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dubiousintent

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Everything posted by dubiousintent

  1. Glad to hear you have gotten past this "stuttering" problem. As for subtitles: did you include the "forcesubtitles" flag parameter in the dialog; or (as you are using the "startconversation" function) set the "AlwaysShowActorSubtitles" option on each NPC actor? If it works, count your blessings and move on to the next problem. There is (almost) always more than one way to solve a problem. -Dubious-
  2. All the vanilla game "assets" are located in the "Fallout - ..." BSA files under the "Data" folder. You would need to extract that particular NIF from the BSA into the same "Data" folder path in order to place it into your mod. Use the BSArch (freeware) by zilav command line tool. -Dubious-
  3. And just what about your setup makes it different so the previous solutions don't work? Are you using ENB or another "post processor"? Do you have the problem without it? If so, start by looking over the 'Solutions to Post-Processor (ENB/SweetFX et. al.) problems' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. What are your game graphics settings for "water"? This is why you are supposed to start a new thread. Details matter and setups are seldom the same. "I got this problem" doesn't give us anything to work on. Please provide ALL the information requested in the wiki "How to ask for help" article. Don't forget to identify things that do not appear in the "load order", such as the version of Windows, if you are using a "Steam" or "GOG" and/or "regional language version" of the game (even if you are playing it in English); using the "FNV 4GB Patcher", "xNVSE" and it's related plugins, "New Vegas Tick Fix (NVTF)" and "New Vegas Heap Replacer (NVHR)"; replacements for textures (specifically their larger image sizes: 1024x1024, etc.), animations, or "bodies", etc.; and "post-processors" like ENB or SweetFX. It saves us playing "20 questions" and gets you a more specific answer more quickly. (The usual turn-around on post and reply in an older game forum is 24 hours.) Screenshots of the "load order" don't usually work so well because they tend to cut off or fail to display needed information and are hard to "piece together" into a complete and coherent picture. * See "How to markup images (etc) in forum posts and comments" article for how to use "Spoiler tags", etc.. "LOOT" already includes those tags in the "load order" it copies to your clipboard, so you can just paste it's list into your post. -Dubious-
  4. So far that supports my original theory that this is due to a timing conflict between the "idle" animation and the dialog. "... during dialogue either with the player or another NPC idles are being called for by both the speaker and the listener each time a new conversation item is spoken." - GECKWiki Some things to try: 1. Generate a lipsync file for at least one dialog and see how that affects the idle at that point. 2. Use "StartConversation" to initiate the dialog between two NPCs. 3. Determine if you need to choose between "PickIdle", "PlayIdle", "StopIdle", and "RefreshIdle" at various points depending upon your needs. "Topics" in the "Topics tab" are between the player and the NPC. "A conversation is a series of infos that are played between two actors [i.e. NPCs]. All random conversations use infos stored in topics on this tab." - GECKWiki. Note that the inter-NPC conversation "infos" are stored as "Topics" in the "Conversation tab". I am not aware of any problem with putting all your dialog in a single topics tab (bearing the above in mind), as long as you properly qualify each topic with conditional tests and constantly keep in mind that the list of ALL topics is processed from the top down and stops with the first topic for which all the conditions on that topic are "true". -Dubious-
  5. Your use of the word "stuttering" was fine. (In the computer business it is not confined to speech.) What I was pointing out is that animations have their own internal timing, as does the dialog when combined with the lipsynch files. Without the lipsynch for the dialog, the animation timing seems to be getting interrupted by the dialog, and vice versa. Do the animations shake when you do not have the dialog implemented? Try commenting out lines to see if they change anything related to the animations in order to narrow down the possible causes. Suggest you see the "TIP AI Package Basics", "TIP Making NPCs move aka AI Packages", and "TIP Using AI Packages" entries under the "Custom NPCs" section of the wiki "Getting started creating mods using GECK" article for your other NPC issues. -Dubious-
  6. Try changing the variable name to something else such as "WaitState". Some words are "reserved" by the engine and can't be used as variables but the compiler doesn't warn about them. This is one reason why it is a good idea to prefix your variables with characters that indicate the "type" such as "iWaitState". BTW: There is no difference between "Int" and "Short" type. They both return the same value. -Dubious-
  7. Sounds to me like a timing issue. Do you have "lip synch" files for your dialog? You have to have one of the correct length for each line of dialog for them to time properly. Are you testing in a "new game", or attempting to use an existing play-through? A "new game" is recommended for development, with minimal mods for stability only. AI packages can only run one at a time. The EVP command causes the engine to immediately rescan the list of packages for the first which passes all the conditional tests assigned, and stops scanning the list any further to use that one immediately. If you really think you are alternating between packages, see "TIP Block Types Multiple vs Single Frame processing" and the "TIP Debugging data to file" entry under the "Scripting" section of the wiki "Getting started creating mods using GECK" article. -Dubious-
  8. Please see the 'Solutions to Starting the game problems' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. Then use 'FNVEdit'. Load your entire "load order". Read and follow the 'Conflict Detection and Resolution' procedure in the 'Tome of xEdit' documentation. Finally, if none of that resolves the problem, please follow the 'Mod Conflict Isolation' section procedure. Strongly advise you disable ENB (except for Boost if you are using it) until you have a stable setup otherwise. "Post processor's" are just a complication you don't need when troubleshooting. * If you have more than one mod that makes any change to the same record or set of records in the vanilla game, then you really need to use a "Merge Patch File" with that collection of mods. Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki "FNV General Mod Use Advice" article. When in doubt, create a "Merge Patch" file for your overall "load order" anyway. If you add, remove, or change the sequence of plugins in your "load order", don't forget to rebuild the "merge patch" file again. -Dubious-
  9. Re: Stuttering or "micro-stutters". All visual stuttering or "frame rate" problems are caused by the video stream having to wait for the "art assets" required to render the display OR the game writing something to disk (such as a save game file or logging). Mostly these are due to the hard disk drive being orders of magnitude slower than VRAM, with System RAM (e.g. "ENBoost") and "solid state drives" (SSDs) being in-between. There are and will always be situations where the higher FPS will drop as you decide to head in a direction the game did not anticipate and "pre-load" into video memory. Keep in mind that this game was designed for older PC and XBox console systems, and it is now possible for your new "latest and greatest" gaming machine to be faster than it can handle. There are internal design choices that cannot be overcome. This is especially true if you are attempting to run at a "frame rate" higher than 60FPS which can introduce unanticipated problems. (If you haven't already, try locking your video card to 60FPS for FNV.) The "video pipeline" has always been prone to problems. The following are "mitigations" that have been found to help some people. The mod FNV Mod Limit Fix has revealed that the "140 plugin limit" existed was because the game was opening 3 file handles for each plugin. The game has a hard coded limit of 512 maximum handles that could be opened at once, AND IT NEVER LETS THEM GO until it closes. (Potentially this applies to ALL files it opens.) This fix simply bumps that up to 2048 to allow for more room for file handles. This obviously has a potential impact upon any file related issues and makes it worth a try for that reason alone. Please see the following entries under the 'Solutions to Performance problems' section in the wiki Fallout NV Mod Conflict Troubleshooting" guide if you haven't already. * 'Issue: "Full screen mode" exhibits CTDs and stutters or micro-stutters' * 'Issue: Lag or "micro stutters" even with "New Vegas Stutter Remover" installed' * 'Issue: Win10 Screen tearing in "Borderless Windowed Mode"' * 'Issue: CTD without warning, "Out of Memory error", or stops responding after the Main Menu' for other settings that can indirectly affect micro-stutter. * There are also some NVSR configuration suggestions under the 'Issue: Game in slow motion' and entries. (These will not help with the "Tick Fix" alternative mod, but the author of NVSR now has a suggested configuration for Win10 linked there.) * The 'Issue: What's with these Solid Green billboard signs in the distance (LOD)?' entry under the 'Solutions to Mesh (Red "!" icon) or Texture (solid color) problems' section can also help if your problems started after you installed VWD/LOD texture packages. * If you are using CASM or some similar "auto-save" mod to manage your save game files (recommended), try increasing the "time between saves" set in the "save frequency"; and reducing the number of occasions it saves to the minimum (e.g. disable most "Autosave Events" in CASM) and see how that impacts the game seeming to freeze temporarily. * If you have "NVSE logging" enabled (see the 'Checklist Item #4' entry in the wiki "Fallout NV Mod Conflict Troubleshooting" guide), disable it until actually needed. (Reading from or writing to disk for any reason is the slowest thing the game does.) The size of your image files also has an impact. Larger/higher resolution is not always "better". Please see the wiki "Display resolution versus Image Size" article. The 'Issue: What INI edits seem to be most beneficial to performance' entry of the wiki "Fallout NV Mod Conflict Troubleshooting" guide) may also be some help. However, the above mitigations are more likely to have a fundamental beneficial effect with or without any INI adjustments, so consider them as the last resort. As you can see, there are a number of things that can underlie your problem. If one of these doesn't fix it, I would be interested to hear about any eventual solution that does. And anyone reading your post will be interested to hear the solution that worked for you. -Dubious-
  10. See the Nukepedia article. Basically if the bullet hits outside of the min/max range value, the damage is modified. There is no mention of an affect upon accuracy. To affect that you need to adjust the "weapon spread" value. -Dubious-
  11. Please see the 'Vanilla Load Order' entry in the 'First Timer Advice' section; as well as the 'Towards Game Stability' and the 'Common Game Problems' sections of the wiki "FNV General Mod Use Advice" article. Also, please see the 'Solutions to Performance problems' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article; in particular the 'Issue: CTD without warning, "Out of Memory error", or stops responding after the Main Menu' entry. In future, please provide ALL the information requested in the wiki "How to ask for help" article. Don't forget to identify things that do not appear in the "load order", such as the version of Windows, if you are using a "Steam" or "GOG" and/or "regional language version" of the game (even if you are playing it in English); using the "FNV 4GB Patcher", "xNVSE" and it's related plugins, "New Vegas Tick Fix (NVTF)" and "New Vegas Heap Replacer (NVHR)"; replacements for textures (specifically their larger image sizes: 1024x1024, etc.), animations, or "bodies", etc.; and "post-processors" like ENB or SweetFX. It saves us playing "20 questions" and gets you a more specific answer more quickly. (The usual turn-around on post and reply in an older game forum is 24 hours.) Screenshots of the "load order" don't usually work so well because they tend to cut off or fail to display needed information and are hard to "piece together" into a complete and coherent picture. * See "How to markup images (etc) in forum posts and comments" article for how to use "Spoiler tags", etc.. "LOOT" already includes those tags in the "load order" it copies to your clipboard, so you can just paste it's list into your post. -Dubious-
  12. Do you have a variable named "Waiting" associated with the reference "JVCKalevREF" (like the variable "HasBeenHired")? The error is saying you don't, regardless of what you otherwise think is there. Note references to specific lines in code often are just "approximately located at". Look at preceding lines for failure to complete matching parens or failing to close a block correctly. Variable names missing are more precise information. -Dubious-
  13. Did you toggle "ArchiveInvalidation" after installing your mod into your testing game? The "random reversions" sounds like the problem where a file exists in more than one BSA, which the game engine is not able to deal with intelligently and randomly grabs from one or the other. "ArchiveInvalidation" tells it to use the "loose file" version instead of any BSA version. -Dubious-
  14. First thing to try upon hitting any "data locked" condition is power rebooting your computer. Otherwise you have to determine which program has obtained the "lock" and how they implement it to clear it out properly. Rebooting should do that for you. Close out of all programs cleanly and use the "shutdown" signout option. Do NOT just hit the power button. A "power reboot" is sometimes called a "hard reboot" because you need to power off the computer, and wait at least 10-15 seconds before powering it on again. Note this not a "hibernation" mode reboot, which preserves the memory state of the system at the time it goes down. You need to clear that system memory out to get rid of the "lock". -Dubious-
  15. Bear in mind that by default FNV has an effective "plugin cap" around 140 (without the mod FNV Mod Limit Fix). Consequently most players have experience with only a limited number of mods, and if they go heavily in one direction (for instance "graphics") then they have to give up others. Which is (IMHO) why "endorsements to downloads" ratio is a more objective recommendation. Mods I've played and recommend: [https://www.nexusmods.com/newvegas/mods/53041 Factions Reloaded - <series>] A series of three expanded faction encounters by the same author (TheScout201): Raiders, Legion, Followers of the Apocalypse. [https://www.nexusmods.com/newvegas/mods/61939 Zion Trail] by Hwiccian is basically another DLC connecting Honest Hearts with the MojaveWasteland. [https://www.nexusmods.com/newvegas/mods/66160 The North Road Remastered] by th3overseer is another DLC quality mod extending into new but familiar and fully lore compatible territory. [https://www.nexusmods.com/newvegas/mods/48925 The Someguy Series] by someguy2000 includes the famous New Vegas Bounties series of connected mods. [https://www.nexusmods.com/newvegas/mods/64660 Mojave Raiders] by PushTheWinButton is an Overhaul of New Vegas's raider factions, balancing their loot and adding more of them to fight. [https://www.nexusmods.com/newvegas/mods/40980 WARZONES - now with ADJUSTABLE SPAWNS] by MyGoodEye adds epic battles, new cities, and new weapons throughout the Mojave Wasteland. -Dubious-
  16. Please see the 'Solutions to Mesh (Red "!" icon) or Texture (solid color) problems' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. You may also benefit from looking over the 'Issue: Body Replacer - Custom Body Types' and related 'Body Replacer -' entries under the 'Solutions to Graphics problems' section of that wiki article. -Dubious-
  17. For more detail on the previous advice, please see the 'Solutions to Mesh (Red "!" icon) or Texture (solid color) problems' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. -Dubious-
  18. Have you seen "TIP Making NPCs move aka AI Packages", "TIP AI Packages and Distance", and "TIP Using AI Packages" under the "Custom NPCs" section of the wiki "Getting started creating mods using GECK" article? -Dubious-
  19. Again: please explain your intent with this marker? The implication from the choice of an "XMarkerHeading: Usually used by AI packages to determine standing location and heading if carrying out a package that requires it" is you are setting some actor's travel package to that location. But you don't mention any actor the package is supposed to apply to and why they need that type of marker or how it relates to "shooting" the Colonel, and my guess (without looking in the cell in question) would be perhaps there is some sort of "marker" or navmesh collision occurring. We can't tell if another type of marker might be more appropriate. Don't be shy; details please. -Dubious-
  20. I don't recall seeing the "kill cam" outside of VATS, which is very "player centric". Don't think what you are after is currently possible in the engine. If it is possible, will probably require a new function to be added by one of the NVSE extender plugins. -Dubious-
  21. For others: This is documented more fully under the "Music and Sounds" section of the wiki "Getting started creating mods using GECK" article (which is where I would have directed the OP if they hadn't solved it on their own first). -Dubious-
  22. What "kind" of marker are you using? What is your intent for this marker? It's not clear how you are trying to use it. (Shooting someone does not typically call for a marker unless it is to somehow "tag" someone for another purpose than having the projectile damage them.) -Dubious-
  23. Anything with the word "dynamic" in the name is going to mean a script is running fairly frequently to detect the changes that require the "dynamic response" (such as the crosshairs associated with unholstering a weapon). This script processing increases the general overall "overhead" of the game CPU cycles and "just one more" can result in FPS drops. A drop of 20 FPS should not be a big hit unless you are already pushing the limits of your video processing power. If you are not seeing an impact on playability, I recommend you turn off the FPS display and just enjoy the game. FPS fluctuates all the time (for "reasons"). You can try reducing the video processing overhead by dropping "hi-rez" textures which increase the processing load (e.g. dropping from 4K to 2K mod texture resolutions). -Dubious-
  24. Using a body replacement is one of the trickier mods to implement correctly. There are several concepts you have to absorb first and you usually need more than one mod for all the elements to work together correctly. Suggest you read the 'Body Replacement Basics' section of the wiki "FNV General Mod Use Advice" article, and then the 'Issue: Body Replacer - Custom Body Types' and related 'Body Replacer -' entries under the 'Graphics' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. FYI: We all suck at it in the beginning because it is something bolted onto the game after the fact by the community outside of the developers. It takes time and perseverance to understand the ins and outs. Stick with it. We are here to help. -Dubious-
  25. "Video memory (VRAM)" is not the same as "system memory" (generally called "RAM"). Which is why we ask for the details about your system we do in the wiki "How to ask for help" article. You are running out of "video memory", unless you are using an "on-board video chip" instead of a separate video adapter card with it's own dedicated VRAM. An "on-board" chip uses "system RAM" for it's video processing, and it has to share that RAM space with the operating system, the game, and any other applications you have running in the background. If you only have 4GB (or only 1 or 2 more GB) of system RAM, then you are running up against this limitation. Here is simple test. The game "loading screen" pops up when you change cells that were not cached in the video pipeline beforehand. Make note of an area where that seems to be a problem (but before the "loading screen" pops up), try changing your game "graphics resolution" to one step lower, and then load from a previous save away from that area (so it hasn't been "pre-loaded") and quickly travel to that area and see how the load proceeds. If it's quicker or "more complete" then dump your high resolution graphics mods and consider playing the game at the lower graphic resolution, adding more memory, or using an add-on video adapter with 4GB or more of VRAM. If you provide the information requested in the "How to ask for help" article, perhaps we can provide some alternatives or more precise advice. -Dubious-
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