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shiholude

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Everything posted by shiholude

  1. BA_AnimationsEmporium was removed due to a violation of permissions. I was too excited to release the mod on my birthday (8/18) and skipped that step. I am appealing the removal of the mod, and I hope to have it back up soon (after getting all the proper permissions, naturally).
  2. Just alpha tested my huge animations compellation! It is working as perfectly as I had hoped! NOw to do some trimming and finalizing, and I can actually get back to working on my former mods (and maybe ACTUALLY play Skyrim again one day).
  3. Necro, Part II: The above fix still works (FOOBAR) perfectly. I had to install the addon, but I can FINALLY preview the XWM files easily without converting, and then saving, and then moving, and then playing - all which just bloats my drive with sloppy WAV files!
  4. I love to answer my own questions (partially). I'm still seeking an answer for #1 above. Additionally, I'm not 100% certain of all these commands to answer #2 above. Can anyone confirm these actions as valid? I took most from Witcher 2: KEYBOARD COMMANDS: TITLE IK_#### ESCAPE IK_Escape F1 IK_F1 F2 IK_F2 F3 IK_F3 F4 IK_F4 F5 IK_F5 F6 IK_F6 F7 IK_F7 F8 IK_F8 F9 IK_F9 F10 IK_F10 F11 IK_F11 F12 IK_F12 TILDE IK_Tilde 1 IK_1 2 IK_2 3 IK_3 4 IK_4 5 IK_5 6 IK_6 7 IK_7 8 IK_8 9 IK_9 0 IK_0 MINUS IK_Minus EQUALS IK_Equals BACKSPACE IK_Backspace TAB IK_Tab Q IK_Q W IK_W E IK_E R IK_R T IK_T Y IK_Y U IK_U I IK_I O IK_O P IK_P LBRACKET IK_LeftBracket RBRACKET IK_RightBracket BACKSLASH IK_Backslash CAPITAL IK_CapsLock A IK_A S IK_S D IK_D F IK_F G IK_G H IK_H J IK_J K IK_K L IK_L SEMICOLON IK_Semicolon APOSTROPHE IK_SingleQuote RETURN IK_Enter LSHIFT IK_LShift Z IK_Z X IK_X C IK_C V IK_V B IK_B N IK_N M IK_M COMMA IK_Comma PERIOD IK_Period SLASH IK_Slash RSHIFT IK_RShift LCONTROL IK_LControl LALT IK_LAlt SPACE IK_Space RALT IK_RAlt RCONTROL IK_RControl INSERT IK_Insert HOME IK_Home PRIOR IK_PageUp DELETE IK_Delete END IK_End NEXT IK_PageDown UP IK_Up DOWN IK_Down LEFT IK_Left RIGHT IK_Right SYSRQ IK_PrintScrn SCROLL IK_ScrollLock PAUSE IK_Pause NUMLOCK IK_NumLock DIVIDE IK_NumSlash MULTIPLY IK_NumStar SUBTRACT IK_NumMinus ADD IK_NumPlus DECIMAL IK_NumPeriod ENTER - NUMPAD0 IK_NumPad0 NUMPAD1 IK_NumPad1 NUMPAD2 IK_NumPad2 NUMPAD3 IK_NumPad3 NUMPAD4 IK_NumPad4 NUMPAD5 IK_NumPad5 NUMPAD6 IK_NumPad6 NUMPAD7 IK_NumPad7 NUMPAD8 IK_NumPad8 NUMPAD9 IK_NumPad9 XBOX CONTROLLER COMMANDS: ANTIMICRO IK_#### A IK_Pad_A_CROSS B IK_Pad_B_CIRCLE X IK_Pad_X_SQUARE Y IK_Pad_Y_TRIANGLE BACK IK_Pad_Back_Select START IK_Pad_Start L STICK IK_Pad_LeftAxisX IK_Pad_LeftAxisY LS CLICK IK_Pad_LeftThumb R STICK IK_Pad_RightAxisX IK_Pad_RightAxisY RS CLICK IK_Pad_RightThumb DPAD UP IK_Pad_DigitUp DPAD DN IK_Pad_DigitDown DPAD L IK_Pad_DigitLeft DPAD R IK_Pad_DigitRight L SHOULDER IK_Pad_LeftShoulder L TRIGGER IK_Pad_LeftTrigger R SHOULDER IK_Pad_RightShoulder R TRIGGER IK_Pad_RightTrigger GUIDE - -Shiholude
  5. I'm seeking help with a couple things: 1) What does the following command actually do? IK_Escape=(Action=ShowEntryInPanel) IK_PS4_OPTIONS=(Action=ShowEntryInPanel) IK_Pad_Start=(Action=ShowEntryInPanel) 2) Is there a list of all keyboard input commands (IK_blah) somewhere? I'm not quite sure what to use for all Numpad options (/, *, -, +, Enter, .(del)) Thank you for any help provided! -Shiholude
  6. Uncle Shiholude's Tip of the Week: "Never, ever, underestimate an faceless moron with a keyboard and an opinion (or anything else that might be misconstrued as a electrical brain function)..." Cheers friends, and continue to superb work! -Shiholude
  7. As always, I'm impressed at the professionalism and dedication that Dark0ne and the Nexus team puts into these sites. We, or rather I (as I don't want to speak for everyone), have an incredible source of data available to us for free (or minimal cost if you go premium). If there was nothing else, that would be enough to have my allegiance and heartfelt thanks to the entire team. But that isn't all there is. The current state of things is far superior to that of any other site out there IMHO, and there is not only plans for things to come, plans to make current features better - but COMMUNICAITON TO THE COMMUNITY about those plans and features! Most operations tend to keep their mouths shut in hopes that what they release as a feature is accepted and goes over well. Robin and his team choose to share their thoughts and plans (whether successful, failed, or struggled with) with all of us, and that (to me) is a true open source attitude. Furthermore, it makes me feel like part of their team, their family, and I am highly encouraged to contribute back where and when I can as well. I wish everyone in the community a prosperous new year in 2014 - and I know, without a doubt, that we will all see some very cool, new, upgraded, specialized, and exciting things from nexus in the next year(s). -Shiholude
  8. Awesomesauce! Friggin-Fan-Effin-Tastic! Ultimate Pymp-a-tude! Just some thoughts that came to mind when I signed in to find that the lagmonster was defeated, and there was uber phat lewtz spread around for all to enjoy... And here all it took was some bug spray for those pesky termites under the floorboards.... :P Much love for the entire staff of Nexus that continues to work hard for our enjoyment and ease of supporting our gaming addictions! -Shiholude
  9. In response to post #9147229. #9149974 is also a reply to the same post. I couldn't agree more. I've been a "lifer" for a bit now (can't reember when I bought mine), but its definately been worth every cent spent - and more! Frankly, I'm surprised that they've been able to hold off as long as they have on bumping the costs... Keep up the great work my Nexus peeps! -Shiholude
  10. Know that you will NOT HAVE a GECKCustom.ini file until you run the GECK at least once and then close it. Upon closing the program for the first time the INI file will be created in your My Games/Fallout3 folder.
  11. This series of sites is the end-all for me when it comes to modding resources and awesome addons for the games I play. I joined back on 11 February 2009, and have never looked back. I've made a few mods myself, and spent what many other modders agree to be hundreds of happy hours figuring things out, becoming frustrated, overcoming the pains, and feeling very rewarded when a plan comes together (no copywrite infringment)!! Oh, yes, and playing the games! I wish nothing but continued success for all the Nexus peeps, and the community that keeps them pushing for bigger and better things! -Shiholude
  12. The only time I experienced crazy map markers was when I was in a different zone (interior). The mapmarker would point in what ever direction it believed to be the bext way to path out of that zone, in order to get me to my waypoint. That being said, there are far crazier things that occur in FO3 than this, but also just as many unexplanable things. The knee-jerk response is to blame the weird behavior on two conflicting addons, or just flat out blame the root coding practices of Bethesda. Once I get fully back into things, I'll try to remember to test this out and see if there is any further advise that I can offer aside from my current assessment: SNAFU. -Shiholude
  13. You never stop amazing me at the sheer awesomeness of all the Nexus sites. I dusted off the old Baldur's Gate series as of late and plan to run through Neverwinter Nights as well. No sooner was I thinking to myself, "Wouldn't it be awesome if..." and POOF NeverwinterNexus was born!!! I am proud to be a Premium member, and I encourage everyone to shell out the very minimal cost to become one - which will rid you of advertisements, as well as help support such truly genius endevors such as this... Cheers! -Shiholude
  14. Not to argue symantics, but most of the working class in this time period would historically be starved and gaunt figures, barely able to afford their next meal. The portly of the population would be reserved for the few at the top. That said, you do make an interesting observationt hat I hadn't realized before. Variety is good. -Shiholude
  15. I had started an article some time ago asking about the proper way to eliminate a file. I got little to no feedback. Therefore, I agree with Quetz - it's simply an ignorance thing. I have always tried to weigh the performance vs risk assessment when it comes to this myself. In some cases, like rocks and ground debris, deleting them didn't seem to effect any mod, as they aren't used as reference items (correct me if I am wrong). When it comes to any other object that can be interacted with, it makes no sense to delete it. In the end, using the "Initially disabled" method is the best route. All this does is place the item at a -30,000 z axis location, typically placing it out of any rendering possibility, while not disrupting other mods harshly. Continued exposure and support of this method is the only way the word will get out and people will STOP deleting needed objects. -Shiholude
  16. Hello All. I'm trying to turn the cave fungus model into a "pickable" item. However the model is invisible to the rendered world. I've tried to create it as an ingestible and an activator - both are met with disaster. I'm sure it has something to do with collision surrounding the model (nifscope doesn't show any collision layer). I am not a modeler and need some good directions as to how to create this. Replacing the cave fungus model with any other type of model that has this collision layer on the model works, however the cave fungus model is imparitive to an upcoming mod I hope to release within a week or so, so I really need to figure out how to make this model work. Ideas? Suggestions? Multi-step instructions on how to make this work? :) -Shiholude
  17. Researching further, I discovered that my own personal issue was a result of working on a laptop with dual video processors (Intel and NVidia). If you have the same situation where you have dual processors, simply do the following: 1) open your NVidia control panel 2) under the left waterfall menu, expand "3D settings" 3) select "Manage 3D settings" 4) in the right pane, select the "Program Settings" tab 5) for #1, click on "Add" 6) goto where you installed the GECK (for me, I put it in my Fallout3 directory), and chose the "geck.exe". 7) for #2, select "High-performance NVIDIA processor". 8) leave everything under #3 as is, and click on "Apply" in the bottom right corner. The GECK should load and operate properly now. -Shiholude
  18. Sure enough, that fixed it!! If you have the same situation where you have dual processors, simply do the following: 1) open your NVidia control panel 2) under the left waterfall menu, expand "3D settings" 3) select "Manage 3D settings" 4) in the right pane, select the "Program Settings" tab 5) for #1, click on "Add" 6) goto where you installed the GECK (for me, I put it in my Fallout3 directory), and chose the "geck.exe". 7) for #2, select "High-performance NVIDIA processor". 8) leave everything under #3 as is, and click on "Apply" in the bottom right corner. The GECK should load and operate properly now. -Shiholude
  19. Interesting. I have the same type of laptop with dual processors. I'll try that on mine and report back. -Shiholude
  20. I, too, am just starting to get this same exact error. In a cell where I simply place structures, everything loads fine. However, when I try to load a cell that has NPCs in it, this error appears. FURTHERMORE, it doesn't matter what option I choose as a response, the GECK crashes. I've seen this error mentioned repeatedly on these forums with no results. I continue to research it myself, but hopefully someone has a fix. If I cannot populate my cells with NPCs, then there is no point in creating them. -Shiholude
  21. Got my Wasteland Restoration mod complete, finally. That was easily 200+ hours in development, and another 100+ hours in tweaking. :)
  22. Currently doing some serious overhauls for FO3. I ahve about 7 more mods to release, just finding the time to get them into a finished state for release if difficult. :)
  23. L.O.V.E. it! The new font is very nice, and the layout seems very... whats the word I'm looking for.. "modern"? "hip"? "cold chillin with the hype tip"? :) -Shiholude
  24. There is always Savegame Manager -Final-, no?
  25. I was going to post the discussion there, but the discussion threads on mods get very little viewing - mostly selective to those looking for that specific mod, whereas these forums are more widely viewed (IMO) . So I decided to take it somewhere that it might see more light and discussion. I did leave a comment pointing to this thread, so hopefully that will draw people into the talk more. Regarding the manual, I've been through the entire thing more than I care to admit :), and their recommendation is to always set it to "intially disabled" - to the point that they even have a built-in feature to do just that with deleted objects/references. That is what sparked this discussion in fact, because I'm curious if there really is any performance benefit of setting it as they suggest, yet still load the meshes at -30,000 units (extremely out of any visual range - under the landscape). I know that when I loaded up a file in GECK with FO3Edit's changes to about 100 objects, the loading process took a noticable time longer than it would normally - even on my system which is not an extreme-top-end-system, but still damn fast (stats in my profile). What I'm hoping to accomplish here is to discover which is best for different situations - if any. Does one method have a performance advantage over another? If deleting the object increases performance, where disabling it does not, are there situations where deleting an object would be more "acceptable" than others. What about the invisible texture creation? A good balance of performance enhancements, stability, and partical usage is what I'm after. Thanks for commenting!
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