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GrindedStone

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About GrindedStone

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  1. Well if the fix you made is loaded last it would override all the other settings plus ignore them. It's funny if you change something then load a save with them next to the player so go hide, then change it with the npc editor or whatever, then load back in with your fix. After that the combat style is the actor package ai for when the fight which also contains how they fight an how they flee. Arrows for example the range which they fire is a set of settings. First the combat style then the weapon, an in gamer settings he would fire from much further a distance than what a Xbox/PS3 could handle hardware wise, because in the PC world there isn't much our rigs can't handle. It's just too bad it's a melee game because melee combat style is harder to develop. The way I do it is to find the gosh darn toughest NPC I have ever fought an use that NPC's combat style only slightly adjusted. After that an often ignored set up for NPC's is the PC multiplier. Set to 1 with a max level of 1 to 30 or whatever the player max level is, human's at least will auto calculate the stats, this would put them in-line with the player's combat strength, a figure between the player an npc as a group which often is used for ai on NPC's being the deciding factor on when to flee. At the same time because Gamers are really big babies at the end of the day, mostly every Bethesda game's NPC settings are much much weaker than the player to give the gamer the "I always win" You set it up in a fair Player=NPC fight an it's a different story then. So it's rather possible this follower of yours is one of those type set ups. Don't get me wrong it's for balance an all that, it's just that if a gamer made the game it would be balanced in a fair fight, with bosses being higher than that, but I bet money if you start digging around you'll see it isn't designed that way. All's fair in love an war, but at the end of the day you are cheating. The follower ran an you didn't like it so you changed that. That makes you god. If that follower runs that's what they really did, if they get killed then they are dead. You missed out because if you had kept playing then later on you would miss them, an feel sad, thus feeling something from a video game besides I'm the greatest unstoppable force on the planet. Ok time for cookies now, yay! Now if you are a Developer yourself learning how to mod it's a different story. In those cases you are providing for other players to show what your mind can come up with. Which as a gamer isn't so bad at first because you'll have great ideas, but later on you'll be just as stupid as the professional developers an dream back on the days when you just played games. Only getting a rare gem of an awesome idea which could even possibly be thought up by a lowly gamer, but it's enough to keep going.
  2. Well yeah, but it will forever remain a watered down version of TES. Oblivion was made for Xbox, an cornered the market on 360 at the time. Fallout was also developed for Xbox, but play Oblivion an you'll see in the first 5 minutes how watered down Fallout 3 is. There's a Fallout 4 yeah, but you're talking about a watered down Skyrim. Which heck Skyrim isn't even that good. So there's no way Fallout 4 would be better than that. However the Skyrim elements built into it will at least make it more fun to play, but it won't be more fun than FO3. There isn't a market for mature games, well there is but it's called casual gaming not RPGFPS. Then it's not cartoon graphics, it's stylized an what you like about Fallout so much is that it's in between ultra realistic an stylized, so when you play Fallout you are indeed playing a stylized game, it's just that it's not full tilt welcome to cartoon land. Since you now know that you can enjoy games like Borderlands 2 which just came out. As well as SWTOR just don't forget to tweek the hidden config file so it's 16x texture filtering. Say what you will about the now very old Borderlands 1, the things that happen during play filled with absolute out of their minds development. Stuff you wouldn't think of, an nobody would expect any less from Borderlands 2. SWTOR on the other hand is a double edged sword. Personally I can't play it for more than 14 days at a time without wanting to puke my guts out, but as far as development it's solid as a rock. Weapon mods, cover system, melee fighting, player/npc voice dialog, hard to get insane armors, then the world is full of hidden areas an designed so that monkeys could play it only on Thursdays if monkeys could only tell what day it was. It feels like you are trapped in this little box most of the time, but really there's more game world than you'll ever see. The scale of things are so large you don't even see most of the game world unless you stop to look around. Everyone was really critical on SWTOR instead of just playing it for what it is. Once you see it that way it's actually a pretty good game. Then you know I bet you play the same Fallout load order over an over. It's habit an really hard to break that cycle. Make a new load order that doesn't use any of your old mods. Make new characters in Fallout 3 an play them differently. Make a ugly one, an make a stupid one. Then play them until you get killed an that's it, they are dead, start over. Now do the same thing on very hard difficulty. Now do the same thing after using mods to make it impossible difficulty. Then pay attention to how your combat style changes from rush in kill everything to run for your life. That said, both Oblivion an Skyrim are kind of mature if you can wrap your head around the whole middle ages era. You could play fallout 1-2 an tactics, though I never got around to it myself. It's a pretty different feeling playing Fallout 3 on Xbox too if you played on PC. It's not the same game. There's also a indie Xbox game called still alive or something, it was stupid an failed, but it was fun an kind of like Fallout. This is a full render non-doctored image of a shipwreck on a nuked planet in SWTOR- Star Wars The Old Republic. Well I say it's full rendered actually you lose about 35% of the detail when you host the image on photobucket because it's limited to 1Mb for free storage. http://i895.photobucket.com/albums/ac156/grindedstone/aaa3%20SWTOR/swtor2012-06-1505-48-05-11.jpg An old 4:3 full render of Borderlands 1 I don't own 2 yet, but it's id software so it's the id tech 4+ engine, one of the most detailed in the entire world, it's a wonky half broken video card frying engine, but detailed non the less. http://i895.photobucket.com/albums/ac156/grindedstone/aaa3%20SWTOR/Borderlands2012-05-2700-08-00-83.jpg
  3. Sorry man that isn't possible. You can't reverse gravity either which would be really really cool. So would backwards time. It just doesn't work like that. You're welcome to program your own video game engine if you want, it would be worth a lot of money.
  4. I was creating textures an yeah I almost ran out of ram. I have 8Gb an it was using 7Gb, with no page file. Laughing! Hah HAH ha ha. Well I always knew it would happen. Windows 7 is such a crybaby I had a whole 1Gb left. Funny though, an yes I was doing something I shouldn't have been doing, but it's a world map an those can take up some space. Anyway I hope the rest of you modders get flat tires on your cars an think of me, because I'll be making a funny face at you :/ because your so mean to me all teh time omg... :D Well there is your reason for setting up a ram disc cache with 16-32 Gb instead of just 8Gb. It's like they said only in some extreme cases do you even need it. Also it was DDR3 1333 which it was kind of laggy around 7Gb a real disapointment. You can't get much faster I don't think for the money an it was tightly timed an limited to the 1333 speed to stay within the CPU's factory spec because I'll use this rig for another 6-7 years at least. It would have been a significant investment and also risk to go with overclocked, but it turns out it would be worth it for the content creation purposes. Though time would tell which lasted longer so who's to say. I built this rig by hand, so I would say if I did I would save up a little more an go with an overclock instead of underclocked or factory spec, but you built up to that OC slowly I'm thinking.
  5. Question, question, question. Answer, Answer, Answer. not Question, question, question. Vaguely topical answer. Confirmed Statement. Digression. I've been working in diagnosis for 16 years an 5 of those on this game engine. I didn't go asking other people for answers. I dug in an got motivated to learn them myself. If you ask me that's your problem, but you can't fault anyone for asking. It's a generational gap I reckon. The folks older than me would say the same thing about me. That's just how it is. So forget all that mess, get motivated an start learning. I reckon what I'm saying is read more if you are looking for answers. You can't say anything safely because you are turning to asking a troubleshooter. If you have to ask then you might as well not know nothing. Mainly this is because that kind of input is less than useless to me. I don't care what you think about it because your opinion whatever it may be will only cloud the diagnosis. To that end anything I say is only based on the control group of everything I've ever seen. Anyone putting time into answering stuff is practicing, an thus a ongoing process development. To answer your issue. Save game bloat will cause all kinds of havok on PC/PS3/Xbox on any game it happens in. In these games it depends on how many hours. 20Mb an above is bloated. The time factor determines if it's the cause of issues. Less than 100 hours it's bloat for sure. More than 200 hours it might just be normal game operation. Hard to say because it's a judgement call. If we knew more about your computer, gameplay habits, length of play, an anything you think relevant. Then we could say. Getting down to it. Bloat is cause from bad practices in modding. Namely calling upon place at me references an move to here actions. You shouldn't ever do that, but it's required sometimes. Some modder somewhere didn't care to read how to mod or they would know not to do that. Since they didn't know then they didn't know there is a finite amount that the game can withstand of that type of behavior. *ahem* Most modders don't even know how to read, yes we are that stupid. I feel so dirty from even being one.
  6. Well first off, it's LOD. Even if you had a telescope looking at the window you wouldn't need to see thru it. Ergo, make it defuse since you noticed it. Then move on down the road. Alpha channels... Really... I think you're being anal retentive or nit picking. Yeah there's a couple of reasons to get into that channel. Making it defuse. Sneaking a specular map into a normal. It's not something you really have to fool with. Why bother? Duplicate the layers an merge them down. The alpha will stack and stack until it's defuse. I know it's because you are using one of the more complex editors, but 99% of the time you can use a less complex editor to get jobs done quickly. Any of them that directly edit .dds for example. It sounds like you are working too hard, ain't no need for all that. We get by just fine on halfarsed phone it in's. You got something special, then yeah do it the hard way, because it's worth it then. I'm just going to guess that LOD is the opposite of special unless you're trying to create some polycrack HD version of LOD that won't ever even be noticed directly. I wouldn't think that, but I trust these modders about as far they can throw their framerate down with 4096 textures on soup cans. You're .TGA works with GIMP's default settings, so find out what GIMP defaults to, then use that. Then the windows are missing alpha because they are broken on that mesh. It's actually a pretty nice asset as far as buildings. Look at the UV it isn't used anyway, just the borders. You would still need to defuse that alpha on the UV border regions. I would imagine Chuck ignored it, because LOD doesn't matter as much to even consider it that long. Who knows.
  7. The answer is that it's your own fault. Something you did or something you are using. Don't forget that Skyrim's world isn't standardized. One area can lag an another won't depending on your system. In this case it isn't scripts causing it, but Scripts + that locations design lag, which is easy to figure out if it's the root cause. Scripts had nothing to do with it, but more so your computer an settings. Disabling scripts lowered the system requirements in that area. Your render could be a factor as well. A gamer can set up their computer for either a hardware or software render. This will put more or less load on either the CPU or GPU. Then depending on which is the weakest link in your system you could have the wrong one. Then you didn't answer my questions, so I won't worry about answering yours until then. These are of a diagnostic nature, you must understand that right? You autosaving/quicksaving or manually saving? Do you play the game for longer than 4 hours without exit an restart the application? Do you leave your computer turned on for longer than 8 hours without rebooting?
  8. Armor is never static, it's rigged to be animated even if it never moves. There's a large difference in difficulty between static an rigged. From what I gather you would be wise to stay away from it. Instead set the weapon to use zero ammo, or an ammo type that doesn't involve the arrows. That could be as simple as creating a duplicate of the form in the mod that gave you the idea or editing it directly. However in the past the SDK was always limited to what was allowed to be done. The past communities have all developed full text editors which will do things the SDK won't. I haven't checked recently because I got tired of checking, but Skyrim doesn't have a tool like that. Instead there are a few soft editors that will do this or that depending on the job that need to be done. Sometimes the SDK will even cause a problem when creating new content which is fixed by using a 3rd party heavy editor afterwards. I'm sure they'll get a heavy editor for Skyrim eventually but I also kind of figure that the game is so complex it makes it too difficult to do so as it became increasingly difficult in the past with each game.
  9. Hah! It doesn't work that way. You would need a save, an I don't think you can force load a save game. You can force save, then prompt the player to reload x savegame to proceed. So it's possible, but rewinding the clock is just going to set the game time to whatever you wanted, all the things that happened will still be the same. You need a scripter, an I don't like you enough to bother with it. Good idea though it has a lot of uses, more than say 90% of the chickenheaded mods out there. Bok bok bokkak! My mod adds useable toilet paper! :D
  10. I've been doing this for almost 5 years now, and I still learn new things. I think it was impressive work on your part. Now though you'll learn a weapon is made up by more than just the mesh/texture asset itself. Enough about models for a while. There's an endless amount of other stuff you can do with weapons. Here's a random 20 of them an I'm sure there are many more. It really is endless, so it's a question of how far you want to go with it. 1. Sound - 2D is the stereo sound you hear as the player firing the weapon. 3D is the mono sound that is placed in the game world relative to the player position so that it's a 3D in-world sound. You start with the 2D sound. Find a weapon sound any where you like. Now go grab a sound already in Fallout 3 or New Vegas. Use audacity to play both sounds at the same time an adjust which is more loud. This way you are creating a new sound from sampling basicly mixing some random gunshot sound you found with one that is already in the game. You can even mix two sounds that are already used in the game. Focus on the BANG part that happens when you fire, then the REPORT which happens after that the sound getting more quiet or echo off the world around it. Usually the Report will trail off. Try to limit it to 0.5 or less seconds, but there are some that will last a whole second or more depending. Don't change the volume of the raw sound, I.E. making it louder by jacking up the amplitude/gain. Instead use a 100% volume sound that you rely on the GECK SDK to adjust what it will sound like in-game. This is known as the Static Attenuation. GECK buggs out so you have to hit Okay an accept the adjustment each time you move the slider, then open the form again an hit play at the same volume you play the game at. This way you can set exactly what it will sound like. The high quality method here is to make 3 different 2D sounds each that are only different in a minor way, but enough to tell they are different. When you select the sound in the GECK you either click each + next to the sound or select the whole folder the sounds are in. This way it will cycle all 3 sounds each time it's fired on 2D or 3D. It takes a bit of PC performance to do that so try to limit your file size, to which you might want to encode the .Wav into a lesser sample rate. 48 kHz is the standard, then quality drops a bit to 24 kHz which is borderline almost too low of a quality, but still useable. Once you got the 2D sound, you take it an convert it to mono. When you are in the GECK find a similar weapon, this is a silenced rifle so use the silenced 10mm pistol. This is just to get a general starting point for your attenuation which is more dynamic on 3D sounds, but there are some flags that go along with 3D as well an you can ignore all that if you just find a similar vanilla sound first. When you open up those vanilla forms, change the editor ID first thing, so that it won't replace those sounds, but instead it will prompt you to create a new form using the name you came up with. We use zzzName often to place those sounds at the bottom of the list when it's time to select the sound in the weapon form, you could use aaa xxx or anything you come up with to make that selection more easy. Personally I use a standard setting here. Minimum Attenuation Distance 1275 (max) puts the radius around the sound in the game world @ 60 feet. This is the amount of game world you will hear the weapon sound at 100% volume. Maximum Attenuation Distance 8000 puts the point at which you no longer hear the 3D sound @ about 800 feet away. Default is like 50-100 feet, so you see the 800 feet here makes the game much more realistic, OMG where did that shot come from. You can ignore the rest of the form settings except for the Attenuation Curve and Priority. The curve is how slowly/rapidly the sound falls off. The vanilla's all suck, so instead use a linear falloff. 100 75 50 25 0 easy to set up an works excellent. Priority is a override system if you want some sounds to override others. 2. Projectile an Shell Case - While the projectile itself doesn't matter as much, a high quality shell case does matter an even makes a big difference. Maybe you make a shotgun, well use shotgun shells that are colored black or a different color. Use higher detail more shiny brass or worse. It really doesn't matter so long as it's different. 3. Alternate Models - Ignore the 1st person model, set it to none, Stick to using 1024 texture maps an it won't matter performance wise, so you save time by not having to create a 1st person model an textures, and the same is true for the world model. Both are optional, less work if you don't use them. 4. Damage - I strictly balance it to the vanilla game. Many mods break that, and it's cheating. As a modder you can't balance to that. Though you can balance to the vanilla game as a standard. Start with a 50 skill on normal or very difficult an play test it. Though typically what I do is just look up what the Vanilla weapons damage is set for a similar weapon an I use those settings. If you want more damage then it need to be made a Unique which works better if it is truly unique. I named a assault rifle Tina Jones one time, another pistol was named Plain Jane, with a Unique of Nickle Jane. 5. Health - This is the weapon being used an over used until it no longer works anymore. Lower health it will start jamming an need repair. 100 health is the standard. It ranges between 100-800 which is very high. That being said some Items in the game use a 10800 health which never need repair an those are great, but this should only be used under very strict conditions on items so tough they never wear out. 6. Muzzle Flash - This is set inside the weapons projectile. Silenced weapons won't spit out a flame. The Vanilla game uses a smaller one for the 10mm silenced, an easy way to replace that on a rifle. At the same time you might want to go larger or huge depending on the caliber of the weapon an depending on if it has a flame suppressor on the end of the barrel or not. 7. Realism - I look up weapons on Wikipedia, caliber, weight, an muzzle velocity @ ammo load for damage adjustments if needed. You also learn a lot about weapons this way or by shopping for guns in store advertisements for example. You would be surprised how many ideas you can get from stuff like that. 8. Materials - Inside the mesh are many material settings that will make or break the way it looks in-game. You have to play with them to learn about it. When in doubt look at a vanilla weapon. Gloss is simulated by the engine making a estimate based on how transparent the Normal map is. This is a way to avoid work by the original creators so they don't have to create a full work up Environment map/mask asset set. Instead they use a Environment mask to cover the estimate. The mask is the same base defuse texture you use on the weapon to color it, only it's in grey scale black & white an the size is much smaller. The dark colors on the mask won't shine, but the light colors will, hence a mask, a totally black _m will make the weapon have zero shine, just as a defuse or zero transparency normal map will. The option to create a full on Environment map is on the table too if the weapon requires it, an it's not that hard. 9. Location - Don't drop the weapon so it's easy to get. Don't build areas that are perfectly neat, it needs to be random an messy. Don't leave or use test containers. Don't change items that has nothing to do with the mod. When you place a gun in the game world you can double click it an look in the extra tab to load the weapon with ammo. You can also do the same with ammo itself determining how much ammo is in the box. You can place about 80 1024 HD weapons inside a room before it starts to lag graphically. Then you would need to create world models or find somewhere else to place those, I like it spread out all over the place personally. 10. Icons - Sticklers will make new icons, I instead ignore them completely because I don't care about it. However it is polish, an the best icons I've seen are in color a basic 3D picture of the weapon only shrunk down. It works great if you have time for that sort of thing. 11. Player Only - It's wise but not always possible to build weapons so that the NPC uses one version, while the player uses another. It's very smart, but more work to set up. The reason why you would do this is for balance reasons. All the NPC's weapons have low health low damage as a global way to set it. NPC only, Player Only is a much more accurate way to balance the two. When something is killed it can spawn a death loot item. The NPC uses the un-playable but droppable weapon, you have to do that with FO3/FNV edit, but the NPC spawns a death item which is the player version of the same weapon. 12. Ammo - I vote that Calibr and xCalibr both suck. I love them both, but there are many players that hate using them, because they don't know the difference between .223 an 5.56mm an they don't want to know either. Truth is they are right. It's a game an most FPS have very simple ammo lists. 5.56mm is the same thing as .223 in case you were wondering there is no difference, but yet both exist in the game the same way that .308 is the same as 7.62mm. The only real world difference is that the Military uses thicker brass for the shell case which allows a slightly stronger load more towards powerful. It's a can of worms even talking about it. So avoid using Calibr & xCalibr if you can to make things easy. 9mm is 10mm, .308 is 7.62, .45 is .44 or 10mm with higher damage than a 10mm. It doesn't always line up right, but it's better than the alternatives. 13. Grip - I'd say to use GECK to view NPC animation previews for aiming weapons then adjust the location of the mesh. It's tough, but at least this way you don't have to go in-game to test it an can do it quickly. Stuff like that gets attached to a node on the skeleton. So you can paste branches into the skeleton at just the right spot an it will be the same as what it's like in-game, for example weapons, pipboy, hats, hair, and so on. Though this practice is only for use as a guide or starting point when you are making stuff. 14. Spread - Well first FO3/FNV determine spread differently. FO3 uses a minimum an max spread that creates a falloff based on your weapon skill. FNV ignores the max spread setting, using a global instead, an is better as far as leveling goes. I just look up what a similar weapon is most of the time. If it's a modded weapon like a sniper rifle with a heavy barrel I might lower spread. A weapon with a higher fire rate will have more spread. A weapon with a silencer will have less spread. The Mac 10 had so much spread the Army developed a silencer for it just to be able to hit anything with the thing. 15. Reach - Melee weapons have to play out in VATS so this reach is the distance the actor is away from the target when those cameras are playing. A baseball bat is like 0.7 to 0.9 reach depending on how much you choke up on the bat. 16. On Hit - This setting is to determine if the body part bursts into bloody goo , dismembers, neither, or both. 5.56 .308 is high powered so explode, 10mm neither, .45 explode, Magnum explode, Silenced is neither because the bullet is slowed down. 17. Range - This is the range the NPC will use for the weapon, though this is mostly determined by the NPC's AI combat style if it even has one. 18. Animation - This is a speed multiplier. It's best to leave it at 1.000 unless the animation itself is too fast or slow. However you can use it to speed up the fire rate inside VATS cameras on semi auto weapons. Most of the custom animations I know of is controlled by Scripts, an it's very difficult to figure out how to animate things in the game for the first few times. 19, Script - You couldn't not say script here. You can do anything you want by using a script. It's programing logic in obscript a language that is similar to C++ but much more simple. You are really only giving the game commands to do, but there is a large amount of logic based in it. Once you learn how to read a script it doesn't take long before you are thinking in your head new ways to write stuff. At first it can be very intimidating, so all the gamers are scared of it. It really is very simple once you wrap your head around it. 20. Quest & Dialog - These are pretty much the same thing as Scripting. Both of the require heavy amounts of it. Quest to get a weapon is an awesome way to do it, an if you can do that then dialog is controlled the same way. Just like scripting you have to wrap your head around it. http://i895.photobucket.com/albums/ac156/grindedstone/Synx/daga3mahoochmaflaugh.jpg
  11. Buy a faster CPU *ahem* Stop using so many mods *ahem* Try different combos of mods over your 5 year Bethesda game career *ahem* Sorry I'm getting choked up on the irony. You wanted to make the game better right? I guess you failed... I'm from Fallout 3 an Vegas from the last 5 years. We are not as nice as you TES players. It's nice now because we learned from you, but 5 years ago we were pretty much heading for grumpy gamersville. Anyway I'm not required to be nice to TES players an I'm jealous of them for having such a rich community, so I give them a hard time generally speaking. Heh *ahem* Just kidding. :D I will say that in testing i7 chips that hyperthread tend to slow down the rig's speed, but you can disable hyperthreading, though you would need a chip that does that in the first place. You autosaving/quicksaving or manually saving? Do you play the game for longer than 4 hours without exit an restart the application? Do you leave your computer turned on for longer than 8 hours without rebooting? All games tend to go corrupt over a long enough time period. Same is true for your computer system itself. At least in this engine's history on the Gamebyro side these caused partial corruption in the game which gets locked into the savegame when you save it. You load that later an the game's performance degrades to fully corrupted where it is no longer of any use. A large amount of the big or more complex mods also makes it worse. So go mod crazy for a few years until you learn better, an pick an choose the mods in order to provide a set of what you need for that play thru. For example stability. Modders are generally careless. 4096 texture maps on items smaller than the actors hands. Messy mods. Oh it's easy I'll just use a Gamemode blocktype script it works for everything. Well game mode runs the whole script for every frame that is displayed. That's 60 times a second. Further, game mode requires a different coding for speed language which isn't the same as your standard script writing. Most people don't even bother making the script readable by a human, *laughing*. If that script is as fat as most of the content that is available as mods, then yes, it will lag the game down. Then your part comes in from downloading an loading more than one mod that does this, over an over, an then bam, the game is broken. Got to love those mods huh, makes Vanilla even better than it was already. There is already a large amount of Game mode scripts running that control the Vanilla game. You remember Vanilla? The AAA developed game you spent $50 on. Well you spent nothing on the mods you are using an the modders got nothing for it. So I ask you what reason would a modder have to even consider the performance of your game as the end user? They don't, most don't even know what development means. So careless except for the goal of creating their mod which often isn't correct in anyway. It takes more than few years to even start learning how to develop something. Now look at how many of your community just started creating mods an answer me if you think they deserve to be included in something that it took professionals over 3 years to create. Who's to say, but that's how we do it. *edit* HD Texture DLC is a joke. I've looked at all the assets in it. It's not going to change Skyrim's quality. If it did it would be much larger that what it is which is only a few small areas where the detail could be increased. This is not the same kind of thinking that a modder would use to increase the detail of their mod. We don't care at all about what Bethesda has to do to get it to run on PS3/XBOX an we have nobody to answer too. So what you have is a HD pack on top of a much larger an unlimited quality 3rd party asset creation. DLC plus mods plus scripts, plus whatever happened in your game equaled laggy framerates. Dropping the DLC if you have it would be a very easy fix. Just like lowering your settings which I bet money are way to high for that pathetic computer you call a rig. I only said that because you play TES an I'm required to be mean to TES players. Hah I did it again hooray! Draw distance is your main setting, 1/4 to 1/2 is still 4 times as much as Oblivion era games, so you get a normal game world by using those settings regardless of how powerful you system might be. At the same time less wear an tear means you will have to buy less hardware over the years which anyone will tell you grows to a many thousands of dollars over the long term, the bonus to underclocking an undercutting even the default settings is the amount of money you save because you didn't fry your hardware... :/ But since I have to be mean to you TES guys I would say you're best bet to fix this issue is jack the settings all the way up to max, then tweek it to max, an run applications in the background while you play so your computer will catch on fire an I'll win because I'll be able to play an you won't. Happy me!
  12. The game will only play out idles on the player under very specific conditions. It's not forgiving at all. So your first goal is to overcome that an get the animation to work in the game. That might even require TES/FO3/FNV edit to be able to do things that the GECK won't allow. I'd say for control reasons you would start with a NPC idle in the game. Making that play on the player will take a whole lot of work an 4-6 in-game tests to get right. That said you may never figure out how to get that one to actually work. So after a while just forget an move on, come back later an try again. Using Blender to move the skeleton or trying to load animations into Blender, like you said it doesn't work very well. I'm completely against ever trying it again. It's a real bad joke wasting time there. However, the GECK itself will play out animations in the preview window on a NPC. It does the same thing in NPC form entries, though it can be crashy sometimes. Edit an rig an export it, set it up, put it in the game. Then you either test it in-game or use the preview/NPC form. Though I suggest saving it first. Autodesk might be your answer, but who uses that down here on earth where we have very little money.
  13. Those are not used in the game. One of your mods added them. So no it's not Bethesda's fault. Also for the record saying that loot doesn't appear an saying that 8 books doesn't appear is two different things. You had me thinking all loot didn't appear. Those books don't have a in-game name, an you can't use items without a name. Use FO3 edit, load up the load order, type in one of those form ID's into the top left search box hit enter, an you will see the mod that added them. Then you can add the name to that mod an have a bunch of books so useless even Bethesda didn't consider it clutter. If it's not in the base form id, then you'll have to right click an apply a filter search for the name bookgeneric or whatever the editor id name is, to find the list that puts it into containers.
  14. http://i895.photobucket.com/albums/ac156/grindedstone/111aaa%20newer/swtor2012-06-2121-55-47-79.jpg 7 hours later... *ahem* GrindedStone dies in his computer chair. Awe, an he was such a not nice guy,
  15. It's funny that you say that, because what you just did with this weapon using Nifscope is about 20 times harder than doing the same thing with Blender. It takes about a year to learn how to use Blender though, then another year to get good. Roughly 700 hours to start to get good. After about 1400 hours you pretty much know what you are doing. Then around 2100 you've developed a good workflow. It's basicly the steps you do, but it develops into a order that makes it really fast to create something. After 2100 hours you lose count, an are still many years away from being a 3D artist. Most of the stuff we do is only a step in that process. Meanwhile you look to the current 3D artists doing stuff today far beyond anything you could even daydream about. Those guys eat nothing but art. It's a very tough hobby.
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