Fallout Mod Detectives #6

Post » Mon Jan 03, 2011 7:14 pm

Is there something along the lines of Oblivions 'custom race fix' for Fallout 3?

I've noticed if I have a char with a custom race, Broken Steel's intro cutscene and .bik freak out and I can't advance.


This should do it:

http://www.fallout3nexus.com/downloads/file.php?id=6240
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Emily Jeffs
 
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Post » Mon Jan 03, 2011 8:14 pm

I'm looking for a mod I have on my PC and currently have access to. Surprising, eh? I'd like to share the knowledge of it's existence with people, is why I want to know.

It's a mod that changes the T-45b, Enclave, Tesla, and T-51b Armors to have armored gloves like the Hellfire Armor from Broken Steel.

The name of the file is "Power Armor Gloves v.3.esp"

Even with that info I can't seem to find it on the nexus again.
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Kerri Lee
 
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Post » Mon Jan 03, 2011 7:38 pm

I'm looking for a mod I have on my PC and currently have access to. Surprising, eh? I'd like to share the knowledge of it's existence with people, is why I want to know.

It's a mod that changes the T-45b, Enclave, Tesla, and T-51b Armors to have armored gloves like the Hellfire Armor from Broken Steel.

The name of the file is "Power Armor Gloves v.3.esp"

Even with that info I can't seem to find it on the nexus again.


Maybe this? http://www.fallout3nexus.com/downloads/file.php?id=6448

[edit] yep pretty sure this is it. [/edit]
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Erika Ellsworth
 
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Post » Mon Jan 03, 2011 4:54 pm

Yes that's it, thanks much.
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Heather Dawson
 
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Post » Mon Jan 03, 2011 7:52 pm

Is there a mod that makes laser weaponry shoot invisible beams? Lasers don't work like that!
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Pete Schmitzer
 
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Post » Mon Jan 03, 2011 11:20 am

Is there a mod that makes laser weaponry shoot invisible beams? Lasers don't work like that!


Weaponized lasers most certainly do have colors.

In the real world, Industrial lasers are colorless in some cases, although there are indeed colored ones.

I studied lasers for a while in college as a hobby, even got access to the tech labs where they work with them and I found out a lot of things:

1. Laser emission by itself is an excited beam of photons and thus, has an emmissive radiation spectrum based on the frequency of the laser.

2. The frequency of a laser emission corresponds to a frequency of radiation ranging from low-band EM all the way to (and potentially beyond) Microwave.

3. 'colored' lasers fall within a specific range of photonic radiation emission, and the guiding factor is, traditionally, the refractive element(s) used to focus the laser, such as a rod of manmade ruby.

4. Various 'spectrum' (color, if you will, although many 'colors' of laser are invisible to the unaided eye) lasers have varying penetration potential for physical objects. To whit, some lasers will cut through any known substance in the universe, while other lasers are easily reflected by various properties, the most common of which is, of course, the refractive potential of the target ('mirroring'..aka 'shininess').

In the case of cutting lasers (as opposed to communications lasers, etc), the cutting ability is determined BOTH by the wavelength, AND by the intensity (power) of the beam. Due to this, lasers are measured with Wattage, traditionally, as the Watt system can obtain to the huge numbers involved (Gigawatts, Terrawats, etc).


What does #4 actually MEAN?

Well, doctors and industrialists use various 'colors' of lasers to cut various objects. One 'color' of laser is less prone to break up due to refraction, and is used on items that have a tendency to have a 'sheen' or 'shine' to them (such as diamond), although those items still need to be prepped with an anti-reflective coating, generally, such as a dusting of pot-ash or other substance.

Some lasers will cut ONLY skin, while others will cut ONLY a cornea, still others will only cut 'red meat' and yet another will only cut bone.

Ok, class dismissed :D

I left out a lot of specific information for brevity, but if necessary, I can quote you chapter and verse from a number of physics textbooks :D

To answer your question, however: No, I find no invisible lasers on the Nexus or other sites to date. Why don't you create one for us? :)


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suniti
 
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Post » Mon Jan 03, 2011 3:48 pm

Because I wanted to know if they existed before trying anything! :P

Regardless, seeing as laser weaponry in this game doesn't cut at all, and there isn't really anything to scatter the beam (As, I believe is neccesary for us to see it, at least in my limited understanding of how lasers work) so we can see it (I have nothing against the hit effects, I think they look great), I think there's merit in such a mod. I'm no modder, though, but EVE (I believe) changes colour and opacity, I assume it's defined in the specific projectile type?

Edit: I mean, very intense beams of light can't be seen in mid-air, unless there's dust to reflect it, doesn't this also apply to lasers? Even pew-pew-pew "SCIENCE!" lasers?
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Samantha Wood
 
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Post » Mon Jan 03, 2011 4:03 pm

Because I wanted to know if they existed before trying anything! :P

Regardless, seeing as laser weaponry in this game doesn't cut at all, and there isn't really anything to scatter the beam (As, I believe is neccesary for us to see it, at least in my limited understanding of how lasers work) so we can see it (I have nothing against the hit effects, I think they look great), I think there's merit in such a mod. I'm no modder, though, but EVE (I believe) changes colour and opacity, I assume it's defined in the specific projectile type?

Edit: I mean, very intense beams of light can't be seen in mid-air, unless there's dust to reflect it, doesn't this also apply to lasers? Even pew-pew-pew "SCIENCE!" lasers?



You are correct to some extent, although decaying photons that 'leak' from the beam tend to emit visible light as they rapidly drop through the spectrum. The reason they show as one color tends to be that their half-life is extremely brief.

As to dust, yes, dust is a major factor in making a beam HIGHLY visible, and since the air of the planet is still blowing around the disintegrated topsoil (and your ancestors heh) because of the lack of plants to prevent erosion, lasers would tend to be very visible.

In fallout 3, even an 'invisible' laser, if I'm thinking rightly, would tend to be 'percieved' as a brief flash of light, although an EM (pain) or Microwave (explode them) laser would still be invisible completely. A black-light laser (Ultraviolet) would be totally invisible, but would light up photosensitive surfaces the way a black light light bulb does to a fuzzy Elvis painting, I would assume :D

So, if you want to do an invisible laser, I would consider using either an EM band laser which will generate heat and disrupt synaptics, causing pain and possibly making them fall down, OR a microwave laser which would burn holes in them and have the potential to invoke the bloody mess perk every time it hits.

Those would rock :)
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Alexandra Ryan
 
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Post » Mon Jan 03, 2011 7:56 pm

Hm, that's true, there HAS been a nuclear war. I don't suppose projectile attributes are exposed to scripting, are they? Lasers being less visible in the wasteland, and more visible in the dusty, dusty interiors, would be a pretty awesome graphical effect. Thanks for the insight :)

(Wouldn't lasers be much less effective in dusty conditions, though? They're already pretty damn powerful in the game, but are they mere shadows of their pre-war selves?)
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Mélida Brunet
 
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Post » Mon Jan 03, 2011 10:13 am

There is one mod I know of that makes the pipboy light directional, but it's blocked :(

Is there another mod that does this as well?
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Terry
 
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Post » Mon Jan 03, 2011 11:26 am

There is one mod I know of that makes the pipboy light directional, but it's blocked :(

Is there another mod that does this as well?

http://www.fallout3nexus.com/downloads/file.php?id=6211 or http://www.fallout3nexus.com/downloads/file.php?id=2655?
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Amber Hubbard
 
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Post » Mon Jan 03, 2011 11:00 pm

Like the helmet light, 'cept for the pipboy. Oh well :(

It's basically a spotlight.. except it's blocked and I am amazed there isn't more than one like that :(
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Conor Byrne
 
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Post » Mon Jan 03, 2011 7:28 pm

Is there a mod that allows Access to the Citadel Armory after BS without destroying the Citadel?
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X(S.a.R.a.H)X
 
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Post » Mon Jan 03, 2011 4:56 pm

http://www.fallout3nexus.com/downloads/file.php?id=6816
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Chad Holloway
 
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Post » Mon Jan 03, 2011 11:14 pm

Thanks much.
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michael flanigan
 
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Post » Mon Jan 03, 2011 9:12 pm

Is there a mod that lets you gain karma for reverse stealing? IE: putting a can of beans in Silver's fridge, or reverse PP a slab of Brahmin Steak. I'd like to give back to the Wasteland. :P

Anybody?
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Dawn Porter
 
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Post » Mon Jan 03, 2011 6:34 pm

Hm, that's true, there HAS been a nuclear war. I don't suppose projectile attributes are exposed to scripting, are they? Lasers being less visible in the wasteland, and more visible in the dusty, dusty interiors, would be a pretty awesome graphical effect. Thanks for the insight :)

(Wouldn't lasers be much less effective in dusty conditions, though? They're already pretty damn powerful in the game, but are they mere shadows of their pre-war selves?)


Actually, a strong enough UV laser does leave a visible beam. It ionizes the air it passes thru causing the gases in the air to glow briefly at their characteristic frequency. Such as reddish for neon, greenish for oxygen, bluish for argon, infrared for carbon dioxide, etc. etc.

So a strong UV beam would cause the air to glow in the path of the beam. For that matter, *any* laser strong enough to ionize the air will leave a beam trace.

[edit]And any laser strong enough to cause the effects that we see in Fallout is going to be burning the dust out of its path. It would take a *lot* of dust in the air to decrease the beam power noticeably. Cause it to spread maybe but not decrease that much. [/edit]
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Craig Martin
 
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Post » Mon Jan 03, 2011 2:51 pm

Anybody?


I've done a bit of looking and I can't find any that do.
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ImmaTakeYour
 
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Post » Mon Jan 03, 2011 5:56 pm

Actually, a strong enough UV laser does leave a visible beam. It ionizes the air it passes thru causing the gases in the air to glow briefly at their characteristic frequency. Such as reddish for neon, greenish for oxygen, bluish for argon, infrared for carbon dioxide, etc. etc.

So a strong UV beam would cause the air to glow in the path of the beam. For that matter, *any* laser strong enough to ionize the air will leave a beam trace.

[edit]And any laser strong enough to cause the effects that we see in Fallout is going to be burning the dust out of its path. It would take a *lot* of dust in the air to decrease the beam power noticeably. Cause it to spread maybe but not decrease that much. [/edit]


True, I hadn't really remembered that part. Like I say, I was more of a hobbyist with access to some midrange equipment at a local college, and its been more than a dozen years. But at any rate, my access to their high output gear was severely limited to the point of 'stand behind this partition, put on these glasses, and watch'...I never got to go 'hands on' with some of the super high energy stuff.

Now that I think of it, I do recall watching one of their 'colorless' (UV) lasers and being able to see a beam trace when they increased the power past a certain point...and a smell in the air, too...not sure if that was ozone, or just machinery getting warm.
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Carys
 
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Post » Mon Jan 03, 2011 10:32 am

Any mod that stops dismemberment with weapons like pistols and blunt melee weapons AND supports all DLCs?
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Janeth Valenzuela Castelo
 
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Post » Mon Jan 03, 2011 5:10 pm

Any mod that stops dismemberment with weapons like pistols and blunt melee weapons AND supports all DLCs?

http://www.fallout3nexus.com/downloads/file.php?id=10250 reduces it. http://www.fallout3nexus.com/downloads/file.php?id=197 seems to have an option to remove it.
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Chloe Mayo
 
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Post » Mon Jan 03, 2011 8:40 pm

I am a long time player of Oblivion and have only tried Fallout3 for a short while when it was first released. The reason I was turned off by Fallout3 is the mutants, ghouls and toxic waste/zombie NPCs. I am like a timid child when it comes to viewing dead/decaying humans trying to kill me. I hate to see that sort of thing. Of course there are zombies and such in Oblivion but I try to avoid quests that have too many of that and ...I guess I have worked it out in my own head that zombies/undead are something that I can live with. I have just gotten use to them. However, for Fallout3 I don't really want to get accostumed to the number of human ghouls, mutants, etc. What is especially disturbing to me is the schools and such in the wasteland that have evidence of children that have either been killed, tortured or turned into mutants. This is something that I just can't live with being a father of two wonderful daughters. I just can't seperate this imaginary world in Fallout3 from my real life. It is just too disturbing. Is there a mod that removes all the mutants, ghouls and for that matter any humans that just look like walking dead from the Fallout world? I would really like to enter into the world of Fallout3, and creatures and monsters are fine with me, it is just the humanoid mutants/ghouls that turn me off. Any help is appreciated.
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Rebecca Dosch
 
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Post » Mon Jan 03, 2011 12:11 pm

I am a long time player of Oblivion and have only tried Fallout3 for a short while when it was first released. The reason I was turned off by Fallout3 is the mutants, ghouls and toxic waste/zombie NPCs. I am like a timid child when it comes to viewing dead/decaying humans trying to kill me. I hate to see that sort of thing. Of course there are zombies and such in Oblivion but I try to avoid quests that have too many of that and ...I guess I have worked it out in my own head that zombies/undead are something that I can live with. I have just gotten use to them. However, for Fallout3 I don't really want to get accostumed to the number of human ghouls, mutants, etc. What is especially disturbing to me is the schools and such in the wasteland that have evidence of children that have either been killed, tortured or turned into mutants. This is something that I just can't live with being a father of two wonderful daughters. I just can't seperate this imaginary world in Fallout3 from my real life. It is just too disturbing. Is there a mod that removes all the mutants, ghouls and for that matter any humans that just look like walking dead from the Fallout world? I would really like to enter into the world of Fallout3, and creatures and monsters are fine with me, it is just the humanoid mutants/ghouls that turn me off. Any help is appreciated.

Welcome to the wasteland. These kind of stuff is what one would expect in a hellish time of the post-apocalyptic world, with all the deaths and remains and all. If the appearance of some of the ghouls annoy ya, assuming ya not suffer from Coulrophobia, there http://www.fallout3nexus.com/downloads/file.php?id=6288.

I found this for ghoul as well:
http://www.fallout3nexus.com/downloads/file.php?id=3138
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Brιonα Renae
 
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Post » Tue Jan 04, 2011 12:27 am

Welcome to the wasteland. These kind of stuff is what one would expect in a hellish time of the post-apocalyptic world, with all the deaths and remains and all. If the appearance of some of the ghouls annoy ya, assuming ya not suffer from Coulrophobia, there http://www.fallout3nexus.com/downloads/file.php?id=6288.

I found this for ghoul as well:
http://www.fallout3nexus.com/downloads/file.php?id=3138


That makes them even scarier, imo. :P
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Mark Churchman
 
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Post » Mon Jan 03, 2011 3:23 pm

A mod that makes Zoom a Toggle instead of a hold.
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Bloomer
 
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