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Everything posted by KiCHo666
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Characters bobbing up and down
KiCHo666 replied to nognow's topic in Fallout New Vegas's Mod Troubleshooting
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. -
Characters bobbing up and down
KiCHo666 replied to nognow's topic in Fallout New Vegas's Mod Troubleshooting
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. -
Characters bobbing up and down
KiCHo666 replied to nognow's topic in Fallout New Vegas's Mod Troubleshooting
Is your framerate over 60 fps? The more your framerate is above 60 fps, the more likely you'll see this problem. -
Armor Degradation Based on Damage Blocked
KiCHo666 replied to SignedName's topic in Fallout New Vegas's Mod Ideas
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. -
weird shotgun damage bug
KiCHo666 replied to holyshitijustwantanaccount's topic in Fallout New Vegas's Mod Troubleshooting
Wow, that must be the biggest oversight I ever saw in any game. :facepalm: -
I highly doubt there will be a "war". Economy today is way too globalized and interconnected to risk going into war.
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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.
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my textures in the GECK look like this.
KiCHo666 replied to vaultboyfan's topic in Fallout New Vegas's GECK and Modders
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" -
Tick rate of ScriptEffectUpdate
KiCHo666 replied to UnvalidUserName's topic in Fallout New Vegas's GECK and Modders
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. -
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.
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NV G.E.C.K Havoc Sim Not Working Properly
KiCHo666 replied to Snedward12's topic in Fallout New Vegas's GECK and Modders
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. -
It's probably in the GameSettings in GECK. Just search for "Health" and you'll find it.
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That black rectangle needs to go!
KiCHo666 replied to H1ms3lf's topic in Fallout New Vegas's Discussion
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. -
Prepare for attack.
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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.
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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.
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Might be possible with some heavy scripting. Just using game's default dismemberment system is not enough. I tried.