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nisen

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Everything posted by nisen

  1. hey ive just installed fxaa post process injector so cant use my normal overlay program for screenshots and have a problem with the normal prt sc key funtionality for some reason theres two files created for every shot taken, a bmp and a png, and the bmp 's considered unusable or by Windows Paint, also by Paintnet. but Gimp will open it, except it shows that its been distorted and stripped of most the color also the two files dont share the same numbers either, the useless bmp's have the correct number suffix thats shown onscreen, but the png's have random five or six digit numbers and theyre all different file sizes but around 60% the size of the bmp's anyway it seems like a stupid idea saving screenshots to the games root directory anyway, this just makes it irritating aswell. Is this a known issue, hopefully with a solution? or anyone know a screenshot program that works with fxaa ppi. Guess i could finally checkout where Steam stores its screenshots if theres no answer to this Edit did another seach and found this post mentioning it could happen cause the screenshots taken before all post processing is finished, and they suggested fraps, which does take a proper pic. As for Steam it also takes the screenshot too soon, but not as soon, so its not distorted just stripped of color. So problem solved with fraps
  2. should there be any difference in loading time/performance if the bsa's were just extracted and installed as loose files? Assume doing that'd remove any problems with the sound and thered be no need to edit the ini's
  3. One other question here about .7z, I know rar files can be extracted by several archivers that cant actually create rars, but how about 7z ? is it common to be able to extract those with more standard archivers (im not really sure what the standard ones are) and if its not common are there any known issues change file extensions, like to change a 7z to rar before uploading it (also, downloaded the 7z program and noticed its got one advantage over changing fomod to rar, that method eats up the first folder in the archive, the one the files named along with the conversion, so extracting it as a rar only spits out the subfolders, not sure why, whereas changing 7z to rar doesnt eat it up, extracts exactly the same)
  4. hey Substitute Stunt-Double, I didnt think itd be possible to change the extension and fomm would load other file types, good to know ok i see what you mean, it uses 7zip, thats the algorithym used thanks for the tip, just tried changing the extension of the .fomod to .rar, and winrar extracts it as normal, problem solved
  5. Hey ive got a large mod ill be uploading soon and noticed theres a fair difference in compression rates between .fomod and .rar Using fomods default compression its 5% better than rars highest setting, and think Fomm has a few better compression settings aswell. does anyone know how FOMMs so freakin good at archiving that it stands up a veteran like Rar? and with the whole NMM changeover, ive seen several comments people have uninstalled FOMM when they installed it, so thered be a problem if i upload this mod as a .fomod and people wanted to extract it (cause some of the files double as utilities) without having the program installed anymore. Itll also include a fomod script, but doesnt need to be in .fomod comments, Bueller
  6. hey does anyone know why theyd make it available on Steam, its not like you cant download it directly from geck.bethsoft.com Assume if it downloads the same exe which installs all the same, itd just be part of expanding the whole Bethesda features/ Skyrim's creation kit/ mods downloading. Is that about right?
  7. thanks for those tips Gribbles, i checked it out again and NMM mentioned one of the possibilities was a missing <installSteps> so tried changing <optionalFileGroups> to <installSteps> <installStep name="Options"> <optionalFileGroups> and the closing also changed utf to 16 and added the ModConfig5.0 uptop. No more errors :) and fwiw the stopgap method first tried only worked on FOMM, updating it to 5.0 is much better, and saves a ton of embarrassment
  8. this mod the script looks like this mabye 5.0 script stopped using certain elements. Idk much about scripts, this was something i pieced together from another mod, its your standard menu script another reason for asking this, is if theres no negative effect from copying ModConfig2.0.xsd to GeMM/data/FalloutNV folder, then I could just include a copy of it in the NewVegas uploaded fomod, for anyone whos not got a copy of FO3 installed (the mod has texture files usable on both games so its uploaded to both sites)
  9. if the header's at the start of the script which reads xsi:noNamespaceSchemaLocation="http://qconsulting.ca/fo3/ModConfig2.0.xsd i tried changing that to ...ModConfig5.0.xsd but didnt work
  10. Hey, I didnt realize the issue with FO3 fomod scripts not being installable on the FONV side but found that simply copying the ModConfig2.0 from Program Files (x86)/GeMM/data/Fallout3 to GeMM/data/FalloutNV allows FOMM and NMM to install them on the FONV side just the same The question is, would there be some problem using this method, there must be a reason ModConfig's below 5.0 werent included, but on the one mod ive tried, cant see anything wrong
  11. Yea this is one of those essential obscure mods I wont play without, but never actually tested how much difference it makes another essential sniping mod is Artorps Zooming Scoped weapons, ofcourse its not that useful if your weapon got crappy accuracy, which is one of the things love about FWE, with its weapon stats menu. Using that can check which weapons are as good or close to it, to be a sniper replacements, but without decent enouugh scopes as standard
  12. welcome to Nexus, you might try the Unofficial Fallout 3 Patch, tho I dont personally use it. And if that helps but not completely, also try Fallout Remastered. A general trick to reduce crashing is use the pcb console command every so often, cause the buffer can get corrupted, or install a mod called Clear Cell buffer every cell, its in the downloads section of the NMCs texture pack page. you can also try disabling Autosave and use CASM instead and read thru the Tweakguides tips on finetuning the game for more clues. In general an essential mod to use is FOSE, and with that installed, can also use Fallout Stutter remover
  13. yea guess i could try turning him into a dwarf. first ill just try the dlc trick, havent done any of them this time round Edit: found a solution using the the console, had to first kill him, then resurrect him, then tell him i wanted him gone
  14. hey thanks, but you got that backwards, it said he wont leave if your karma gets too low, so lowering it would be the problem if it was a karma glitch these are the reasons i dont like him around - going thru doors or fast traveling, hes usually in my way - runs out of ammo too often, left to his own devices usually ends up using a super sledge - allways runs ahead with enemies around and blocks my view - claims too many kills, leeching my xp - makes stealth tactics unusable - with the size of him, confined spaces feel claustrophobic - and hes ugly :P !
  15. fairly sure theres no solution, and because of the hopeless mouse acceleration when its mapped to a joystick makes remapping the whole controller with xpadder more trouble than its worth. oh and the console key also worked on Oblivion with a controller connected
  16. this is driving me nuts, im totally over Fawkes and want him gone, but when I dismiss him, he says hes disappointed blabla, but doesnt go!! Same thing if i just tell him to stay somewhere till im back, he just keeps following. ive googled every pharse i can think of to find the issue mentioned and only found one that he wont leave if your Karmas too low *after* hes been recruited, but my Karmas still high. If its relevant ive got Broken steel installed. Its also not mentioned in the glitches section on his wikia page either Besides disabling him in the console is there another command to reset his status as a companion?
  17. Facepalm, completely escaped me to read the bug list, I tried those console startquest/setstage commands and everythings started up, and to be sure also added stopquest after talking to Elder. Following the big guy now. thanks for the support :)
  18. with your last qn, how to get around poor aiming, try using vats to line targets up, then release it and fire manually, but if the enemys lining you up allready, use vats to go for an arm best mods to start with would be FWE, MMM, and NMCs texture packs. I wouldnt recommend a particular weather mod, but look at them all to see which youd prefer. oh and Jeo might be too proud to tout his own mods ;) but im not, i just released a killa map mod that shows all the terrain when you zoom right down, usually theres nothing to see, cause full zooms equivalent something like 800% on a 1024x1024 map, depending on FOV and screen size. its called Better high detail map
  19. Hi, Im stuck on the partof this mission after exiting Eden, theres no cues to continue the mission and going back to the Citadel doesnt active it. All im met with is the group standing around not discussing anything, and If i talk to Elder Lyons, the only mission relevant thing is telling him about vault 87, Lyons doesnt ask any questions. according to the wikia this is whats sapposed to happen "Once outside you will observe a fleet of Vertibirds leaving the base... You then must return to the Citadel where Rothchild, Owyn Lyons, Sarah Lyons, and the Lyons' Pride have assembled for a briefing on the upcoming Take it Back! quest. Midway through, Elder Lyons will ask you for further information about the Enclave... " if you *must return to the Citadel* wouldnt there be a message on screen updating the quest, Ive replayed this twice and same thing happens, no message and just those npc gathered at the Citidel saying nothing Im not sure how to force a mission to update in the console, or if that how to fix it. Any suggestions?
  20. Hey, google Book of Earache, 2nd link for the FO3 version but thats the download link, so cancel it first if you wanto check what your downloading. I can tell you v4.4 is the one you want so its fine to go ahead
  21. good advice presna, probably what he needs, i only discovered that mod a couple weeks ago, explaining how MMM adds its own raider skin versions, but imo, the mod itself isnt much better than the stock MMM stuff; the skins are still too grubby and the tatoos arent that great. You only need to add TAT1, TAT2, TAT3 to the head and body file names of any number of better looking skin textures released for FO3 or FONV, and overwrite them to MMMF3/characters/raiderfemale in your FO3 directory
  22. Hey heres a comparision of a four tree and grass mods plus an addon. Im starting a new game and thought itd be useful to first see some perspective and might be useful for others http://img84.imageshack.us/img84/6800/1greenworldv2.jpg Greenworld V2 - feels abit basic with little variation in the tree shape or color, but its compatible with Autum retex below so worth trying with that too -- http://img837.imageshack.us/img837/2819/2greenerworld.jpg GreenerWorld - similar but less obvious with smaller size trees, and the grass (bushes) looks a lot better, but this also has little variation in tree shape. Its compatible with Autumn Retex below and there an alternate version ive not tried called GreenerWorld Plus -- http://img694.imageshack.us/img694/6846/3greenerworldautumnnogr.jpg GreenerWorld with Autumn Retex and no green grass addons -- http://img26.imageshack.us/img26/9269/4greenerworldautumngree.jpg same as above but with the original grass from GreenerWorld (deleted the grasswastelandcomp01.dds from Autumn Retex file). fwiw the other two grass colors in the Autumn Retex downloads look abit too oversaturated. The standard grass from GreenerWorld is probably to bright sometimes, so somewhere between GreenerWorlds default and Autumn Retex no green is best, but simple to tweak this effect -- http://img195.imageshack.us/img195/7175/5theirworld33.jpg Their World looks beautiful for screenshots, but ingame feels pretty claustrophobic. The other downside is theres not enough variation of tree species or size imo, so seen from a distance tend to look lined up in rows. This mod also includes a weather mod, so you cant use other weather mods ontop iiuc. -- http://img197.imageshack.us/img197/1391/6bawastelandrestoration.jpg BA Wasteland Restoration ibesides what you see here, adds a sortof synthetic grass surface to replace most dirt areas, ironically theres not much at this spot and the shots not at ground level so dont see it clearly but normally covers every square inch of ground and looks very detailed, like real grass, problem is it can make everything seem too perfect and definately very different to the vanilla game, so might not be to everyones taste (this mod also adds the most tree species so another plus there) -- Note the weather mod used in the screenshots is from The Outbreaks Wastaland mood series and ive also got a color enhancer mod active, not a huge difference but a slight bump Fallout.ini changes iMinGrassSize=80 fGrassWindMagnitudeMax=250.0000 fGrassWindMagnitudeMin=125.0000 uGridsToLoad=7 (apparently you cant lower it afterwards and use saves where it was higher, default is 5) FalloutPrefs.ini change fGrassStartFadeDistance=14000
  23. hey, you can rename the new textures/meshes to what the soviet ones are called, and overwrite these four files in the respective armor/Mothership crew/Soviet folders xxx.dds (texture) xxx_n.dds (texture) xxx.nif (mesh) xxxgo.nif (mesh) and if you install the replacements as a fomod, or with NMM the overwrite isnt permanent, which is important cause the new armor might equip to a different body slot and stuff something up, or might look wrong so you can undo it just as easily
  24. pogosmoke, if your still looking for links, whim me, ive sorted out the best method to collect it all
  25. sry didnt see your making a mod, thought you just wanted help finding one to achive it
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