Jump to content

Nimboss

Premium Member
  • Posts

    347
  • Joined

  • Last visited

Everything posted by Nimboss

  1. In response to post #39761695. Aawh, that's the spirit! It's good to see few posters (whatever reason) with a long time around step up voice their concerns what currently happens, have a kudos from me! I spent years of just using and reading what others made, before I started dabbling with mod creation myself. I propose you start a little yourself since you obviously have the right mindset.
  2. In response to post #39468315. #39468760, #39469375, #39469590, #39473275, #39474995, #39476435 are all replies on the same post. @R0NIN I'm not even native in English and had not the slightest problem to understand what Dark0ne posted or the reason for it. If this was supposed to be an essay or high level poetry I might buy your concern, but this is more of a news flash, reported by someone knowledgeable in the centre of the trouble. To address your advice what kind of audience do you represent? OnTopic: This as already told derail the purpose of the more important data presented by Dark0ne, why not focus on that instead of "styles" on writing?
  3. Sweet! I have noted lately both modders and users complaining there where issues with files in both directions on nexus. It seems you fixed it at least for the uploaders in a greatly manner, with the resume features and all for uploads. Great! Since I'm blessed with a rock solid ISP provider I never ever had any troubles with downloads from nexus, but for those that are not so lucky out there in the world (I can have missed that announcement since we now use CDN services?) are there any plans to extend this resume feature also for downloaders?
  4. You mostly answered your question yourself. No, for now drop FO4 totally since it is set in wrong time frame, just for a head up why it will not suit your needs at all is spelled PipBoy. You are very welcome to dive into the again I believe hardcoded PipBoy functions into the game, Fallout and a PipBoy has been hammered in as a must have combination, to get rid of it to have more medieval looking interface, well I presume will be very troublesome. Skyrim is set in the right time frame, there are lot of assets you can use, the modding community is mature and almost all bugs and workarounds related to CK are known to get you where you want, why start with something that not even Bethesda yet finished? (new DLC, just released CK, u.s.w.) Why FO4 you think would be a good choice? FO4 compared to Skyrim is just that there are some new bells and whistles added, but with graphics enhancers like for instance ENB to me there are very little new with the engine used in FO4 and even more difficult because Bethesda choose to use new 3rd party software and the modding community is still in the work to get tools working again since new formats broke what worked in Skyrim. So would you like spend time create your game, or hit your head on the desktop when things don't work? You also say standalone, if you with that mean you will not load FO4 game base .bsa and .esm files, you practically will start from scratch anyway and in that case could use any fitting game engine so why not for instance use UE4 like Thaiauxn says?
  5. In response to post #35723727. #35724012, #35724302, #35724677 are all replies on the same post. Hasty are you? ..... Secondly for load balancing nexus use the services of a CDN provider, all changes in nexus needs time to propagate out to all servers this provider has before it works well. So I suggest just wait till the process has been completed.
  6. In response to post #35721627. The pattern you might have seen is depending on how this migration process works, as a general guess there are some complicated scripts running for full speed to transition the former setup to the new more secure one. Those scripts don't care if a modder have enabled a donation popup or not. I's more a question where in the SQL queue this one is placed or when the mod was released. Secondly for load balancing nexus use the services of a CDN provider, all changes in nexus needs time to propagate out to all servers this provider has before it works well. So I suggest just wait till the process has been completed.
  7. Great you guys take security as a prioritized subject. Better safe than sorry! I think it's a not so bad time to do it now since if it was postponed some weeks forward when the first DLC for FO4 and maybe even GECK for FO4 is supposed to be available with all the crazy intensified traffic that will cause would be a real bad time to start switch things.
  8. At first reading your initial first lines posting it sounded like an issue I once had, but the later info seems not likely. When adding a door to a building in one of my mods I could not reach it in game, at all?! The reason was not the door but the general asset building in the game, it had no cut in the collision mesh where the door was placed, found out that by opening the building in NIFskope. I think you already past that level of checking why things not work, but for someone new with issues like I had it could be a helper, if they can read more than a few posts in search of answers that is. You have two among all the best posting in this thread so I would wait to see if they can come up with something for you. Also to have (700 already? checked in snap shots) of the development process give you a fair chance to go back to a safe version before the nastiness was introduced (the tools we use is not 100% bullet proof). Are you some kind of professional in RL? Because I seldom see someone taking the need of backups when modding to the heart like you seems to do. :smile: The last post of you is disturbing, if things changed at places you not yet made any changes to you have a tool (G.E.C.K.?) that screwed up your save. In that case IMHO it's best to go one version back before this was introduced. EDIT: Ah took me to long time to type this, blame it on to not be native in English, so you got first, glad you found the issue.
  9. Hi! All engines have a steep learning curve at first, but if I mostly (I'm not native in English) get what you aiming at I would recommend UE4, but I have my doubts because of MODO and MARI you talk about in the same sentence. I had to google the details, MODO seems sort of animation and render engine (no games involved) do you want to make games or movies? MARI seems like another high end tool specific made for movie FX not games? UE4 is a top AAA engine that has been evolved from UE and up to current version and been used in loads of AAA games. The funny thing last year was that Epic Games made it available for almost anyone to play with and create games. There is, and that you have to consider, that for all game engines a legal part exist and if you get very successful they all want a part of the gold in one or the other way. There are other game engines that probably are superior in some parts regarding speed or heavy graphics but almost all of them are bundled with a NDA and a hefty fee before you even can play with them. And not forget those specific engines are only usable by a very closed set of people to make a certain kind of genre of games. To get a picture what UE4 can achieve if not still knowing, google about upcoming Paragon MOBA game, not my bag of game type, but the graphics in most of the trailers you can find are made in game not separately cheating movie rendered stuff. UE4 is also released with source code if you are a programmer and needs to modify or create plugins to achieve what you need! The second and it actually shall be the first most prioritized question when deciding about game engines: Are there an existing big evolving and kindly sharing of knowledge and advices community around the engine you decide to start working with? Or do you have friends that already uses it and can support you? If not you will get grey haired quickly if not insane. :smile: Unity5 is not bad, if I had been convinced I could create what I want to achieve I would consider our fellows in Denmark. It has a devoted community and some nice easy web online deploy solutions. So am I just another fan boy? (Most people cant read nowadays on Internet, so if I get some stupid responses on this post despite my long general explanation below, you are the type of dudes I read about many times over the years claiming you will create the most awesome MMORG ever, and in the next sentence ask what normal maps is needed for? Prepare yourself to be ridiculed :devil:) I reed about Unity engine years ago and was almost convinced, but not seen any top big AAA titles used with it, they have something but not for me, like the WWW tool to create web games, or the create once and deploy to all supported platforms like Android or iOS and more. I have a licence of an older game engine (paid for) that I dabbled with but it nowadays don't keep up with modern standards, still competent (and have a detailed forum, but many seems to have moved on to engines that is more modern, still lot of these guys pop in to give advice, that's nice). I have a license (paid for also) for another game engine with full source code (If I ever will be more clever than the totally maths genius developer, laugh!) that I believe is close to AAA standard and have some real revolutional implementations like voxel based terrains (with a hight map based game engine you can never create tunnels or natural bridges over canyons without using separate meshes, like in Bethesda games, just saying.) Currently (when this post was made) the development has partly stalled, since they want to create a game that can show of the possibilities of this engine because, well there has not yet been created any block busters with this engine yet! The community is strong but they presume you actually can code at some level with C++ before you ask obviously basic ANSI C++ questions you should have learned long before. O.G.R.E. Been there, it's a render engine, nothing less nothing more. But what it is supposed to do, it will. For a full fledge game engine you have to be some of a hard core programmer and avid LEGO builder since you have to create the game engine yourself using this part for the graphics and bring in other blocks for Sound, AI, Physics, GUI and so on. If you are interested in core system development and want to make everything yourself this is the thing. Some actually have done and if you google O.G.R.E. you will find some of them. Irrlicht anyone? Tested and followed for some years, needs hardcore programming skills to get anywhere beyond demos, at least the last time I checked. I did not mention CryEngine and that's because I freaking not understand what stand point they have around all this currently nowadays, it has been stormy the last years for them. It's a good engine but who can use it and what would it cost and how rabid will the NDA be? Personally I'm more interested into create content for a game like quests, storylines, put in assets needed and NPCs to interact with, and huge open worlds to explore, than to dive head long into core programming, that's why I hanged around Bethesda games for so long time. And now I hope at last for FO4 the real owner of this game namely ZeniMax Media Inc. realise they cant run around the plate of hot porridge like some insane cats anymore and instead truly give us fully supported tools that works both for game logics (CK,GECK or whatever they will call it for FO4) and for including new meshes (fully supported importers), just for less than one or so % of their annually income. If not, well I hate to use plethora of tools developed by lovely enthusiasts and still need detailed binary hacks to get where I want, just because some filthy rich people don't understand the best for them. For creative people that like to use a top notch game engine fully supported with importers for content and a close fit with the developers to suggest innovations and a great community for help and knowledge I would try UE4 instead.
  10. The part you tell what Monitor Size you run with stops with >24” ??? With a lot people nowadays investing in extreme wide screens and high resolution monitors and even multi monitor solutions, I find this limit really old-time school. Time for a little update maybe? At least since we have all these 3D goggles just around the corner... I presume this once up on a time was usable to determine what WWW size one should use for the web server, but now a days that needs to be fixed since a modern smart phone have higher resolution than mostly of the choices available. Make it editable like the rest, is my suggestion. I have one 40” 4k screen and a bit older 55” HD monitor for another PC for lay back playing. Just to put those as >24” will not tell what people actually play games at for resolution or monitor size. Even better split it into two editable settings, one for hardware setup and the second for the resolution used, that way they who reads about it at least can get a picture of the setup used.
  11. Hi Roy! Well I feel your frustration, been there also, and mad is just a simple word to describe what you feel. GECK has a notorious ill willed manner to put in "random" height coordinates, often havoc a whole cell out of sync with the rest of world space. That is what you see right now! What I usually do is to try smooth the world space in question in GECK, reshape it to what I want in GECK again and hope for the best.... It's lame I know, what I really would like to have is a tool that can penetrate an .esp .esm file and correct the anomalies that GECK "randomly" put in for world space coordinates.
  12. Let's first see what they actually did this time when the game comes out? Secondly I think Roys path to disable voice and only have text probably will be possible. Bethesda I hope will support it since it usually is a strong demand from organizations against companies that not make their products usable for hard hearing people. Voicing had its place in Mass Effect but I'm not sure I support it fully in FO4 the games are different styles. First FO4 play I will try voiced, then depending of result I for now still think I will turn it off for other play rounds. But as Fallout2AM mention I also see there will be lot of tries of people to do a total makeover for VA most will probably be bad (we speak of 13,000 lines something that must be done with the same quality all over). They however will do it for the challenge and in the hope of getting famous and recognized, and some probably will. That can be a nightmare for modders in the future if they start to need aid from let's say 10 different popular voice actors to release a new mod. And if some of them start say (most likely) they will do it but it will cost you a bit? I just cringe thinking of strange scenarios where users start demand you (it will) that their favorite voice actor should be added to a popular mod you made, or start telling it's a bug/error because the voice is wrong when playing your mod but with another mod "works". However I hope most people will stay with vanilla voices or have it turned off using text. In the first case a good voice actor should be able to get close enough to mimic the original, and the last part with using some good audio filters will get it near to perfect. Just look on how music industry does it.
  13. I think the game engine version for FONV is too limited (maybe wrong wording, closed down, seems more suitable) to what you want. Just was reminded that FONV have only one level of LOD compared to SKYRIM that have more, never thought about that much, and never have meddled with SKYRIM LOD very much at all, Yet! That at least makes it promising for FO4. But this was for fixed world LOD objects. I never checked that out but for FO3 you had some Vertibirds swooping in and out of sight, did they use full fledge .NIF all the line or did they at some distance switch to LOD models, have you or anyone checked that? To me at least at distance it seemed a lower level model, but I can be wrong. However you should be able to have a "LOD" or many "LOD" levels of a complicated .NIF and use some smart "blending" when it is close enough to a PC. It should be about some smart scripting and increase opacity for the lower detail .NIF and let the higher detail .NIF keep the path and take over. Actually for all levels needed depending on how high your .NIF details is. Don't we have enough NVSE and plugin tools to make that happen already? Just asking? ( I have one old wild idea of letting some big Star Cruisers hovering down on low orbit over Mojave, and depending on distance use this "LOD" idea to not choke the game engine to death.)
  14. IF someone still would want to batch convert things not only .DDS to .TGA but for a lot of other graphic formats try DDS Converter, made a check and I think it was this one I used at the time. Just read the details and posts, it needs some tweaking for Win7. http://www.nexusmods.com/oblivion/mods/8698/?
  15. Regarding strange "patchy water" problem: What I seen and it's daunty to fix is that this normally is caused by missaligned cells regarding hightmap at borders of the cell. If close zooming in at cross sections between cells in GECK and have cell grid showing (B key) and turn on wireframe (W key) you probably notice gaps. I think you could do similar in game with console TFC/TWF and examine land under water close. What I did in those cases was to use the inbuilt Landscape Edit tool (H key) and try raise/lower/soften in combination on problematic section. But if it is bigger sections this can be very time consuming. About the million bit question: Well it depends how you guys created the worldspace, directly in GECK or by importing a hightmap? I presume you imported a hightmap, and in that case I would try to expand the world in the tool used to create it, import again. And like told afterwards open and cut of sub-blocks not needed with FNVEdit to get it square. Also note that "patchy water" in this case can be because the tools you use at some points exceeds allowable hight limit between two hightpoints in the map. Depending on the workflow at some point the tools try to correct this and it introduce misaligned cells. For LOD textures and placing: You did read this? http://geck.bethsoft.com/index.php?title=World_LOD Read the section about LOD textures carefully. Some other info are outdated, but for LOD textures it's not. I started with this mod http://www.nexusmods.com/newvegas/mods/36693/? by chucksteel But as mentioned in comments alpha channels are lost. Files needed have _LOD in it's name I have around 264 items, but I think more are needed spread in all those folders from textures.bsa not following this name structure. Actually I had lot of space and was lazy so I found myself some graphic tool with alpha support (can't recall the name) that had batch converting function and converted the whole texture.bsa of files to .TGA format and slammed all the files under source folder. Totally overdone (13GB), but I think I never had any missing .TGA when LOD creating.
  16. I'm to tired, just some more notes from your worldspace Your world have 336 chunks, that's the exact size of the DLC Old World Blues to give you a picture. Also noted it seems to be exact square with 16 as a divider, perfectly placed in the exact middle of worldspace, funny I just grabbed after something to give you a size of your worldspace compared to something else. I made a simple water world of 72 (bad number I know, needs cleaning) chunks it took 2.5 hour to LOD generate on a CPU O.C to 4.2GHz doing nothing else, just give you some figures. If your world is centred you should have a -1,-1 -1,0 0,-1 and 0,0 Block. What makes it more pain is all the sub-block you have under the major blocks, these are the ones one needs to filter to make the worldspace square. For a little world totally square with 16 chunks (256 cells, note the power of 2 for the numbers) you will delete anything bigger than sub-block matching the major block number. IF your world is bigger you need to clue out the coordinates of all sub-block you need to keep, and what to delete. It's maths based logically after the word cell coordinates and put in sub-blocks. Again DLC Old World Blues have for Block 0,0 16 Sub-Blocks ranging from 0,0 up to 3,3 with world space coordinates up to 31,31 you start to get the picture? One could argument that 3,3 and 31,31 is not power of 2 numbers, but we start count from 0,0 not 1,1 since this is based on programming and zero is a number also. That's why Block -1,-1 and the Sub-Block most far away from origo is not 3,3 like before but -4,-4 zero is already taken. So just don't delete blindly, and keep lot of backups of your mod GECK eats mods for breakfast. Now I must sleep...
  17. Hi! LOD generation will not crash if not square, unless something other that GECK needs is missing when it runs generating internally. But afaik it DO introduce visible errors (I noted creating water worlds will get strange "holes" if not square) in the LOD if you have stray cells and not exact lined cell borders of your new worldspace. Roy has messed with this more than me I believe and to base it of a power of 2 number like 16 sounds good. Also when testing a big new worldspace I noted that GECK generates in chunks, it can be hours between new LOD chunks created if you check in the output folder for the LOD of the new worldspace. If you can let it run that long that is. A good sign is if one processor runs at 100% continuously, maybe jumping to another core, but still one at 100%. Then GECK still working, and if after hours there really are new files put in the output LOD folder for your worldspace you have a BIG worldspace and might need days in worst case to complete. Just empiric notes from own tests, what really controls how fast/bad/correct LOD is generated I can't tell I just seen it makes difference.
  18. Hi Paul! Did the survey, just wish there would have been more characters allowed for some questions, I presume you did not counted on that there could be more than Dark0ne to be very verbal did you? :laugh:
  19. I used TESAnnwyn to export height map and made use of a paint program in a clever way to get something useful. You still have some job to scale and tinker with settings in GECK to get your true position and map place to fit together. mindboggles way is similar to one crazy idea I had. That was to create a mod totally scripted using all features of NVSE and others. When activated in game it would place you at a start position and set your view at ground and then walk all over the worldspace and take snapshots with some naming structure. Then using some picture tool to stitch all of them together. The quality would be totally superb! I gave it up since I think it is to much work to get there and too few that would use such a tool, but it would have been awesome. I'm listening if someone thinks it should work and not that hard to do, still how many would use it? 10-100-1000?
  20. In general you want a Prevent NV Companions from enter cell? http://forums.nexusmods.com/index.php?/topic/1905484-prevent-nv-companions-from-entering-a-cell/?hl=+followers I admit I have not scrutinized your script if you already read and follow the ideas from that post, but sure a lot heavy scripters was involved discussing methods to do just what you want. Hope it gives you new ideas.
  21. Hi! Anyone lately getting problems with CS scripted installers (FOMOD)? I have three machines that now refuses and spit out a popup named “Debug dm3” and the message “Install hit”, no matter if I use FOMM, NMM or MO older or latest versions, same result. These have worked before! I presume this have something with updated Windows security patches and .NET but can not find where even to start change policy or allowed versions. Any suggestions?
  22. In response to post #24595404. #24596639 is also a reply to the same post. +1 ROFL
  23. In response to post #24563149. That's the spirit bro, have a kudos from me!
  24. Excellent post Dark0ne! When money is put in as a driving force it always seems to drag out the worst of people, not all but many enough to drag a sordid feeling over it all and make they who had it as a fun hobby or interest to start look elsewhere. We seen that for big online games, why would modding be any different? It will be a compete for money and not quality or joyful innovations, the business model we see penetrates almost any thinking nowadays. Modding has had been a safe place to think out of the box, now it seems some thinks it's time to capitalize and destroy even this part of independent hobby. I hope I'm not a true raven of doom, but instead will be pleasantly surprised by how this outcome to be something great. But I suspect it will not be good, the future will show ...
×
×
  • Create New...