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Everything posted by audiocd
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Hello. You need to remove Fallout.ini and FalloutPrefs.ini from "Documents\My Games\Fallout3" folder. Restart game launcher and default ini files will be placed.
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The rendering of range of the grass does not depend on any detail settings or value of cells. This is the weak side of the game engine. The only option to reduce the problem is to correctly set the draw borders in the non-adjustable range. https://www.nexusmods.com/fallout3/mods/26209
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One of the mountains at the horizon is flickering
audiocd replied to audiocd's topic in Fallout 3's Mod Troubleshooting
1. Start Bsa Browser software. 2. File -> Open Archive -> Open "fallout - meshes.bsa" (in your Fallout3/Data folder) 3. Find the "Meshes\landscape\lod\wasteland.level32.x-64.y32.nif This is the problem lod-file. You can extract the file if you want to find a proper fix for it. Untill now I did not succeed, Nif-scope sotware cannot re-save some parameters. So we will do a little trick. 1. Find the "Meshes\landscape\lod\wasteland.level32.x-64.y0.nif. 2. Extract this file. 3. Rename it to wasteland.level32.x-64.y32.nif 4. Create the folder in your Fallout3 directory Data\meshes\Landscape\LOD\wasteland (some folders may be already there) 5. Put the renamed file wasteland.level32.x-64.y32.nif inside of the wasteland folder. Of course you must use the "ArchiveInvalidation Invalidated" as for any other mods. -
Hello everyone. I'm trying to make some improvements for the ripple and sun reflections effect at the water. Bump effect is producing by the map "textures/wastelandwaterpotomac.dds" But after the resolution was double increased from 256px to 512px another mesh-effect has been appeared. Screenshot is attached (you need to be logged in to see it). If the resolution of the texture will be raised up further - it has no any effect because you can't see the higher resolution beyound this "tiles". This "tiles" can be noticed even at default ripple texture (see red circle) but due the low resolution the reflection map they're some kind of blurred. I tried to change the water settings with the ini files. Has no target affect in this situation. I think there can be some kind of low-level tile of the water object or something or maybe this can't be changed at all. If anyone knows something about the water specifics I will be approciated for any kind of help.
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How to make custom containers
audiocd replied to BarryBeeBenson's topic in Fallout 3's GECK and Modders
Hi. What do you mean "to select" AmmoBox01.NIF?- 1 reply
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Hello. You need to check some videos about uv mapping
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Wanted: underwater higher visibility mod
audiocd replied to Aussiebloke81's topic in Fallout 3's Discussion
Clean Pure Water has only affect at Potomac RIver. Dazasters Blue Water has 8 types of the water objects. Let's take the list of water objects from this one. II will give you the link in PM because I can't attach the esp types of files here. It's a file with default ingame water but with tweaked underwater settings, it changes only underwater visibiliy. Just put it in the end of the mod list if you have another water mods. You can easily adjust all underwater settings with FO3Edit software. Just load main esm file and the mod file. There you will find lighted the fog parameters that was changed by mod from their original value. By the way I have my mod for the water also. But there is only a little tweaks for underwater space (the distance was increased and the color was corrected). https://www.nexusmods.com/fallout3/mods/23311 Looks like I need to make some update to cover more water objects at the wasteland and to tweak some underwater settings more carefully. Please note this mod works at the main Fallout 3 game only. If you need to change the water in some DLC you need to create additional file for it in the same way. Let me know is it OK or to change something. -
Wanted: underwater higher visibility mod
audiocd replied to Aussiebloke81's topic in Fallout 3's Discussion
Hello. Can you provide a link for the mods you have used for that blue water? It's very easy to change the color and visible distance for the underwater space. But it takes some time to find all water objects at the world map. If there are some mods with already composed water objects I will change the underwater settings. -
Hello. For many years I was tried to resolve the nvidia AO conflict for Fallout 3. Enabling this option noticeably improves the lighting and shading for the objects. But due some specifics of the game engine you will get flickering issues with the shadowed or foggy interiors and with the grass outside. Finally balanced solution was found. You need set ingame antialiasing to "off". (important!) In the Nvidia Panel set the "antialiasing parameters" to the "replace" mode. Set the AA you need. Maximum is the best. The grass will loose some shadows but annoying flickering issue will be gone also. Shading in the interiors will be perfect now.
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One of the mountains at the horizon is flickering
audiocd replied to audiocd's topic in Fallout 3's Mod Troubleshooting
Hello! Just write me PM if you still interested and I will send you the file of the fix. -
Stay tuned. I will try to do this. Looks like it's not a big deal to replace the meshes/textures in the mod files.
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Is there any way to remove female moustache/beard?
audiocd replied to ChaosGuilt's topic in Fallout 3's Mod Troubleshooting
ChaosGuilt, check my previous reply. You need to try to replace first two lines of the texture set in the nif-file for a female textures. There is "male" folder by default. Looks like the author of the mod forgot to do this. -
Drilldasher do you have "Synapse" installed at your PC?
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Is there any way to remove female moustache/beard?
audiocd replied to ChaosGuilt's topic in Fallout 3's Mod Troubleshooting
Lol. Looks like there is mistake in the files of this mod. Female head has male textures. Check this screenshot https://content.foto.my.mail.ru/list/omd_dn/f3tests/b-167.jpg There are the same map files in the female folder. Just the strings in the NIF file need to be corrected. -
Here is my options to increase stability and visual quality of the game. You should check FalloutPrefs.ini and Fallout.ini in SYSDISK:\Users\User\Documents\My Games\Fallout3 folder. Check both of the files and make the values of the line next: [multicore fix: stable playing without crashes, numbers of hw threads your cpu have, looks like 6 is max] iNumThreads=6 [z-distance: reduces blinking textures you can set it for 5 or 3 as well for better static shadows.] fNearDistance=7 [memory] uInterior Cell Buffer=12 uExterior Cell Buffer=144 iPreloadSizeLimit=209715200 [grids: full quality distance, you can try uGridsToLoad=9, but fps will drop down and crashes may be occured.] uGridsToLoad=7 uGridDistantTreeRange=7 uGridDistantTreeRangeCity=6 uGridDistantCountCity=6 uGridDistantCount=30 [LOD: increase draw distance] bForceFullLOD=1 bDisplayLODLand=0 fFadeInTimet=3.0 fFadeOutTime=3.0 fNoLODFarDistanceMin=0.0000 fDecalLOD2=3000.0000 fDecalLOD1=1000.0000 [THREADED PROCESSING:stable playing without crashes, "iNumHavokThreads" must be the same as "iNumThreads", bMultiThreadAudio mut be set to 0 anyway] bUseThreadedBlood=1 bUseThreadedMorpher=1 bUseThreadedTempEffects=1 bUseThreadedParticleSystem=1 bUseThreadedAI=1 bUseMultiThreadedFaceGen=1 bUseMultiThreadedTrees=1 bMultiThreadAudio=0 iNumHavokThreads=6 [GRASS: optimal draw distance, prevent grass and bushes from popping-up] iMinGrassSize=120 fGrassMinStartFadeDistance=0.0 fGrassMaxStartFadeDistance=5000.0 fGrassDefaultStartFadeDistance=4500.0 fGrassFadeRange=1300.0 b30GrassVS=1 fGrassStartFadeDistance=5300 [RESOURCES: reduces stutter at the loading] bBackgroundLoadLipFiles=1 bBackgroundCellLoads=1 bBackgroundPathing=1 bBackgroundNavmeshUpdate=1 bLoadBackgroundFaceGen=1 bLoadHelmetsInBackground=1 iBackgroundLoadLoading=1 bCloneModelsInBackground=1 ---------------------------------------- Also you need to install this https://www.nexusmods.com/fallout3/mods/8886 And this https://www.nexusmods.com/fallout3/mods/21888
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Is there any way to remove female moustache/beard?
audiocd replied to ChaosGuilt's topic in Fallout 3's Mod Troubleshooting
Hi. Which version you're using? Standart or HD? -
One of the mountains at the horizon is flickering
audiocd replied to audiocd's topic in Fallout 3's Mod Troubleshooting
Thanks. I'm just trying to make this game running smooth and without noticeable pop-ups. -
Fallout 3 LOD/View Distance Probelm
audiocd replied to Cyanide1's topic in Fallout 3's Mod Troubleshooting
It's almost here. You just need to combine this: https://www.nexusmods.com/fallout3/mods/21174 And the ini-tweaking with parameters uGridsToLoad set to 7 or 9 (9 is much risky to get crashes) and oher .ini stuff for cells. Also lod settings in the ini-files need to be tweaked too to make transitions between lod much fluently. I'm working from time to time to get optimal setttings for visuals and distance. I'll paste it here someday. -
One of the mountains at the horizon is flickering
audiocd replied to audiocd's topic in Fallout 3's Mod Troubleshooting
Problem block was detected at the start corner of the world map (top-left) as I expected. The file is wasteland.level32.x-64.y32.nif Unfortunately I was unable to resave nif-file with corrected mesh because NIF plugin for 3ds-max does not import/export NiAddtionalGeomertyData field which is the child part of NiTriShapeData. On other hand the mesh can't be replaced in source file because NiAddtionalGeomertyData can't be readded after that in proper branch, it always moves in the root. Temporary solution is to completely replace NiTriShapeData field of original file by the wasteland.level32.x-64.y0.nif from the same folder. Flicker issue was gone. But due the difference of the lod sectors (because new block is not the same lod sector as source file) there can be slightly noticeable changement when you will be approaching close to that zone. But this happens very fast and can be noticed only if you're watching directly at that zone from upper point. -
One of the mountains at the horizon is flickering
audiocd replied to audiocd's topic in Fallout 3's Mod Troubleshooting
Thanks. But there are no any enhancers or mods. You can try to check this mountain at the clean vanilla as well. The issue can be viewed from the bridge placed below the Super-Duper Mart. The issue is connected somehow with the fNearDistance. With =3 it has much noticeable flickering. With the =15 effect is minimal but still there. Looks like there are few polygons or planes with small distance between them. Z-fighting is occurred. Mesh need to be corrected but what's the mesh is used for this part of the landscape? -
Hello. Has anyone noticed a similar problem? One of the mountains on the horizon has a lod conflict I think. What kind of mesh is using for this model? I can't figure out. I want to check is there correct seams and proper polygon connection in that model. The weird thing is that mountain begins to twitch only if you're looking directly on it.
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There are three files per each track. Bitrate and Hzs of the files must be exact as in the originals, I think :confused:. Two is named "monos" (wav and mp3 - do not shure which one is playing in the receiver) and the regular mp3 for the pip-boy player. You should disable pipboy radio I think. I've tried by myself and it works propery. It should be working in FNV as well. The engine is the same.