchoragearmortrainer.esp3C  companion core dlc addon.esp==  OVERHAUL+4===============3D  T3T_OutcastTechSupport.esp==  MISC.====================3E  casm.esp3F  craft - activation perk.esp40  multi-pip 3000.esp  [Version 0.2]41  powerarmortraining.esp42  powerarmortraining_linden.esp43  powerarmortraining_medicarmor.esp44  robco certified v2 mechanist's edition.esp45  robco certified v2 zeta addon.esp==  MISC.+1==================46  Echo_BatteryCharger.esp [Newly added to load order]++  RobCo Certified v2 Impervious.esp47  robco certified v2 omnipatch.esp==  MAGIC====================48  dree perks.esp  [Newly added to load order]49  malos_bodyresize.esp4A  upp - pack 1.esp==  MAGIC+1==================4B  dree perks anchorage.esp  [Newly added to load order]4C  dree perks broken steel.esp  [Newly added to load order]4D  dree perks mothership zeta.esp  [Newly added to load order]4E  dree perks pitts.esp  [Newly added to load order]4F  dree perks point lookout.esp  [Newly added to load order]50  dree perks requested by fans .esp  [Newly added to load order]51  upp  - quest perks.esp52  upp - experience perks.esp++  UPP - Original Perks.esp53  upp - pack 2.esp==  MAGIC+2==================54  MZ-Strong-EbonTek.esp  [Newly added to load order]==  NPC======================55  clawcompanion.esp  [Version 1.0]56  follower amata ultimate.esp57  FollowersHireContinued-NoChecks.esp  [Newly added to load order]58  Stealth Kills Enabled.esp  [Newly added to load order]++  Stealth Kills Enabled - Pitt Compatibility.esp  [Newly added to load order]==  HOME=====================59  grayditchapartment.esp5A  undergroundhideout.esp  [Newly added to load order]==  HOME+1===================5B  gnrroof.esp5C  mymansion.esp  [Newly added to load order]5D  owned!.esp  [Version 3.0]5E  sg001 alternate mechanists forge v1.01.esp  [Newly added to load order]==  PLACE====================5F  giantgreenroom.esp60  gnroutpost-op.anch.esp 61  levelerschamber.esp62  mr smith's scrapyard.esp==  PLACE+1==================63  gnr shop.esp++  SGsUA - No Borders v.1.0-EN.esp  [Newly added to load order]64  tubrrcompound.esp  [Newly added to load order]==  QUEST-1==================65  caravan tracking.esp==  QUEST====================66  fow - jack harkness companion v2.esp67  solarscorcher.esp==  QUEST+1==================68  lucywestcompanion.esp==  NONE=====================69  vault-tec experimental dimensional safe.esp  [Version 1.2.0]++  CRBSOR.esp==  LAST+1===================6A  Bashed Patch, 0.esp [with Eve merged]


Hope this is helpful in tracking down what might be wrong!!

I still have a copy of eve before I started fiddling, so it won't be a problem to swap back again when we find out whats conflicting!

Edit: oh and all I did in FO3 Edit was add the on death flag to each of the laser and plasma weapons, was my first time using the program, seemed simple enough to change.


YIKES! thats a huuuuge load order.
anyway, I still believe it may be a mod conflict, as without other mods EVE does not do that. So something in there is conflicting with my lack of "on death" flag.
I've heard of MMM having a similar error as well (not pointing fingers...), so its hard to say what really causes this. Using EVE with any "tweak" mod usually causes this because the tweak mod changes a weapon, and keep the "on death" ticked and overrides my scripts. What is really confusing is the fact that you mentioned it only happens upon PLASMA crit kill, and not LASER crit. that's odd. I'll compare the "Crit Death Choice" scripts for both laser and plasma and pulse and see if any significatnt differences can be spotted. (honestly i've never used FO3Edit. at all. ever. But perhaps I will take a day or two to try to learn FO3Edit if it can help with any modding)
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Hussnein Amin
 
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Post » Sat Feb 19, 2011 5:19 am

if the "on death" flag is ticked, you will lose any Crit Hit (not kill, HIT) effects from laser or plasma
The FOIP EVE-FWE and EVE-FWE-WMK patches turn the "on death" flag back on. Seems like a lot of players must be missing effects because of that.
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Jennifer Munroe
 
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Post » Sat Feb 19, 2011 1:33 am

YIKES! thats a huuuuge load order.
anyway, I still believe it may be a mod conflict, as without other mods EVE does not do that. So something in there is conflicting with my lack of "on death" flag.
I've heard of MMM having a similar error as well (not pointing fingers...), so its hard to say what really causes this. Using EVE with any "tweak" mod usually causes this because the tweak mod changes a weapon, and keep the "on death" ticked and overrides my scripts. What is really confusing is the fact that you mentioned it only happens upon PLASMA crit kill, and not LASER crit. that's odd. I'll compare the "Crit Death Choice" scripts for both laser and plasma and pulse and see if any significatnt differences can be spotted. (honestly i've never used FO3Edit. at all. ever. But perhaps I will take a day or two to try to learn FO3Edit if it can help with any modding)


Its true it only happened on the Plasma crit, the using the Laser weapons I either killed them before a critical hit happened, but still I got the black steamy ash without any problems, before and after editing though FO3 Edit! Just recently Star Paladin managed a critical laser hit that caused a Talon Merc to disintergrate (valina ash pile) with a pile of charred bones dropping and rolling down the hill, although most of the time its just a black steamy ash!

I could try loading Eve After MMM, dispite being against the BOSS reccomendations.


The FOIP EVE-FWE and EVE-FWE-WMK patches turn the "on death" flag back on. Seems like a lot of players must be missing effects because of that.

Not using FWE or WMK, although I am thinking of reinstalling WMK...
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Yvonne Gruening
 
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Post » Sat Feb 19, 2011 12:37 am

You could just switch them back to "aggressive" in FO3Edit. Have you reported this to be fixed in the upcoming EVE 0.97?

I think I've mentioned it in the past, maybe it was missed or he didn't notice the issue himself.

Anyway maybe EVE can make the turrets in the armory unique ones that are not 'very aggressive'.
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Stephy Beck
 
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Post » Sat Feb 19, 2011 6:10 am

The FOIP EVE-FWE and EVE-FWE-WMK patches turn the "on death" flag back on. Seems like a lot of players must be missing effects because of that.


Yes clicking the on death flag does change some things in EVE, if I remember correctly this issue came up a long time ago on the nexus. I usually patch the foip patch to remove the flag and i have never had any issues with invisible people or people not dying. The only time i do have that issue is if i use CASM to reload it will sometimes make people impossible to kill (known issue), older versions of MMM use to have issues with unkillable raiders but i think that has been fixed. There are a number of issues with the FOIP EVE patch that could be fixed, such as the glowing weapons and some effects haven't been carried over to the appropriate weapons, I don't remember what version added the fatman and missle criticals but i know one of those are missing in the patch.
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Annick Charron
 
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Post » Fri Feb 18, 2011 8:51 pm

But perhaps I will take a day or two to try to learn FO3Edit if it can help with any modding


You should probably do that.
FO3Edit isn't for modding your game only, but it's a great tool to optimize your mod, too.

Especially to sort out unwanted/dirty edits, that don't belong in that particular mod.
Example? EVE096Beta changes a light beam at megaton. That's not the only one though.
Sure, that example isn't something critical, but EVE (didn't check the new 097 version though) has some deleted references and this can (and actually will!) cause crashes.

FO3Edit makes it really easy to spot these false edits and it has an error check too (.. yes, EVE does have some) so you should really consider using it, to make your great and favorised mod even better.
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Monique Cameron
 
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Post » Sat Feb 19, 2011 9:37 am

I'm not saying its you solely povu because when a bug happens it happens. But I have walked through that area a bunch of times never once with a problem. I wonder if that is conflict? That would get pretty annoying though if you had random turrets start shooting you. =/
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Julie Ann
 
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Post » Sat Feb 19, 2011 6:29 am

With the RC security turrets, I think it only happens if you go close to them, even with the door shut. Turrets seem to have an "aggro radius" and I think if you go within that then the RC security guards will start running all over the place.
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Louise Lowe
 
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Post » Sat Feb 19, 2011 7:44 am

Good to know. Would hate to get all the way into the Mothership Zeta Crew mod and then everyone goes nuts on me lol
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Eilidh Brian
 
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Post » Sat Feb 19, 2011 8:41 am

I'm spending the day trying learn FO3edit.
Anyone with experience in that program pls to advice me.
I'm following the "Miaxs Tome Of Fo3edit" .doc
My intention is to make EVE run with an .ESM file.
Not sure how to make an .ESM file or even what benefit it will have.
I guess i can make an .esp and then use FO3edit to put the changes into the esm? or something?

I think some of the Identicle or Deleted or Touched things in my .esp from clicking in the Render Window of GECK may confict with other thing in other mods so anyone who can write the things i need to know about FO3edit into simple English is appreciated with a Kudos ^__^
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Nienna garcia
 
Posts: 3407
Joined: Wed Apr 25, 2007 3:23 am

Post » Fri Feb 18, 2011 8:20 pm

I'm spending the day trying learn FO3edit.
Anyone with experience in that program pls to advice me.
I'm following the "Miaxs Tome Of Fo3edit" .doc
My intention is to make EVE run with an .ESM file.
Not sure how to make an .ESM file or even what benefit it will have.
I guess i can make an .esp and then use FO3edit to put the changes into the esm? or something?

I think some of the Identicle or Deleted or Touched things in my .esp from clicking in the Render Window of GECK may confict with other thing in other mods so anyone who can write the things i need to know about FO3edit into simple English is appreciated with a Kudos ^__^

Wouldn't say I'm an expert, far from it to be frank, but looking though all the things that had been edited by a mod seemed alot simplier than gough though the Geck!

It seems I had accidently changed something in the real operation ancerage file, and it had asked me before I quit if I really wanted to keep those changes! XD nice failsafe!
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Isabel Ruiz
 
Posts: 3447
Joined: Sat Nov 04, 2006 4:39 am


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