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VGfallout

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About VGfallout

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    Liechtenstein
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    kings camp theme
  • Favourite Game
    the game of life

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  1. Thanks for this, damanding I greatly appreciate this information; hopefully these founding guidelines should steer folks in the right direction Again, gratitude!!
  2. In response to post #46088425. Most excellent -congrats!! Keep that momentum going for 2017! Thanks for the years of good service my friends, now lets drink!
  3. Null __________________________________________ Since HumanBodyData and Race no longer seem to be taken into account for gib counts, I've resorted to butchering "misc." headgib, using the headgib itself as the "multiplier" Default "bits" I'm using only appear on limb dismemberment or explosion; they're so tiny the player usually doesn't notice them. It was the least intrusive option to replace one of four misc model variations- using the actual headgib model.. but with removed eyes, jaw etc. This was causing crash on reload 100% of the time and I'm not manly enough to enjoy that sorta thing I've got it to stop crashing on reload.. but there is a collision mesh creating an invisible wall after popping an npc Here's a video with the treadmill action Here's the gib model Here's the active directory I'm working with for this part of the game If anyone is willing crack the .nif open and throw a nugget my way in regards to reducing collision mesh without breaking the model - I'm a big tipper! Thanks ---- Everything I have done is here The one that looks cool and functions somewhat normally, unfortunately; causes a crash if there are too many gibs on death-reload or at times just game-reload, one can imagine how bad it is in exteriors Only way I've been able to control the "count" is by modifying actual .nif files which feels like crude method If there is a proper, more efficient or less butcher-like approach via creation kit, a line item in a script somewhere - please point me toward it if you're familiar This has to be from lacking the fundamental understanding of mesh/collision and how best implemented into latest format I greatly appreciate any help and will certainly reciprocate Models are in Data/Mesh/Gore which should be the only dir with anything in it - wouldn't recommend using in game, but perhaps opening it you can point out everything that is wrong Thanks edit 1/16/17 3 months later, gibs of glory: http://www.nexusmods.com/fallout4/mods/20163/? yeah buddy!
  4. i updated the actual mod yesterday morning but the video ended up taking all of my time haha at 4 or 5 or 6am i got grouchy and deleted it in apparent disgust, lol rants about a tough childhood -added glowing one headbits - texture redirect from human to glowing texture. replicated "spec/illumination" settings to match the glowing one and slapped it right into there -added glowing one limbits - texture redirect ***** ******** ** ********* ********. replicated ******************** ******** ** ******** *** ********* ****** and slapped its mama -arm chunksscaled to .58 or .6, i forget...uses limbitsnif, which eventually will use a different gib named armbitsnif -leg/thighs - scaled to .62 uses limbitsnif and will eventually be named legbitsnif -headbitsforhumans- scaled down to.....67 for humans, as well as original limb replacements, and ghoul headbits -headbitsforghouls - scaled to .6 .62 for ghouls, cause these bad boys seem to have inheritly large headbits. they have limb replacements set to 2.0 i believe, compared to 1.0 for humans. probably a subconscies effort to make headshooting them a bit more noticeable/satisfying, who cares these should fit in i have started radscorpion edits and it looks like i miiiight add a gib for to get a theoretically satisfying result, if not still looks pretty awesome shooting the legs but not sure yet plants for the future of pakistan if im not mistaken the cazadors dont have "wing chunks" when you gib em, it would be cool to have that if it blended it well enough. 'repetitive' third party content is a major turn off. like a wall texture having a "square pattern" thats visible. i rather be dipped in s*** other than those, i cant think of anything else, id like to seal the deal ASAP, things like this arent made for the long-haul and if i am blessed by the gaming gods, will motivate someone to do it for the next engine, or something poetic and meaningful that doesnt involve hurting animals ill post the video when its ready if i dont look at it and feel ashamed at the end...again. why lie i enjoy the pain http://www.thenexusforums.com/public/style_emoticons/dark/biggrin.gif thanks again to mr. ahztek for the feedback and video suggestion which served as the motivational kick in the ass to stop being lazy and reinstall vegas editor enjoy hahahah i was a f***ing moron beautiful piece of history i was WAY WORSE and INTENSE..its as though i've calmed down these recent years.. yahah glad i have this copy -ill be sure to share for New Vegas one day
  5. you are so right ,friend, and i realized this moments after upload, i was just exhausted at the time, as i am right now, after an entire day of experimental activities haha, it almost looks like they are worse-looking after this was a spur of the moment thing. a quick video is really the way to go thanks for the suggestion - i shall put up a simple and quick video within 24 hours,,, appreciated.
  6. always brother - you have no idea how excited i was when i saw this announcement. i immediately jumped on it. in fact i've already began making a mess of things....thats how its done, clog the toilet one day after its installation. im at your service with anything in the DA section i can help with there was SO much i accomplished that never got out. i poured my soul into that engine as part my plan to be fully armed for DA2,,,. however upon its release i reached a crossroads and decided to go with fallout new vegas. "back in the saddle"....its like when i first started working with DA, tons of new things to learn etc but who cares about my love life. point is about 90% of it is still pretty fresh and id would love to make things easier for all fereldens affected by the blight i made a new buddy on there too that im workin with on a pretty tough project (new vegas), he's kind of like me, fast mover no prisoners. i think i'll be at home here and most importantly be able to contribute far more when in a comfortable environment (nudist friendly), exciting stuff! ..my only complaint is that you guys still refuse to consider Yanni an enemy combatant of war, despite the geneva convention clearly stating that jheri curls are a major violation...but rome wasnt built in a day. hopefully this can be changed with time ;] good to see ya brother!
  7. i just wanted to pop back in here for a split sec and let you guys know the following i contacted the author and have been dealing with him for the past few hours hes accessible & focused, im liking the style, im sending him whatever i can as he goes over it, this is fun as hell hes like super mario in a jet fighter seems have a very clear understanding of engine and is comfortable traveling in the dark corners/blind spots in formid-land i hope he reaches his approval requirement soon cause it would be wonderful to get a thread going thatll be on FIRE!! heh would be really f***ing cool to see a thread that logs progress to completion alrighty back to foedit hope to come with positive results super soon!
  8. ah, two + weeks you say? i'm not gonna jokes cause that must of been frustrating... i found the issue immediately after opening it remember NVCleanWater that i had used as an example? that was the -exact- culprit in this case heh, it was set to cause radiation damage since that water is a default/one of the most used in new vegas, not only would you suffer rads when making your pond, just about about anywhere else as well! a -really- safe and simple way to fix this actually, would be to do as i had mentioned earlier and simply use a "cloned" version of that water, and to DELETE the base/override reference restoring all of the mohave's clean water back into its natural holy state, demons be gone - amen regardless, i have am uploading a 'fixed' version for you that restores placable water>NVCleanWater to its default state as well as ULBathhouseWaterType i cloned NVCleanWater, and named it 00ULBathhouseWaterTypeclinsterclone , which is now used in 00AjrNVCleanWater2048x2048 instead of the damage causing error mixup in other words everything is 'fixed', and default game water is affected no longer hey enjoy ;] p.s. all edits made with fnvedit!
  9. this seems to be working perfectly fine, the latest version had only a few hundred duplicates which when removed only decreased file size by a bit under 100k, weighing in at a whole 374kb, 0 dupes after reading the description which in theory is a very logical approach to some of the clunky npc behavior issues and occasional glitchy player "climbing" npcs still exhibit their hereditary "run around the bus you dumb ass" moments, but i did notice something that did more or less stand out on the hills near bonnie springs/khan canyon, i lead 3 fire geckos on a chase, purposely taking "cornerish" routes and otherwise unnatural paths to get away from them, they actually managed to keep up except for one that got stuck in a "ditch" out of pure desire to understand how the f*** it all works, i started looking at individual changes, and here's what i found to be interesting under worldspace>WastelandNV the data flag was modified to "Small World" [theory] there must be two types of navigation mesh-types that have their own subsystem/functionality. probably one for outdoors, as in the Biiiiiig outdoors/mohave the main outdoors most likely have a more limited "function/logic/special behavioral flag/etc". this would be to reduce the "stress" or overall computational load on the engine as a whole. i mean isnt that would you would do? the "small world" flag must be for places like camp mc chicken, the strip, etc. these seem to be "dwarf" versions of the main outdoors, but are probably used for "large/populated/wealthier" indoor environments, its possible that navmeshes inside of "small worlds" probably have Increased capabilities, or the "pathing budget" cap is increased/lifted all together. that would make a Lot of sense....assuming my little fantasy is remotely on the ball. the "navmesh filter/generation" flag thing sounds like the navmeshes are Generated upon being...requested..or queued in whatever subsystem the beth engine handles that thing with, and possibly results in more accurate path/node/placement. when i ch ecked the edits they all share a few common "batch" edits, which is "initially disabled" (hmm i wonder what that does...you bloat flies), then the additional navgen filter flag. so...i guess that by essentially flagging the navmeshes as DORMANT/DISABLED, removing the COLLISION FLAGS ON THE MARKERS, you now have "wiped" the original placements/coordinates.....then by having them Generate On Demand (so to speak), you essentially create a "Fresh navmesh" that will NOT take the COLLISION/INVISIBLE marker "BOX" into account, and actually havign it generate a better path that would allow npcs to move a lot more freely.... so by Defining the entire WastelandNV (the mohave) as a "Small world", then doing the aforementioned "format>reinstall navmesh" system, the result would be AI that doesnt go limp just because the phone rang. right? yeah? maybe [theory] i think the man is definitely on to something, and in a way am bit refreshed to see that someone out there gets intimate with internals. if my 'theory' is even remotely accurate, i'd say this hyper-perceptive individual is more likely misunderstood the majority of the time, which make errors such as releasing a raw recompile-based plugin seem like some sort of evil act or "dumb ass newb", when perhaps the case merits the opposite which is to pay close attention by following the clues, trying to make sense of it and god forbid contact his ass to ask em in person please, if anyone has a better picture or understanding and sees the holes in anything im saying, i urge you to let me know im gonna do that (contact em) in a bit when i finish something else. wish me luck cause a lot of times people get weirded out by my style, and believe me im gonna hit em with a private message probably twice as big as this, or Worse! lol. ;]
  10. hahah so guess what happens when i check the authors nexus listing.... hes updated it, down to 114KB..he BEAT ME to it, i had it down to around 5MB in other words, we SUCK and im about to try the latest version out :D im running "A4" http://www.newvegasnexus.com/downloads/file.php?id=41745 share your results!
  11. well, im getting a faint scent of some dookie regarding the history/rapport of...whatever the hell i've stumbled into rest assured BigBen, i'm giving this a run and will post objective results/etc, i'm here to help if i may be so bold you could say its as if jake was here...well, you know, as far as being 'fair' alright everyone strap your panties on tight cause its goin down in a minute ;]
  12. hi, this multiplies the amount of gibs when you blow someones limb or face into bacon bits! problem is, i can never make up my mind, im never satisfied with anything and figured perhaps you could give it a run and tell me what you think, if this should be considered for archiving in our beloved nexus of evil let me take some screenshots https://lh3.googleus...152/_gibs00.jpg https://lh3.googleus...152/_gibs01.jpg https://lh4.googleus...152/_gibs02.jpg https://lh6.googleus...152/_gibs03.jpg https://lh6.googleus...152/_gibs04.jpg https://lh4.googleus...152/_gibs05.jpg note - ive scaled the head gibs down a bit more since these pics taken a few moments ago things you should know/may be curious about -this changes DefaultBodyPartData, SupermutantrBodyPartData & FeralGhoulBodyPartData, changing the gore debris -head/limb body damage multipliers have not been altered and are set to the default (2.000), so if any mod that changes bpd settings should be copied into this one or whatever -only humans, supermutants (i think nightkins are seperate) and the default ghouls, this is just for trial purposes, everything will be added if this is released please, pillage and plunder...most importantly merciless feedback is what i seek, i enjoy meeting stiff requirements so long as they are realistic and do not involve c++ or narcotics anonymous if you see something that is done wrong, please tell me how to do it right, i promise you only need to tell me once and i'll take off from there if you have questions i will also gladly answer them, if any thanks for your time!
  13. i figured out a far less painful way to separate duplicates without having to molest the keyboard! in fnvedit do right click>apply filter> make sure "multiple but no conflict" is checked in... and BAM pure glory, cleaning s*** up has never been more of an aphrodisiac!
  14. well, id like to get comfortable so ill try lighting this thread on fire to get a feel for you fine folks what we're gonna do is get to the bottom of this s*** in a classy f***ing manner please help yourself to some of my fine brahmin-ass-broth, it's good for your liver here's what we will accomplish, hopefully (its a learning process, but good thing ill be the pack mule doing all of the work) -what does the mod really do -what does it alter and why -what are ways to build upon this concept -results/observations to any possible improvements/differences/medication during all of this -after its all said and done, are the benefits if any at all, worth adopting and stacking on top of my own methods (which we'll eventually discuss if interested) ill be dipped in brahmin s***, boy - this thing has more duplicates than a radroach whorin in a ghoul's portapotty now that's just rude but you are CORRECT! i started cleaning this up last night when i stumbled upon this thread, i've got it down to 17MB but there's still over ...s***, at least 8K dups..dupis..duplis...le' dupleecats, however reuploading the "thinstall" is probably against the pope's rules, so...uh...hi. there -is- legitimate edits here though, so lets acknowledge that. there is close to a thousand non-duplicate overrides (so far) give or take, and i still have quite a few to go through, im probably going to merge this on with my own plugin so i can get to testing quicker, yeah thats what ill do please shut your mouth, and tell us what does this actually edit? well grumpy, it appears to change a lot of navmesh related ish, disabling some, replacing others, and interestingly enough, on CollisionMarker [sTAT:00000021] it adds a navigation filter flag...hmm..interesting, i want to test this NOW so, give me between 30 minutes to 30 days and i'll post the results from my titty milkings..... Stabilizers... we'll put their name to the test ready your breakfast and eat hardy tonight, we dine in underworld
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