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DeadlyAzuril

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  1. Unity and Unreal engine source is available to subscribers.. and read my last post as it touches on a lot of your points, no point copy pasting here. tldr: the limitations are the core of the engine, and sometimes its much faster / cleaner to start from scratch than change something that has had this many years of dev on it. But Ill say it again, I firmly believe they have been making a new engine over the last four years if not longer anyway
  2. The thing is - it is kind of broken, the problems that stem from the gamebryo engine are the same problems that stem from putting a fresh coat of paint on a hundred year old house. the foundations arent getting any better - and we will see continued issued stem because they are at the core of the engine. issues like physics locked to the FPS for instance, there are just far better - much more efficient ways of programming ai, physics and graphics - not to mention taking advantage of multithread (something youll find in the ini but very poorly implemented), sli/crossfire configs, the list goes on. Ive wagered since skyrim they will be making this move anyway, to make a truly next-gen game with TES VI, as it is undoubtedly their flagship franchise. "Don't fix what isn't broken." also doesnt wash here because we on pc, like it or not, are held back by what is capable on consoles - due to dev costs and the market dollar. Beth needs to make a more efficient engine, as gamebryo has been pushed to its limit on ps4 and xbone - and lets be honest doesnt run amazingly on top tier PCs either - compared to what we see in other engines. So they are forced to make an engine that is more efficient, one that can do much more with less - and look better/provide a smoother game experience in the process. Due to the current console gen, this is not something theyll do 'because they can' they will do it because the *have* to to keep up and continue to provide an evolution in their products. it is the right business move.
  3. Kajukenbo96 Here is what you need to do. 1. delete ini file the game will make a new one with default values - do this first as its the easiest solution. 2. verify game cache Go into steam > fallout 4 > properties > local files > Verify Integrity of Game Cache Some very stupid mod makers repackaged .bsa files and had you replace them entirely rather than through an .esp, this will double check all game files and redownload any that have changed This should do the trick, as you will effectively have a fresh install. past this, look to more hardware/driver specific problems - graphics drivers, make sure your not overclocking (system stability) , and always double check what your mods are actually changing
  4. Much like the skyrim equivalent that moved the camera in the loading screen to hide potential spoilers. http://www.nexusmods.com/skyrim/mods/31427/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D31427&pUp=1 I am so sick of having all the cool new weapons and monsters completely ruined hours or days before I see them in the game by the loading screen.
  5. Here is how I am invigining the fast travel to work - if possible. POWER ARMOR You begin fast travel, if you are in power armor - this will eat up fusion cores realistically using some simple fuel consumtion mathamatics. when all power cores are used, fast travel ends at the correct distance travelled on the map. either that or you arrive and the fuel has been used. FAST TRAVEL Now, for both in PA and on Foot - there will be a system similar to fallout 1 and 2, which invovles random enemy encounters, or maybe even some little lore friendly suprises. for those unaware, FO1 and FO2 did not have an open world - it had areas that you would essentially fast travel between, with random encounters along the way. \ This way, we preserve the idea of 'fast travel' but make it more lore friendly, and much less easier on the player. (when I mention easier, I only refer to hand holding - its completely unrealistic you can just teleport your PA anywhere and makes the game far too easy even in survival) LEVELLING As for all the levelling requests, there will be people that will put far more effort into this and I will leave it to them. Im yet to have too much of an issue with it.
  6. Hey all, I was the author of the discontinued Thu'mic mod for skyrim. anyway new bethesda game means a chance to make new mods! Im thinking as we get the tools some more realism in the game to take the training wheels off is in order, and would welcome any suggestions. also note - late game content and or story content keep free here, talk in large brush strokes - be smart about what you type. spoiler free zone. 1) Fast Travel Fast Travel should not come without a price. either of food or running into enemies en route (ala fallout 1 and 2) - I would say both. Also this would ofcourse come at a price of power armor aswell, no more teleporting that suit without losing any of those precious fusion core battery. 2) Survival Hunger / Tiredness These should have realistic (but still fun) implications for the player. Im playing Survival - I want to feel like im surviving! Ill come up with more and add them here as time goes on - and as we get either mod tools or a script extender I can start implementing :) Cheers Az
  7. This isn't a request - Just a constant journal ill be updating with my thoughts on an expanded system for followers. Aim To overhaul the follower system to allow for a more 'adventuring party' experience. Follower goals: - Always relaxed, similar to Followers can relax 'stay close' mode, but always on. - Can ride horses - Will automatically loot objects and dead bodies, will take items specific to character class (armor if better, additional arrows etc. will give items to player and other party members) - Can smith/enchant etc - Will take fair share of gold and will fence items when in a store - Ambush system that allows for enemies to be targeted while sneaking to allow for a synchronized attack - for ambushes etc. - Can lay traps, hunt animals - depending on class. I will be updating this but for now I just wanted to get something down. This system is intended for a 5 follower maximum for balanced party gameplay and will have full thuumic support after v2 is out
  8. ThuuMic, lore friendly and immersive. :) http://skyrim.nexusmods.com/mods/5626#
  9. Ok, so using glovePIE, a fantastic program that lets you script multiple inputs together and x360ce, a 360 controller emulator, I have have managed to get trackIR to feed x/y rotational data (via mouse emulation) into the 360 controller joystick. an offshoot of this is that to anyone that wanted to use analog movement with mouse-look. I now have a solution for that too ^_^ I had a play with the Sony HMZ the other week too.. its very cool! kind of feels like your sitting in a small cinema by yourself. What i didnt like was how it weighed on the front of my head, and that the viewing angle was waaaay too low. Good for games, good for movies. not for VR in my opinion. Im going to continue looking towards other options, but the sony is by far the cheapest it seems for the quality you get.. Another thought ive had on the head-tracking. is maybe i dont need to find a 'hook' to control camera rotation. just a hook for player rotation. as the camera already pretty much does what I want it too (sans xyz translations ofcourse). so If i can just find a way to control player rotation, I should be able to pass player rotations to the tumbstick/mouse and and camera rotations directly to track ir, then have a constraint on turning, lets say 180 degrees, before turning will bring the camera with it (to stop any unwanted exorcist esque head spinning) :D a lot of this is purely theoretical. but hey - its progress! heres a pic of the hmz in action :) http://i43.tinypic.com/e69j14.jpg So. now im working on cutting out mouse emulation and interfacing with trackIR directly through glovePIE, to see if the jittery results im getting can be fixed.
  10. The key to solving most if not all of these issues is a rather simple one for anyone that has the process of getting animated files into 3ds max and back out again. The third person animations need to be fixed, the way to do this? make a locator directly infront of the player for where he is looking (default rotation) and aim-constrain the camera to that. then simple fourier or gaussian smooth on the keys on the head itself could fix any over-zealous bumping you may be getting in the transforms. what I would do is probably even constrain the body so it doesnt move that much but each to thier own. the problem with the bow and a lot of the other animations is this. I would do it myself but between work, my own mods and actually playing the game? It would take a while (also im a maya guy and cbf going through max documentation)
  11. Quick update, checking out the heads up display tomorrow at the sony store ! :D
  12. Psycho, I completely agree mate. We will need to find the right hooks in memory also. I think that if i can extract the particular bone/joint rotations on the camera and each hand from the nifs and animation files - i will be able to find the right codes in memory so we can hook into it with our program and feed our own values through there. True, lag with this method is the biggest worry. but unlike thuumic and script dragon, I think changing the value in memory will be MUCH faster so hopefully we can do it with litte (preferably no) lag whatsoever. This weekend its my mission to a: extract these values b: get a working test of head tracking and hydra working in an open game engine - unity will probably be the way to o, just to get a proper understanding of whats going on 'under the hood' in both interfaces. But yes, thats definately the way to go. @Civ77 Thanks for the heads up (pun intended), I am yet to *try* the sony device but am going to organise a little go at my local sony store sometime soon. But as stated earlier, this program will have support for a lot of the similar interfaces as far as motion tracking hands/head is concerned. so as soon as a working build is happening - i will be porting to cheaper alternatives (shouldnt be difficult once the hard part is over) So someone with just head tracking will be able to use the program, or someone whos just a hydra user can use that part etc etc just as someone with a mic can use thuumic now. it will be modular in its setup
  13. Awesome, thanks for the heads up mate. I'll definately hit you up for testing when ive made some progress. The display isnt available in aus yet, so as long as I can secure a pre-order in the next few weeks i dont see it as a problem, but hey who knows.. *fingers crossed* As i said i also have the hydra now so realistically i have everything i need to get into full swing. if only i didnt have to work today! :) ill keep you posted
  14. Ok, update. as it is my birthday, my girlfriend kindly let me down easily saying the hydra would takes two weeks. apparently shes a gloriously deceptive girl and now i have the hydra in my hands. so expect progress on that to move along much sooner! *so awesome*
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