Stormfront Studios Presents

Post » Sat Feb 19, 2011 9:07 am

brillant work SaidenStorm you just got another fan ;)

iv been working along with cakester for a mod im doing that includes a couple of new creatures & races?. any chance you could help me out a bit, im good at most but getting these to work is not my best skill :)



infact im just watching these videos again & in highly impresses with all your creatures. the parrasite one is amazing right down to the movement & attaks.

you wana work on a mod :foodndrink:


naa, I do not work for other people unless they are paying me -> otherwise I just stick to the mods and mod content I want to create, sometimes I will stray out and do a Mod Request but that is only because the request itself interested me.
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MARLON JOHNSON
 
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Post » Fri Feb 18, 2011 9:44 pm

I can't let this thread go by without saying - - - hella interesting stuff!!!!!

Completely new creatures, with animations, and .. more, heh.

Pistol-whipping, too - - something which feels like it really belongs.

Radioactive slime is disgusting, yo.

hehe.
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Manuela Ribeiro Pereira
 
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Post » Sat Feb 19, 2011 2:35 am

Congrats on the releases Saiden, I'll definitely be adding these to my mod list!

Very professional work!

Miax
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Samantha hulme
 
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Post » Sat Feb 19, 2011 8:35 am

naa, I do not work for other people unless they are paying me -> otherwise I just stick to the mods and mod content I want to create, sometimes I will stray out and do a Mod Request but that is only because the request itself interested me.


ok ill try to intrest you ;)

this mod has been in production for months & has all new stuff from wepons to armours & world spaces to interior cells. its very much on the scale of a dlc & theres a good team too boot.

anyway down your road:
there is to be 5+ new races "alien" & "secret earth" and theres also a host of new creatures for the new worlds the player will be visiting?.

i have a lot of models like dinosaurs & aliens & such aswell as wanting a new looking supermutant race "proly just armours added to there meshes"

---

your skills are very much in demand & hell you can move up to the 2nd in command or team leader is you want :D
iv just moved to the underground forum so i can get the team to meet & discus what needs done next and show off what things there are that makes the mod!.
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Marie
 
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Post » Sat Feb 19, 2011 8:57 am

ps: thanx for your tutorial section :)
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Rebekah Rebekah Nicole
 
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Post » Sat Feb 19, 2011 5:14 am

Congratulations.
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Agnieszka Bak
 
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Post » Sat Feb 19, 2011 7:22 am

Looks amazing Saiden. Well Done.

Is there a configuration menu where you can select which creatures you wish to enable ? (as you menion options in the readme)

That would be great as some creatures such as the elementals, evils eyes etc dont fit in my personal vision of fallout (although i can see how many others will like them)


Edit - ignore this post (except the well done ! part) Just saw your reply to a comment on your nexus page. All creatures can be enabled or disabled via the mods options menu. Very cool ! ( 80 % completed download.. hurry up already !)
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Gemma Archer
 
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Post » Sat Feb 19, 2011 12:12 am

I finally finished with the generalized beta for ECM and have started into Animation production -> for this I went back to my old FO3 rig and scrapped it completely and created http://saidenstorm.googlepages.com/currentfallout3rig each designed specifically for its respective view, I will probably have another video time willing in a week or two.

----

Also my OTSCamera mod is being brought into this compilation as the 4th module and I have completely went back to the original idea and rewrote the entire mod.
Now:
1) I completely scrapped all of the menues and armor activator, now everything is dynamic.
2) Hold Key 2+ seconds and it Enables/Disables Camera Edit Mode -> you use the WASD keys to move the camera up, down, left or right, movement is halted during Camera Edit Mode.
3) Tapping the key will switch between Preset 1 and Preset 2, as it applies to if you are sneaking or not, there are still 4 presets 2 for sneaking and 2 for standing.
4) you can safely disable and re-enable the mod without loosing any settings(as long as you do not un-activate SS Master File.esm)

http://www.youtube.com/watch?v=xUbkBZJv4iE
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Bird
 
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Post » Sat Feb 19, 2011 10:20 am

I posted some Updates to the mod files all alterations are documented in the Read Me's, except for one change I removed two Warrington Station spawners that were interferring with a quest, if this continues to be an issue please tell me and I will just eliminate all spawners from Warrington Station.

Creature Compendium
1.1
1) Finished Evil Eye Spawning Effect.
2) Fixed Evil Eye Spawning so that it actually occurs.
3) Only Creature Options that will alter the current setting will show within the Terminal.
4) Added a new Option to Rift Portals -> Spawn max Deaths, this is the Maximum number of spawned creatures that any portal can let die before it starts to cost itself health -> this option was added in an effort to make Teammates influence have a contributive impact on the Encounter and to give a alternate way of finishing the Encounter.
5) Radmantis Bulls now have an aggro radius large enough to encapsulate thier group.
6) Altered some functions so that creatures that Feed will do so more often.
7) Fixed a few holes in my Pack AI to help prevent strays from leaving thier Pack.
8) Updated all Textures mipmaps so that they no longer break down at distance.
9) Updated Fermion Spawning Portal script so that Melee Weapons will now be able to damage it.
10) FGNO's Grenade may now be targeted in mid air for destruction.
11) CC Note is now a Terminal Option to read.

Weapon Effects
1.7
1) Only Effect Options that will alter the current setting will show within the Terminal.
2) Altered Energy Impact Datas so they are no longer flat.
3) Updated all Textures mipmaps so that they no longer break down at distance.
4) updated many of the projectile entries with Destruction Data so the Grenades and Mines are now targetable and destroyable.
5) Added Flare and Flare Dud Min Duration Options to Terminal Under the Weapon Effects Tree.
6) WE Note is now a Terminal Option to read.

OTS Camera
1.4
1) This Module is now completely incorperated into SS Master File.esm and needs to be enabled from the Options Terminal in-game.
2) I completely scrapped all of the menues and armor activator, now everything is dynamic.
3) Hold CameraKey 2+ seconds and it Enables/Disables Camera Edit Mode -> you use the Forward, Backward, Left and Right Control Keys to move the camera up, down, left or right, movement is halted during Camera Edit Mode.
4) Tapping the key will switch between Preset 1 and Preset 2, as it applies to if you are sneaking or not, there are still 4 presets 2 for sneaking and 2 for standing.
5) Added a Terminal Option for altering the default 1st Person Camera FOV.
6) OTS Camera Note is a Terminal Option to read.
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BethanyRhain
 
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Post » Sat Feb 19, 2011 5:59 am

Man...

The way you have these ghouls going is just... right.

http://www.youtube.com/watch?v=TDW1cEitYd8
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Charity Hughes
 
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Post » Fri Feb 18, 2011 9:02 pm

Man...

The way you have these ghouls going is just... right.

http://www.youtube.com/watch?v=TDW1cEitYd8



The only issue I see with the one crawling with its arms is this.

Would it be possible for it to crawl one arm at a time?

This is the best video I can come up with to explain what I mean.

http://www.youtube.com/watch?v=6_8akzxGIVQ

As you see, each arm is moved independantly.
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sarah simon-rogaume
 
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Post » Sat Feb 19, 2011 1:44 am

how did this mod escape me for so long?

So far most everything seem to be in place, but I am wondering about the OTS camera mod. I have enjoyed your OTS mod for quite some time now. Am I to understand it is now included in this mod here? also how am I supposed to bring up this options terminal. I thought I read that a series of notes will be received regarding this, but no notes yet. (Finally got it to work a few minutes ago) but I just can't play Fallout without OTS.

Any help / Info is appreciated.
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Tha King o Geekz
 
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Post » Fri Feb 18, 2011 8:37 pm

The only issue I see with the one crawling with its arms is this.

Would it be possible for it to crawl one arm at a time?

This is the best video I can come up with to explain what I mean.

http://www.youtube.com/watch?v=6_8akzxGIVQ

As you see, each arm is moved independantly.


New animations are possible I have all of my Max files backed up -> I thought of a clumsy baby like crawl but I decided that a ghoul is mindless not clumsy so I went with anims that were more to the point forward and direct.

how did this mod escape me for so long?

So far most everything seem to be in place, but I am wondering about the OTS camera mod. I have enjoyed your OTS mod for quite some time now. Am I to understand it is now included in this mod here? also how am I supposed to bring up this options terminal. I thought I read that a series of notes will be received regarding this, but no notes yet. (Finally got it to work a few minutes ago) but I just can't play Fallout without OTS.

Any help / Info is appreciated.


The notes ~should get added to any cleaned save (load game without mod active save/quit then activate mod) if they are still not getting added just go ingame and open the console and type Player.AddItem XX0011FD (will add the Misc Item that you can carry around) or Player.PlaceAtMe XX001091 (will placed the Options Terminal at your location).

Its a good idea to also go into one of your house mods or some creature free interrior and wait 3 days to reset the world.

Basically once you activate the Options Terminal it will give the option to pick it up use it do nothing or destroy it from there its just a set of terminal pages set up to allow for almost complete customization of all install modules.

OTS requires FOSE installed to function.
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Albert Wesker
 
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Post » Fri Feb 18, 2011 11:57 pm

If someone did a FOIP patch for a FWE/WMK/MMM setup to wrok with SSP, that would be so awesome. Even if just the critical effects parts.
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Latino HeaT
 
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Post » Sat Feb 19, 2011 4:56 am

New animations are possible I have all of my Max files backed up -> I thought of a clumsy baby like crawl but I decided that a ghoul is mindless not clumsy so I went with anims that were more to the point forward and direct.



Well, I wouldn't say Feral Ghouls are "mindless..." More like they've mentally regressed to an animal-like mindset.

Regardless, having them drag themselves across the floor, one arm at a time, would be really creepy... which is an awesome thing.

Edit: When it comes to a MMM FOIP patch, yes, please!
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Samantha Wood
 
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Post » Fri Feb 18, 2011 8:29 pm

didn't work. I have fose installed, I have waited indoors for 7 days. When I type in the command I get http://img249.imageshack.us/img249/912/screenshot52.png. Im pretty sure I installed correctly. First time I installed, I used FOMM, when I didn't get the note I uninstalled the installed manually still no note. that appears tobe the only problem I have, Just can seem to get to the options menu for some reason.
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Tamara Primo
 
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Post » Sat Feb 19, 2011 1:08 am

didn't work. I have fose installed, I have waited indoors for 7 days. When I type in the command I get http://img249.imageshack.us/img249/912/screenshot52.png. Im pretty sure I installed correctly. First time I installed, I used FOMM, when I didn't get the note I uninstalled the installed manually still no note. that appears tobe the only problem I have, Just can seem to get to the options menu for some reason.

X marks the mistake ;)

You're not supposed to literally type XX, XX stands for the load order # (you need to check for yourself what it is in FOMM)
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Judy Lynch
 
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Post » Sat Feb 19, 2011 3:49 am

well that makes sense. will let you know how how it goes.

EDIT: Place at me worked just fine, however player.additem did not. anyway, got it working now. Thanks Kai. :goodjob:
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Sarah Edmunds
 
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Post » Fri Feb 18, 2011 9:44 pm

Well, I wouldn't say Feral Ghouls are "mindless..." More like they've mentally regressed to an animal-like mindset.

Regardless, having them drag themselves across the floor, one arm at a time, would be really creepy... which is an awesome thing.

Edit: When it comes to a MMM FOIP patch, yes, please!


No need for an FOIP for MMM the only conflict with MMM and SSP will be with Super Mutants -> to fix it all thats required is for you to open the terminal and go to the SM Max Spawns option and either disable it or disable it then Increase it by 1, if you do not do this you will get mauled by 800 SM's but the fix is very simple.
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Amanda Furtado
 
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Post » Sat Feb 19, 2011 1:08 am

Ah. Would your Feral Reraise mesh with Martigen's, or would your scripts supersede Mart's? I'd love to run into a gaggle of Ghouls missing a large variety of body parts...

Of course, I'm not sure if I'd ever see your scripts, seeing as I always blast the heads off of Feral Ghouls; I like to think of it as being a proactive measure. :evil: :gun:
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rebecca moody
 
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Post » Sat Feb 19, 2011 7:13 am

Ah. Would your Feral Reraise mesh with Martigen's, or would your scripts supersede Mart's? I'd love to run into a gaggle of Ghouls missing a large variety of body parts...

Of course, I'm not sure if I'd ever see your scripts, seeing as I always blast the heads off of Feral Ghouls; I like to think of it as being a proactive measure. :evil: :gun:


My scripts and His are completely seperate neither will mess with the other.
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Isabel Ruiz
 
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Post » Sat Feb 19, 2011 12:55 am

check your pms.
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Andrea Pratt
 
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Post » Sat Feb 19, 2011 8:46 am

Stormfront Studios Presents Release 1.1
Download Link:
http://www.fallout3nexus.com/downloads/file.php?id=9396

SSP-CC changes
Release 1.2
1) Removed the Harvesting feature infavor of simple looting without the menu.
2) Halfed the Radmantis Bulls Aggro radius as they had a tendancy to sneak up on you, you still need to keep your distance.

SSP-OTS Camera
Release 1.5
1) Camera Edit mode now only requires you to hold the key for 1 second.
2) Altered Script so that you will now enter/exit Camera Edit Mode after that 1 second instead of needing to release the key after the time was up.
3) This module is not completely integrated into SSP its off by default and you will need to enable it through the Options Terminal, it was actually included in the previous release but I did not document it.

This marks the initial Beta release of the Enhanced Combat Maneuvers Module its semi-complete, I am releasing it to get feedback and some bug testing done on a larger scale.
Note: I removed all abilities that were incomplete and could cause problems, all of the Cover Systems and Doding abilities are completely stripped out you can still set a Dodge Key but it will do absolutely nothing and there are only 6 Weapon Types covered in this release I will follow up with bug fixes and more of the Weapon Types releases as the beta continues and I have the time to finish creating the Animations and Effects.

SSP-ECM
http://www.youtube.com/watch?v=zxmI9w2TKoI
1) This Module needs to be enabled from the Options Terminal in-game to start using it.
2) Adds an Alternate Attack Key, Currently Supported Weapon Types are H2H, 1HM, 2HM, 1HP, 2HR and 2HA.
3) Holding down the attack key will continously Trigger Alt Attack.
4) Several completely new animations.
5) ECM Note is a Terminal Option to read.
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Justin
 
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Post » Fri Feb 18, 2011 11:00 pm

Congrats on the beta release of ECM, this is definitly the best addition to Fallout 3 in quite a while. I like the implementation of the hitreactions, personally I was using an explosion for simulating the hitreactions, but that doesn't look anywhere as good.
Out of curiosity what was the problem with the dodging, since that seems to me to be much easier to implement? (aside of creating the animations of course, but overall it seemed fine when I used Oblivion acrobatic animations for testing)
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leni
 
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Post » Fri Feb 18, 2011 10:12 pm

So I imagine that the creatures esp will not be compatible with MMM - is that so?

Going to put ECM in my game right now.

[edit] read the readme - MMM combo gives too many spawns but you give workaround via menus. Will test out soon.

[edit 2] so after installing both the creature compendium and the combat esp I got crashes on exit. ::bummer:: Tested further and it is the creatures mod.

I then ran the esp though the FO3edit automatic cleaning procedure and removed the 17 identical to master (FO3.esm) records - still crashes. I then tested high and low in load order and it still crashes on exit.

I have a large load order that does not crash on exit:
Spoiler
Active Mod Files:00  fallout3.esm01  anchorage.esm02  thepitt.esm03  brokensteel.esm04  pointlookout.esm05  Destruction.esm06  zeta.esm07  unofficial fallout 3 patch.esm  [Version 1.2.0]08  project beauty.esm09  Companion Core.esm0A  Companion Share & Recruit.esm0B  Wasteland Whisperer v2.esm0C  RobCo Certified v2.esm0D  pointlookout-followersgettogo.esm  [Version 2.]0E  craft.esm0F  calibr.esm  [Version 1.3]10  xcalibr.esm11  refurbishes [all].esm12  streetlights.esm13  SS Master File.esm14  dcinteriors_comboedition.esm15  fo3 wanderers edition - main file.esm16  mart's mutant mod.esm17  mmzombiecemetery.esm18  cubeexperimental (en).esm19  enhanced weather - rain and snow.esm1A  xepha's dynamic weather.esm1B  unofficial fallout 3 patch - operation anchorage.esp  [Version 1.2.0]1C  unofficial fallout 3 patch - the pitt.esp  [Version 1.2.0]1D  unofficial fallout 3 patch - broken steel.esp  [Version 1.2.0]1E  unofficial fallout 3 patch - point lookout.esp  [Version 1.2.0]1F  unofficial fallout 3 patch - mothership zeta.esp  [Version 1.2.0]20  darnifieduif3.esp**  Project Beauty- Broken Steel.esp**  Project Beauty- Point Lookout.esp21  firelightfix.esp22  streetlights - wasteland.esp23  craft - activation perk.esp24  craft - energyammo.esp25  tincancrafting.esp  [Version 2.0]26  calibrxmerchant.esp++  InverseCombatKnife.esp27  more hotkeys.esp28  princess better prompts v1pt1.esp29  zumbs'_overhauled_real_time_security.esp++  Zombie Sounds V2.esp++  GeneratorSound.esp2A  galaxynewsradio100[m].esp2B  moshman's wasteland ambiance.esp2C  ghostradio.esp2D  mutantradio.esp2E  lookoutradio.esp2F  radiotenpenny.esp30  conelrad 640-1240.esp31  existence2.0.esp32  radioblues.esp33  war_radio.esp34  people_radio.esp35  invasionradio.esp36  kbatradio.esp37  vtap25.esp38  radio stutter fix.esp39  radiohotkey.esp3A  radiohotkey_radiobluesaddon.esp3B  upp - original perks.esp3C  upp - pack 1.esp3D  upp - pack 2.esp3E  upp - experience perks.esp3F  upp  - quest perks.esp40  combat style perks.esp41  PreWar Book Titles and Perks.esp42  notsofast.esp43  HeirApparent.esp44  merc.esp45  tubrrcompound.esp46  bospatrols.esp47  markb50k_wasteland_patrols.esp48  echo_batterycharger.esp49  householdwaterpurifier.esp4A  blackwolf backpack.esp4B  gunnysack.esp  [Version 1.3]4C  falloutfood.esp4D  stealth kills enabled.esp++  Stealth Kills Enabled - Pitt Compatibility.esp4E  1animated nightvision goggles.esp4F  ss ots camera fose.esp50  ZoomReworked.esp51  directional piplight hdr.esp52  motorcycleremake.esp53  expanded megaton house v3.esp54  maintenanceshed.esp  [Version 1.3]55  moremapmarkers.esp56  treasure maps_underground.esp57  treasure maps_secrets of the wasteland.esp58  treasure maps_bobblehead edition.esp59  treasure maps_a fist full of caps.esp5A  greenerworld.esp++  Destruction - Main.esp5B  Destruction - Main - Statics.esp++  Destruction - DLC.esp5C  Destruction - DLC - Statics.esp5D  mtc wasteland travellers.esp5E  cliff's_residences of dc - player version.esp5F  dcinteriors_dlc_collectables.esp60  rivet city realignment.esp61  movinonup3.0.esp62  canterburycommonsinteriors.esp63  CantaburyCommonsGuards.esp64  maxlevelworkaround-hp-bs.esp65  wastelandmastery.esp66  skillcheck.esp67  fo3 wanderers edition - main file.esp68  fo3 wanderers edition - dlc anchorage.esp69  fo3 wanderers edition - dlc the pitt.esp6A  fo3 wanderers edition - dlc broken steel.esp6B  fo3 wanderers edition - dlc point lookout.esp6C  fo3 wanderers edition - dlc mothership zeta.esp6D  fo3 wanderers edition - followers enhanced (brokensteel).esp6E  fo3 wanderers edition - alternate travel.esp6F  fo3 wanderers edition - ufp support.esp70  fo3 wanderers edition - optional restore tracers.esp71  fo3 wanderers edition - optional vats realtime.esp72  fo3 wanderers edition - optional worn weapons.esp++  FO3 Wanderers Edition - Project Beauty.esp++  FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp73  FO3 Quest Patch - FWE + BS.esp74  weaponmodkits.esp75  weaponmodkits - fwe master release.esp++  WeaponModKits - FWE Optional Worn Weapons.esp76  weaponmodkits - operationanchorage.esp77  weaponmodkits - thepitt.esp78  weaponmodkits - brokensteel.esp79  weaponmodkits - pointlookout.esp7A  weaponmodkits - zeta.esp++  Echo_UseBothGloves.esp7B  jmschematics - craft.esp7C  dragonskin tactical outfit.esp7D  dragonskinbonuspack.esp++  DTOForFWE.esp7E  zl-svd-calibr.esp++  SVDForFWE.esp7F  zl-acr.esp++  ACRForFWE.esp80  tactical weapons by grs frederyck.esp81  xcalibrmunitions.esp++  frederyck+FWE+xCALIBR.esp82  xcalibrmunitions_fosenhancements.esp83  stealthboy recon armor - craft.esp84  calibr ammo schematics - craft.esp85  craft improvised weaponry.esp86  craft improvised weaponry - unmodeled.esp87  realistic death physics.esp88  burnification.esp89  eve.esp8A  eve operation anchorage.esp8B  eve - fwe master release.esp++  EVE - FWE Master Release (Follower Enhanced).esp++  EVE Anchorage - FWE DLC Anchorage.esp++  EVE - FWE with WeaponModKits.esp8C  phig_steadyaim.esp8D  dlm_ffoutcastsquest(fweed).esp++  DLM_FFOutcastsQuest_Override-BS.esp++  FalloutFoods - FWE Master Release.esp++  ThePitt-NoFireFollowers.esp8E  Companion Core DLC Addon.esp8F  Wasteland Whisperer v2 Broken Steel Addon.esp90  RobCo Certified v2 Zeta Addon.esp91  Mysteriouswoman_corsetntrousers.esp92  DogmeatEssentialModv1.2.esp93  Dogmeat Leather Armor - CRAFT.esp94  phalanx-obedient-dogmeat.esp95  Move-Dogmeat.esp++  DogmeatStealth.esp96  responsive kill reactions.esp  [Version 1.1]97  immersivehealth.esp98  SS Enhanced Combat Maneuvers.esp99  mart's mutant mod.esp**  Mart's Mutant Mod - Project Beauty.esp9A  mart's mutant mod - dlc anchorage.esp9B  mart's mutant mod - dlc the pitt.esp9C  mart's mutant mod - dlc broken steel.esp++  Mart's Mutant Mod - DLC Point Lookout.esp9D  mart's mutant mod - dlc zeta.esp9E  mart's mutant mod - zombie cementery.esp9F  s.t.a.l.k.e.r. mutants[addon for mmm].espA0  mart's mutant mod - fwe master release.esp++  Mart's Mutant Mod - Project Beauty + FWE.esp++  Mart's Mutant Mod - Dynamic Player Scaling.esp++  T3T_MiscItemIcons.espA1  Gifts4Kids.espA2  tubunarfwe.esp++  xCALIBR_override_FWE5.esp++  FWE+WMK_weapons_xCALIBRified.espA3  Attentater's Wasteland Economy.espA4  enhanced weather - rainbows.espA5  enhanced weather - weather sounds in interiors.espA6  realistic interior lighting.espA7  realistic interior lighting - oa.espA8  realistic interior lighting - bs.esp++  PiPBoy Light Range x4.esp++  PiPBoy Yellow Light.espA9  megalight.espAA  xepha's dynamic weather - main.espAB  xepha's dynamic weather - anchorage.espAC  xepha's dynamic weather - the pitt.espAD  xepha's dynamic weather - broken steel.espAE  xepha's dynamic weather - point lookout.espAF  xepha's dynamic weather - experimental green tint remover.espB0  xepha's dynamic weather - rain (oa).esp++  Xepha's Dynamic Weather - Darker Water.espB1  night time sneak boost.espB2  =Medium+Far=DOF1.1.espB3  Bashed Patch, 0.esp
I understand that these are beta, but the crashing on exit is something I cannot bring into the game which is too bad.
... OK on with testing combat.

[edit 3] so first thing that made me wonder was after enabling the interface terminal through the arcane and somewhat dated method of console commands I was surprised to see that it was not an object in the sense of being a physical object that one might see in the wasteland, but rather it was a glowing ball of white/black energy that jumped around in place and would not sit still on a desk and fell on the ground every time (difficult havok). I thought "well I'll just keep it on me" but after picking it up I cannot find it in my inventory, after searching I found it in misc - many mod authors use a leading . or for easier recognition. just a suggestion.

Next I was able to set the alt attack button just fine as the 3rd button on my mouse. Very cool that I can now hit people with the but of my gun.
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Ezekiel Macallister
 
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