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gir489

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Everything posted by gir489

  1. That'd be pretty cool, however, I don't think that sequence is a prerendered video, I think it's rendered in game as the pods change skins depending on what the player has. So you'd have to overwrite and implement the function that renders the sequence and instead display this video instead. Oh and also bypass Game Guard too, small thing shouldn't be too hard that.
  2. I think it would be really cool if we could port the Cyclone from Perfect Dark to Fallout 4. The major reason being the reload animation is f*#@ing amazing. I'd be willing to do some of the audio extraction and mesh extraction from the XBOX 360 version or even the N64 version (maybe we could have it as a weapon mod to switch between them?) but the animations would have to be done from scratch, really I just need an animator.
  3. I had an idea while working on the Cheat Terminal, to use an in-game terminal as a connection to the crypto world. Have it be like an exchange. This would teach potential investors the concept of percentages, fees, gains, and I was even thinking of making the user have to pay capital gains taxes, but this wouldn't make sense since no gubment anymore. It would require F4SE, since it would need to consume an API for the currency prices for USD, and either trade with old world currency 1:1 for the current price, or 10:1 for Bottlecaps. Example API: https://api.coinmarketcap.com/v1/ticker/?convert=USD&limit=10 This part is easy. The hard part seems to be for me to get input from the user that isn't a whole bunch of menus. For people like me that have been in the crypto game since the very start (late 2009), trading for whole coins is a quick way to fall in to a FOMO trap. Any market is always about percentage gains, and forcing the user to deal with whole numbers or arbitrary decimal places is a quick way for them to fall in to the trap. An idea I had to get around this, was to have a menu for whole numbers, hundres, thousands, etc. Then for decimals, have tenths, hundrenths, thousanths, etc. The idea being you could 1:1 your real crypto portfolio in to the mod, and get rich twice. IRL rich and FO4 rich. However, two problems stemmed from this. Entering an exact value such as 2.49945100 took almost 10 minutes, and by the time I was done entering it, ETH had already spiked again to where I couldn't afford it with the original set price money I had requested. And, I can't give the user fractions of bottlecaps. Some ideas/criticisms are welcome.
  4. Fixed myself, because nobody ever helps me: http://www.nexusmods.com/fallout4/mods/18632/?
  5. While walking around in the power armor with the Handmade Rifle, it kinda like jitters around a little. Has anyone else noticed that? Any animators out there that think they can fix that?
  6. I'm trying to debug an issue with one of my mods, but the problem is, the topic is completely missing from the GECK. According to FNVEdit, the topic should be apart of the aaCTQuestMerchantDealer quest. http://www.mediafire.com/convkey/a527/w6yfdp5sna5ulzazg.jpg But when I go to edit the dialog in the GECK, there's no topics listed, except the Nevermind, you can go now option. http://www.mediafire.com/convkey/886c/esoz5acwdo2ea03zg.jpg Any idea how I can change the "Let's see what you've got?" script?
  7. Scn WaitWhackScript ;Testing around Short Warned Short Message Begin MenuMode 1012 If Warned == 1 Set Warned to 0 Set Message to 0 Endif If Message != 1 WakeUpPC Player.WakeUpPC Set Message to 1 Endif ; If Message == 1 ; If Warned != 1 ; ShowWarning "f***er" ; Set Warned to 1 ; Endif ; Endif End Begin GameMode If Message == 1 WakeUpPC Set Message to 0 Endif EndHas anyone else seen this script? It's called WaitWhackScript. EDIT: I ran a RegEx search for "f*#@" in any case against FalloutNV.esm, here were the results: VStripSS4MPAREF.SayTo VStripSS4MPBREF VDiaTheStripSS4MPAf*#@This VStripSS4MPBREF.SayTo VStripSS4MPAREF VDiaTheStripSS4MPBf*#@This Bf*#@ThSCVR f*#@you01 Clutter\QuestItems\f*#@you01.NIF
  8. I"m trying to find a way to fix an issue I'm having with a particular armor I'm trying to fix. Working: http://www.mediafire.com/view/69pbv1b4r9ae67d/2014-01-11_00003.jpg http://www.mediafire.com/view/it37p22gh7w5mag/2014-01-11_00004.jpg Broken: http://www.mediafire.com/view/jqkg89tnx14uwuj/2014-01-11_00001.jpg http://www.mediafire.com/view/1wshffw4iuuu6up/2014-01-11_00002.jpg The working mesh was just imported then exported without any changes. The broken, all I did was translate the backpack slightly to the left. What is causing this and how do I fix it? EDIT: I fixed it by using a default texture set.
  9. I know this is kinda late, but thanks. I had a problem with one of the swat meshes and decided to check my old thread see if someone responded. These export properties work perfectly.
  10. The problem seems to be with HighResTexturePack01.espHighResTexturePack02.espHighResTexturePack03.esp If I turn those off, it loads fine with the custom models. The minimum requirements for the High res pack is 1gig of VRAM, I guess I can't run it, oh well f*** it.
  11. I got http://www3.pny.com/font-color999999GTX-260-CORE-216-896MB-PCIe-20font-P2809C396.aspx recently for free from a friend, so I decided to move Skyrim from my Laptop to my Desktop. My Desktop has a SSD and with the graphics card, I thought I could finally push it to Ultra at 1080, while the laptop is struggling to do medium at 720. I got all the mods installed I had before, except SMIM and CBBE females. As soon as I install one or the other, the game will crash after I load my save, but as soon as I remove the meshes/texture folder, the game works fine and loads fine. I don't know what is causing this, as it works fine on my laptop. There's no exception log, Skyrim just decides to close, and it looks like it's closing like normal, where it shrinks to the 50x50 box then goes away. Specs: Windows 7 SP1 x86 4GB DDR2 PNY XLR8 GeForce 260 Core2 Quad Q6600 Mods (In order of load): Unofficial Skyrim Patch.espDawnguard.esmUnofficial Dawnguard Patch.espHearthFires.esmUnofficial Hearthfire Patch.espDragonborn.esmUnofficial Dragonborn Patch.espportal2mod.espHighResTexturePack01.espHighResTexturePack02.espHighResTexturePack03.espUnofficial High Resolution Patch.espSkyUI.espEnchantPotionDuration.espabundant enchantments.esp
  12. I had this idea at dinner today to add the Dota 2 items to Skyrim. My original thought is that it would make the game horribly imbalanced, but then I thought maybe only getting certain items like the secret shop items in certain areas or off dragons. Crafting could be done at the blacksmith thing where you make items, and you could only have 6 items equipped at a time that would do effects. Gold would have to be scaled depending on level and advancement in the game, or to tailor to hardcore Dota 2 fans, we could sync the gold prices based on the Steam API, but that would require some fancy footwork and always require the player to be connected to the internet, which I think would just add more headache instead of just changing the gold as Valve changes it. Let me know what you think before I start development on it. I'd need a modeler/skinner to create some of the items, because some of them when dropped in Dota are just boxes, and when they're in your inventory, it's just a static image.
  13. I fixed it, I just reverse engineered the DirectX module and set D3DPRESENT_INTERVAL_ONCE. #swag
  14. I'd really like to know how to force vsyncing with the FPS Limiter, because this has basically made Skyrim unplayable.
  15. It seems using FPS Limiter with 60 FPS limit, 2 ahead works to remove the model jitter, but now it's tearing like nobodies business. I tried setting iPresentInterval to 1, but that didn't help. Basically what I've found out is that anything about 30 FPS causes the jitter with a tearing penalty. If I use 60FPS and have it smooth as s#*!, the view jitters. Fix?
  16. I got the legendary edition of Skyrim recently, and I've been noticing no matter what mouse fix I try, nothing seems to get rid of this issue. Basically, when I move the mouse up in down in first person, the sword and shield I'm holding is jerking around. It only happens to the first person view model and nothing else. I tried all the fixes I could find on google, like the FPS limiter, borderless windowed mode. None of them help, it still happens. Windows 7 SP1 x64 Core i7-3635QM 2.40GHz 8GB DDR3 RAM ATi HD8770M Mods: Unoffical Skyrim Patch Dawnguard Unoffical Dawguard Patch HearthFires UnofficalHearthFiresPatch Dragonborn UnofficalDragonbornPatch HighResTexturePack01 HighResTexturePack02 HighResTexturePack03 Unoffical High Resolution Patch SkyUI
  17. Hmm. Interesting theory. I will try this. Moving the lines just causes them to retract to 0,0,0,0 as soon as I load a new cell. EDIT did not work. I purged all files and registry entries that contained Bethesda, Fallout or GECK. Still busted. I plan to edit a lot of dialogue, so resizing these tabs constantly would get on my nerves. I'm going to try a Windows 7 VM and see if that solves the problem, because that's the only thing left I can conclude that is the problem. Unless the devs didn't notice this at all, which is near impossible to believe. And of course the VM doesn't support DX so I can't f*#@ing use that. Awesome. 10/10 GECK coders.
  18. Try running the game on max Ultra.
  19. I'm trying to modify the conditions of some of the conversations in Old World Bllues and the conditions box's header tabs are always as small as possible. Any idea on how to fix?
  20. Being a former coder of malware and a reverse engineer of malware which I find on bots I pop, using anti-virus is a crutch. Not only can most common packer techniques get passed most if not all the bullshit signature scans with a few NOPs or a few INT3s and JMPs, while simultaneously bypassing the heuristic scans by doing everything outside of the C runtime, I usually scoff off these articles and just continue on with what I'm doing, but this is the most uniformed piece of trash I've seen in a while. Not only do you not know what you're talking about, but you throw around terms that you've probably been corrected enough to know which one is which when your site gets attacked by it. Most botnet curators I know of are looking for weaknesses in the server farm. Either they're hitting someone else on your server that's causing the farm to deny other services running on the same farm, thus you have no option but to "wait it out." or you've pissed someone off. It's extremely rare to see random denial of service tests done on websites, it's even more rare for them to be distributed. Because that means someone knows of you, or found you on Google. If they want to test their garbage data power, some f*#@ing game mod site is the bottom the barrel to test on. Not only are they usually under staffed and easy to take down, but there's no challenge in them. Sure you might have an automated service running to check if a group of users are using the same query, or a group of users are accessing the same large content, but they're going to expect this. Before I go on an 18 page rant of why you need to learn you some hacking, I'm just going to tl;dr this with a few sentences. Anti-virus software sucks a dick, it's only effective in stopping wide-spread malware and anyone who can figure out what 2+2 is knows that when thepiratebay asks you to install a new version of flash, it's obviously a malware attempt.
  21. I'm getting bored of playing New Vegas again, so I'm going back to working on my mods again, as aprent with Fallout New Vegas Cheat Terminal v1.2. The last thing that isn't categorized by type is perks, so I'm working on that now. But one of the problems I saw was that original author was just lazy and made two menus for adding and removing perks, when you could've just added a simple condition to the terminal to do both adding and removing. It would also let the player know which perks they already have. So, here's what I got so far. I decided to test both a leveled and male/female counterpart perk to see how I could handle it. After a few trial and errors, I finally found a solution that works. This is the list of perks for this test page I've made. The way it works is it checks if you're male and don't have the perk already, it will show this entry. When you click on it, it adds both levels of Action Boy and displays ADDED at the bottom. After clicking it, it will then show Action Boy - REM in its place. The other perk listed is Action Girl and Grim Reaper's Sprint. Action Girl requires the player to be female and then checks if you have the perk or not, etc etc. So for example, my character is male, so when I pulled up the menu it showed. You can see I already have both perks and it lists both the - REM variants and only lists Action Boy. When you click on one of the perks, it will display REMOVED at the bottom then changes the line to - ADD. Another idea would be to display Removed &perkname&. So, it would've shown like "Removed Grim Reaper's Sprint." or something. Still playing around with design while I categorize the perks. It says remove because I spelled it wrong. I'd like to know what you guys think about this, if it's a good idea, stupid idea, needs improvement, etc. The one thing I can't do is add them in levels. IE: Add Action Boy then say Action Boy (2) or something. In scripting HasPerk only returns a boolean, not an integer like in the console. To fix this, it would require NVSE and I'm not porting it just for a simple switch that someone MIGHT use.
  22. So, I've had problems with New Vegas crashing ever since I can remember and no patch to date has ever come close to fixing it. I noticed the problem exacerbated the longer I played the game and the more rooms I went to and that the crashes always happened during loading. I eventually got tired of the issue and decided to play masters of the universe and actually try and fix the issue myself. The first issue I noticed was that when loading bald people, it was getting a reference to the hair mesh that didn't exist. I found a fix to this already called Mission Mojave: http://newvegas.nexusmods.com/mods/45104 So, that saved me a bunch of time. Also fixes a bunch of in-game bugs, none of which really bothered me, but it's worth installing just for the crash fix. Then when I'd get to the loading screen freezes, I didn't really have much to go on, other than what was on the stack prior to EIP stopping. While I can't track down the true culprit of the freeze, I can find out what's the end result. I found that the player structure is being destructed and recreated each time you're "fast traveling." I noticed that if you have an inherited weapon such as the Proton Axe or a modded weapon, it tends to have old pointers with the new structure and doesn't really create a perfect table. I found this out when one of the modifications in my .44 was pointing to 0xCFCFCFCF. To fix this, before you fast travel, make sure you have your fists out. The fists are the root weapon, and all weapons inherit from this weapon. It doesn't do it all the time, only when the game doesn't create the new structure properly. Next up on my list-o-crashes was flying monsters. Basically, when the moon is aligned with Jupiter, some NPCs will be spawned after loading with a massive amount of velocity. This is a problem with Fallout not talking to Havok properly and this issue I could not fix without changing the FalloutNV.exe. While I do have a patch for it, I'd probably get sued by Bethesda if I released it, so, sorry, you're SOL on that one. If you're interested in how to fix it, find the area where the engine creates the Havok interface and add a line to create a max velocity of something like 1000. Since there's no driving in the game, there really shouldn't be anything going faster than 1000 units per second. The game's max velocity is like 100,000 units per second, which I think is faster than the speed of sound if you actually translated it to real measurements. Next up I had improper cell buffer references. This was mainly caused by a plugin that would call PurgeCellBuffers every 10 minutes. DO NOT DO THIS! Purging the cell buffers is great if you have 2K of RAM. The game will destruct cell references when it feels it to be necessary. Another crash I seen commonly complained about is if you ALT+TAB out of the game, it causes the game to be unstable. The main reason I saw for it was this in the WinMain function. if ( GetActiveWindow() == v90 || sub_451530(dword_11DEA10) || unknown_libname_14(&unk_11DEB30, v36) || *(_BYTE *)sub_408D60(&unk_11DEED8) ) { v37 = sub_43C4B0(); v38 = sub_4DC020(v37); v75 = (*(int (__stdcall **)(int))(*(_DWORD *)v38 + 12))(v38); if ( v75 >= 0 ) { sub_86E650(dword_11DEA0C); } else { v39 = sub_43C4B0(); sub_86BA10((void *)v39); v40 = sub_43C4B0(); sub_86BA90((void *)v40); Sleep(0x32u); } if ( v96 ) { v96 = 0; v41 = sub_453A70(); sub_AD8740(v41); sub_830660(); sub_832AD0(0); sub_453A70(); sub_AD7740(1u); if ( (unsigned __int8)sub_446E10() ) { X = 0; v71 = 0; v72 = sub_4DC1F0(); Y = sub_4DC200(); dwStyle = 0; dwStyle = GetWindowLongA(v93, -16); AdjustWindowRectEx((LPRECT)&X, dwStyle, 0, 0); SetWindowPos(v93, 0, X, Y, v72 - X, v71 - Y, 0); } } if ( !v96 && *(_BYTE *)dword_11DEA0C && v75 >= 0 ) { sub_78D020(); *(_BYTE *)dword_11DEA0C = 0; } } else { if ( !v96 ) { v96 = 1; if ( !(unsigned __int8)sub_86BDF0() ) { v42 = GetCurrentThreadId(); if ( v42 == unknown_libname_4(dword_11DEA0C) ) { sub_78CFC0(); *(_BYTE *)dword_11DEA0C = 1; } } v43 = sub_453A70(); sub_AD8700(v43); sub_830640(); sub_832AD0(0); sub_453A70(); sub_AD7740(1u); v44 = (void *)sub_4E2190(dword_11DEA0C); sub_B63620(v44); v45 = (void *)sub_49FEF0(); sub_4A4340(v45); v46 = (void *)sub_705910(); sub_8026B0(v46); if ( (unsigned __int8)sub_446E10() ) { v65 = 0; v66 = 0; v67 = sub_4DC1F0(); v68 = sub_4DC200(); v69 = 0; v69 = GetWindowLongA(v93, -16); AdjustWindowRectEx((LPRECT)&v65, v69, 0, 0); SetWindowPos(v93, 0, v65, v68, v67 - v65, v66 - v68, 0); } } Sleep(0x32u); } Basically it translates to: If I'm in the game, keep the D3D window active. If I'm not, resize it to 50x50 and pause rendering. tl;dr don't ALT+TAB. It's bad, m'kay. Next up isn't really a crash problem, but a problem with Fallout's input system. I've seen tons of people complain that their global hotkeys didn't work for WinAMP or foobar2k. They work for me, but that's probably because I pull up the Steam in-game menu before pressing them. Basically, the only key combination Fallout sends to the OS is CTRL+ALT+DEL, ALT+TAB and ALT+F4. Anything else is sent to the input handling system. You can also fix this yourself by making it send anything that's CTRL+ALT to the OS. This requires a patched exe, sued by Bethesda, yady yady yada.
  23. <p>I have an idea for a mod, but I'm not too sure how to implement it. Basically, I want it to play an audio clip of bender saying "I love stealing, I love taking things" when the player steals something, but I don't know how to hook the steal event. I reversed it with IDA and it looks like it's being handled through the engine. I'm sure nobody is going to want to run some kind of code cave to do this, so I'm trying to find a script alternative.</p>
  24. You could try having an alpha spot of 255 in the texture. I used to do that for Source textures. IDK how you'd carry that over to Gamebryo. There was a tutorial I was watching where some guy was talking about Alpha in Fallout. Let me see if I can find it. EDIT:
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