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mechine

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About mechine

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    Fallout 3
  1. http://i123.photobucket.com/albums/o294/eiffU/screenshot_165.jpg It has to do with a bunch of things. Never autosave, disable it, each time you wana save, press Esc, an create a new save game, then don't delete any of them until you are ready to delete them all. Don't use the continue button, use load. It's probably better to use a mod like longer death camera, because it would force you to pause the game before you load back to your save point when you die. We're all about double loading save games nowdays. You can either blow yourself up with a nuke, an then reload the save game at the start of a game. You can also just load a save game, fast travel somewhere, spin the camera around when you get there, then press Esc an load the save game again. You can see an example of this if you are streaming music to your PC with pandora, an then launch Fallout 3, when you first load the save game the music is going to stutter or the game play will stutter, but if you load your save game again (double load) That won't happen for either the music or the gameplay, it will be smooth. It has to do with fallout being one of the largest in raw data size games ever. At any point in time the system cache can go corupt, and there's nothing you can do about it. It happens most of the time after you have been playing an had your computer on for 3 hours or more. So the only real way to avoid it is to reboot the system every so often. The Game can go corupt at any point in time, which you can still run around for an hour or more creating new save games, thereby locking that coruption into the save game, and you not even knowing it. Corupt save games among the totally weird problems they cause, will cause crash at fast travel, crash at save game, an maybe something else I forgot about. Dang call the police... Okay so one major cause for coruption in the game at anypoint in time is the cell buffer. Of the 1500 or so cells in the worldspace (roughly 192 ft by 192 ft squares of area) by default the system will keep about 16 of those in the cell buffer, 102 or more if you tweeked your configs. The number is lower for interior cells, but the PCB doesn't mess up game play so much indoors. It's really the 10 mile by 10 mile area which is the wastelands available hightmap. Thankfully we only use a 2 mile by 2 mile square which is inside the borders. However there is so much stuff packed into those 2 miles. There's really only 3 safe ways to purge the cell buffer once in game. (and it's not the mods which do it for you) The first one is to enter a door then open the console ~ an type PCB (purge cell buffer) watch the poopy data flow by, then turn around an exit the door, which will force a reload of that cell, only with a cell buffer set up for max perfromance. The second way would be to use Groovatron to do it, which is handy when there are no doors around (like out in the desert) What you do is press X to place a teleport marker, press X again to teleport to the total black room, ~PCB, watch the poopy data flow by, press X an teleport to the total white room, spin the camera around, press X teleport back into the desert where you were standing only with a cell buffer ready for max performance. In the white room you spin the camera around so that normal maps get loaded once you go back into the desert. You don't have to visit the total black room, perse, but you need to teleport to the white an spin so that normal maps get loaded back in the desert because otherwise they won't load until you run about 20 yards ahead which will break your immersion. The third way to purge the cell buffer is from the tweekguide setting it so it selectively purges the cell buffer upon fast travel, turn that so it will purge, then just fast travel somewheres. You could of course just type PCB anytime you feel like it, but unless there is a forced load (loading screen) you're just going to cause a crash maybe 2-3 times out of 10, hence the safe methods which don't crash.
  2. Uh install it to C:/bethesda softworks/fallout instead of C:/program files/bethesda softworks/fallout 3 Run it as Admin, run it in compatibilty mode for Windows XP SP3 Look around for people using Win7 an fallout 3 The draw distances are about 4 times as high as they should be, so 1/4 to 1/2 yeilds 100 meter LOD, something like that, you might want to turn a bunch of stuff off, because you won't notice it anyway. Turn off AA an AF, if you have to AA an AF force it via your grapics card control panel an only use 2X for both AA an AF. Turn off shadows (it's only on the Npc's) turn off multisampling (it's only tree branches an fences) Turn off depth of field (it's only when you're talking to npc's) turn raidial blur to low quality (you won't notice) Put everything else on high or pick ultra settings when you start, then turn the stuff above off, and move the sliders betwen all the way down to 1/4 for max performance, then up to 1/2 or more if you want more distance. Also look in the tweekguide for making it run even better http://www.tweakguides.com/Fallout3_1.html Defrag the hard-drive, force it if it says no need to defrag this volume, defrag it anyway.
  3. /Bump 1. When exactly do you paint the land with grass and other textures? At what point do you put trees and other buildings like camps on the land? Is it done after the generation of the hightmap and before the World LOD generation - or is it done after the World LOD generation? 2. what can anyone tell me about NavMeshing the outside world? Do I NavMesh the landscape first, then paint my landscape textures as well as placing buildings - or do I paint the textures and place the buildings first, then do the NavMeshing? 3.How do I prevent the GNR radio station (and others) from being found in a new worldspace? (2.A) Well hightmap is for editing a large area, with landscape being very small edits to that same land. So really it would probably be better to navmesh it after all that other work is pretty much done. But if you ask me I would just duplicate a worldspace an edit that with the landscape editor, because I don't know much about worldspaces or hightmaps yet. Anyhow worldspace navmeshing isn't that hard. It's just like navmeshing a cell, only you have to press B so that you can see the borders drawn in black an yellow lines. At each border the verts on the triangles would have to match up as close as possible in hight as well from one cell to the next on the borders. Which can be difficult. What I do is create a triangle near the border of a cell, then drag it as far as I can into the corner an start there, then move the other vert as far right as I can, an continue doing that until that part of the border is done, or maybe I'll do a whole corner of just the border. Also I try to get the diamonds from clicking on the land so the hight stays close across the border. Later on in the cell next to it is where it gets hard. I'll click near the corner, then move one of the diamonds up to where it should be (right on the diamond in the corner of the next cell) Then I'll move the other diamond to match the next one on the border. Then the trick is at this point where you have that diamond you just moved selected, you Ctrl select the other diamond which isn't near the border. And as you move down the border always keeping the one you just moved selected because it's quite hard to select a diamond once it's been placed on the border on top of another. You can only work on one cell at a time, so if you pick the diamond in the next cell the navmesh editor is going to move over there to that cell. When you click the check to finalize the navmesh, then the borders should have a thick green line on them. Which notes that npc's can travel across. There's all kinds of stuff like this on the GECK main page, but not so much on hightmaps, landscape, an worldspaces. Check it out. http://geck.bethsoft.com/index.php/Main_Page
  4. If they have weapons in inventory then it's probalby a setting inside the package which those npc's are in, there's a check box for equip weapons or something like that.
  5. In the last year the only problem I had with FOSE was that I had the wrong version for the patch I had, which the new FOSE covers all the patches pretty much. Double loading a save game seems to speed up the gameplay on the second load. It's not any of your mods. So that only leaves how well your system is set up, an how clean your fallout 3 install is. Like I'll get the computer system working smooth on a fresh install, update everything, then install fallout 3, update it, tweek the settings an configs.ini files from what the tweekguide said, go test it again, install the DLC, tweek it an test again. Then install mods after that. Use FO3edit to Merge patch it, fix the merge patch, fix the load order, master update it. An play.. Then after I have played for a bit. I'll use Paintnet to resize all the textures in the data/textures folder in best quality super sampling @ 96 pixels per inch based off how large the raw data size is for the texture and how big it is actually in game Hand sized small, building sized big, then also the process makes sure defuse maps (base textures) get mip maps encoded, with the whole thing being compressed in DXT-1 if there is no alpha, DXT-5 if there is. Mostly I only DXT-3 my own normal maps that I created. I also don't mipmap normal maps. I've checked them an they look good, but some texture gods told me it was better to let the system refresh them. DXT is a compression language for grapics cards, so that less video card memory is used when it's accessed. The only reason I do all this is because the player made textures are mostly way too huge, and as a quality control method reguarding the DXT and mip map encoding. But you really won't have to worry about this until you get mods like MMM an FOOK2 just to give an example. With the main point of doing all the hard work being so that those 100 NPC's in a area of the wasteland won't cause laggy framerates, but still look just as high res as before in-game. A quick example of this is if you take a 512X512 texture map an resize it to 1024X1024, you lose quite a bit of the sharpness of the image. You can sharpen it but it's still not going to look that great. On the opposite end, if you take a 2048X2048 texture map, an resize it down to 1024X1024 99% of the detail is still there (the mesh wraps it around the shape no matter what the size is) Also it will gain a bit of sharpness in the resize. Then the performance boost from having the raw data size now at 1/4 to 1/2 the size it used to be, an also knowing for sure that it has mipmaps and in DXT.
  6. :/ You don't really have to Prid, Press Esc, then ~ an click on something in the game world...
  7. http://i123.photobucket.com/albums/o294/eiffU/screenshot_14.jpg That's it, I'm calling the police...
  8. One of my Grapics cards died, so I had to un-SLI my computer, an pretty much formated the harddrives to avoid any further damage from these Blue Screen of death crashes I was getting in fallout 3, so Right now I'm rebuilding all that an a new load order. So I don't really have any modder tools. In fact lulz my new mod is on a CD, LMAO hahaha :D I might could look at it in the next few days though. Wyndrax, nifscope mesh surgery isn't easy when you start out, all it takes is practice. The paste over method is really the cleanest way to do it, but it's also the hardest. The easy way would be to just copy the branches of the shapes, but when you paste them in the names are going to change, so in the block details you would have to change it to what it was before in the clean mesh. It's more dirty because it copys the whole branch, then pastes a whole branch in. When that happens the block list is going to shift around as far as the order. It will reorder blocks anyway when you save, but it's not vanilla looking. Most of the meshes have references to block number like say one is to 7, an you copy branch, I'm not sure if that reference is refreshed when a block gets changed. So maybe alternate between the paste over, an the paste branch. Idk keep messing with it as practice, eventually you will figure out how to do it. There's tutorials on it, I mean I just wrote off that based off what I had learned from messing with it over the last year, I never really looked into the tutorials or what all that stuff means. NiTriStrips are what you get when you stripifiy the shape, it's how nifscope can optimize, making the mesh data size lower. NiTriShapes are what you get when you triangulate, pretty much the raw shape made out of triangles, takes up more room. I think maybe when it's animated the strips all move together, an the shapes move as whole shape. You could try right clicking an triangulate, which would transform it from strips to shapes, then try the paste over method. Also on those NiTri Strips/Shapes when you click on them, they will be displayed in the block details, inside the details you'll find Verts, which are all the points on the triangles, you might be able to copy an paste over those. Making sure one block details matches the other broken mesh. This goes over the copy branch stuff http://thenexusforums.com/index.php?showtopic=182523&hl=
  9. Yeah I got banned for posting a public record of a private message reply to a moderator over a Strike issued for having too much double spacing, odd looking long hard to read posts, and light flaming noobies. I have to work pretty hard at making the posts I make not look a certian way anymore which is from a bad habit of double spacing. I can't really make jokes anymore. But I mean at least we worked things out. It's all in the forum rules @ http://thenexusforums.com/index.php?showforum=188 I don't know where that mainframe is but someone should stop that evil mainframe from taking over the world before it's too late... :/
  10. Hey pkleiss what if Yoyoguy678 just dumpped 200 mods into the data folder an used FOMM's autosorter to run the game without a FO3edit merge patch or master update or even simple FO3edit work? Yeah it's a double post to http://thenexusforums.com/index.php?showtopic=183562 two problems two posts, one cause... I don't think Yoyoguy678 wants to hear what we have to say, and I can't say I like what's being said from Yoyoguy678. But maybe sometimes you just have to learn the hard way.
  11. Yeah, in that case, such things are illegal here, an can get you banned. Normally associated with piracy P2P downloads like Bittorrent an Utorrent, ARRRR PIRATES. yeah that's not really what we do here, it's all legal stuff here. However, you could have meant the Steam or D2D which are websites that will download full retail versions of games rather than going to the store to buy the actual retail disc. Which for your money really you would be better off to go to the frackin store an buy a copy of the GOTY edition Fallout 3, which has the DLC's included, and also the 1.7 patch from what I hear.
  12. Yep that's right... Messy mesh. Your best bet to fix it would be to use Nifscope, but in a sort of special way. Normally when we do surgery on a mesh, it's basic copy an paste, on the branches (sub-branches) of the shape. In this case, because there's no way to tell which area of the mesh has the coruption/messyness, there could be hidden data inside the branches. So it gets even more surgical. What you would have to do is. Instead of copying branches, just use copy instead, And on the actual NiTriShapes or NiTriStrips. Which usually is just one part of a branch. (one entry in a branch list of 5-6 or so) This way only the shapes themselfs are put on the clipboard. Then you would use "paste over" on the corisponding shapes in the known good vanilla mesh of the same basic type. Okay so Nifscope needs a little bit of set up before you can actually use it, mostly it's just for textures though. I think it's in Render options. Nifscope will only look for textures in a folder named data. Also it doesn't pay attention to drive, you could have a data folder on D:/ which was your actual data folder, then another data folder on C:/ which is on the actual desktop and is a fake data folder just for projects. Inside the data folders would be Meshes textures, and so on. In the fake data folder for projects you are still working on is just meshes an textures, for the most part. Actually when you are still creating the item you don't even need a meshes folder, you can just put the meshes with the textures, an keep it all together. You still would have to change the settings in nifscope so that it will auto detect resources (which makes it search for fallout) Then in render options check the settings to draw textures, an point it to look in your actual data folder, and also your fake data folder. Then as you move projects out of the fake data folder into the game, you can keep your desktop folders size down by deleting the project files you just moved into the game as a last step. You can find the Nifscope links to installing all the poop it needs in order to run @ http://geck.bethsoft.com/index.php/Creating_A_Custom_Weapon Really you just need anything there that has to do with nifscope though, in order to fix this mesh. Now I don't want to scare you, it's not very hard. For one thing you won't have to mess with attaching the mesh to the player skeleton, or even decal placement. So long as it's an armor which looks mostly like a vanilla one. Like if the DaeJones was a power armor, then just unpack the vanilla power armor from the .BSA an use that. Once you have the broken mesh you are going to copy from, an also the vanilla mesh you are going to paste into, on the desktop. Open the one you will paste into first, maximize it, then minimize it. Open the broken mesh, an max, then min, and open the broken one a second time. So you have 3 windows down in the task bar. Open the Second one click on a part of the mesh in the render window. It should show the triangles that make up the shape in white. (you'll want to mess with the view tab an either view in branch or tree depending on what you are doing) But really you only need the block list displayed. Notice that when you clicked the shape in the render window that it highlighted a part of the block list. There are two views for the block list, I think it's called show details in list or tree or something, those are the two settings you switch a lot of time durring using nifscope for various things, the block details gets turnned on an off a lot too. Anyhows, find the view for the block list which shows trees, little + an - signs you use to open that part of the tree. Open which ever one highlighted on the thing that you clicked in the render window, then look for a entry named NiTriShapes or NiTriStrips, something like that. That is the actual shapes themselfs, and where you would right click in the block list to copy. Now since you have done that, open the 3rd window, click the same part of the mesh you copied, right click it, block/remove branch, make sure it's the same shape though from the white triangles it draws. You removed the branch in the 3rd one so you can keep up with which shapes you have copied. Now, go to the first window, click on the same part, look in the block list, find the NiTriStrips or NiTriShapes in that sub-tree which highlighted, right click on it, an use paste over (which I think it's also in block/paste over) BAM it's done, keep doing it until all the shapes have been transplanted into the known good vanilla mesh. After you get good at using nifscope you won't need a 3rd window opened up, you'll just delete shapes an look for hidden ones as you go. Now the first window one's shapes, have all been pasted over, and the textures are way screwed up. Yeah more work. It's not that bad though. What you would do now is set the view so you can see the block details, then also change the block list so that the tree's are not there anymore it's just a big long list of everything. In the block list you would go to the top, and adjust the Tab so it changes how much of the text on the different parts you see. If you adjust it right then The BsShaderTextureSet named ones will stick out, the part that says Set, while everything else will end with ... so you end up seeing ... set .... .... ... ... set .... .... .... ... set All this does is make it more easy to spot the BsShaderTextureSets, mind you, that you could just look down in the + an - tree view block list an find the same BsShaderTextureSets, but less work means more happy, an I'm all for that. Anyway, in the adjusted tab view I mentioned above all those places you see the word set sticking out would need a texture path typed in. Click on one, an the path will display in the block details at the bottom of the screen, click the + in the Block details, an it opens an you see 5-6 slots for textures, first one is defuse 2nd is normal I think. Nifscope doesn't look at upper caps or lower case, so you can just type it in textures/armor/poweramror.dds or whatever, but the .dds part has to be there, also it should auto refresh as soon as you hit enter after you put it in. All you would really need to do is open up the broken mesh, an then find it's textures, then, copy the path for them an paste them into the newly fixed mesh's texture slots. After you get done it's a good practice to right click all the parts of the mesh then select batch/update all tangent spaces on each of the shapes, then go to spells an stripifiy all nitrishapes, this will optimaize the mesh a bit, then check to see that sanitize upon save is checked in the file tab, save as, yes overwrite, then delete the broken mesh on the desktop, an rename the new one the same, put it in the data folder an go check it. You will lose the material properties on the mesh though, like gloss, glow, an all that, which you can just look at what it was set at in the broken version, since you can't copy the branch it would have to be manually changed, but most people don't mess with material properties anyway, so maybe it's the same. Long as it still looks good an doesn't crash the game anymore, right?
  13. POOPY POOP POOP! AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH hahahaha sorry, how are things going? Blender will work with .nif but you have to set it up an use a plug in among other things to get it to do so. I never got it to work because I'm not so good with super boring long tutorials, but there's a good one at http://geck.bethsoft.com/index.php/Creating_A_Custom_Weapon Which tells you how to set up blender. I got tired of it not working so I just got nifscope instead an didn't even use a tutorial to learn how to use it. Blender might take a year or more to master, while nifscope would take a few months at most. What are you wanting to do with the mesh?
  14. Hey do this, unpack a vanilla mesh, then rename it so that it matches what DaeJones did. Then move the DaeJones mesh into a folder named backup at it's location in the data folder, an place the renamed vanilla mesh there, then see if it still does it. That would tell you if it's in the GECK or in the mesh.
  15. Foolish, don't lie to me. I'm a gamer too. You don't think I can't take one look at that load order an tell that you don't know pfft, yet?
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