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surg23

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Everything posted by surg23

  1. Thanks for the reply, HeyYou. Well it's good to know this isn't totally foreign behaviour, although all my search attempts have not returned anything relating to the underwater vision, which is worrying. AFAIK I don't have mods that would interact with water in any significant way. I don't run any texture or ENB mods either. The funny thing is I used to run identical mods years ago and never had this problem. The only real difference being this time I use UOFP. It does seem to give the impression that it's happening when the game needs to load a chunk of data. Happens a lot around city areas and when crossing the thresholds of exterior cells. For clarity, it seems completely random. Sometimes it will not happen for a long time and sometimes it gives me the flickering water-vision in short intervals or intermittent bursts. When it happens it only lasts for a brief moment, which seems indicative of an engine resource being loaded. Other than that the game runs fine. Really decent fps, and virtually zero stuttering or lag spikes outside of those incidents.
  2. Hi guys, Wondering if you could help with a bizarre issue I have where my screen randomly changes to underwater vision complete with underwater sound. While this happens all other audio is muted. From what I can tell it only does this when the game loads in assets like NPCs but can't be certain on that. I have also noticed other odd behaviour relating to bodies of water, where the water doesn't appear to render properly. Sometimes water can appear fine but other times it has a weird artefact around its perimeter. Here is what that looks like: My only hunch at this point is that Fo4 does not like my graphics driver. But I've been hesitant to try other, older drivers as I have other old games that are very temperamental in what driver they work with. Currently using 472.47- Do not have Geforce Experience installed. If someone could help me figure this out I would be very grateful.
  3. I can't remember ever taking that perk. Maybe that will give me the edge I need. Not sure if it will help with the clipping on objects with sloppy collisions, but it's a start.
  4. Yeah, he is most definitely set to essential. I knew it right away as he drops to his knees when his health drops to zero. Confirmed with .isessential command. He seems to be the only essential generic npc in the entire game. Being that WOTC adds so many variants, I'm chalking it up to an oversight or scripting glitch. I have not encountered any invulnerable entities. There were times when I thought that was the case, but it turns out that the nameplates are just a little janky and it will show you the nameplate of a nearby target instead of the one you are firing at. There are however some extremely tough enemies birthed from the union of WOTC+Harder enemies +Arbitration. The ghouls in particular are virtually indestructible unless you have bleed or other form of debuff. I picked up a wounding pipe pistol pretty early on and it has been my saving grace. 25 bleed damage per shot and it stacks! Viable even against the toughest of enemies. Molotov's also seem to be extremely effective in this context. They are just a pain to aim with though lol.
  5. Does the custon.ini message even mean anything? Mods still install and play fine regardless.
  6. That better console is very helpful, but unfortunately I still can't toggle essential on this mutant. I used the baseID and the command executed without a hitch, but he is still essential. I even tried toggling it on and off 1>0. Any idea what is going on here? I can't even play the game as he just hunts me down even after I recycle him. Edit: The only thing that worked, at least for now, was toggling CombatAI, then recycling. The first time I used recycle on him, I used Tdetect and followed him as he made his way to where I was fighting him earlier. I attacked him and he disappeared when his health got to zero. I think I died after that, so it wasn't saved. The combatAI toggle + recycle seems to have done the trick for now. He did not reappear at his spawn point using this method. No other mutant spawn is effected by this, which is weird because there are about 50+ variants added by WOTC. Edit: Well that didn't work either. He came back with a vengeance. I resorted to adding him as a friend and so he just lingers around the diner. I kind of feel sorry for him now lol.
  7. I'm using WOTC, and for some reason, a single super mutant, which was part of a large squad, is set to essential. Trouble is, I can't find his baseID to toggle it off. " Help 4100c70e 4 npc_" doesn't work and if I use the generic name it spits out about 50 variants with foreign ID's that make no sense like "FF00454C" I can't even disable him. It says something like "even though it has enable state parent (4100C706) this is not a valid behavior and will be ignored" Searched high and low in F04Edit and can't find any of these ID's. Please help! (strangely very similar variants with almost the exact same refID aren't set to essential- just this one annoying guy)
  8. Thanks for the input. I think the problem could have been related to a glitch with the AI and/or lack of resource allocation needed to deal with certain AI states in such abundance. I ended up bumping down the spawns slightly and the problem went away entirely. It seems that the engine just isn't capable of sustaining so much AI in any given area. I've witnessed similar problems in other older game engines where the engine seizes up from too much throughput despite hardware utilization being relatively low. I really love FO3, but damn, the engine it runs on is just horrid in so many ways. I struggle to accept the unfortunate paradox that engines are getting better but the games are actually getting worse. Well, at least it seems that way to me.
  9. Hey, I've read Roguehollow's guide thingy for modifying weapons but I'm still having troubles understanding what's going on in Nifskope. I'm trying to correct the scope sights on a weapon but no idea which part of the weapon should be edited. In-game the scope crosshair sits too high above the actual projectile trajectory. I guess I need to adjust one of the parts on the Y axis but not sure which part to work with. This particular weapon has no existing sighting node, which I would have thought is the appropriate node to modify. Would it work if I just dropped the scope and lens mesh down a bit? Edit: Well it turns out that it was the scope mesh causing the issue. Just switched the scope model and it's perfectly aligned now. Whoopie!
  10. Just updated my load order. This config is 100% stable. Not a single crash in the last 100 hours or so.
  11. I just used 2.49 with python2.54 and nothing else was needed. I wish this worked for the latest version of Blender as I find it much easier to use. 2.49 is a bit crusty lol. Not sure if this is in your field of expertise, but would you also know why the poly mesh does not perfectly correlate with in-game collisions? I have reworked several models and they work in-game, but I find it strange that you have to shrink the poly mesh deep inside the object to eliminate collisions protruding outside of it. I'm going off the assumption that the poly is the only element that dictates collision data for these models. I have considered the possibility that Blender is simply incapable of translating the collision data properly, and/or it is lost during the import/export process. At any rate, thanks a lot for the help.
  12. Well I tried Blender 2.49 and installed all the requirements: Python2.66, PyFFI-2.1 and Blendernifscripts-2.59 but it throws a python error when attempting to import a nif. I looked in the Blender directory and the .nif import script is there, so I don't know what's up with that. Edit: I have tried setting up Python path to use: C:\PYTHON26;C:\PYTHON26\DLLs;C:\PYTHON26\LIB;C:\PYTHON26\LIB\LIB-TK (which is my current install path for Python 2.66, but Blender still can't find it. Blender now says: C:\PYTHON26\LIB\site.py:150: Warning: 'with' will become a reserved keyword in Python 2.6 'import site' failed; use -v for tracebackChecking for installed Python... C:\PYTHON26\LIB\site.py:150: Warning: 'with' will become a reserved keyword in Python 2.6No installed Python found.Only built-in modules are available. Some scripts may not run.Continuing happily. Edit: Okay it's working now. Turns out Blender 2.49 does not need the extra scripts to import/export .nif. But apparently it can only use the Python version native to it's own compiled version, in this case Python25.
  13. This is very confusing to me. So the latest versions of Blender lost the option to edit meshes? I don't understand the point of the Blender niftools addon and the edit mesh tools addon if the program can't even export the work you do. Seems kind of backwards to me lol. I will try the older version now. Thanks much!
  14. Hi there, Blender let's me import and modify nifs from Fo3, but when I go to export it throws a bunch of errors that I haven't the first clue about. I only made some basic changes to the poly meshes, though completely experimental at this stage. I tried just importing the skeleton and/or Geometry but literally nothing imported that way. I'm extremely new to this stuff so it's probably something really stupid.
  15. Slightly unrelated but you appear to be missing RH_FWE_Bridge.esp Not sure if this will help either but I use a similar mod config to you so I'll paste my load order below. It's probably not perfect and hasn't been sorted by anything. But it's quite stable. [X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] Unofficial Fallout 3 Patch.esm[X] CRAFT.esm[X] CALIBR.esm[X] FO3 Wanderers Edition - Main File.esm[X] FO3 Wanderers Edition - Alternate Travel.esp[X] RH_IRONSIGHTS.esm[X] Mart's Mutant Mod.esm[X] TalonExtraArmor.esm[X] DCInteriors_ComboEdition.esm[X] Goodies.esp[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp[X] FO3 Wanderers Edition - DLC Point Lookout.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[ ] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp[X] FO3 Wanderers Edition - Optional Restore Tracers.esp[X] RH_IronSights_Basic_AnchoragePlugin.esp[X] RH_IronSights_Basic_BrokenSteelPlugin.esp[X] RH_IronSights_Basic_PittPlugin.esp[X] RH_IronSights_Basic_PointLookoutPlugin.esp[X] RH_IronSights_Basic_VanillaPlugin.esp[X] RH_IronSights_Basic_ZetaPlugin.esp[X] RH_IronSights_Pitt_NewRifleSights.esp[X] RH_IronSights_PL_NewItems.esp[X] RH_IronSights_RemoveReticule.esp[X] RH_FWE_Bridge.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[ ] Mart's Mutant Mod - Zones Respawn.esp[ ] Mart's Mutant Mod - Tougher Traders.esp[ ] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - Master Menu Module.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Zeta.esp[X] Fellout-Anchorage.esp[X] Fellout-BrokenSteel.esp[X] Fellout-Full.esp[X] Fellout-pipboylight.esp[X] Fellout-PointLookout.esp[X] Fellout-Zeta.esp[X] GNR Enhanced.esp[X] Dragonskin Tactical Outfit.esp[X] DragonskinBonusPack.esp[ ] DIM TYPE3clothesRETAIL.esp[X] DIM TYPE3 conversions.esp[X] DynamicCrosshair.esp[X] Existence2.0.esp[X] Mart's Mutant Mod - DC Interiors.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] Mart's Mutant Mod - FWE Master Release + DLCs.esp[X] Compatibility Plugin00 TalonCo & Marts.esp[X] Compatibility_Plugin_TalonExtraArmor_FWE_BrokenSteel.esp[X] Set Tweaks.esp
  16. Ahh okay. I thought those entries acted like overrides. I read something about a correlation between capping frames and the InumHWthreads value, but I could not make sense of it. I do have FPS clamped at 59 for RH/Tickfix though. I noticed some mods like TTW automatically set this value to 12. But for all I know the TTW (FNV) engine + 3rd party requirements means it's capable of using up to 6 cores. Also, would you know if the setting: IpreloadSizeLimit is still applicable when using the LAA enabled executable?
  17. I'm not actually sure what the problem is, but that might be because you mod config and load order are extremely hard to read. If you were instead to use FOMM or similar program to show your mods/load order, it might make it easier for people to help.
  18. I can't seem to be able to get Fo3 to use enough CPU resources. The problem becomes most evident when entering places with lots of spawns. I have a 3600x CPU and according to my OSD, only cores 1-4 show usage. Strangely, core 3 appears to be doing most of the work, while cores 5 through 12 don't really do anything. I have tried setting InumHWthreads to 2-4-6 and 12, but it doesn't make any difference. I also set iNumHavokThreads to 6 with no discernible difference. GPU utilization never exceeds 30%. Cores 1-4 average 30% with the exception of core 3 which spikes a lot. Core 0 peaks at 10%. Despite this I get extreme slowdowns in areas with lots of spawn activity. More worrying is that all I need to do is look away from the area to restore framerate and doing so does not reflect any change in GPU usage. For some context, I am using MMM with 4x spawns, so it can get quite busy. Still, I would get better performance on my older systems years back. Is there perhaps a setting I may have overlooked that is causing the severe lag spikes?
  19. Hmm, that is very troubling. I will try seeking guidance from that link you posted, though my chronic ADD usually prevents me from learning these things lol. Thank you for the help. :D
  20. Firstly, I am a giant nooblord when it comes to modding. Some time ago I managed to make a script that adds items to Tulip's vendor chest, and although this was a success, the amount of said items added to her inventory number in the thousands. I adjusted the price in FO3-Edit and that is working, but she has 15,000 odd of each item which I think might be causing problems. Here is my script as it exists today: Scn armorquestAddItemsScr Begin gameMode VendorContainerTulipRef.additem 3EFdrgplateAdd001 3VendorContainerTulipRef.additem 3EFdrgplateAdd003 1VendorContainerTulipRef.additem 3EFdrgplateAdd003a 1VendorContainerTulipRef.additem 3EFdrgplateArmor001 1VendorContainerTulipRef.additem 3EFdrgplateArmor001glad 1VendorContainerTulipRef.additem 3EFdrgplateArmor001gladns 1VendorContainerTulipRef.additem 3EFdrgplateArmor001imp 1VendorContainerTulipRef.additem 3EFdrgplateArmor001impns 1VendorContainerTulipRef.additem 3EFdrgplateArmor001jian 1VendorContainerTulipRef.additem 3EFdrgplateArmor001jianns 1VendorContainerTulipRef.additem 3EFdrgplateArmor001light 1VendorContainerTulipRef.additem 3EFdrgplateArmor001lightns 1VendorContainerTulipRef.additem 3EFdrgplateArmor001ns 1VendorContainerTulipRef.additem 3EFdrgplateArmor002 1 End ----- I just don't know why it adds so many of these items. I assumed that the value at the end was the actual amount added. Any idea what I did wrong?
  21. That error occurs when it tries to build the uninstall file because the install does not automatically create the subdirectory it needs. I'll just copy the pertinent text from the Toolset Wiki: The work around for this is to either create the folder "BioWare" in the directory of C:\Program Files\Common Files\ prior to the installation or at the point where the error is experienced. This is due to the installation program not creating the folder "BioWare" in the C:\Program Files (x86)\Common Files. Once this "BioWare" folder is created the installation will complete by clicking on "retry". The toolset can work if this step does not complete successfully, but you'll have problems trying to uninstall it - because the uninstall executable did not get created. To avoid that, you might want to try reinstalling it, but create the needed subdirectory first. Note that any work you've done may be lost if you reinstall, unless you first create a builder to builder file that you could then import. That explains it then. Thanks for the info.
  22. I have just now tested the purge/clean save method and it worked, at least for the script spawned items. It' seems that you also have to delete any overrides relating to said mod as any UTI will cause the old entry to linger despite the mod being disabled. I'm going to have to restrict the scope of this project considerably due to how annoying this system is to work with lol.
  23. Indeed. It's starting to become clear which one's are spawned in via scripts. Thankfully the Warden and Templar gear appear to fit that category. Those are my primary targets for cost rebalancing anyway. I'm really not looking forward to purging and cleaning my existing saves to make this stuff work lol. Thanks again.
  24. Well crud. I am now wondering at what point store items are spawned in. If they only generate once the respective merchant appears then I might be in luck. If they are generated on new game creation then I am equally screwed. I will resort to trying the uninstall/clean method you have mentioned if all else fails. Thanks again. You guys have been very helpful and patient. :)
  25. Well I finally resolved the issue regarding the Black Templar armor. While the cost is in fact 0 in the UTI file, increasing it will influence the cost, but only in a new game. At it's default cost of 0 Bogdan offered it for 23g 40 silver. After modifying it to 30.000 the new cost is 104g 40 silver. It's just terribly unfortunate that I need to hunt down every single UTI file across many mods and "guesstimate" the cost coefficient and then start a new game and progress for several hours to see the result. Surely there has to be an easier way to do this lol.
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