Jump to content

KiCHo666

Supporter
  • Posts

    402
  • Joined

  • Last visited

Everything posted by KiCHo666

  1. Are you using TTW + Ragdolls TTW version? If so, that's my fault. I already included modified skeleton + model with proper dismemberments in TTW, but then didn't updated it in Ragdolls mod. To fix it, go to Ragdolls meshes > creatures > centaur > delete skeletonevolved nif.
  2. Because something like that would require tinkering with the engine code to implement it properly. Not something that can be done with just GECK in a non-hacky way. An example of bad, hacky implementation: https://www.youtube.com/watch?v=gO_SnalypAE An invisible gun that floats above player and randomly shoots raindrops every frame. I never bothered with it further.
  3. Skeleton has nothing to do with how AI reacts to combat. Is there some script attached to the creature that maybe overrides their behavior?
  4. Editing Ragdoll Forms in NV Geck is impossible due to the code behind that feature missing (At least, that's what Roy said). It does work in FO3 Geck. Same code works in game itself, though. The way I edit them is via FO3 Geck, save the esp, open the esp in FO3Edit and copy the setting to FNVEdit so I can use them in NV. However, that's not where you edit how ragdolls behave. If you want to make some ragdoll heavier/lighter you need to find the skeleton.nif of the actor you want. Open it in Nifskope and edit various things, like bhkRigidBody. That's where the most settings like mass, friction, restitution, etc... are.
  5. I see you're using Weapon Mesh Improvement Mod. The issue is caused by one animation file in that mod. Go to, meshes > characters > _male folder and delete 1hpequip.kf. That should fix it.
  6. Does lag happen when just shooting shotguns/automatics (like just shooting into sky) or when you actually hit someone with it? There's a shotgun lag fix in JIP NVSE Plugin. I experience framedrop whenever hitting someone with automatic weapons. It could be an actor in an empty room with AI turned off, vanilla game without any mod, but as long as I'm shooting high RPM weapon at LIVE actor, my framerate will drop to around 50 fps. Shooting dead actor causes no frame drop. Haven't found the solution. I believe it's the engine issue.
  7. You can only copy NiTriShapes from one outfit .nif to another and create new outfits that way. You can't actually make new models by just using Nifskope. You'll need to use programs like Blender or 3Ds Max to make the model and then export it to .nif format.
  8. This is a personal mod I use in that video. It removes shaking from all weapon in first person.
  9. Mopp shapes are used for static collisions, like fences, walls, etc.... anything that doesn't move. They can be used for movable objects, but are far more performance intensive (depends of the collision poly count) than convex shapes or box shapes.
  10. JIP NVSE Plugin has a shotgun lag fix. Read the description. It'll still lag if number of pellets shotgun has is big, but vanilla numbers should be fine.
  11. I'm pretty sure you're talking about FO4 CK. I've made a ton of AddonNodes for NV and I've never seen light source option there.
  12. Anything with AI that is not an NPC in game is a Creature. Creature's ability to use different weapon types is tied to the animations (.kf files) available for creature for said weapon types. I did see Super Mutants use Hunting Rifles in NV, but can't say I saw them using assault rifles. FO3 SMs could use Assault rifles, Aks, tri beam lasers (At least, the Overlord type SM could use them), so maybe those animations are not available in NV. Try giving them Carbine rifle or Marksman rifle.
  13. Those are a so called "degenerate normals". Normals are oriented badly and cause skewed lighting. You should try this: https://www.nexusmods.com/newvegas/mods/64746 Put a nif in the same folder as exe and run the app.
  14. It's a function that "refreshes" 3d data on reference.
  15. Can't say I liked any animation replacer. Tried a few of them, but reverted quickly back to vanilla. Stretching that happens when wrong skeleton is used is a different story. If skeleton is missing bone that equipped armor requires, then vertex group of missing bone's name will stretch into infinity. I noticed fingers glitching out even on Gopher's NV LP, however, it's nowhere near as extreme as my case. Thanks for trying to help me! :)
  16. Here's a video of a glitch: https://www.youtube.com/watch?v=BpZNevLIQ-s
  17. - I'm playing in windowed mode, but use OneTweak to fake fullscreen. Fullscreen or no, with or without OneTweak, the glitch happens when using NVSR. - I tried setting iFPSClamp to 60 fps and, sure enough, it had the same effect as using NVSR. Microstuttering is fixed, but finger glitch happens as well. In addition to that, if I understood correctly, game goes into slow motion if framerate goes below 60 fps. - Setting fps to 59 in NVSR.ini made no difference. Microstuttering is there, but no finger glitch. I can't get smooth framerate any other way except when using VSync. - Tried that program, but that slider is grayed out, which doesn't surprise me since 60Hz refresh rate is max my monitor can handle. - I drawn 2 handed weapon multiple times, saved and exited to desktop as well, no dice.
  18. I had vSync disabled everywhere, from nvidia control panel to NV ini files. Basically, fps was unlocked, but I capped it with NVSR, but that resulted in screen tearing and microstuttering was back. In order to have my game microstutter-free, I have to use Vsync + NVSR/NVTF. Then the game is butter-smooth, but fingers glitch happens. I can choose between having a microstutter and no fingers glitch or having no microstutter and fingers glitching out. NVTF does use a part of NVSR code responsible for fixing 64Hz bug, so it's not surprising it causes same glitching as NVSR. I'm on Windows 7 64 bit, i5 4690, GTX 970, 8 GB DDR3, I use dual 1080p 60Hz Philips monitors (Don't know exact numbers on model)
  19. After playing with NVSR options, here are the results: Without any VSync and framerate capped via NVSR.ini to 60, the "fingers glitch" is gone, but stuttering is back and screen is tearing due to lack of VSync. Except setting max framerate to 60, everything else in NVSR.ini is at default.
  20. If I set "bManageFPS" to 0 in NVSR.ini, the problem is gone, but then stuttering is back. I haven't found "bAlternate64HertzFix" anywhere in the ini. Does it have an older version of NVSR?
  21. Hello! Not hoping this to be solved, but just throwing this here. After turning on mods one by one in hope to find which one is causing "fingers glitch" on a freshly installed game, I discovered it's NVSR or NVTF. Basically, anything that fixes 64Hz bug. What is "fingers glitch"? This is: From my experience, it happens with all weapons when firing them, but the most extreme are ones that can load a single bullet at a time, with worst offender being pump shotguns. As soon as I disabled NVSR/NVTF the problem went away. I always kept the game capped at 60 fps. Capping game to 30 fps makes the problem appear less frequently. Of course, I'm sure I'm one of the rare people experiencing it to such extreme degree, because all other people I asked never experienced it and they all use stutter removers. There you go. Cheers! :smile:
  22. You don't need to add a script that checks if helmet is equipped every frame in order to apply water breathing. You just need to add Object Effect (water breathing) to the item and water breathing ability will be added to the wearer. Look for "Rebreather" item, the one you get from those Boomer people. It has water breathing effect already applied. Just pick the water breathing effect from the object effect drop down menu for your helmets.
  23. Thank you very much! It worked perfectly. Kudos to both of you. :)
×
×
  • Create New...