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Arkngt

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Everything posted by Arkngt

  1. Yes, I think you're right. I mainly wondered if a remeshed mesh and retextured textures still count as assets from the original game. I mean, it's not the actual mesh and textures from Fallout New Vegas anymore. For my next playthrough, I'll try out Tales of Two Wastelands. I have both games installed anyway, although I'm mainly using New Vegas for porting stuff to F3, as I don't like the game. But it might be nice to use features from it and be able to use mods w/o porting (at least I guess) - plus the FNV engine is apparently more robust as well.
  2. I'm wondering if it's kosher to release a port to FO3 of some outfits/armors from T6M Unique Item for FNV? It doesn't use any assets from FNV, so technically it must be OK, but it does of course use unique FNV items (such as Cass' Outfit) as the base for the conversions. :unsure:
  3. No offense, but isn't that a given for any modded game per definition?
  4. Is that fix really needed? Fallout 3 works perfectly fine for me on WIndows 8.1 w/o it. What IS needed if you have a multicore processor are a couple of edits to the Fallout.ini in Documents/My Games/Fallout3: Under General, change: bUseThreadedAI=0 to bUseThreadedAI=1 And add this line under it: iNumHWThreads=2 If you don't make those changes, the game is very unstable with multicore processors.
  5. I'll experiment around a bit on my end with the light source from the lamps. I've tried with different FOVs but that doesn't help. The more I check out lighting in the game, the more I realize how "fakey" it is. It's a bit like trying to save a not so beautiful face with lots of makeup.
  6. In response to post #25811829. #25812254, #25812534, #25812919 are all replies on the same post. To be fair, Fallout 3 isn't literally black and white.
  7. As said, you get the issue with Fallout Street Lights as well. For example: Might be caused by too many light sources perhaps but as it only affects certain textures (meshes), I suspect that the meshes might have different properties for how they deal with lighting perhaps? But it's beyond me really so no idea.
  8. I always install FWE like you, i.e. 1, 2, hotfix, with NMM and it has always worked fine. So that shouldn't be it. What do you mean with the game crashing at exactly the same time BTW? That sounds weird and suspicious.
  9. Thanks. Yes, it's Fallout 3. I'll check out the lighting test. Technically, it shouldn't be caused by too many lights as I disable a bunch of fake lights and swítch to one light source, so there are less light sources than in vanilla. But I suspect it might be caused by the "initially disabled" lights somehow - I've had initially disabled stuff "ghosting" stuff before. On the other hand, I've seen the same issue with Fallout Street Lights - and I don't think it disables any light sources. Thanks for the tip about light tests. I didn't even know about right clicking > render properties... I've been trying to avoid working with the renderer as it drives me insane just to navigate in it, so I'm stumbling around like a drunk.
  10. In response to post #25769769. #25769949, #25770174, #25770714, #25770769, #25770854, #25772669 are all replies on the same post. I'm a believer!
  11. I'm working on a mod which turns lamps into "real" lights and disables the "fake" lights that are placed by them. This mostly works fine and I think it looks rather cool as well, but certain textures (or, I guess, really the mesh?) don't handle light correctly, so when you approach a light, it will turn from black to lit abrubtly, like this: Black stone texture Same texture lit when moving closer This is rather ugly and immersion breaking. I've noticed the same thing with certain rubble textures under the lights in Fallout Street Lights. Is this something that can be fixed somehow, by some setting in the mesh or by how the texture is saved or something?
  12. Wrye Flash is the easiest way to check which plugin it is that is missing a master as it's highlighted red if so. It has lots of other nifty features as well.
  13. Found it: it's More Quests 2 that disables them for some reason. Hm.
  14. I'd guess it's mod related so I'm posting it here. This play through at least two of the five Keller Transcripts haven't been where they are supposed to be. And it's not like they have fallen to the ground and are close by - they aren't there at all. It's a really weird issue that I've never had before. It's also hard to know what to check for in FO3Edit to track down what might be the cause. Anyone who has an idea what might cause them to not appear?
  15. Aha, thanks. I hoped it would be possible to do with a little NifSkope magic. Theoretically, I guess one could copy/paste each branch of the weapon and reposition them in the holster, but it would probably be crazily frustrating - if it even works. I've never used Blender - perhaps I'll try it out this summer as I suspect I will have a lot of free time.
  16. Yes, the .22 displays fine with Millenia's retexture in Fallout 3. The issue is rather with RELEASING a port as it uses FNV assets. So a kosher port should use F3 assets. Also, I wonder how it's done - it's fun to learn new stuff about NifSkope etc.
  17. I like ThisMalkavian's T6M Pink Princess Outfit for Fallout New Vegas and thought I'd convert it to Fallout 3, which is iffy as it incorporates a holstered Silenced .22 Pistol, which is a Fallout New Vegas asset. So I thought I'd remove it and replace it with a 10 mm gun, but that turned out to be easier said than done as the mesh for a gun is rather complex, with several parts etc. Can I mash together a 10 mm pistol somehow so it's all in one "static" piece, making it easier to mash together with the holster?
  18. Yeah, it IS a powerful weapon, but not as insanely powerful as it seems in pip-boy.
  19. All my tweak mods are mergeable in the Bashed Patch, so they won't take up any plugin slot if using it, which I think is a good idea anyway. (Apart from other features, the Bashed Patch saves me 18 plugin slots ATM - plugins that are either merged or have the features imported into it.) As for merging plugins, Merge Plugins xEdit Script seems like a really useful plugin for FO3Edit. That said, I know next to nothing about merging plugins.
  20. The pip-boy display of weapon damage when using FWE isn't reliable, which is why it comes with an inbuilt Integrated Weapon Scanner. Equip the weapon you want to check and hit S (by default). The FWE weapon stats are also listed on its homepage.
  21. I might be fine regarding the amount of plugins. I have 92 esps/esms. But if I merged Tailor Maid etc., I could get it down to 72, so I might try that.
  22. First impressions are good. I had two random CTDs earlier today - after adding NVAC I've had none. But it will take a while before I know for sure as my game is rather stable as it is. Hm, I should also scale back on my plugins. Think I'll start with merging some plugins that have a bunch of esp's for DLCs etc.
  23. I have the timescale on 8 as I think it feels more natural than the default 30, plus I'm using Primary Needs, which also more or less makes it necessary to lower the timescale. The only issue I have with it that I've noticed is that using the Work Bench becomes very glitchy. As often as not the game gets suspended just after doing something that takes time - nothing happens and I can't do anything except reload the save and try again. But if I change the timescale to the default 30 before using the Work Bench, it works perfectly, so the issue seems to be connected to an altered timescale. Would it be possible to make it so that the timescale is changed to 30 when close to a work bench - and then switches back to the altered timescale when stepping back from it? I guess the issue might be to check which timescale you actually are using before changing it to 30, so it can change it back correctly. Anyway, I'd love a small mod that did this as it's a bit "immersion breaking" and also slightly cumbersome to alter the timescale via the console every time I'm going to use the work bench. I'm not knowledgeable enough with scripting to know how to make it myself, though.
  24. NVAC can apparently be used with Fallout 3 as well, according to comments by its author in the release thread. I'll try it out.
  25. That shouldn't be it in my case as I'm only using the FOIP WeaponModKits - FWE Master Release.esp plugin from FOIP FWE/WMK, which doesn't seem to deal with Unique vanilla weapons at all as far as I can tell. And it doesn't help me as I want to know HOW this is set up. Where in the plugins can I check if a weapon is allowed or not? Also, on a different note, seems odd to intentionally remove this ability without mentioning anything about it in the readme or description of the mod. Basically, I'd like to be able to make a new patch for FWE and WMK, but I need to know how this is set up in the first place. EDIT: Saw this comment by showler in the release thread: "There is an exclusion list for weapons to make them non-modifiable by WMK. FWE patch adds pretty near all unique weapons to the no-modify list, since they almost all have unique models in FWE." OK, but where is this list? EDIT: Found it! It has a WMKProscribedWeaponList and removing the entries from it fixed it. :smile: EDIT AGAIN: Found this note in the Changelog for FWE Master release 1.X: "Unique remain un-mod-able in FWE, due to their unique status however." So it was mentioned.
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