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KiCHo666

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Everything posted by KiCHo666

  1. True. I never used the Dynamic DoF actually because, IMO, it looks bad, it blurs first person weapon model and it's quite performance heavy. When I said I recommend Dynavision, I thought about using it without DoF. :)
  2. Particles also use nifs. Chainsaw uses different particle effects depending on the surface. For blood, it uses an animated mesh + particle to simulate blood splatter all in one nif. Haven't used the Buzzsaw, so maybe that mod uses custom effects that are maybe too much for the game to handle.
  3. You could try to learn how to use GECK and make your own imagespace modifier. There you can change quite a bit of things to make the game look better, more vivid, etc.... Or you could use Dynavision 3 and use options there to make the game look however you want. (within the scope of the engine abilities, of course). I tried both ENB and SweetFX and I like none of them. ENB kills the performance and I couldn't stand the flickering whenever I go into any menu and SweetFX also affects HUD elements, so if you ramp up the FXAA, then the UI will be blurry. I'd stick with Dynavision since it barely affects performance and is "engine-friendly". :D
  4. What you could do (if you have the skills) is to lower the amount of particles emmited instead of removing it completely. For example, you could make particle emmiter stop emmiting them when there's 50 of them on the scene so it doesn't hog the performance.
  5. That most often happens when explosives were used in combat. NPC/Companions stay in semi-ragdoll mode (even if they weren't knocked down) that freak out when you're not looking at them.
  6. This is almost definitely a skeleton issue. This happens when model has vertex groups that skeleton doesn't have the bones for.
  7. Wait for Xilandro's upcoming mod, B42. Among many features, it includes weapon movement inertia. http://www.nexusmods.com/newvegas/videos/1439/?
  8. Hello! darthbdaman made a script for me that removes kill impulse from all weapons. I modified the script so that unarmed/melee have random kill impulse with 2 handed melee having the highest kill impulse. This produced a problem where Power Fist has very weak kill impusle since it's Unarmed weapon, so I tried to use GetWeaponAttackAnimation to detect if weapon uses Attack5. (Power fist and its variants use Attack5) Here's part of the code that bugs me: scn KillImpulseNullScript array_var Entry ref rWeap float fRandNum begin GameMode if GetGameRestarted foreach Entry <- (GetLoadedTypeArray 40) let rWeap := *Entry if (GetWeaponType rWeap == 0) && (rWeap.GetWeaponAttackAnimation != 3) <---------- This line should get all weapons that are of type Unarmed and are NOT using Attack5 animation. let fRandNum := Rand 5, 10 SetWeaponKillImpulse rWeap fRandNum elseif (GetWeaponType rWeap == 0) && (rWeap.GetWeaponAttackAnimation == 3) <---------- Same as previous, but only get Unarmed weapons that use Attack5 animation let fRandNum := Rand 30, 50 SetWeaponKillImpulse rWeap fRandNum But this doesn't work in game. Kills made with Powerfist still use weak 5 to 10 kill impulse value. Help would be appreciated.
  9. Midtown Madness 2. It was the first PC game I've ever played and it was utter crap, but back then I had no other choice. :P
  10. Arcanum of steamworks and magick obscura. First time playing it and I'm having a blast.
  11. I turn off PC always when I go to sleep. But now that you've mentioned it. I'm using Windows 8.1 and those windows have that new thing that speeds up boot time after shut down. I always forget about that. Here's more info about that. So basically, occasional ACTUAL restart is needed. Thanks for reminding me of that! :)
  12. Here's the strange thing. I occasionaly get the same problem, but I didn't add or remove any mod. When it does happen I have to kill the process via task manager and start up the game again and then it works. I did get that more frequently when using TTW. Problem is it doesn't happen always, but sometimes. I'm yet to find out what's causing it.
  13. It might also be an unlocked fps. The more above 60 fps you go, the more likely physics will go crazy and clip through geometry.
  14. That's pretty much all that that was wanted and, so far, works great! Thank you! :D
  15. Then you have to hone your skills. Start with something simple and you'll eventually get there.
  16. That's pretty much it. To be honest, it looks like more hassle than it's worth. I appreciate the time you've put into this. Thanks! :)
  17. Yes, that's basically it. Nothing too complicated. I hope at least. I'm don't have much experience with geck scripting. Hm, but how to make level up screen NOT to show up automatically? How to bypass that?
  18. You mean this? Well, something like that, but it looks like pretty, eh, dated way of handling things. I meant something more streamlined.
  19. Hello! One of the things that really bugs me is the fact that level up screen just explodes in your face. What I'd like is to delay level up until player decides he wants to distribute points/pick a perk. The same way level up worked in FO1/2. You get a notification somewhere on the screen that players has leveled up and you then press some hotkey to show up level up screen. Is that possible?
  20. Head could be shiny if gloss was increased in the material property. I'm just making guesses here, but what if head meshes should be packed in bsa in order to show correctly? Some meshes work correctly only if they are packed in bsa archive. For example, headwear. If it's in the loose files then hair will clip through hats, helmets, etc...
  21. Correct, I've added another body part for NPCs called Groin in the body part data, added a brain condition and picked a Pelvis bone as a target area. Still won'f work if there's no such data on actual armor model/creature. I'll probably make one armor as a proof of concept.
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