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H1ms3lf

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  1. Heya peeps! Came back to play FO3/FNV in TTW, but there are aspects about books/magazines that still bother me (would wager many others as well), mainly because the comprehension perk gives a load of skill points (moreso in TTW), and magazines/retention perk are rather dull. No mod yet to tweak this area and it would be nice to have one that allow player input using ini or a menu. Some suggestions and I've no idea if these are feasible and can impact game performance (wich is not advisable?) Skill book change - Lets the player select amount of skill points gained per book (default 1 point but let people choose more or even less) Comprehension perk remake - books grant +0.5 to that skill value (but stacks retroactively, so no more stash/carry books around!) Magazine change - becomes a +X skill effect (configurable, default to 5?), and each 1 extra skill point is lost after X minutes (configurable, default to 6? Gameworld time instead of real time) Example, +5 to skill value and 1 point reduced each 10 minutes until skill value is back to normal Retention perk remake - Magazines for the same skill may now stack (and may also make bonus skill points last longer or until the player sleeps, but if player stacks magazines of a skill type, suffer from "Retention Hangover" in the next day -> value of that skill is reduced by X% for 24 hours, X being a set value and/or influenced by the extra amount of skill poins gained via stacking mags the day before) Skill book/magazine change - Whenever the player uses a skill book or mag, the item is replaced by its "readed version", a misc item with no purpose other than sell (no need to be skill specific, just a misc for "Readed Book" and another for "Readed Magazine", makes no sense books/magazines disappear after use - also the prices coud be changed to account) Skill book and magazine loot/acquisition change - Whenever the player is set to find a book/magazine (each skill type separately), that item has a chance of being replaced by its "readed" misc variant instead (chance starts at 0% and raises -configurable, default 1% for books and 2% mags- according to player usage of book/magazine of that skill type, so usable ones grow scarce based on player use). Alternative change - Reading a book/mag can't be done done in dangerous areas or enemies nearby Alternative change - Reading a skill book takes 6 hours (-20 mins for Intelligenece point) and requires player be in a chair or next to a bed (shows in the sleep menu as an extra option instead of sleep) Alternative change - Misc options or changes based or inspired by other mods in this area such as: https://www.nexusmods.com/fallout3/mods/19394 https://www.nexusmods.com/fallout3/mods/23792 etc If you have different suggestions/ideas regarding this area of the game, do post! Also much obligued if somebody with modding skills can implement one or more of these, specially the one to check and replace for the readed versions, that is surely to be tricky (kinda like the unfound loot mod but also affecting shops?) Thanks for reading!
  2. You're right! Just tested 2560x1440 and no black rectangle. Bad assumption on my part, guess it only happens in ultrawide setups, corrected the initial post to reflect that. Since it is something apparently simple, could an user with meshes/Nifskope knowledge look into it? Many thanks if able and no rush!!
  3. Hmmm not familiar with Nifskope but did install :smile: FNV meshes in the bsa archives don't seem to have the same folder\file as in FO4 - meshes\interface\objects\HUDGlassflat.nif (I still suspect this black rectangle to be hardcoded somewhere.) Closest one seems to be meshes\interface\loading\loadinganim01.nif Problem is I really know nothing about editing stuff in Nikscope :sweat: (maybe if I ROYALLY screw this loadinganim01.nif, could at least notice where it belongs :laugh:) Edit: The texture for the black rectangle is in textures\interface\faders but there isn't a meshes folder for faders, also I couldn't find out what loadinganim01.nif does but changing it (for another nif) has no effect on the black rectangle. Edit2: not 100% sure but loadinganim01.nif seems responsible for the slides and images that keep changing during loads and at intro menu (if you stay there). All the other meshes are kinda self explanatory by name, likely unrelated to this issue but then I'm no expert :pinch:
  4. Hi FiftyTifty :) I hope that means you'll try to fix it and report back telling how or even release a mod that does so :cool:
  5. Hello guys and gals =) How have you been with your monitors and resolution display at playing FNV/TTW, all tip top?? I personally love ultrawide for that extra width, but going ultra or 2x 3x monitors (to simulate ultrawide) will introduce you to the hateful black rectangle: a villain as evil and as persistent as they come! Ultrawide in FO3/FNV shows a black rectangle (briefly) at the center of the screen (center only, extremities are free), whenever an area transition occurs. Immersion breaking as hell and **** if anybody can ever get used to it ^^ It is probably a hardcoded engine thing, but there have been modders and mods that dealt with such issues in the past and prevailed, so hopefully somebody gotta be able to fix this :ohdear: There is a video that exemplifies the bug and a workaround made by Trentosaurus that involves turning some textures completely transparent (such as Textures\interface\faders\black.dds) But this fix has downsides like removing fade-to-black and to-white effects, briefly blurring the screencenter at area transitions not in memory and conflicts with anything that changes pause screen textures (though that is a minor). A more complete fix would be immensely appreciated as time progresses and higher resolutions become common. Somebody gotta have the will and knowledge to take this nasty rectangle away! Thanks to those who can and please do it!! :dance:
  6. Eagerly waiting and Eddorsul many thanks for taking this on you!! PS: Please include a TTW variant if possible.
  7. Thanks for the help AusAllerWelt! While I haven't yet learned how to make those in a regular program, was pointed to a very handy website, in case anybody needs, here: https://cpetry.github.io/NormalMap-Online/
  8. Are these alpha being generated from the regular image or from its normal map? Looked up some videos about alpha but all they do is make a selection with magic wand (for example the background around an object), delete that part and save so the image has transparency. Doesn't seem like what is needed to generate these _n files for dds textures. It can't be harder than a few commands executed in the right order. Can someone teach me how to create those in either GIMP or paint.net or photoshop (rather the first 2 wich are free, but oh well). At least to grasp the basics, after that I should (hopefully) be able to go around.
  9. Heya folks and sorry to bother! There is a type of normal map (I think it is a normal) that I've been trying to reproduce with no success. (For learning and maybe release a small mod). Here are 3 dds images and its _n versions: https://drive.google.com/drive/folders/1F1YaMK2-ErKOVLDsYBVsPsQZ6YA2lkM0 Would you be so kind as to tell +or- how to create these _n from its base image? Specially the one for dirtrubble_n - it looks almost fully blank/transparent but does a lot of difference ingame. Been trying to make those in paint.net with all the extra plugins, but maybe that is not the right program for this. Thanks in advance for any help and tips!
  10. Hello! When using binoculars or aiming through scopes (and probably other things that zoom) the display gets cut on the sides. I'm using 2560x1080 resolution, dunno how it behaves on 2560x1440 and up. Searched but couldn't find a mod that fixes the display, either for FNV or FO3. If there is one or a kind modder takes up the task of fixing this, pls let me know and a million thanks! EDIT - Turns out it has an easy fix, thanks dubious!! Solution: add the line "fScopeScissorAmount=0", in the "[Display]" section of all 3 INIs.
  11. Okay, fixed! Seems it was caused by rivatuner afterall =O If you look at the picture with the glitch, there is an FPS display at the top left corner, wich is a rivatuner option (show on-screen display), turning that option off in rivatuner has made the mouse display normally again! For the record, if anyone has this same issue, try checking rivatuner :thumbsup:
  12. Hi peeps and thanks to all of you who provide help!! :turned: I've run into a mouse glitch https://imgur.com/a/oHQ0cfe It happens after setting resolution to 2560x1080 (this monitors native) in FalloutPrefs.ini Removing the ENB files FNV root folder seems to fix the issue Current ENB files in FNV root are d3d9.dll - enbhost.exe - Both from http://enbdev.com/mod_falloutnv_v0322.htm enblocal.ini - enbseries.ini - Both from https://www.nexusmods.com/newvegas/mods/66626 The only other program running is rivatuner, but it has never caused issues (that I can remember). Since ENB seems necessary for high texture mods, I humbly ask for assistance :wink: Does anybody has any tips/ideas on how to try fixing this??
  13. Dunno if it will make a difference, but try this, let me know if it works better! http://www.nexusmods.com/skyrim/mods/69905/?
  14. Shouldn't be that hard, do some search/research on how factions work, and try to edit both factions so that they're neutral towards each other.
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