Mod Trouble, need help!

Post » Tue May 17, 2011 8:13 am

My mod was working perfectly fine last I play tested it but now the meshes do not appear in game and the custom sounds do not play, yet they appear just fine in the Geck and the scripts I made still work. I haven't added any new mods and my save games haven't changed, the only thing that has changed is that I added Mothership Zeta to my esp so I could use the cryo effect on my new scripted weapons, so anyone how I can resolve this without removing the Zeta esm from my mod?

P.S. The mod I'm making is adding weapons that can change ammo types from normal to poison, inferno, cryo and disruptor (just the same kinds of weapons just with different effects witch are swapped using the script) all this is based on Mass Effect's Ammo types.
User avatar
Becky Cox
 
Posts: 3389
Joined: Thu Jun 22, 2006 8:38 am

Post » Tue May 17, 2011 12:44 am

HOW did you add the Zeta DLC to your esp? Did you just make use of the zeta effects in your mod, or did you try doing it using FO3Edit? You should only have to assign a use of the DLC content in your esp and it will include the DLC as a master automatically. Mod load order shouldn't affect things already in game or called by script, so I dunno.
User avatar
Janeth Valenzuela Castelo
 
Posts: 3411
Joined: Wed Jun 21, 2006 3:03 am

Post » Tue May 17, 2011 7:17 am

yes thats what I meant I added/assigned it as a master I didn't merge them (I don't think thats even possible, not without a crap load of work)
User avatar
Chloe Mayo
 
Posts: 3404
Joined: Wed Jun 21, 2006 11:59 pm

Post » Tue May 17, 2011 10:40 am

Nevermind I found the problem. Fallout 3 unlike Morrowind uses 2 different weapon models the world model and the 1st person model, I modified and renamed the weapon mesh and forgot to reassign it to the 1st person static, now that I've done that its working again. I really need to unlearn or forget morrowind while using the Geck as I keep making simple mistakes like these cause of it.
User avatar
Rebecca Dosch
 
Posts: 3453
Joined: Thu Jan 18, 2007 6:39 pm

Post » Tue May 17, 2011 2:02 am

yes thats what I meant I added/assigned it as a master I didn't merge them (I don't think thats even possible, not without a crap load of work)

What I meant was loading zeta and your esp (as active), at the same time. Then when creating your weapon or whatever it is you were doing, just use the loaded cryo effect just like if it were a default fallout effect. It creates a link to the zeta effect, and adds zeta as a master automatically when you save your esp. No merging whatsoever and no dinking around with FO3Edit either.
Anyway, good to hear you sorted it out.
User avatar
Brιonα Renae
 
Posts: 3430
Joined: Mon Oct 22, 2007 3:10 am


Return to Fallout 3