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Everything posted by Nimboss
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LE SkyUI 3.0 Mod Configuration Menu
Nimboss replied to schlangster's topic in Skyrim's Creation Kit and Modders
> 12 hours and no reply? All mods busy playing with XCOM and Dishonered? :ermm: I followed Gopher's video, scrutinized the screens and had a fast look through the documentation, seems to be really easy to use. I must say this looks marvellous! You and the team should be proud what you have achieved. :thumbsup: I have not yet released anything for Skyrim but when, I certainly will use MCM to make it easy both for me and the user. The power of this framework can't be neglected! -
Tutorials WITHOUT "youtoob"
Nimboss replied to Allannaa's topic in Skyrim's Creation Kit and Modders
you are correct. it means a WHOLE number. So -- "Int" = number from 0 to 9 and -- "Float" = a decimal like .14159 or sumpin? @Allannaa I like what you try to do, I already noticed some facts for Skyrim that I did not know, thanks! For the define of variables in scripts, this is general similar for most programming languages so just out of mind... int a variable that can keep a number from -32767 to 32768 and can't have decimals float a number that as you correct concluded can have decimals normally with an accuracy for up to 5 to 6 decimals and a 10^ part to be able to create really big numbers. The fishy thing with floats is that you can seldom do a straight if float = 134556.347854 then do something because the float is not always a true but a computer binary approximated representation that for some ranges introduce jitter. A compare in a script will then fail because the float might contain some .000000xxxx rests that then not match and the scripts fail. Normally a way to solve this is to either use a function that reduces the float variable to the needed amount of decimals before the check or make a if float > 134556.347 and float < 134556.348 then do something. -
That was an interesting URL, must have to tweak with those settings mentioned next time I play, thanks!
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@ Illiad86 Thank you! This put a smile on my face for the rest of day!
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Hi coltonomor, If prensas tip don't make any change... (however it will make your game take advance of the cores in a better way when it do work) How does it behave just before it freezes? Do you get increasing stutter that makes the game almost unplayable just before it dies? Then you might have this problem: If you play at high settings for graphics the water (at least that was my problem when I had a similar freeze issue) shaders or something related to water generating in game has a resource problem and after some time corrupt or exhaust the game. Setting the water rendering in advanced graphics setup (in the game start menu) to one or two levels down completely removed my problem with freezing s.
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Hi, If I understand this correct you burnt a CD with the DLC to keep it safe a couple of years ago? In that case trying to read it with a new or different CD/DVD reader might give read errors. Also the CD might have been damaged or degraded over time (not impossible at all regardless that people think anything burnt on a CD/DVD is safe for eternity). I suggest if possible to read it back with the drive that burnt the CD or with a different CD/DVD reader and put the stuff on a USB memory stick and retry the install with the stick instead. This might do the trick for you :thumbsup:
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How far is it possible to remove the PipBoy?
Nimboss replied to Nimboss's topic in Fallout New Vegas's Discussion
It would be wonderful if that is possible! But at least what I found out is that the menu screen is projected on the screen area of one object in the PipBoy.nif in game. That was what took me so long time to move rotate and fix the area at least decent in front of the user. If I was skilled in .kf animation indeed I would create a animation with only one pose and set it in line with any exact 90/120 degree in relation to the user eye view. It would make it a lot easier to set and arrange the screen in front of user view. -
How far is it possible to remove the PipBoy?
Nimboss replied to Nimboss's topic in Fallout New Vegas's Discussion
Hi all, I have now released a "proof" of concept. It works and I use it myself. http://newvegas.nexusmods.com/downloads/file.php?id=45344 It could get a lot more fixing but I got a bit of tired of all the make a little change in NifSkope test in game, nope try again endless loop. Spent most of Saturday do get something decent visible. Also NVSE is needed see explanation below. The general approach: 1. Hacked the pipboy.kf to instant show and stop animation, by tricking the animation key for when animation is ready. 2. Modified (more trashed) the PipBoy and moved the screen to be in front of the player in PipBoy mod. 3. Made a quest script that initial remove any vanilla PipBoy or PipBoyGlove. 4. A fast script sequence that equip and unequip the modified PipBoy when going into and out of PipBoy menus. 5. A fast unequip and equip of what ever the PC is wearing in upperbody slot, if cloth changed when PipBoy is equipped the game is hardcoded to shrink or completely remove the mesh around the PipBoy to avoid clipping. NVSE has a function to get hold of whatever the PC is clothed with. Give it a try and let me know what you think... -
How far is it possible to remove the PipBoy?
Nimboss replied to Nimboss's topic in Fallout New Vegas's Discussion
Partly, a stoned idle like for a mannequin that don't move any bones in the skeleton but still have the amount of frames like the PipBoy .KF animination and then use a fast NVSE sequence when you hit the TAB to equip a modified PipBoy that actually only have the screen part and the three buttons moved and displayed just in front of the PC, I think would do it. The tricky part is that placement of the screen is still a part of the skeleton, if a modified skeleton (that change the wrist position) is used the appearance of the screen would move around accordingly. I think it also make a difference if you use 4:3, 16:10, 16:9 and different FOV angles on your game monitor. Still it cant be worse than the current view usage anyhow. @Jeoshua You almost got me thinking you already fixed a solution in the Images section before I read you "just" had a glitch :tongue: Still I think it might actually be possible to get a far bit with testing around a bit. -
How far is it possible to remove the PipBoy?
Nimboss replied to Nimboss's topic in Fallout New Vegas's Discussion
I partly already touched those paths 1. The PiBoy anim .KF have some time flags to take into account to be successful. 2. The PipBoy mesh I'm afraid is partly hardcoded into the menu system so just delete stuff won't do it. Make it transparent? Hum, might do the trick but still I think it in some cases would create visual anomalies. Still worth a try. (what I first did was to just shrink all unwanted gizmos and hide them in the arm close to the PipBoy root point. A better one would be to just exchange them to the smallest possible mesh like a cube or something) 3. The animation can not "just" be a blank, the PipBoy is attached to the arm and if the arm not move, the screen will not show up in-front of you. (partly tested that one by hacking the .KF, some amusing results but not something usable) If we presume NVSE is available one might make a equip/unequip sequence of this "invisible" PipBoy when TAB is hit, but it might be tricky to time it with the animation sequence to not be glitchy. Best would be if it was possible to skip all the animations and just pull the menu system up at a fixed place, but I think the idea with PipBoy as a central key object of the FO series made this hardcoded into the game, you can circumvent it but not totally skip it. RL is taking much out of my time but I do will try to test some of the ideas. Thanks! -
How do I run NVSE through FOMM
Nimboss replied to LordFlashheart's topic in Fallout New Vegas's Mod Troubleshooting
I'm with Fonger in this case, if it not work out of box you somewhere made a fatal mistake, note that this is a dual edged statement and can take you to a path you not was prepared for... I only put up this since I could not find this task explained in the Nexus wiki Part 1 The latest NVSE you can always find at http://nvse.silverlock.org/ Also on this page is a brief walk through how to install and the most usual Q/A for it. Note this from the site: "Compatibility: NVSE will support the latest version of Fallout available on Steam, and only this version (currently 1.4.0.525). When a new version is released, we will update as soon as possible; please be patient. We also support the 1.4.0.518 version of the NV GECK. The German "no gore" version is now supported." If you ran with Steam online at least at some time the last few months you should have been patched to these versions. Secondly after unpacking the NVSE file you will get a readme that frankly tell what and where to put the included files. A hint! it is NOT under the Data folder but above that one. Part 2 The latest available FOMM version (0.13.21) is found here: http://newvegas.nexusmods.com/downloads/file.php?id=36901 (Now this manager will in near future be superseded by the NMM manager when it get past the Beta testings: http://forums.nexusmods.com/index.php?/topic/460588-start-here/ ) After install, FOMM auto-magically detect you use NVSE, if you succeed with Part 1 install it will start the game through NVSE loader. More complicated it should not need to be. If you run Vista or Windows 7 and use default installs the dreaded UAC feature might put sticks in your wheels, but that is another story. Do a seek on this forum and on Google to find out all the different ways to fix that one. Just to say UAC was created to save you from mischief so the most easy solution to completely turn of UAC is almost never the best solution. I hope this will get you on the track about what you might have missed... -
How far is it possible to remove the PipBoy?
Nimboss replied to Nimboss's topic in Fallout New Vegas's Discussion
@Jeoshua You nailed it completely! :thumbsup: -
Hi all, I spent some time in the Summer -11 to try completely remove the PipBoy, fetched all information that I found about it, and tried out a lot myself with .NIF and .KF hacking relating to the PipBoy animation and appearance. I got that far that there was no PipBoy visible on me, and the .KF was speedup to almost instant show the "monitor" of the invisible PipBoy. But still with the arm visible, tried some ideas to get rid of it and also the background/foreground, and partly successive but was still not that happy with result. I hacked the PipBoy down to only show the "monitor" that somehow is linked to a window (as in a screen popup that is controlled by the menu system engine) that menus and so on is shown on. I understood that I had to dive into the menu system and at this point I started to mix with the settings for the XML and the beta/alfa DarN released for FONV, since this is a crucial part for success, but since DarN at that time for almost a year had not been active (the only one I know about that deeply dived into the XML and menu systems), and this part seems very different compared to OB. I stopped from any further advancement. Now do anyone know if someone got any further about the topic, or have details if it is possible to completely or almost completely remove the PipBoy at all and in that case have some clues in how? Please tell!
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Well, This Beta solved the "Repairing the Phial" quest, and if the most of the fixes in this 1.4 Beta from Bethesda is like that I'll be happy. By the way the game version in this case show you 1.4.15.0.4 if you dared to update. My normal seemly just plain less running around (read determined exploring :-) ) in Skyrim and peek and poke at things definitely has not been increased regarding total :blink: CTD %. Of course I just had a couple of hours playing with this so still some abnormals might show up, but at least it is not a major show stopper as far as I jumped around in Skyrim fantasy world. I wished this lovely 1.4 beta also included a beta CK to play with, since the general purpose I think was to nail out if something in the coming official release of 1.4 (and CK) totally havoc game play. Well, you can always wish, but what you get might just be a one thousand pieces puzzle :biggrin: I'm a bit puzzled about the "general" advice before accept this beta to only include your save games?? I might be a misunderstanding dude but if you really want to make a safe backup if this beta screw up things the task is to make a complete backup of your X:/whatever/Steam/steamapps/common/skyrim folder before you accept and apply this 1.4 beta. But this is only a temporary solution whatever, IF you are addicted to only play Skyrim, NOTE that as fast as the official 1.4 is released including the CK there will be no turn back, since most modders will upgrade and use the CK to fix things that was obfuscated before and if you still like those upgraded mods you will need to upgrade anyhow. :tongue:
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Hi, well I was prepared for "something" general else... Now to short things, this site or family of sites have an excellent Wiki that takes up almost all general obstacles about mods and installing, and to get the stuff to show up in your game! The general entry is presented on top of this web site like the "Wiki" subject link... Try it! For this topic the most general would be this: The graphical way The more wordy one would be this: General advice (no pics!) The only complain I have is that neither elaborate about the things related to the crucial Archive Invalidation needs? :teehee: Since the OP already solved the initial problem, this is more a guidance that there is info already available if you poke around a bit. New and new? @msyt I think you been around a lot more, just not been that "wordy" in the forums... :cool:
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Oki, This would be a proper place C:\Program Files\GIMP-2.0\lib\gimp\2.0\plug-ins\dds.exe with the need to change locality and version numbering to what you use.
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Hi! What Windows OS do you try to install it into? For XP I had no issues at all what I can recall!? If it is for Vista or W7 the UAC can be the culprit, have you tried to install with admin rights? just a few coins thrown up into the air and hopefully make a pattern when they hit the ground :thumbsup:
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Hi, guys Please start use the features of this site, like this one Wiki FO3 how to install mods It will tell you all you need :thumbsup:
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You have to wait, current releases of NIFtools don't work with Skyrim .NIF yet... NIFtools team however do work on it and have some early alfa/beta up for testing, and I emphasize on testing since Skyrim has a new .NIF format. (alfa/beta means it is in a development state and some features will not work others is not yet implemented, and if you do things they did not anticipate for sure it will break and you can NOT cry or blame them, that's the beauty of an early release of things, and the price you have to pay for being an early adapter :wink: )
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Dvorak keyboard layout
Nimboss replied to vallidor's topic in Fallout New Vegas's Mod Troubleshooting
Hi, Yes I think it is a DirectX thingy. Since almost all "normal" people use a keyboard that have most keys in QWERTY layout regardless of country, using a DVORAK might be confusing. Most people nowadays don't even know there is a much faster key layout like DVORAK and still uses the stone age QWERTY layout. Actually pretty amusing to read up on why letter keys are put where they are and not by statistical usage as priority instead :confused: The DirectX is more concentrated on key placement on the physical layout than what is printed on the key so if you grab a IBM QWERTY layout scheme for a keyboard I think you can remap with the use of DVORAK placement instead. There might even be more odd key placements since, well DVORAK is a kind of l33t layout and the manufacturer of your keyboard might made unique drivers that create even another layer of key swapping before the OS get the key presses. I hope you can sort it out :thumbsup: -
Blocking files with specific tags from category view
Nimboss replied to Dark0ne's topic in Site Updates
Wonderful! I think that will save both modders and staff from unneeded work and some members of the community too :) I suggest some of the new categories (hint hint) should be blocked default, and force a user to personally enable them if they want to see those at all. Thanks Dark0ne! -
i need help compiling C progerammes
Nimboss replied to JJacobs's topic in Hardware and software discussion
Hi Jonathan, I hold myself back to be sure you was not just a passing by person... What Bandit Ngebak and Paxan_1 says is mandatory! If your install of a C compiler can't find stdio.h you have a major problem. Whatever setup/installer I'm aware of know where to find it's own include files and a major branch of standard library files also. If what ever you got hold of don't... Well, I would start to question the source of the stuff. It sound's you try run compilations from the command prompt in a console window, kind of cute l33t stance :smile: Mostly nowadays you start fancy some sort of IDE to make things easier, Install that and stay with that until someone can over provve you there is something better to use. Still, Paxan_1 give an easy example of what often otherwise is considered as the "Hello Wold!" example. Have you successfully completed this kind of compilation exercise? If not you still have major problem with your install and environment setup to be even capable to run the most basic C compilation tasks. If you present what you tested and what the outcome was it will make lot more people able to respond... In general Borland Yeah! they was great!, outstanding!, superior! and so on, but nowadays after all the selling and fusions and renaming and re-brandings I'm not sure the core is still there. If you got hold of some kind of an old Borland C release I would suggest you try a MinGW GCC release for windows instead! or even the complete Code::Blocks IDE environment :teehee: And for all others I KNOW Microsoft have a free Visual C++ environment for download but to say that one is easy to play with, is like to place a fly rookie into a Boing 747 cockpit and demand him to take off because one size fits all... -
hammieD, Some time ago I examined the vanilla bodies (mesh) and there is a difference how left and right shoulder skeleton is set up. If I recall correct the right side (the gun hand side) of the shoulder have shoulder and shoulder "help" bone in the same xyz coordinate. But left side has them a bit separated as someone would assume a correct setup should be done. Got me puzzled into the reason for that, however... If you mirrored the weight paint, this difference in bone position would cause this strange looking for the mesh I think? Edit: Taking another look it seems too big to be just that little bone but it can still be worth to check out what weight paint values that left shoulder uses.
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Nexus Mod Manager, the Nexus Client, entering closed BETA
Nimboss replied to Dark0ne's topic in Site Updates
Marvelous! This will be interesting to follow! Also it explains why Kaburke has been so quiet, started to get worried there a bit. This application for sure have taken a lot of time and efforts to make ready and I look forward to try it as soon it is released. Keeping track of the latest release and combinations can be a nightmare if you run lot of mods, this could be a real pain saver both for users and modders. Nice Work! -
368MB Softpedia It's a really good game (what I recall there was some strange movement strategy early on before you got used to it) , if you don't think so it's more related to "not my bag" than the quality of the game. Did you like titles like Dungeon Siege, Neverwinter Nights and Dragon Age? Then you would like The Witcher also I think.