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KiCHo666

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Everything posted by KiCHo666

  1. I apologize. Yes, "Foot", not "Leg". Also, according to NVTF's author: Solution #1: Make sure that your in-game framerate is capped below 120 FPS. Better use some fps counter to double check if it really is below 120. Solution #2: That is a trade off between player foot dynamic placement efficiency and the absence of foot bouncing glitches for NPCs. It eliminates NPCs bouncing glitches almost entirely, but also makes player dynamic foot placement work slightly worse. Set these lines in [FootIK] section using either "FalloutPrefs.ini" or "FalloutCustom.ini" to the following values: fOnOffGain=0.01 bFootPlacementOn=0 fPelvisUpDownBias=0 fPelvisOffsetDamping=0 fOriginalGroundHeightMS=0 Solution #3: [RagdollAnim] bFootIK = 0 Try capping your framerate to something lower than 120 fps.
  2. No idea how to fix it, but you can disable Leg IK in the Fallout.ini. Search for the "Leg" and you'll find it. However, by disabling that, actors will no longer adapt their leg position to the terrain.
  3. Is your framerate over 60 fps? The more your framerate is above 60 fps, the more likely you'll see this problem.
  4. Had an idea for the same mod, but, unfortunately, NPC's armors don't degrade as you damage them and, worst yet, even when you damage their armor via script, armor condition changes, but their DT/DR is unchanged. Their DT/DR keeps the value which they had when they first spawned.
  5. Wow, that must be the biggest oversight I ever saw in any game. :facepalm:
  6. I highly doubt there will be a "war". Economy today is way too globalized and interconnected to risk going into war.
  7. I think you'd have better luck with making lamp post a "LIGHT" form. You could use the existing meshes, but attach additional NiNode to it and inside of that NiNode attach NiPointLight Node. NiPointLight Node will enable you to position light inside of Light form by moving its parented NiNode. I'm not sure if this will work, but then you could use "SetNifBlockFlag" to set the first flag (Hidden) to 1 in order to hide the NiNode holding the NiPointLight node.
  8. Really? Hm, what shader package does your game use? You can check that in Documents > My Games > FalloutNV > RenderInfo.txt, second line from the bottom is "Shader package" with some number on the right.
  9. Are you using AMD gpu by any chance? I started experiencing the same issue when I switched to 5700XT (don't buy it). Disabling AA fixed it. In the end I disabled actor decals and kept AA.
  10. Click on a mesh in Blender, go to edit mode with Tab button, press A to select all vertices, press Ctrl + T to convert any n-gons to triangles. Rather than importing it in Nifskope, export it in Nif format from Blender.
  11. From my testings, crits do not ignore armor. They usually do enough damage so that DT is penetrated, but add enough DT to actor and not even crits will go through it.
  12. Does it look the same in game? If so, it means that texture is missing. Make sure texture paths in nifs start with "textures/yourmod/... etc..." instead "C:/user/blabla....etc"
  13. If some effect is applied on actor, script will run every frame until that effect dispels. According to JIP, max refresh rate of script is 60 times per second, even if your framerate is higher than that.
  14. That's most likely an issue with physics. When dismemberment happens, ragdolls tend to be "refreshed" leading to them being partially sunk into the ground which then results in "jumpy" behavior like you see with legs.
  15. I doubt it will "Fall". Some people will say it's just changing, while others who don't like the change will say it's falling. Then again, sometimes things have to die for something better to take its place.
  16. You meant to say it worked for you at one point? Because it NEVER worked for me for clutter objects. All I can do is to make them snap to the nearest surface underneath them by pressing "F", but to make them fall down naturally with actual physics, like dead bodies do, that never worked for me. I'd also like help with this issue.
  17. It's probably in the GameSettings in GECK. Just search for "Health" and you'll find it.
  18. 256 mods =/= 256 plugins. You can have have 256 mods installed IF those mods are mesh/texture replacers that don't require plugins (esp/esm) to work.
  19. First time I've ever saw that bug. I recently bought 1440p monitor (16:9, not ultra wide) and I never had that problem. Also, didn't know that nif was used for fade out effect. Should be an easy fix, as FiftyTifty said.
  20. Open the explosion .nif you want to edit in Nifskope, click on the FadeNode, on the bottom window you'll see "Scale" value. Set it to 0.5 or whatever value you want. That will reduce the size of explosion visually. Make sure you save it under some different name so you don't change vanilla explosions (Unless that's what you want). It must be saved in "Meshes" folder. Open the Explosion form in GECK and under Art file, navigate to the explosion nif you've made. That should do the trick.
  21. For that you'll need some 3D editing tool, like 3Ds Max or Blender. Just Nifskope isn't enough, unfortunately.
  22. If you increase the radius of explosion, then the visual effect itself increases in size. By that I mean, particles, textures, meshes, animation, etc... But yeah, I don't know if OP means visual effect (particles, animations...) or "Enchantment" or Image space modifiers.
  23. Might be possible with some heavy scripting. Just using game's default dismemberment system is not enough. I tried.
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