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mamelukturbo

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Everything posted by mamelukturbo

  1. In response to post #64099801. #64099871, #64100266, #64100311 are all replies on the same post. I'm sorry mate, but what "work" exactly? If you mod for money you're in wrong place and wrong mindset. I suggest considering getting over yourself. If you're flipping out over one off 4$ payment for upgrade or no changes for you at all I believe you might have deeper issues we can't solve here. As a supporter and staunch believer in Adblocking everywhere all the time I welcome the changes.
  2. Did you ever hear the tragedy of Darth Plagueis The Wise?
  3. No longer an issue, as in latest patch devs silently acknowledged their error and created new setting "Invert mouse in combat", which defaults to expected and only sane choice of "No".
  4. Hi, since 1.3.1 the weapon targeting wheel is inverted as well if you play with invert mouse look. Means if I want to strike from above I have to move mouse down etc. Which only makes sense when in free look mode (It's hard to explain to someone who is using "normal" mouse look). There is a discussion here: http://steamcommunity.com/app/379430/discussions/3/1698293255122148803/?ctp=2 There is a bug report here: https://warhorse.zendesk.com/hc/en-us/requests/34720# Here is Warhorse QA replying it is by design: https://i.imgur.com/HFUK2Zn.png It is possible to put "bind keybind cl_invertMouse 1" to make keybinds to turn Invert mouse on (and cl_InvertMouse 0 to turn it off), but this is as you can imagine rather cumbersome. What would be superawesome would be if there was a way to have a mod which would toggle Invert mouse off on appearance of the weapon targeting wheel and on on it's disappearance essentially returing to pre-1.3 behaviour. I've no modding experience in cryengine, so I do not even know if it is possible. All I came up with was replacing the particular script(?) or w/e it's called file that affects the mouse behaviour from a 1.2.5 patch into 1.3.1 patch, but I have no idea how to find it or again if it is even possible. Please help, I've coughed up 40£ for this and am left unable to play nor refund it (since i already have 60h played).
  5. In response to post #34710385. +1, also I don't get what stuff web developers of today are getting high on, but back in my day you tried to use all the screen estate you could. Nowadays you have ultra wide monitors and the web pages are getting thinner and thinner. I've grown accustomed to having my web browser spread only across half of my monitor, and yet on some pages (nexus included! ) there is like 100-200px margin on both sides. F that, honestly.
  6. +1 Me Too Plusnet, NW UK, issues same as described by previous posters. Forum ok, mods only loading through a proxy.
  7. Eh, that's a "feature" :D Open PipBoy, press right mouse - it will zoom in, cutting it off in the process. Press right mouse again it will go back to normal. Hope that helps. Though if you already messed with the pipboy variables in ini files it might still be cut off, if it is just use default values in that case I guess.
  8. If it's Fallout 4 they're announcing I just hope it isn't accompanied with video where grass magically appears only in radius of 5 steps in front of camera along with blatant lies how they not reused the engine from Morrowind...again.
  9. My vote for notification going away after I click it. Also, just because something is like that on facebook doesn't mean it's good - more often quite to the contrary. If you want to emulate something, do it with what's functional and good - not just because it's popular. For me facebook is about as popular as testicular cancer.
  10. Check the flamer.nif in meshes/weapons/2handhandle in NifSkope. Also you can try to delete it and that would force the game to use the default model from the bsa. Although I'm not completely sure what might cause this "model breakage", because sometimes I see ED-E like that, with all the antennas and moving parts "jumped" away from the base model, but a game restart usually fixes it.
  11. I know it sounds counterproductive but what fixed it for me (in fallout 3) was changing the FixTransparencyBugs=true to FixTransparencyBugs=false In the [FIX] section of enbseries.ini and enblocal.ini (I'm not sure which takes precedence and since the section is in both files I always change both). Give it a try.
  12. Hi, as the title says, my mod: http://www.nexusmods.com/fallout3/mods/20918 causes lvl up freeze on my game. Mod attaches script to every weapon to add recoil. I understand the implementation is not the best way, however the other available mods which automatically add recoil lag for me (so instead of tr-tr-tr-tr-tr-tr-tr I shoot tr-tr-tr----tr-tr---tr-tr-tr-tr---- etc). The only remaining mod was MMMZ's script which seemed to work with best performance for me, but with my layman modding "skills" the only implementation I was able to do is attaching script to every weapon I use. I have leveled up first time since I uploaded the mod and have now unfortunately found it causes the infamous freeze on level up bug. I can reproduce 100% via loading game with my esp, then advlevel in console, put points in skills, choose perk, press done, freeze Once my esp is unchecked I can lvl up no problem. Are there any known weapons causing this (similar as to the winterized t51b armor script can)? Can it be caused by my other mods? Can it be caused by my save game being corrupted? (it's 120+ hours save) Or is it just the limitation of the implementation and I have to try to implement it automatically via fose somehow? If so is there any tutorial to this? (most times I mess with scripts my game doesn't even reach main menu so I counted this as resounding success until now) Just looking for some suggestion as the only I can come up with is deleting weapons from my esp 1 by 1 and reloading f3 and trying to lvl and that sounds like there must be a better way to go about this, since I changed some 900 records with added script I uploaded the files here: https://drive.google.com/file/d/0Bwy5vtbI0HfpLWJDbjhmV0dpNU0/view?usp=sharing and hid the mod for the moment until I can solve it.
  13. use quotes to enclose the multi word, i.e. help "i can haz cheezburger" or save "lol kek wut" also in console the quote might not be where it is on keyboard in my case i have to use key for @ to produce quote, I believe this has to do with keyboard layouts. edit: insanityman beat me by a minute :D well played sir
  14. The images in your links load instantly but they are all skyrim related, last few months I only frequent FO3Nexus, where (usually at evening UK time) the images load extremely slow (upwards to 10-20 seconds) or don't load at all. Mind you, not all of them on the page though it's like 1/3 loads instantly, then half of rest starts popping up and rest remain empty space for picture for 10-20 seconds. Clicking on image to zoom it can produce the same result regardless of if the thumbnail loads immediately or in few seconds or 10sec+ Since they load fast 75% of time it's no big issue for me. My internet speed: http://www.speedtest.net/result/4043128524.png
  15. Oh I would never thought of that, thanks for the detailed explanation! Just makes me wonder why Bethesda added the reload sound in this seemingly rather complicated manner, why not just define it as all other weapon sounds. The tutorial from svartberg was exactly what I was looking for!
  16. Where is it defined? Maybe I'm too tired or stupid or drunk or blind or any combination of those, but I can't see it in Art & Sound tab of weapon in geck, in FO3Edit I see sounds for Pick Up, Drop, Shoot 3D, Shoot 2D, Shoot 3D Loop, Swing - No Ammo, Block, Idle, Equip, Unequip but no reload. The reload sounds are defined under Sound header but none of the records defining the reload sounds are referenced by any other record. The files are plainly in the Sound folder, I can change the sound for example for 10mm pistol reload by manually changing the related .wav file, I can find the record which defines that 10mm pistol reload sound is that particular .wav in that particular directory, BUT I can't find anything that actually uses that record. So how does the 10mm pistol Weapon record know to use the 10mm pistol reload Sound record? Why I need this? I want to change some reload sounds for some custom weapons I use (i.e. some energy weapons using blatantly obvious ballistic weapon reload sound etc). So, what am I missing?
  17. I get your concerns and the T6M PA replacer was there for reasons mentioned (perhaps you read it while I was editing the post and the edit's weren't there yet) and is now gone (thanks for the tip I always welcome reducing the esp count). I trust the load order from LOOT + manual checking of each record more than load order instructions often outdated and years old not taking into account newer compatibility patches or mods whatsoever. Load order is a "crutch" that works with few mods, but the more you use the sooner you come to situation that no amount of load order shuffling will have the winning record with the values you want and you have to make an esp with override record, rendering load order of affected mods irrelevant, since the engine only uses what's in the last column of FO3Edit. While the core of the issue *might* lie in load order, I would like the discussion steered away from subject of load order, since even if it is the cause it doesn't change the fact that those 2 counts have to come from somewhere regardless of the load order, and it's the source of those 2 numbers I really seek not advice on load order.
  18. The order is sorted by LOOT and the T6M PA plugin is there because I first used just T6M PA replacer, only later moved to full T6M replacer. I mix a lot of power armor replacers, but all conflicts amongst them are resolved in the last esp with all power armors having the .nif I want for each sex and stats+scripts from FWE. So I could probably remove the T6M pa esp but there's no need as all PA records conflict winners have values from FWE + model from T6M or bornagain or FWE according to my tastes. edit: but you were right, check the edit at the end of post On a sidenote the last esp isn't just changing few records, I literally spent months ironing all the conflicts and resolving them in said esp. It modifies the following: http://pastebin.com/eBAPsDWv + a ton of WRLD and CELL records to make all exteriors use Xepha's Weather and all interiors use URWL-ENB. This all on top of numerous changes made to esps of certain mods directly (fixing typos etc). Each and every single esm and esp are also made to have the masters sorted according to the actual order. Mods that need to be cleaned are rid of ITM and UDR records as well of course. Basically what I do whenever I install a new mod is open FO3Edit and go through EVERY SINGLE record of the mod to ensure the resulting records are in line with the main mods I use. Tedious but gets me playsessions of 5h plus without crash. Bottom line, the load order is not the issue, because any issues arising from the laod order are properly sorted in the last esp. What I really need to know is only the origin of the number, it has to be calculated in a script or global variable or something. If I know which record id controls these 2 particular counts I can fix it but I for the life of me can't find the source of the stats. edit: I just had a quick muck-around in FO3Edit and you're right the T6M PA replacer can go. Thanks for the tip!
  19. Title relevant. Every other statistics in pipboy / stats / general works but these 2. Any idea why, or at the least whereabouts would I look for the source of the statistics numbers in FO3Edit ? It's no big deal but it always bugs me. My current character ate so much of those 2 she's addicted to them :D My load order is http://pastebin.com/tWCTj4gk (last esp is my personal conflict solving and whatnot esp)
  20. So, I'm prancing around Soul Cairn, when I notice an obvious glitch as I pass floating stairs: http://i.imgur.com/YxZ07z0.jpg So I fire up the CK and go fix it, because I will never come here again and I could've used tcl, but my ocd commands me to fix it so I go to the aforementioned CK and: http://i.imgur.com/OvVzfiC.jpg So I fire up Tes5Edit because it's obvious conflict with another mod, right? Right ?! http://i.imgur.com/qfsxx64.png Nope. What gives?
  21. Best explained via the screenshot: http://imgur.com/6DUdFX7 Whenever I am in water there's these weird shimmering blue-green contours around my weapon / shield. They're only visible in 1st person far as I can tell. These are my active mods (no ctds and pretty stable setup, I've spent a lot of time tinkering with it). hokuspokus.esp is my personal override file with stuff like lighter ore and such. Anyone happened to come across issue like this perhaps? The water mod I use is pretty popular yet my search for answer was unfruitful. Maybe worth mentioning I use ENBoost, however only for the memory management stuff the graphical processing of enb is turned off as ENB murders my fps big time. Thanks for any suggestion
  22. In response to post #9029004. ^ this Contrary to popular belief money isn't made by selling expensive stuff. Money is made by selling stuff for pennies to millions of sheeple. Why do you think the Free 2 Play model is so successful? I was considering buying premium being a long time leech and all, but now i'm sure I won't buy it. Now, if the news said the premium is being made cheaper, I'd buy it on the day it'd happen. See the pattern?
  23. Hello, It always totally snaps me out of immersion when i'm stomping around in power armor, then jump off a ledge awaiting a impact sound worthy of 100kg of metal that fell onto ground, only to be met with a pathetic sound of a ballet dancer jumping off a 10cm high step onto a cushion :sad: I thought at first it would be as simple as replacing sound files (similar as to http://fallout3.nexusmods.com/mods/1287/ replaces the footstep sounds) but the problem lies in the fact that whilst there are landing sounds provided for different landing surfaces, they are all based off the same ballerina jump sound hitting different cushions. Which granted works more or less satisfactorily with the majority of the armors in game such as the raider/wasteland garb and with a bit of belief suspension is passable for combat armors too, it's totally inappropriate for power armor. I imagine the mod would have to consist of some script which would check if the armor you wear is power armor, then replace the sounds? having a cloud of dust rise as you land would be a cherry on top. Would it be anything doable in FO3Edit I'd do it myself, but I'm not all that proficient in geck and when it comes to scripting only thing I can do is slightly edit already written script. These are the directories/files i dug out, containing the landing sounds: \sound\fx\fst\baby\fst_baby_land.wav \sound\fx\fst\conc_broken\land\ \sound\fx\fst\conc_solid\land\ \sound\fx\fst\dirt\land\ \sound\fx\fst\grass\land\ \sound\fx\fst\gravel\land\ \sound\fx\fst\landhard\fst_landhard_01.wav \sound\fx\fst\metal_hollow\land\ \sound\fx\fst\metal_sheet\land\ \sound\fx\fst\metal_solid\land\ \sound\fx\fst\water\land\ \sound\fx\fst\wood\land\ So that's my mod request, I'd be delighted if anyone'd pick up on it.
  24. I'm rather intrigued (and not that surprised in today's culture of copypasting w/e someone posts on forum) how noone until time of writing this post didn't wonder about the logic and reasoning hidden behind this: firstly i ask you to look at these 2 lines containing default values fUpdateBudgetMS=1.2 fExtraTaskletBudgetMS=1.2 Then the OP states, I quote: Now I'm gonna keep it simple. You took 1.2 , doubled it, and came up with 800?! That's bloody well over SIX HUNDRED-fold of the original value, not double. So I humbly ask for an explanation as I have been unable to wrap my head around it. On the topic, I run 50-70 mods and similar to how 90% of the ini tweaks in fallouts and oblivion did jack all apart from possibly further destabilize already unstable game, the tweaks proposed by OP have absolutely zero impact on my game stability and/or performance.
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