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Everything posted by ultskeletor
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I haven't been following it or anything, but I think the project has been restarted a couple times and has never gotten past the experimental stage. Also, some of the features are already either included in the Fallout 3 engine or are already otherwise doable, like depth of field. It's been a few years since I have followed anything Oblivion-related, but I remember seeing some cel-shading effects for Oblivion, probably from this project.
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There are some experimental edge-detection shaders in the Oblivion Graphics Extender, I think. I don't know how easy that project would be to port to Fallout 3, but that would help with the Borderlands look a bit.
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Gimp Plugins? Looking for a couple...
ultskeletor replied to coyan2's topic in Fallout 3's Discussion
GIMP Normal Map Plugin and GIMP DDS Plugin. Hopefully those are the ones for which you are looking. Download links are on the right. -
I'm sure the model is very precise because it was designed for machining, but it's a very boxy gun. It doesn't have a whole lot of visible detail to begin with. You'd definitely want to remove some parts and rebuild others. Besides, you can use the high poly model for creating your normal map(s), and you could easily generate a low poly version by working off the high poly one. The main differences you'll run into between this and the real prop gun are the different receiver (AK47 replica instead of a Saiga one) and the missing scope and laser sight(s) (though the actual model names for these are provided.) Upon closer inspection, the wooden parts of the grip and the cartridges may also be missing. Some of the pictures at that linked site do show the 3d models of the receiver, so while they may be available, the level of detail might be much lower than the rest of the components. This is really all speculative, though.
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I don't think there's WMK support per se, but there is this. With models that are already properly lined up for use with RH's Iron Sights, you could just add accessory meshes as necessary by copying them from other models. Get permission from those models' authors before redistributing your changes to anyone else, if you choose to do so.
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Seeing as how someone at the linked site has already constructed a 3d model for that project, why not ask him or her for a copy of the file? No doubt the model would need some touching up, but this could save you a lot of work.
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Help with battlefield 2142 mod v19a by skree
ultskeletor replied to Merqurius's topic in Fallout 3's Discussion
I've never used this mod, so I can't speak on this particular mod's layout, but this should do the job. Load up FO3Edit. By default, it should select the mods in your normal load order. Hit Ok and let it load everything, which may take a few minutes. In the left pane, expand whatever the main file for this mod happens to be (if it's as you say, it will probably be '07' in the load order.) Expand the Weapons section underneath it. In the left pane will be a list of all the weapons in that particular mod file, along with their IDs. If you need IDs for any special ammo added by the mod, check under the Ammunition section. -
Automatic Fire problem
ultskeletor replied to McclaudEagle's topic in Fallout 3's Mod Troubleshooting
I've never seen a weapon using the Missile Launcher animations that was Automatic, so it could be a bug with the animations. If this only happens when the weapon is set to Automatic, and it goes away when you set it to another attack animation, something along those lines would probably be the culprit. Some people do get problems with weapons firing at the ground or sky, especially when using Fallout Re-Animated and/or RH's Iron Sights. Also, check out the weapon's projectile and make sure you are giving it a high enough Speed that is can get some distance before the game's gravity pulls it to the ground (I'm assuming your projectile is using gravity.) When the Speed is too low, the projectile basically falls straight down out of the weapon's projectile node and lands at the player's feet. -
This might not satisfy your requirements, but you do know FWE includes night vision functionality on the power armor helmets, right? If I remember correctly, you toggle it using the numpad plus key, though this should be configurable from the FWE control panel. If you aren't also wearing a suit of power armor along with the helmet, night vision will drain your small energy cells over time, I think. If that doesn't work, try Helmet POV. It has a bunch of configurable vision-related features.
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It doesn't exist. The main way to do ammunition weight is by using a script to count the number of rounds in the player's inventory, multiply that by the weight per round, then apply the weight to another item in the player's inventory. Several mods do it this way, but here's a stand-alone one: AmmoWeight. FWE incorporates this functionality, and it's from examining FWE that I figured out how it works. In FWE, all the ammo types are assigned to form lists, one list for a given "weight per round." A script runs constantly in the background that goes through each list, totaling up the combined number of rounds for each "weight category," multiplying and totaling the resulting weight and assigning it to a token in the player's inventory (an item called something like "<Ammo Supply>" and located in the Misc tab of the player's inventory.) Additionally, FWE changes the display names on all the ammo types, appending "(WG: ____ )" onto the end so the player can see how much the ammo weighs per round. Ammo still shows up as weighing 0 in the player's inventory, however. This mod is supposed to edit the displayed weight for ammo in the player's inventory, though I haven't tried it. You still need to use another ammo weight mod with it; the changes with this one are purely aesthetic.
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Flashlight or Rifle Mounted Light
ultskeletor replied to Sifesboran's topic in Fallout 3's Mod Ideas
I haven't seen any mods that add functional laser sights, as in casting an actual red dot of light onto a distant surface. All the ones I've seen more or less "fake it" using one or more solid meshes with special alpha properties, translucent textures, and such applied. The beam seems to glow from the player's perspective, but they don't actually cast any light in the game world. From what I've heard, the reason for this is the same reason the game doesn't have flashlights; the Fallout 3 engine lacks the functionality to handle these kinds of lights (though other instances of the Gamebryo engine do have these features.) My understanding is the flashlight of the Directional PipBoy Light mod (linked upthread) is hacked together in some way. I use it (the Lite version,) and there is a performance hit from doing so. However, I haven't experienced the problems other people have with the light beam setting off mines and traps. The Book of Earache mod has weapons with attached lights of some kind, according to the description at least. Having not yet used that mod, I'm not sure how they work. Probably much like the laser sights do. -
A alternative option for Alt + Tab.
ultskeletor replied to AlexxEG's topic in Fallout 3's Discussion
I always run games windowed to cut down on unrecoverable crashes. Try windowed mode. There's a batch file floating around that will center your Fallout 3 properly so that you won't see the window borders, if that's an issue for you. -
Creating Different Versions of exsisting weapons
ultskeletor replied to Trypal7's topic in Fallout 3's Discussion
In the GECK, load up only those files you specifically need (if any) and the Fallout 3.esm. Don't set an active file. The GECK may warn you that you haven't set any file as the active file (if you're only loading ESMs and no ESPs, you won't get a warning.) After all the loading is done, find either the .44 magnum or the Blackhawk weapon record under the Weapons section. Double-click it to open it up. Change the ID to something else, WeapCustom44Magnum or whatever you'd like to call it. Hit Ok, the GECK will give you the option of generating a new record. Do that. Now, you can edit the original 44 magnum, Blackhawk, and the new one you made however you like. When you attempt to save, because you have not set an active file, the GECK will prompt you to enter a file name that will become the ESP containing your changes. If you don't place your custom weapon in the world, or add it to any of the lists or NPCs, the only way to get it will be through the console. Any changes you made to the 44 magnum and Blackhawk will be present when those items spawn in the game world without having to do anything else (unless your changes get overridden by another mod later in your load order.) -
Force, I have no idea. Measurements of distance are, as far as I know, all done in Maya units (or it might have been 3dsmax instead.) 128 units = 6 feet, so about 21.3 units to the foot or 70 units to the meter.
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RH_Ironsights - Book of EARACHE compatibility.
ultskeletor replied to SpacemanSpIiff's topic in Fallout 3's Mod Ideas
Adjustments like these are made to the weapon's .nif file and/or to the weapon's game configuration. Once made, these changes can be distributed as a package of alternate models and/or a patch ESP. To sakura357 and others, I've been checking out attack animations a lot today. For weapons using the animation type Rifle - Ballistic (2 Hand) (this is in FO3Edit, the wording might be different in the GECK,) try out Attack4 if you're looking for a semi-automatic animation with a little less recoil and without the leftward jerk that occurs using AttackRight. You still get recoil, but it's pretty much straight back and upwards. -
Damage Per Second is a stat that is automatically generated based on several other weapon stats, most notably the speed of the weapon's attack animation (or fire rate, for automatic weapons) and the attack damage. For frag grenades and other explosives, damage comes from the explosion and not the weapon. Explosions are under Special Effects in the GECK. The frag grenade uses something like GrenadeFragExplosion. On explosive weapons, I think the weapon's damage rating is only used in calculations to determine the effectiveness of the weapon, like whether an NPC should pick it up and use it in preference to whatever they are already carrying. If you really want to edit the numbers that GECK doesn't allow, you can probably do so in FO3Edit.
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I haven't messed around with thrown weapons or mines yet, but with explosive launchers like the missile launcher, the explosion (and resulting damage) is a linked from the weapon's projectile. It looks like the same is true for grenades. The frag grenade (WeapGrenadeFrag) uses the projectile GrenadeFragProjectile. The quick and dirty way to do what you want would be to edit the GrenadeFragProjectile and give it the Fatman explosion instead of the frag grenade one. I think it's called FatmanNukeExplosion or something like that. However, all frag grenades (and anything else that uses that projectile) are going to create that explosion, and will deal the same damage as the actual Fatman explosion. For a cleaner implementation, you'd probably want to make a copy of the Fatman explosion, set the stats on the copy however you like, then set the frag grenade projectile to use your new copy. In fact, you can keep extending that, making a copy of the frag grenade projectile, then the frag grenade itself, and make a whole new type of grenade. You'd have to deal with getting them spawning in containers, on NPCs, and such if you want to go that route though (unless you just want them available to the player through the in-game console.)
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20th Century Weapons, FWE Damage. Help and Suggestions
ultskeletor replied to killstorm37's topic in Fallout 3's Discussion
If I remember correctly, it does about same damage as a thrown frag grenade in vanilla. So, I'd make it deal the same damage as an FWE frag grenade, maybe more or with a larger blast radius considering the rarity of 40mm grenade rounds vs. frag grenades and other factors. -
Possible problem with a Merged Patch?
ultskeletor replied to Talynn19's topic in Fallout 3's Mod Troubleshooting
I don't personally use the Unofficial Patches, because I've never felt the need. Looking over your load order, at least the mods with which I am familiar, I can say it doesn't look bad. Fallout Street Lights got a new version earlier this month; Street Lights - Wasteland is no longer needed. The various optional plugins for Mart's Mutant Mod are not needed, because FWE has options to configure that stuff in-game from the FWE Control Panel. If you are using a beta of the next MMM version that's about to come out, you may still need the optional plugin ESPs; I'm not sure. I think you still need the DLC ones either way, though. Realistic Interior Lighting should be considered a weather mod and be placed late in your load order appropriately so that as few other mods override the interior lighting settings as possible. It should in front of the Dynamic Weather ESPs in your order. However, Realistic Interior Lighting will override the ownership settings in a few cells, most notably the Citadel and Fort Independence ones. Other than that, I get crashes from CASM and Dynamic Weather (separately or together.) My Dynamic Weather crashes may be performance-related, as my computer is pretty old. Only when using CASM do I actually get crashes when saving, so I don't have much need for it. Both of these cases are not typical of most people, though. -
Possible problem with a Merged Patch?
ultskeletor replied to Talynn19's topic in Fallout 3's Mod Troubleshooting
Merged patches only take on the minimum masters necessary. Merged patching only processes certain kinds of records (form lists, for instance,) compiling changes to same record from different mods into one record that is hopefully usable by all of the applicable mods. For example, my merged patch only has about 16 or so masters, and I have just over 100 files active in my load order. Have you been remembering to replace your merged patch with a new one when you change your mod loadout? -
A alternative option for Alt + Tab.
ultskeletor replied to AlexxEG's topic in Fallout 3's Discussion
I run XP and play Fallout 3 in windowed mode, but I can Alt+Tab without problems as long as I do so from a screen with a mouse pointer. Usually this means pressing Escape once to get to the menu or opening the PipBoy, but it also works when the in-game console is open. It happens rarely, but I guess control of the mouse pointer doesn't always get released. When that happens, you can Alt+Tab into other windows and navigate with the keyboard, but the mouse will be unusable outside of Fallout 3 until you close the game. -
They should be loaded last, but ESMs and ESPs should still be grouped separately. The weather ESMs get loaded last among the ESMs (, after FO3 Wanderers Edition - Main File.esm, in your load order.) Load order is still relevant among the weather mods themselves, too. In your case, Dynamic Weather can take advantage of the rain and snow from Enhanced Weather, so the Enhanced Weather.esm should go before the Dynamic Weather one. (You already have the two arranged this way, I'm just illustrating the point.) If you ever need to, you can select multiple mods in the Fallout Mod Manager using Control and/or Shift, just as you'd select multiple files in Windows. Then, you can drag them all to a new position as a single group.
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I've not seen this before, but I'm pretty sure the Fallout 3.esm should be loaded before the Anchorage.esm. I'm assuming you are using the Fallout Mod Manager, so check the box for the Fallout 3.esm while your at it. ESMs should be grouped at the beginning of your load order; you have the Enhanced Weather and Dynamic Weather ESMs down in your ESPs section. Given how few mods you are using, a merged patch may not strictly be required, but I have to recommend it anyway. Once your load order is solid, it takes just a few minutes tops to generate a merged patch. Load up the mods you use in FO3Edit. Right-click one of them in the tree in the left pane. Select "Create Merged Patch". Give it a file name of your choosing, when it asks. Your merged patch will appear at the bottom of your load order in the tree. Close FO3Edit; make sure you save the changes to the patch you created, when it asks. Mark your merged patch to be loaded last in your order. That's all. That said, have you already ruled out performance- or machine-related crashes? I was getting occasional crashes when using Enhanced Weather, what I figured were performance-related crashes. My machine is pretty out-dated at this point. However, someone else in a recent thread here said he/she was getting crashes specifically from the 'Weather Sounds in Interiors' plugin for Enhanced Weather. Unfortunately, I never tried removing that plugin, so I don't know if that would have helped me. If the minor tweaks to your load order and creation of a merged patch don't alleviate your crashes, you might try removing that plugin.
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FWE destructible explosives
ultskeletor replied to xaechireon's topic in Fallout 3's Mod Troubleshooting
I think Explosive Entries just refers to the feature that allows you to blow open locks with explosives. Maybe you have a mod that is adding destruction data to the missiles and mini nuke in the ceiling, causing them to detonate instead of dropping? I know the Destruction mod adds destruction data to missiles and mini nukes (among many other things.) Some other mods may as well. For what it's worth, I use FWE (but no mods adding destruction data) and it took me about 6 or so tries to get the 'Rube Goldberg machine' to work properly. It would usually mess up at the pitching machine part. No exploding missiles or mini nukes, though. -
Fellout, as a weather mod, should go at the end of your load order and before your merged patch. Fallout Street Lights (StreetLights.esm in your load order) got a new version earlier this month. Fallout Street Lights - Wasteland (StreetLights - Wasteland.esp in your load order) is obsolete now from my understanding. Your load order looks pretty good otherwise, though I don't use Real Time Settler and can't comment on the load order for that one.