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Sdesser

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Everything posted by Sdesser

  1. If you want to be super sure, just open them up in the new Creation Kit and save. That should fix any problems with header etc.
  2. I refer you to a site that actually tested for this, they are not the only ones to see this issue either. Fallout 4 CPU Benchmark: Major Impact on Performance - i3, i5, i7, & FX Gamers Nexus do great performance analysis for PC. No offense, I trust their published results over anyones anecdotal evidence, though as an i7 owner I'm less concerned about this for myself, but saw the thread and suggest it may a factor in your issues, if not the entire cause. As a university student of Information Processing, I trust my own results and expertise over a third party web page I've never heard of. Not saying they're wrong. What I'm saying is that the results aren't necessary related to the issue. My first issue with the tests is that they were conducted only on "Ultra" settings. Individual effects and levels of settings may have huge differences in performance. Considering games these days are primarily built for the consoles, Ultra settings aren't usually very well optimized and for this reason not a very good testing point in terms of general performance. Especially on an old engine that was built long before some of the effects - they put in the game - were even invented, thus potentially being very inefficient and highly costly in terms of processing power to run. On the other hand, as I stated, my CPU isn't capped while playing and experiencing this issue. This could mean that the game isn't utilizing the CPU as well as it should. If this is the case, it's not a problem with the CPU and your argument to "upgrade your potatoes" isn't relevant. *Edit: P.S. Your i7 has pretty much identical performance in gaming as my i5. Difference between i5 and i7 is that i7 supports hyper threading, which is an amazing technology if you're encoding video or the sorts. Has no effect in current gen gaming though.
  3. Yeah. Lights certainly seem to be the cause. Reducing shadow quality had no effect on Institute FPS.
  4. What I did in Skyrim was: Copy the model (nif) over to a renamed version of it and attach your new texture to that model and then make your newly created item use the new model you copied under a new name. *Edit: You might actually need nifskope for this (to point the model to use your own textures). Not sure if it's out for FO4 yet.
  5. this is my first time trying to mod and am looking to replace the power Armour voice with the normal character voice, but i cannot find any sound files anywhere? am i missing something? I'm guessing the voice files are the same, the game just adds an effect to it when you're inside the Power Armor. There's probably a way to remove it, but you'd have to go exploring in the games master file with FO4Edit or something. If you're planning on making a mod of this, check what effects the Power Armor helmets have attached to them. Noticed that unequipping the helmet alone removes the effect.
  6. I'm running a i5 2500k (clocked at 3.4 GHz) and the game isn't using it all up. It spikes to the 90's and very rarely 100%, but only when loading in to a new area. Normally it runs around 60-70%.
  7. this is my first time trying to mod and am looking to replace the power Armour voice with the normal character voice, but i cannot find any sound files anywhere? am i missing something? I'm guessing the voice files are the same, the game just adds an effect to it when you're inside the Power Armor. There's probably a way to remove it, but you'd have to go exploring in the games master file with FO4Edit or something.
  8. Been kind of wishing for a New Game Plus feature since Skyrim's release, sadly Bethesda hasn't implemented it themselves. What I usually do is just add the levels when I start a new game. To get levels: player.modav experience 200000 or how ever much exp you had. Super easy this time around comparing to Skyrim where we had skills and later on legendary skills.
  9. That's the ironic thing actually, but I planned things that way for a reason. My mod actually has a relatively small scope, only about 10 characters that have more than 3 or 4 lines. All the new locations are inside the existing Commonwealth and are just expanded areas inside boarded off areas, there are only 3 locations in total. I've got 4 quests that twist and turn into the a shared mystery plot of deception and drama with a common mastermind and motive behind the whole thing. It is all based around a 1940s Noir style murder mystery that turns more Fallout as you go along. The reason I have so much writing and character work to do is because I am trying to put so much depth and detail and just overall care into every last character and piece of the story. As a character modeler, I am taking the vast amount of knowledge I have written about my characters and making sure that every piece of their outfits and looks has a story behind it or tells you something about that character. When you work like that, having 10 characters is almost 10 months worth of work to do. I plan on having things done by the time the GOTY edition of Fallout 4 is released. That's a lot of work. But to not derail the topic any more, than we already have, I wish you good luck on the project and hope to see you around here! :)
  10. I personally am trying to get all the voice acting recorded for my mod before the creation kit is released. I want to have all of my writing done and recorded so it will be ready to be imported into the game in a timely manner. Nice! I'm bad at thinking ahead like that. I'd probably go around the other way. First finish the stuff in Creation Kit, including dialogue trees and then find the voice that fits the finalized companion, maybe tweak some things around with the actor if they're interested, but that's just me. I've been working on my project for 3 months already... So that is before Fallout 4 was even released. And honestly... I'm not even halfway done with what I have to do. I'm getting closer to the 300 page mark with my writing, and I almost have all my concept art done. Still working at my 3d models for the custom outfits and body types I am going to give to my characters. This stuff takes time, but people are going to want good quality quest mods as early as they can get them. I can't just wait till I am done and pack on another 2-3 months at the end of my production cycle to wait for people to come along and record. I feel you. Was working on a Skyrim mod for a year and a half. Sadly the scope of the mod was just too big for one person and I had to abandon it. Still, your mod sounds really good, the more dialogue / story, the better I always say. Can't wait to see it in action. :smile:
  11. 1) Extract the files from the game archives to somewhere (not your game installation folder!!), see what file type, file path and name the sound file you want to replace is. 2) Place your own sound file that matches the type, name and path into the game files 3) Enjoy! In your case, you'd place the files in: \Data\Music\Death\ as xwm files named: mus_death_01.xwm mus_death_02.xwm mus_death_03.xwm The game plays one of the three files at random when the event occurs, so if you want the same sound to always play, just copy the same file three times over.
  12. I personally am trying to get all the voice acting recorded for my mod before the creation kit is released. I want to have all of my writing done and recorded so it will be ready to be imported into the game in a timely manner. Nice! I'm bad at thinking ahead like that. I'd probably go around the other way. First finish the stuff in Creation Kit, including dialogue trees and then find the voice that fits the finalized companion, maybe tweak some things around with the actor if they're interested, but that's just me.
  13. It could be an glow effect added in the mesh itself, the same way they made the red glow on Daedric Armor and Weapons in Skyrim. You could change that glow color by opening the meshes up in NifSkope and changing the RGB color code.
  14. Good to see VO's already looking for projects and it's good to start the designing ahead of time, but the lack of the official mod tool prevents us from building the actual companion and related content into the game. The tool should be releasing around January/February. Just a heads up. :)
  15. Read the title as "Morbid mods on console platforms". Was kind of confused for a second there. :'D
  16. It is probably rather easy even now, but since we (and the 3rd party editor makers) don't know everything about the changes Bethesda made to the game engine since Skyrim, there's a slight change of save game corruption when using mods made by said 3rd party editors. For this very reason, I'm keeping plugin files out of my game until the mods have been remade with the Fallout 4 Creation Kit.
  17. Good idea. I'd rather not dabble in doing plugins before the official tool is out, but once it is, this should be an easy fix. Just adding the ammo to the loot tables. :)
  18. Or just keep in the saving for sleeping. This way you could make a "checkpoint" at your base, but couldn't savescum when you're out doing stuff. As for myself, this being a Bethesda game, I like having the option to save every few minutes in case of bugs and whatnot. The frustration when you're done looting a whole enemy compound and then having to do it all over again.
  19. Since I already made a topic about it, thought I'd post it here instead of copy pasting everything over: Bow and Arrow - Wasteland Edition
  20. What could be done is make the dialogue go away - until you open it again - as soon as it's hidden aka. you move away far enough.
  21. Doable for sure once the CK comes out. Not much to it other than making a script that fires when your companion kills something. It just checks what the exp value of the target was, does the math (exp increased/decreased by INT and other factors and then 75% of that total etc.) and adds said exp to you. There might be even an easier function built in the game already, but we don't know about it. The thing is that there are still a lot of variables in the game we don't know about, so doing work with the game mechanics and adding scripts is probably something we should leave for the release of the mod tool, so we can figure out what those unknown variables actually do.
  22. Heya! I'm one of those people who loved the way the bow and arrow felt in Skyrim and seeing it's the same game engine (though upgraded), it should be possible to mod in the good old bow and arrow. All the settings should already be in place in the tool once it releases. This probably won't be possible before the (Garden of Eden) Creation Kit comes out, but thought I'd post it here already. If someone's willing to make the sounds, models and textures for the weapon(s) and ammo, I'm more than willing to implement them in the game once we get the official mod tools. What is needed at least to make them look and feel good: - World model for the bow(s), a single arrow and a quiver(?) - 1st person model (the one the characters actually equip and wield) - A projectile model for the actual flying arrow - Animations - For drawing the bow - Flying arrow - "Hostering" the bow - Docking an arrow - Sounds - Drawing the bow - Flying arrow - Arrow impact What might be added: - Different kinds of arrows - Explosive, poisoned etc. Would require more textures and maybe models for the arrows - Mods for the bow(s) - Material of the bow and string(?) - Scopes / sights (?) - Other stuff? Discuss below. :smile:
  23. Got the same problem. Everywhere else is pretty much playable (50+ FPS), but inside the Institute the game stutters like crazy.
  24. Damn. She looks really cute. Nice work. :smile: P.S. When I try to edit Curie (her base by spawning it in and modifying that), her face resets and her skin becomes gray. Any tips? :<
  25. Alrighty. Will definitely give it a looksie once I start designing the next dungeon. :) Been on a bit of a break for the past few weeks, handling stuff for the summer and so forth, but shouldn't be long before I start working on the mod again.
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