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Shinzou

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  1. Whenever I click a manual download link the page redirects to http://www.nexusmods.com/games/? I have tried multiple browsers. No change. If I try an NMM link I get a server busy error, regardless of what download server I try. The only way I can download anything is by logging out. However I of course cannot use NMM links while logged ou. EDIT: It looks like it started working.
  2. Well they wouldn't be the first game that was using a 64bit client and didn't market it. That's not to say that you are wrong. You could very well be correct. I just believe it is more likely than not that FO4 will be 64bit, rather than 32bit using more of the first 4gb of memory. We all know that Bethesda wants their games to be mod friendly. If the base game was 32bit and was using a lot of the first 4gb then it wouldn't really leave much room for mods. Todd Howard himself stated he is excited to see what people do with the game after the creation kit is released.
  3. I am really amazed that people think the game looks like FO3 with texture packs. The polygon count alone is noticeably higher in FO4, by a LONG ways. The volumetric lighting is a big improvement. The character animations are more natural. There are cloth/hair physics now as well. Put the two games side-by-side and and you won't think they look the same. Other than the fact they are both Fallout games and have the same atmosphere. The game will use more than 4gb of memory. It is a 64bit client. That I can assure you. One of the biggest reasons is the fact that interior/exterior cells are, for the most part, gone. It is all together now and seamless. This was mentioned during one of the early dev interviews. There are still some areas with loading but very few. The new lighting system was a big part of making it possible I would imagine. No more need for interior spaces with static lighting. Now the lighting comes from object which emit light and, of course, the sun/moon. Regarding the engine. This is not "The same gamebryo engine they have been using since oblivion." The Gamebryo engine hasn't been used since FO:NV. Skyrim used the Creation engine, and FO4 uses an updated version of the creation engine, as stated by Todd Howard at E3. I honestly was not surprised one bit by the system requirements. There was one scene which reminded me of The Witcher 3. Lo and behold, the requirements are almost identical to that game. The specific scene I am referring to is the Swampland one. It looks of the same quality as the swamps in The Witcher 3. Regarding 64bit. Almost everyone these days uses 64bit. There is almost no reason to not upgrade to a 64bit OS. 32bit applications run on a 64bit OS just fine. I have been running 64bit since 2007 without issue. If you are worried about cost, welcome to PC gaming. Except this time you are paying for OS instead of(or in addition to) hardware when preparing for the next big game. The plus side is that you may not have to upgrade again for a while, since 64bit will last for years upon years. The only reason to upgrade the OS further is to get the latest directx. Only Windows 10 has directx 12, for example.
  4. Whenever I try to load the game with enb, it crashes. I have narrowed it down to being a problem with enb by doing the following. With all mods completely removed, and only having enb, this happens. Remove enb and no problems. Install all mods again and still no problems as long as I don't put the d3d9.dll back in the skyrim directory. I have found that if i have the 'No Menu and Loading Smoke mod,' it will launch the game. However, when I try loading or creating a new game it is an instant crash after the loading screen. Then same as before, if I remove the enb .dll it loads fine. I have uninstalled and reinstalled the enb files multiple times to no avail. I even tried going back and forth between .119 and .122, but nothing works. I have tried the injector instead of the wrapper, but it won't even attempt to work. It never injects into the game. I know I have installed it properly, but I never get the enb info show in the top left of the screen like I do with the wrapper. Not to mention I can tell visually it isn't injecting. I want enb to work, but no idea what to try next. EDIT: I got it fixed. Found out I had MSI Afterburner running. Closed that and it works now.
  5. So I have been having an issue lately. SKSE won't launch skyrim. I can see skse loader show in task manager and just sit there. If I start skyrim separately it loads, but obviously I need skse for some mods. My skyrim version is 1.4.27 and skse version is 1.4.13, so I know I have the correct version. Any input would be great.
  6. I have been trying to fix this for a while now. I just can't figure it out. I downloaded the "Ultimate 3rd Person Camera" mod. Got it installed correctly. Right away had an issue with the camera view being off by 90 degrees. Used nifskope to change the yaw by 90 degrees and fixed that. My main issue now is that when I shoot bows the arrows shoot from high left of my character. Not from my character or my cameras, but high up and to the left of my physical character. The arrows would go forward at the proper angle I was shooting but obviously would hit to the way left and above of what I was aiming at. I know this has something to do with the skeleton. I deleted the skeleton.nif and the arrows were shooting correctly using the vanilla skeleton. To troubleshoot some more I installed the skeleton.nif from the 3rd person mod that makes arrows shoot from the camera. It says it does this by placing the skeleton behind the camera in the nif. Low and behold the same problem happens with that nif. Shoots from way high and left, which means it seems arrows are not shooting from the skeleton in the nif. I am new to messing with nif files so I don't know what else to look at. Is there a variable in the nif somewhere that tells the game where the arrows should shoot from, or could another file/mod not like the 3rd person skeleton.nif (like Deadly Reflex)? EDIT: Noticed something with the mod that puts the skeleton behind the camera. It doesn't have the same hanging body limbs fix as the ultimate 3rd person view mod. This allowed me to see something interesting. When I went into proper "vanilla" 3rd person there was an animation of body limbs behind my character where the camera would be, only it was facing to the left even though in the nif the skeleton behind the camera was facing forward. When I would shoot my bow it would rise up and point the bow out properly, and the arrow would shoot from the tip of the "ghost" body's bow. The body itself was to the right of my character but when it drew it's bow the tip of the bow was at the upper left of my character. I don't know if this has anything to do with it or not though, since the skeleton is in a completely different spot on the original 3rd person mod I installed. Sorry about the wall of text. I like to get in as much info as possible when I am asking for help or troubleshooting something.
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