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Everything posted by Nimboss
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New patch problems
Nimboss replied to htomsirveauxjr's topic in Fallout New Vegas's Mod Troubleshooting
Well, the new update today already :teehee: version 1.2.0.285 for the moment seems to solved Ref 1 and 2 issues. Wonder what we got for new surprise instead :biggrin: -
New update on it's way out, version 1.1.1.280
Nimboss replied to Nimboss's topic in Fallout New Vegas's Mod Troubleshooting
Yes, That is true it seems this patch is kinky about what you done to the game with mods and changing .ini files. I did a steam "Verify Integrity of Game Cache.." and after that (and also disable most of the mods I ran) was able to start it. Thought that was due to my poking into the game and not a general one, well sigh! So they changed parts that is no longer compatible with the mods released, that was not quite comfortable. EDIT I noticed Steam complained on two files, well it seems one was the default.ini file, I added the lines for DarnUI [Fonts] again and at least that is solved. Turned on most of the mods I had before, but have not seen if these are screwd yet, at least the game start now with them activated. Not sure yet on the other file that was "restored" to vanilla state, and the possible bad impact of it. -
The little I tested all snail slow mo in the strip and in one of the White Glow Members scenery quest part is now completely removed! "Like it was meant to be" hum... a sentence out of it's concept :-) ,NICE Bethesda! Also seems to include a lot of fixes for quests, graphics issues and companions and so on, have not seen that in game yet.
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Yes!, That is good news. Can only replay to Gstaff's last remark "as well as improve performance for NVIDIA users and resolve some issues reported with Havok. " before closing the thread was a remarkable diplomatic conclusion :tongue: Running a top edge NV 480 card and more or less get stalled to snail speed at some crowded places is not what I referee to "some issues" or just "improvement". But I truly love to get this update to be able to use the full potential of my current GPU. I only bought a 480 since my 8800GTX got totally stalled at some scenes. I was enormously disappointed when a 480 card made almost no difference??? Thank's for the update jim_uk!
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For some reason I think you put this thread on a check for updates and just loved to link things that ease a Windows OS user to take control of things.. @bben46? :tongue: Well what ever, it needs some things to download and I as a "stupid" Linux user and having more than one PC to try things out on this... well, I'm not that inclined to install these apps. (That do not whatever mean that I think they are bad! I just have other more lazy ways to achieve the same goals on a different OS platform!) But for sure this is a nice gesture to guys that only use Windows as a major OS.
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Cute if possible, can you expand a bit where and what is needed to download application wise as a starter to do something like this? All I know is using VMware and having a virtual machine doing all the dirty deeds and just copy the files you trust to the main system for usage is the work-flow to keep safe. Since I have a separate Ubuntu (linux) PC I actually run all web sites and downloads through this comp and don't care much about virus, trojans and what ever, since mostly (close to 99.9%) they are constructed to harm a Microsoft Windows OS and get useless on a Linux OS. I know about the "sandbox" schedule I was not aware you can run that natively on a Windows OS? Can you tell what is needed to do this? For sure this is a WANTED feature for anyone that is just using Microsoft Windows OS and try to keep things safe.
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I'm mostly sure this is related to "LOD". The game have less detailed objects stored to use when you are far away from objects to speed up things and release precious computer resources. That's the quick and easy part. Now to solve this is more cumbersome, the general approach is to locate this LOD "cell" or "cells" and make new LOD files for them (with your changes). I have not done this by myself since I'm more into create new things from scratch. You can read up about it on these threads (and all the details needed to get it right): http://geck.bethsoft.com/index.php/World_LOD http://forums.bethsoft.com/?showtopic=1050826&hl= http://geck.bethsoft.com/index.php/Talk:World_LOD#Weird_LOD_Mesh_Errors_and_Other_Observations I know I read some more great threads about how to fetch the cells involved and what is needed to remake for correct LOD but I can't find them for the moment. At least this will give you a start. It might be easier to oversee with this anomaly than remake LOD it's your call to decide.
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Is FOSE(fallout script extender) safe to download.
Nimboss replied to gethyyy's topic in Fallout 3's Discussion
Yes, actually FOSE extends and make impossible things in vanilla game doable. It's the same guys that made OBSE for Oblivion and these are a must have for any modder that make advanced things in both games. If "security" is an issue and you are paranoid about it know that the main source to get FOSE is on this link http://fose.silverlock.org because that is the site the developers release the script extender on. I'm not aware they put this up anywhere else officially (correct me if anyone know better!) so if you get it from some other obscure web site you might get "gifts" along with it. That's the only keep "safe" thing I can come up with, FOSE works like a charm like OBSE in OB, the only issue or CTD cause is if the modder that use FOSE or OBSE don't yet fully grasped how to use it properly, at least that is my experience. -
Yes, It seems tesnexus now also together with fallout3nexus has been cleared from the blocked list (at least in FireFox). Nice! Still annoying it took so long time to get the machinery at the block service facility to conclude there is no issue no more.... In a grand American way can Dark0ne sue anyone for incompetence/sleaziness or reluctance to correct a false sentence in a timely manner? For sure there are lot of lost income and added mistrust put on the nexus sites for a time forward because of this false accusation, since the culprit actually was a "hacked" third party ad service and not the site as is. Correct? This actually is a bit sad, on internet nowadays you're doomed directly before proven guilty or cleared, and it's seems to be a mess before you can get things straighted out. Also this is a bit awkward since it is so fast possible to jail something electronically on internet it should be as fast possible (when cleared) to free something too! Where is the equal response thinking?
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Well got back from a weekend trip and it seems Google at last have removed the restriction. I can move (with FireFox) around freely on fallout3nexus without any annoying Warnings, so if more can confirm it this can give Dark0ne the pleasant work to tell this issue is solved :biggrin: Update: Oh, well for me it has moved to tesnexus now, got a red warning on http://www.tesnexus.com/downloads/top.php now instead. Google :wallbash:
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Well that explains it, I followed and got this little detail: http://www.tesnexus.com/imageshare/images/287592-1285358368.png I running on Ubuntu with Firefox and well it's annoying since anything I allow still got truncated in browser. Very well, I hope you got it fixed Dark0ne as you said. So for the moment we just have to wait to Google get their lazy butt out of the chair and clean the restrictions. At least this will make me get in bed at time instead of spending to much time on reading up on all interesting things that happens on Nexus :biggrin: The pic takes some space I see, If this is annoying any Moderator is of course allowed to edit my post to make it better. I'm still not sure of the best approach for this kind of replies.
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I know you know a lot, but is it possible to circumvent if we get a fluid shader programmer along? Old N.O.L.F. (a favorite) game had working mirrors (actually DE and DE2 had it also if I'm not just stupefied) and that are games generations back in game engine evolution. Now this might have been hardcoded features back then but since the shader programming in GPU has been an artform of it self for some years I'm not sure anymore what we can and can not get in a game regardless of what it was originally released with. Of course there is a major impact on OB and FO3 since you normally play as a 1st person and have this "hand only" and not a true body in game. This of course was an intended approach from Bethesda, but still, is it possible to poke the .NIF of a mirror to work properly? Just a technical idea up in the air... I'm fully aware that this may totally screw up other graphical objects in the mirror, but as a technical question would it be possible partly or is it a totally dead end with Gamebryo engine?
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Well it's nice to get sources of willing people to voice act. great! The problem is that when having a mod that might have fifty or hundred voiced lines this is not fun anymore. The technical issues and work pipe lines is not smooth to handle this amount and the needed efforts for details to get it work nice. I just throw up some bullet points needed for a successful voiced mod: There is only one vanilla TES CS .exe that still handle the possibility to create .LIP files at all. The voiced file must be in a specific format to at all be .LIPified. Converting is needed before translation. Still a process of .LIP creation might fail if the recording or the voice actor is not clear enough for the tool to make use of it. I have read threads were people have needed to make a voice over to get the .LIP creation process to work. Currently this is all MANUAL work. Now this was for the technical part and there are loads detail works to be done in CS to create just this part. The other part is how to practically let your voice actor know the mood and set and archetype and emotions in the voiced act to be believable? A moder have the lines that is supposed to be voice lined, but he need to transfer a .txt file with what and how he needs the actor to actually voice the lines (emotional descriptions). I throwed out a FO3 mod to automate the TES CS .LIP file creation and this was a test to see the interest into this business at all. The second stage would have been to make a tool kit to let the voice actor to have a work file and tool with emotions details and so on to ease the work process to just let him/her make the voice acting as easy as possible. Well, the result is I got downloads but not any response how to it worked or improvements needed. My decision to release this on FO3 might have been a failure. I just like voiced encounters in OB or FO3 as anyone else but this is NOT easy accomplished! And that's why so few have it. However I like to create tool chains to ease this problem, just tell me what is needed to ease this obstacle.
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[WIP] Malos Fallout Body Resizing Mod
Nimboss replied to Kalten1979's topic in Fallout 3's Discussion
@Kalten1979 just to update You, I have NOT lost MY interest into this bold approach you made available for customize anything around you, like NPC or whatever. However I apologize to be reluctant to anything for a while because I wanted to know if there where more people interested in your epic approach to change things on the run... Well obviously comparing to OB and MW we have completely different base of users to confront?!. I still not understand it... This is like switching from B/W to color television and still folk's don't get the potential of this MAJOR customization availability?!?!?! I'm stunned.... I frankly don't coop with it... Just to make a note You Kalten1979 or Malos for sure this is an Epic approach . It just seems the world is not worthy the great efforts you put into it?! -
SaidenStorm made some experimental tests with mount and "ridable" things, can not remember if it was a thread on his results here or on Bethesda forum... Still the conclusion was (again what I remember from the thread) that this kind of stuff needed a lot of work and the result currently still would be a bit clunky with the tools and functions available. But It was doable. For sure it would be nice if this (like horses, cars and bikes) was reinstated in New Vegas, but hum, should we not already have seen some promotional screens for that? since this would be classified as a REMARKABLE feature in the new game? Very well, currently I got a feeling that many just slowed down a bit and awaits New Vegas to see if they should stay with FO3 or jump and take advantage of what the new title gives regarding modding. Time will tell.
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Ign article: No ladders in fallout.
Nimboss replied to SpacemanSpIiff's topic in Fallout 3's Discussion
@ sakura357 Well, I missed this reply and the few before... I'm not sure how to reply since I'm not native English. It seems this reply fix two flies in the smash, but I'm not sure what the true purpose is of this reply. Since I was never stating what HL1 or HL2 could do when climbing. For sure climbing ladders is a technical issue for any game engine I seen when browsing forums regarding utilization of the specific game engine in specific. More than once I've seen questions on how to make a proper ladder animation and the code behind to make it proper. Let's just stop there! Certain game engines have these kind of hardcore stuff put into the guts of the engine for this where a part of the needed stuff this game or engine or end customization needed. Now for the implementation of how Mr. Jackson climbs the ladder I'm not sure it's "just" an animation, and since neither of us have actually dived into the code how this was done I make this open. I however presume Bethesda used a similar approach like "sitting a chair" or "lean against a wall" when the NPC reach the must complete, after that climbing animation kick in and the NPC starts to climb. IF it is so this would open opportunities for gifted animators to expand what is doable. IF not for sure this is like you say a hard coded limitation of the current Gamebryo engine that Bethesda decided to use. Lastly, Bethesda could have claimed that they really needed climbing ladders to work, if so this would been a task for the Gamebryo coders to implement and if this was to costly this was discarded before anyone of us get the words of it. This is also another issue regarding what you can get into a game engine or what not. Most game engines is constructed and forced to be extremely good at restricted types of games like FPS, RPG or simulation. When you start to mix these genre's You're in big problems. I have currently not seen any game engine that take ALL these types into a working solution without some quirks, restrictions or complete fails on some features. If it existed I would been a lifetime supporter (also) at that game engines forum for sure. -
As Megatarius says.. This nifty tool can handle a lot of big files in height formats. The issue is how to grasp a tool that exports a hightmap file that you can import with this tool to the level of detail you want. That is, you need to use a 3rd part tool or a real world source of height levels for you're new world space. This source needs to be formated in a form that TESAnnwyn can handle, but after that you have a .esp that you can work further with.
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Ign article: No ladders in fallout.
Nimboss replied to SpacemanSpIiff's topic in Fallout 3's Discussion
Well... The PC can't do it but NPC was made to do that in Point Lookout! To not make a spoiler, Mr Jackson at a certain point in game will climb a very long ladder. Not thinking many noticed that since you are occupied with other tasks at that point. :whistling: -
Like Johssy says And the other big reason Modding Xbox360 version
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Problem with creating World Space
Nimboss replied to mw2freak123's topic in Fallout 3's Mod Troubleshooting
Good, in that case this link present a technique to make new world spaces fast and a lot of details about how to get it done. This was one I found a time ago when I Google this subject: Creating Custom Worldspaces the Easy Way Hope it will get you up and running with new world spaces. -
Problem with creating World Space
Nimboss replied to mw2freak123's topic in Fallout 3's Mod Troubleshooting
Hi, Nice to see a new one that wants to create new world spaces! However please tell a bit what you want to achieve? Do you want water at all or get rid of it to only have land? If you want water have you truly raised land above water level? This part in G.E.C.K. you just not jump into and get things working out of box theres a lot of bugs and traps how to set it up to have a chance to get the results you want. Have you read up on world space and followed some of the links on creation on Bethesdas GECK wiki Also there are some detailed threads regarding techniques and workarounds for some of the most annoying problems you can have on both the official Bethesda forum and here on Nexus Forums. Please tell a bit more what you tried and what you want to do, that will make it easier for people to jump in with more accurate and fast reply to what might have gone wrong, or even better links to tutorials that explains it. For instance if you don't care about water and don't want to dive into LOD creation there is one fast approach to create new world spaces with a few limitations of course. -
This gave me a "I've seen this kind of ..", Well here it is.. You will need a programmer to make a plugin for FOSE, there exist one for Oblivion OBSE Faw's G15 LCD plugin for OBSE
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[WIP] Malos Fallout Body Resizing Mod
Nimboss replied to Kalten1979's topic in Fallout 3's Discussion
Wunderbar! Your approach with settings and variables in the animation group wasn't I aware of (that was a cleverly way to fire of the different .KF files), Is this fully worked out with all bits and pieces how to set up and use it? Can I read up about it somewhere? I tried the released mod out a bit, it's easy to get lost with all options for PC, so much to play with. Of course I pushed in the NPC variant directly, although it seems to work it breaks other anims. Too many NPC is just standing :biggrin: . And No this is not a complaint since it was tagged alfa and not claimed to fully work yet, still it shows the potential of this mod :thumbsup: You state that other mods with custom anims other than vanilla will have problems, I have not yet tested that. Is this a major problem or is it related into how other mods fire of custom animations? Is there a solution for this? Secondly since you now released the mod/mods where would you like any further conversations to be? Here or on the file section where the mod is, and in that case in the main thread or a develop thread? -
LOD meshes Not fading out when i get close
Nimboss replied to SpacemanSpIiff's topic in Fallout 3's Mod Troubleshooting
It can be a lot of reasons, dependencies and settings and so on and so forth that make your game stuck with lowpoly LODs. I messed around with this for a while (when creating new world spaces) and one solution is to make the .esp into an .esm (if that one uses new or edited LOD objects). I got the impression .esm has another run level and supports new/changed LOD fully(although little is found if this actually is the case compared to .esp). Anyhow from getting stuck LOD objects here and there they disappeared completely. If nothing else helps it could be worth a try. -
[WIP] Malos Fallout Body Resizing Mod
Nimboss replied to Kalten1979's topic in Fallout 3's Discussion
Great, Also the NPC part is good, if you have a faster and more efficient way to deal scripting NPC than what I currently have made, then let me know. I have a lot of other things do and it's stupid to invent the wheel in parallel. This is the main item script that is put on any NPC that is wanted to be morphed. Another script creates a continuous timeupdate with aprox. 0.1 sec detail and put it in MalosBodyClock ten times greater. So my add of 100 for timecheck actually is 10 sec. The rest of the script I hope should be mostly easy to understand. Global triggers is MalosUpdate, if set to 1 it will check next level, if items of MalosSyncUpdate is not the same as global MalosSyncNr then check if we still running a timer. If that's clear then start to get if we have a stage level on the NPC and start walk through all morph types from the last stage in script. Tried to use the insert code snippet but the code was almost unreadable with the dark forum skin. Had to attached it instead.