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Arkngt

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Everything posted by Arkngt

  1. I'm trying to figure out why certain weapons, such as the Xuanlong Assault Rifle, don't turn up as possible to modify at the work bench with WMK. My guess is that it is caused by the FOIP patch for WMK and FWE being outdated. But I can't figure out what to look for if I wanted to fix it. Checking the mods in FO3Edit, everything seems in order, except for a bunch of FormID lists being "stopped" by my late loading Blackened patch. But it doesn't work if all those lists are green either. In short, does anyone have a clue which settings or scripts that determine if a weapon will turn up as possible to modify with WMK? I'd like to make a patch, but I have no idea what to patch...
  2. Not exactly what you're looking for, but the closest you'll get for Fallout 3 I think: Overgrown World. I haven't actually tried it myself.
  3. OK, I'd uninstall the standalone version and use the inbuilt Archive Invalidation in NMM instead. The standalone version either has to be installed manually, when you also have to edit the ini, or installed via its exe installer. Easier to use NMM's variant - just toggle it on under the tool icon.
  4. You won't overwrite MMM's variations, but rather the vanilla variant of each creature, so no worries losing the MMM variants. As for EVE, I'd let Weapon Enhancement Pack overwrite those ones. I wouldn't recommend that personally. It basically adds sharpen filters to the vanilla textures IIRC. I'd recommend Weapon Enhancement Pack , which has excellent retextures. It has add-ons for unique weapons, which have esp's, but I've made FWE patches for those ones.
  5. I'll take the chance and ask you anyway: how are you running Archive Invalidation? If installed retextures don't show in game, it's usually caused by not having a working archive invalidation.
  6. What wetblanket said, except retextures for the same items will of course "conflict" as you only can use one retexture at a time. So, for example, if EVE retextures energy weapons, another mod that also retextures them will overwrite the EVE retextures. In short, handling different retexture sets that overlaps becomes a question of install order, the latest installed retexture will show up in game. Retextures that also have esp's complicates stuff if they don't come with patches for overhauls such as FWE or EVE. For instance, several weapons in millenia's pack are set up in the included esp's, so they will conflict with FWE/EVE. It's easiest to just skip retextures that also have esp's unless you want to use FO3Edit to patch them so you get the retextures but still keep the settings/effects from FWE/EVE. In short, I'd recommend to only use retextures that are esp-less and then install them in an order so you install the one(s) you want to win out last. In this case, for weapons, you could install the new excellent Weapon Enhancement Pack and the Fallout 3 Hirezd weapons that aren't covered in WEP. The same for creatures - both Hirezd and Vandr have retextures for super mutants, for example. You basically have to choose the one you like the most. If you install them with a mod manager such as NMM, it's actually fun to try out different retextures as you easily can revert back to the one you were using earlier just by uninstalling the one you installed last.
  7. I use both. FSR helps a lot. I haven't noticed better or worse stability with Fake Fullscreen, but it allows alt-tabbing so I'm using it for that alone. I'm actually not using the Unofficial patch for Fallout 3. I'm a bit miffed that earlier versions actually caused more blatant issues than the ones it solved, so I'm skipping it although I'm sure those issues are solved by now - and I'm also sure it shouldn't make the game more unstable.
  8. Ah, you mean Fallout Multi-Core Setup and Modification with 4GB LAA use with FOSE supports all NMC. Well, that seems to basically be 4GB patching plus the ini tweak I mentioned plus optionally using ENBoost. One thing I'd be a bit wary about is ini tweaking beyond minor ones such as threaded AI and bInvalidateOlderFiles. So you might want to try to go back to vanilla settings except for those ones - and then tweak a setting at a time while checking that the game still is stable. There's nothing as frustrating as an unstable game IMO - takes away all fun from playing.
  9. Aha, I'll try to check that out. Now I have both my nifs set up as Lights in the GECK, one of them emitting light via the settings in the GECK. I'll see if I can use your method somehow.
  10. Pretty much, although FWE/WMK compatibility is a bit finicky as the FOIP patches are outdated (at least I guess that's the reason). For me it works best if I'm only using the WeaponModKits - FWE Master Release.esp from the FOIP release and the ordinary WMK plugins for the rest. There are still some uniques that I can't modify at the work bench with FWE/WMK, but mostly it works OK. IMPACT has patches for RH_Ironsights, FWE and WMK. And you should use the Blackened patch for FWE - EVE - Project Beauty (and MMM if you plan to use it). So, yes, you can run all of them and it works fine, except for minor issues such as the FWE/WMK one I mentioned.
  11. I've turned lamps from statics into pickable and placeable lights, which works fine. The way I've set them up is via a short script (stolen from Placeable Lamps) which switches between two lamps that are identical, except one of them emits light. The issue is that you actually notice the switching, which is a bit "immersion breaking" and the switching can also cause the lamp to overturn or fall in certain conditions. When I check how Portable Camp Stuff is set up, I notice that it is using FOSE scripting, i.e. something like: If ( rLight.GetDisabled ) rLight.Enable Else rLight.Disable So the switching on and off is instantaneous and the lamp is also stable as it's the same lamp. So my question is: can something similar be achieved without FOSE? I don't have anything against FOSE, quite the opposite, but I've never used FOSE scripting so I know next to nothing about it (not that I know that much more about regular scripting). In short: should I switch to FOSE scripting or can the same thing be achieved without it, and if so, how?
  12. What do you mean with that? Which multicore mod? The two most important things for stability in my game are: 1. Using a 4GB patcher (NTCore's in my case, but there are several variants, all doing the same thing). 2. Having: bUseThreadedAI=1iNumHWThreads=2 in Fallout.ini under [General] Using those, I can pretty much throw anything at the game and it's still very stable (although I do have the occasional CTD, especially with high level characters in intense outdoor areas).
  13. To answer my own question, I guess the solution might be to use supersampling via ENB. I'll check and see if my rig can handle it and how it looks. Otherwise there seems to be an AA workaround for Nvidia users, but I have an ATI Radeon so can't use that. EDIT: Supersampling via ENB worked fine and it looks nice so I don't have to use AA with it. The downside is that I get abysmal FPS outdoors so I can't use it with my current rig. Guess I'll just have to skip using ENB for Fallout 3.
  14. I really like ENB for Skyrim, but I wonder how Fallout 3 players deal with AA when using it? The game has so many objects (dead trees, telephone lines etc.) that look horrible without the ingame AA and Transparency Multisampling. With ENB you have to turn off the ingame AA and use the ENB variants and it looks really bad IMO. So even if I might like other ENB features, I can't use it because of that. In short, is there a solution for using ENB and still have AA that looks as good as the ingame variant?
  15. Yes, it's possible. I've been using that combo several times. I'd recommend closely following the install guide on its download page as it's a bit finicky to set up correctly. I'm noting that you don't have the merged patch active btw.
  16. A Google search seems to indicate that it's added by FWE Combat Overhaul. Not sure as I'm not using it.
  17. OK, a different issue, but I'll keep it in this thread. I've successfully swapped the static Vacuum Tube Lamps in the game to the havoked versions and the message box works fine as well - you can switch them on and off and pick them up. But much as I suspected they have lights placed by them in the cells, so if you pick up the lamps, the light still lingers. So basically I'll have to remove the "fake" lights connected to them, but I'm not sure which they are. Checking the particular Vacuum Tube Lamp in the screenshot in the GECK, there seems to be a FXGlowSimpFillRndHalf emitting light from its center, but editing it with initially disable doesn't help - the light is still there when checking it ingame. Perhaps it doesn't work with initially disabled? (First I thought it was a Vault86LightAmbWarm, which is close to the lamp, but initially disabling it didn't help either.) In short, does anyone know 1. how to check which light it is in the first place and 2. how to remove it? EDIT: Turned out that the main light source was a Vault87LightKeyWarm, so I guess I disabled the wrong one previously. So I'm getting there, but it turns out that there is still a glow on the floor where the Vacuum Tube Lamp was. Guess I'll hunt it down by trial and error. EDIT: It was two FXGlowSimpFillRndHalf statics. OK, so now I know what I'm looking for. :)
  18. That's excellent! EDIT: But that's exactly the same mesh used in Placeable Lights, i.e. the one that doesn't glow. But there are a lot of other havoked goodies in that pack.
  19. Thanks both, I'll try that out. EDIT: I couldn't figure it out that way. The havoked mesh seemed to have the VacuumTubeLightGlow etc. as it should, but I'm sure I missed something obvious when checking it. Anyway, I solved it by going the opposite route - I copied the havok etc. from it to the original mesh. So now I have a glowing lamp as a misc item with proper havok. Next: adding a script and message box so I can choose between turning it on (and have it cast proper light), turning it off and picking it up
  20. I'd like to turn static lamps in the game into pickable and placeable items that you also can switch on and off and I've started with my favorite lamp, the Vacuum Tube Light. I thought I'd take a shortcut and use the scripts etc. from Placeable Lights and so far so good, except that the lamp doesn't glow so it looks completely boring: non-glowing Vacuum Tube Light from Placeable Lights to the left - and the glowing, vanilla version to the right (well, it's from PortableCampStuff FOSE really, but the vanilla lamp looks the same). I've checked how they are set up both in the GECK and in NifSkope and I can't figure out what to change to make the left one glow. Anyone who has an idea? I'd like to use it as the platform as it's nicely havoked so easy to pick up and place.
  21. Here's the new version, with the custom textures for the ID Dog Tags: Distributed Necklaces and Chains.
  22. Heh, well it was noted in the very first sentence in the opening post:
  23. Yes, but you're not allowed to use assets from one game in a mod for another. In this case it was vanilla textures from Fallout New Vegas. I can't use them in released mod for Fallout 3 as it breaks the EULA. Also, the new textures look better, so it was a win-win.
  24. marthgun on the official forums helped me out. :)
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