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Everything posted by michel92
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Update on NMM status, more site fixes implemented
michel92 replied to Dark0ne's topic in Site Updates
Guys, thanks for your work. I gotta say, both the changes to the site and to NMM are "game changing", imo, and I do not only mean that they will change the way our games behave. I think those changes will bring the Nexus to a whole new level. I'm a user since ~2008 and I can tell you with a reasonable amount of confidence that the Nexus will stay bookmarked on my browser on years to come. Hang on tight, I know you will crack those issues. -
I must say that I am a realism fan. All the mods I search for are mods that bring more realism to the game, no exception. That said, I currently live in doubt regarding that subject. For me there's no balance between realism and the RPG aspect; the best RPG, in my opinion, is the one which implements more realism into the game. Many games implement RPG aspects nowadays, I like the most realistic ones. Again, that's me. The thing is, Fallout has some RPG aspects that break when you try to implement as much realism as possible. Some of them you can work around, some you just will have to ignore. To use your example, one shot to the head = death. In that setting, spending skill points in Guns for making more damage, for example, becomes pointless. You can work around it by making skill not affect damage, but affect gun wobble and maybe even critical hits. Now, how about melee weapons? It really makes a melee weapon character nigh impossible. But should it, in a realistic game setting, be possible? Should someone with a sledgehammer be able to take, heads-on, on someone with a shotgun? Whatever the answer for these questions, the melee and unarmed skills become wasteful spending of skill points. What could be done? I don't know exactly. I have some ideas, like getting rid of the weapon skills altogether and add some survival based skills focused on guns, like becoming good at making weapons (although repair could be used for such an end, as well). Is it possible to work around all those issues? I'm certain of it. Human ingenuity is one of the most wonderful things. Thankfully we can mod the game. Currently I'm thinking about fine tuning my mod that makes everybody have less health. I'm thinking about something that may not be too extreme (certainly more extreme than it is now) but would still provide enjoyable deadly battles, battles in which you feel that you and the enemies are fragile (some more than others). For a mod to implement total realism and not "break" any part, it would have to change many many (MANY) things. Some of those things are currently beyond my capabilities as a modder, so I do what I can. That's my 2 cents. By the tone of your post I felt you thought like me on the subject, so I decided to talk. I didn't play all the mods on the poll (though I read about all), so I can't really decide. One thing I can say is that Arwen's mod REALLY focus on realism, but I feel some key changes focus more on augmenting the difficulty than providing a more realist experience, mainly, combat changes. Sorry for the rant and cheers, mate :biggrin:
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Site design update, file backgrounds and hot file cropping
michel92 replied to Dark0ne's topic in Site Updates
Awesome changes! -
One thing to remember, as much as what I'm going to say now is irrelevant, ESMs run even deactivated. As long as they are in the Data folder, they will run. Ok. 1. Know FNVEdit? Run it. If it opens without popup error messages, then it's not a problem in your load order. If it pops up an error message, check the log and see where the error is. 2. Your menu-whatever.xml might be broken. Try installing (via NMM or FOMM) the Unified HUD Project (search it on google/nexus). It can fix HUD errors. 3. Your ini may be corrupt. Go to my documents/my games/fallout 3, backup your ini if you want and delete it. Open the game. The launcher then is supposed to say: "Your video settings are now being detected" or something of the like. That means the game generated a new ini. Try open the game now. If all of the above failed, is your game steam version? If it is, try verifying the integrity of the game cache. Else, see the post above mine.
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The best thing I can point you to is this I'm afraid that ash piles are the least of our problems. Scripts. Those can cause problems... It seems that Skyrim Papyrus Script Engine cause a lot more trouble than Fallout 3/NV. In any case, I don't think that those games handle script remains in saves much differently. My advice: if you have to run scripted mods, keep them to a minimum (always trying to be certain that the modder knows what he is doing), and try NOT to uninstall, not even update, this kind of mods during your playthrought. You are already doing the other good practice, i.e., not overwriting your saves and not auto or quick save. It's important to remember that saves do get bigger, the more you play and the more things you discover in game. You'll notice save bloat when the size hugely increases, and you start to notice longer load times, eventually CTDs, strange game behavior and then, finally, save corruption.
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LE Script-caused problems, ESMs, Save Bloat
michel92 replied to michel92's topic in Skyrim's Creation Kit and Modders
@rickerhk Thanks =) -
LE Script-caused problems, ESMs, Save Bloat
michel92 replied to michel92's topic in Skyrim's Creation Kit and Modders
@MOTOSXORPIO Thanks for the tips. Could you please point me to the links? I found some threads of the sort, but I think they are not the ones you're talking about. I don't know for sure, but maybe using USKP would be worse than not using it. The bloat corpses and ninroots cause to the save are nothing compared to a possible "scripted" save bloat. If you ever update or uninstall USKP, I think the problems it's scripts would left in your save would not be worth the install. Just guessing, though. -
LE Script-caused problems, ESMs, Save Bloat
michel92 replied to michel92's topic in Skyrim's Creation Kit and Modders
@IsharaMeradin Ok, thanks =) I'm really immersed in that subject, I'll update this thread if I have anything new to add. For the time being, I think I will keep my mods "unscripted". Anyone else have an input? EDIT: Found this in another thread. If anyone is very interested, follow the links inside this. Very thoughtful discussions. This cleaning procedure is way too much for me. I rather be VERY selective about the mods I install, and wait for a fix for this problem, by modders. I think this is the biggest modding problem of this games. No, I don't expect any fix from Bethesda. I'm thinking about something. Wrye Bash has a sort of Save Manager, and I know you can remove mods from saves. Any of you know to which extent it removes the mod from the save? Is it just an entry removal, or is it more thorought? I'll look more into this. -
LE Script-caused problems, ESMs, Save Bloat
michel92 replied to michel92's topic in Skyrim's Creation Kit and Modders
@IsharaMeradin NP =) I assume, then, that there's no such thing as adding a perk tru a quest script in Skyrim? -
LE Script-caused problems, ESMs, Save Bloat
michel92 replied to michel92's topic in Skyrim's Creation Kit and Modders
@IsharaMeradin In Fallout 3/New Vegas, however, the scripts are stored in the plugins. Given the other information you gave on the remainder of your post, though, I don't think that that has any bearing in the issue. That makes a whole lot of sense, my friend, seriously. Following this, I guess, then, that adding a scripted mod to an already existing save game would be less bad than removing one, right? What about updating scripted mods? Furthermore, let's say I run a mod with a quest script that gives a perk to the player. By removing the mod, would that not cause bloating, then? @Thandal I'm talking about Fallout 3/NV and Skyrim. @EnaiSiaion Hmmm, could you expand on that, please? Does that mean that if I run a dummy empty script, with the same name of, say, a script of a mod that I just removed, it will stop the script from possibly bloating the save? @HeyYou Can you point me to the link? I think I read something about the SKSE team working on something like that. Thank you all for the inputs =) -
LE Script-caused problems, ESMs, Save Bloat
michel92 posted a topic in Skyrim's Creation Kit and Modders
Hello guys! First and foremost, this topic is about some doubts I have regarding somethings that possibly there's no known "right" answer yet. If this forum is not fitting for this kind of discussion, I gently ask a moderator to move it to the appropriate place. To the questions we go, I'll enumerate them, for easiness of answering. 1) I read in some mod pages that mods that contain scripts causes problems. Mainly, the script get stuck in your save game, causing save game bloats, CTDs and eventually rendering your save unplayable. I've modded my games pretty heavily already to see them crumble to the ground and die, even Gopher's last Skyrim Let's Play suffered from the same problem, he even had to stop (luckily, he's starting a new one ;D ). From my modding knowledge, I know that if there's something that can render your save unstable and even unusable is a script. Now, to what extent that is true? Does all scripts get stuck in save games? 2) That asked, I now wonder: why vanilla scripts don't cause problems? I mean, Fallout/Elder Scrolls games have their fair share of bugs, but they don't cause those problems outlined above, that only mods cause (at least that I know of). Then I caught myself thinking that this may have to do with the ESM format. Could that be? How exactly does the engine handle ESM? I mean, aside from this master/plugin paradigm. Maybe scripts within ESMs don't bloat saves? Thoughts? 3) Is there anything else that can bloat save games, aside from scripts? That's it guys. I thank any responses in advance. -
I'm here to thank you guys for your hard work. The changes that are being made to the site are most welcome. I'm discovering lots of nice mods tru the mods news =) Thank you.
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Very handy Dark0ne, thanks to all the crew =)
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And don't forget to play a little in your breaks =) Thanks for the Nexus, Robin ;D
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Nexus Mod Manager in extended closed beta with mod authors
michel92 replied to Dark0ne's topic in Site Updates
I'll provide the best feedback I can, thanks for this awesome tool =) -
Very nice =D I'll see if I'll get it, nice to know anyways.
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Darnified UI for New Vegas?
michel92 replied to Strobelight's topic in Fallout New Vegas's Discussion
Well, try to change it for non-read only. Right-Click it>Properties>General>Read Only (uncheck it). Try to do the modification now. If this doesn't work, try to delete it and open Fallout from steam. Alternatively, you can verify the integrity of the game cache on steam. -
Unreasonable Performance Issues
michel92 replied to michel92's topic in Fallout New Vegas's Mod Troubleshooting
Thanks very much for your reply =D I see know, I can imagine, after all we dump more and more things into the data folder, I didn't thought of that. My LOD distances are not that high, just sufficient to prevent enemies popping up under my nose. Well, I'm defragging now...22% total fragmentation, 44% complete. It's been a while since I started, I'd better to this more often.I'm using Defraggler, I think it's a good one. Do you have any "defragmentator" to recommend? Thanks in advance. Edit: I wish I had an SSD either. But man, I don't know where you live, but down here in Brazil things are expensive. Expensive in a way that you can't imagine. But I do know that even in the US SSDs are heavy priced, but THE TECHNOLOGY IS INCRIDIBLE! Edit 2: Well, I just have to say that DEFRAGGING DID IT! OMG I am very glad, thanks very much luthienanarion. I was even having some strange behavior in Dead Island as well (micro freezing), but defragging solved it completely, and Fallout New Vegas stutter (along with the latest version of stutter remover as well) did the trick perfectly and completly. I'm using Auslogics Disk Defrag (very fast one), and I simply defrag in every boot, not letting it accumulate anymore. Top shape computer is what I got. Thanks very much. This thread may be closed. -
Need help with crashing/freezing.
michel92 replied to fang06's topic in Fallout New Vegas's Mod Troubleshooting
Damn, you're a crazy one hahaha but I like your style, and you seem to understand what you're talking about. So, some questions: You really never change a load order in a given save? You wait until you start a new game? Not doing this would really compromise the stability of the game? Isn't a clean save enough? Thanks in advance. -
My rig is not the best, it's pretty mid-range, but the problems I'm having are totally unreasonable. My specs:Core 2 Duo e4700 2.6GHz 4GB RAM DDR2 Radeon HD 4770 512MB Windows Vista SP2 PSU Corsair 650W, so it's not due to underpowered hardware. Just for comparison purposes, I run Just Cause 2 (it has some absurdly great graphics, for those who don't know) on MAXIMUM SETTINGS! And don't have problems with other games as well.I know that the engine has it's problems, but I don't have this problem in FO3, and I see a lot of people running the game smoothly on youtube, Gopher, for one (I watched all his tutorials btw, even already knowing what were explained in them, they're awesome, so is Gopher). I know Gopher has a powerful rig, but mine surpasses the recommended requirements.That said, I'm having serious stutters (my FPS is capped at 30). Even after putting all the settings on medium, disabling V-Sync (trough .ini,, both default and the normal one), setting screen effects to none, no AA, it doesnt help. It's not unplayable, but, wth! This is not suposed to happen!I'm pretty familiar with modding Fallout, and I DID TRY: -4GB enabler (nvse version) -Fake Fullscreen (and game companion, which has fake fullscreen built in) -NVSR -ini tweaks that everyone knows about (it seemed to worsen the problem, but the problem was there already). I know there's not much else to do. Now, to the questions: -I dont defrag the disk for quite a while now, I know that people say it helps with FPS, but honestly, how much does it REALLY help? Am I having this unreasonable bad perfomrce due to fragmented HD alone? -There are other ways that I don't know of (for getting a better performance)? -Are there people going tru the same there I am?BTW, my video card drivers are updated.I apreciate any help you can give me. Thanks in advance. EDIT: And you know what's strange? The game sets high graphics by default. I'm not running ANY mods, either.
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Should I mod my 2nd playthrough like this?
michel92 replied to luddifier's topic in Fallout New Vegas's Discussion
I highly recommend PaladinRider's mod above =D Also, I have some tiny small mods, that are likely to not cause conflicts at all, but to me, are essential to the experience. No Main Storyline ultimatus: http://www.newvegasn...le.php?id=40478 Description (taken from mod page): Killing Karma Rewards Removed: http://www.newvegasn...le.php?id=37546 Description (taken from mod page) Signature Weapons: http://www.newvegasn...le.php?id=43557 Description (taken from mod page). Logical Reputation Shifts: http://www.newvegasn...le.php?id=34944 Description (taken from mod page). And here's the link for Project Reality: http://www.newvegasn...le.php?id=42180 -
Slow Framerate and Crashes
michel92 replied to TheRagingMisfit's topic in Fallout New Vegas's Mod Troubleshooting
I'm sorry but I seriously think that you can't run this game. Take a look at this site: http://www.game-debate.com Do you have a Desktop? -
HDR, Bloom or No Lighting Effect
michel92 replied to kevkiev's topic in Fallout New Vegas's Discussion
Bloom makes the sky overly bright, so it's not recommend, as it says in geforce's new vegas tweak guide (google it if you want). NLE makes the wasteland without all the glowiness, and that's not a problem for me. I voted for both, NLE and HDR, but HDR really can ripoff FPS in case the rig is not powerful enough (not your case, it seems). But I'm kinda struggling for some performance, as there are parts of the game that I get below 25 fps, not that common though. So I think NLE is the way to go for me. -
Thanks very much for the reply tuna. As a matter of fact, I did check the FormID, and it seemed to be equal, but I'll double check it, cause now I know for sure. Thanks very much.
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Hello my fellow modders and mod users. I happen to be both, as I use mods and have a couple of simple mods. So, here's my question: how do I know if one of my mods need to be updated for the latest patch? Some of my mods are listing in FNVEdit that they are adding new settings instead of altering FalloutNV.esm ones. Like a setting of my Cripple Effects mod. One of the changes is fCrippledArm1h etc. It shows in FNVEdit like I created this setting, it does not override FalloutNV.esm, as it didn't existed in FallouNV.esm in the first place, even though in geck this setting is present in FalloutNV.esm. So, what does that mean, will this change work in game? Why FNVEdit shows the setting like this? And how do I effectively know if I need to update my mods to the new version? Thanks in advance.