Fallout 3

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JoshNZ

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22 comments

  1. bridgitte
    bridgitte
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    I installed the latest FOSE script extender but my game version is 1.7.0.4 and the latest version they have is only up to game version 1.7.0.3 and hasn't been updated since 12-10-21 - I am worried that it will never be updated - this leaves me and others with the problem that some mods won't work because you can't play the game with using the old FOSE version - I thought your mod might be the solution but I'm hesitant to add it - can anyone help to update FOSE to be compatible with game version 1.7.0.4?
    1. Gyhl
      Gyhl
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      https://www.nexusmods.com/fallout3/mods/24913

      Fallout Anniversary Patcher is supposed to fix it
  2. AtomicTEM
    AtomicTEM
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    Great mod.
  3. JDog162
    JDog162
    • member
    • 0 kudos
    I can't give JoshNZ enough Kudos, I run several of his mods and they're some of my favourites. This patch has been added into AP I think and I deactivated this mod when I realised, but then some things didn't work so well. So I reinstalled and reactivated this and now stuff works better. No idea why. Anyway, thanks JoshNZ for creating and sharing this.
  4. YummyLecker
    YummyLecker
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    • 0 kudos
    No longer working
  5. Darthmufin
    Darthmufin
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    • 3 kudos
    dosnt work
  6. fcterryb
    fcterryb
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    • 49 kudos
    a variation on that worked for reseting them though i had to move them to a dummy cell set them and move them back though im not shure what will happen if anything happens to the original npc.

    had to put it in a begin onload block if i had more than one npc changed they would all change to the last hair copied when i fasttraveld
  7. JoshNZ
    JoshNZ
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    • 899 kudos
    yep thats about right.
    the FOSE team have not put in hair tint...

    You can over come the raload problem with...

    Ref mClone
    Ref mRefClone

    Begin Somthing

    set targpl to resmedmark.placeatme clonenpc
    targpl.moveto resmedmark 0 0 10
    targpl.setdefaultrace npctobecloned
    targpl.matchrace npcsettotestqarace
    targpl.matchrace npctobecloned
    ;checks if the matchrace command made it a child correcting if it did
    if targpl.ischild == 1
    targpl.agerace 1
    endif
    targpl.moveto targx
    targpl.copyhairfrom targx
    targpl.copyeyesfrom targx
    targpl.copyfacefrom targx
    set mClone to targpl
    Set mRefClone to targx
    If GameRestarted == 1
    targpl.copyhairfrom mRefClone
    targpl.copyeyesfrom mRefClone
    targpl.copyfacefrom mRefClone
    Endif
    End

    Or somthing like that, the basic idear is to use GameRestarted to re-change them.

    O and hair tint is being looked at buy the FOSE team. I seam to have bugged him back to work...
  8. fcterryb
    fcterryb
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    seems to work for me following the instructions only have 2 items somtimes the hair on the clone turns grey regardless of the originals hair color. the other may just be how fallout acts when a mod is changed seems as I change or debug the mod im making the clone npc reverts back to its original look as if the copyhair eyes face commands had not been used.
    The script structure is similar to this

    set targpl to resmedmark.placeatme clonenpc
    targpl.moveto resmedmark 0 0 10
    targpl.setdefaultrace npctobecloned
    targpl.matchrace npcsettotestqarace
    targpl.matchrace npctobecloned
    ;checks if the matchrace command made it a child correcting if it did
    if targpl.ischild == 1
    targpl.agerace 1
    endif
    targpl.moveto targx
    targpl.copyhairfrom targx
    targpl.copyeyesfrom targx
    targpl.copyfacefrom targx

    After further checking it seems to be in the way fallout handles saving and loading when i save exit then reload it loads the default form without the changes thus reverting to the original look of the npc.
    the hair color aparently stays the same as the original form instead of changing with the copyhairfrom npc
  9. yesyesyesyesyesyes
    yesyesyesyesyesyes
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    This script extender didn't work for me. I installed it correctly according to the instructions, downloaded several times from the script extender's homepage, and each time when I ran the game with or without mods it crashes to desktop.

    EDIT: Seems like it was conflicting with Mothership Zeta.
  10. ianpatt
    ianpatt
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    Hello. I thought I'd register here to give a more official response to this mod. I'm not sure what happened to the author's emails; checking through gmail's history I don't see them. I'm guessing they were dropped by the spam filter, which happens more often than I'd like. Unfortunately, I don't have very much good news. The tl; dr version is that I've asked the developer to rework this project as a FOSE plugin instead of a redistribution of the core DLLs. Long description follows.

    First off, adding functions by distributing new FOSE core DLLs is unacceptable. Each command in the scripting language needs to be assigned a unique opcode, which is used to uniquely identify the command when compiling the script. Bethesda uses 0x1000 and up, we use 0x1400 and up, and plugins are assigned manually from a list we maintain. Adding new commands in the core DLLs uses the opcode space we've reserved. This means that when we add new commands, there will be two commands with the same opcode, and Very Bad things will happen. This can be avoided completely by using the plugin system.

    Secondly, most of the modified code is either incorrect, redundant, or should never be directly exposed for scripters. For example, SetHair has been turned in to a bit of a mess that sets the target's race as a side effect, plus calling a function that should only be called when a form is being saved to disk. GetHair now only works in console mode due to something that looks sort of like a typo. CopyFaceFrom is implemented in a way that creates multiple references to the same data, corrupting the heap and making the game unstable.

    I'm not going to go in to the third point I was thinking of, because I hate invoking it.

    This isn't intended as a flame post, or a personal attack or anything like that. All I'm trying to do is look out for the long-term stability of Fallout modding.

    Anyway, I'm investigating to see exactly what fixed hair/eye changing, and hooking up the model path functions.

    Oh, nice. The FOSE team are kind of out of commission, unfortunately- most of the xSE team stuck with Oblivion. IanPatt's the only one who's working on it, and mentioned in the forums that he was too busy to do anything at the moment.

    Right now I'm burning some spare time to make sure that something bad doesn't happen.

    Which version of FOSE is this based on? I currently have 1.2 beta 3 in use.

    1.2b2. The only difference between b2 and b3 is the addition of some code to make early versions of Fallout Stutter Remover not crash the editor.

    Will this work in consoles?

    No.

    In January I asked the original team if they could add the copymodpath and modmodpath commands to FOSE and included the code from OBSE. Can you add them to this? I would enable a mod the I think a lot of people would like. Thanks.

    I'm going through and adding that to the core code right now. It's more complicated than just copying the code from OBSE.