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Hexrowe

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Everything posted by Hexrowe

  1. Solved! I just installed the Intel HD Graphics Bypass package and now the game works perfectly. I didn't try it sooner because the Anniversary Patcher claims to have made it redundant, but I guess it turns out that's not the case when you're playing on a potato with an Intel graphics card...
  2. I have the same issue, except I also can't see any menu text and my screen doesn't crash; I can ESC into the menu and click where I know the menu text is to close the game, just can't see anything but the HUD and the menu background. My system is a moldy potato, I'm using the Steam GOTY version downgraded to 1.7.0.3 with a lighter mod loadout than kadakash but including same main utilities - UUFO3P, OneTweak etc. PS. I've tried uninstalling all my mods one by one to see whether one of them is causing it, of course. The only one that made any difference was OneTweak: without it, the game opens in regular fullscreen, I can't see anything but the mouse cursor, and clicking where the menu options should be does nothing, nor does trying to select them with the cursor keys.
  3. In response to post #54698908. #54700933, #54701158 are all replies on the same post. HOT MODS, you mean. The borderline pun is a bonus! :) But yeah, I hate the word "trending". It tastes of focus groups and target demographics, and always makes me feel like I'm talking to an inbred marketing department.
  4. Ah, right! That would make sense. Well, at least I know where to start now. Thanks! :smile: Incidentally, this means that any changes I make won't be compatible with other HUD mods, right?
  5. In response to post #54671033. #54671138, #54671213 are all replies on the same post. It seems to have been renamed "Mods of the Month", under the Mods menu. That's one change I quite like, as calling mods files was a bit confusing at times. PS. Pff, ninja'd... :)
  6. I'm not a huge fan of the design, but I suppose I'll get used to it. Big and blocky seems to be the current fashion. HOWEVER. The shades of grey seriously need more contrast to stop them from blending together into an eye-ache inducing mess, and the color-coded buttons need the color to be somewhat darker to make the white text stand out more. And of course there are lots of minor tweaks I'd like to see, too, but those two fixes would eliminate all my major complaints.
  7. It's a cosmetic thing, mostly, but I'm constantly slightly irritated by how my hydration and nutrition GO UP on their own over time. Apparently I'm not drying up or starving, I'm spontaneously generating food and water! :) Since the numbers growing is meant to be a bad thing, their labels should logically indicate bad things, like Fatigue and Radiation and Weight already do, right? So, I'd like to change the labels from Hydration (H2O) and Food (FOD) to Thirst (THR) and Hunger (HNG). (SLP could simply be thought to stand for Sleepiness, but I think it could be called something more clearly bad, too, maybe Exhaustion (EXH) even at the risk of being a near synonym for Fatigue...) So how exactly would I do something like that?
  8. Oh, of course! Yeah, from what I can see it looks like a Colt 1851 Navy (also cartridge converted), as famously used by Blondie in The Good, the Bad and the Ugly.
  9. Could be. It's been a while since I played these and my memory's kinda hazy... is there a picture of Marko's gun anywhere or something?
  10. Remington New Model Army (cartridge conversion, of course).
  11. (Disregard me, glitchy browser is glitchy...)
  12. Personally, I'm running an even 160 active plugins with no problems, so far, on a ten-year-old laptop. Can't make heads nor tails of the logic of it, except that some plugins do seem to count more than others in terms of how fast you hit the limit (where ever that happens to lie for your particular installation). I really wish Bethsoft would just come out and tell us this stuff - assuming even they know how their software works...
  13. It's been two centuries since the Great War, so by this point I'd expect most or even all of the wreckage to have been salvaged or at least cleared out of the way, at least around established towns and along the busiest trade routes. But the lonely stretches of highway in the middle of nowhere sure could use some more variation... scattered wrecks all over, piled up wrecks where people have cleared the road, minor loot here and there among the wreckage, rival looters and raiders and ornery animals here and there among the wreckage... yeah, I'd be all for that sort of thing. I mean, for example, it makes no sense that the final approach to the Mojave Outpost, traveled by caravans and couriers 24/7, is very nearly choked with wrecked vehicles while there are hardly any to be found out in the wastes where no one's around to clean them up - and especially when that particular bit of tarmac is so steeply inclined that most of them should have migrated downhill under their own weight even if the people living a hundred feet up the road actually wanted to climb over the wreckage every single day! PS. I see you already got started on the I-15 and Nipton Highway. :smile:
  14. DLC Weapons and Armors in the Mojave does all that, and more. :)
  15. Possibly the normal map, too, if you want to change any details present in the normal map as well as the texture, like stamped or raised text or such. The filename is the same as the regular texture but ending with "_n.dds". Editing these can be tricky, since they don't actually work like regular images, but simply erasing or smoothing over details shouldn't be a problem (clone brush is your friend). And most of the time you can actually use the first person texture in place of the third person texture, too, so you only have to work with one file and the gun looks better in third person, unless it's so big it impacts performance. Also, dds is a very lossy format so DO NOT SAVE THE IMAGE AS DDS while working on it. Save it as .xcf (if in GIMP) or .psd (if in Photoshop), and export to .dds when you're done.
  16. Well, not quite seamlessly - like I said, exporting is finicky - but working, yes. And yeah, I do seem to be having really good luck with certain software! Sure ain't having any in love nor money so I guess it's got to go somewhere... :D But seriously, that series of tutorials got me through the basics in one afternoon. It's short and no-frills and shows pretty much all you need to start working. I think most of the perceived obtuseness of software like this is just in the basic vocabulary, really, they kind of have their own language that you have to learn before you can get a grasp of how stuff works - most of the words are lifted directly from common English, but they're used in unconventional ways and in a very specialized context, so it actually just makes things more confusing until you grok the jargon...
  17. Usually when I see that sort of thing it's due to either improper archive invalidation or the mod having failed to install properly... Are you're using NMM, and if so have you tried turning archive invalidation off and back on after installing Monster Mod?
  18. I'm using 64-bit GIMP 2.8.20 in 64-bit Windows 10 and it totally supports the DDS plugin. Make sure to also install the "32-bit plugin support" option when you install GIMP, I suppose? (Run the installer, but instead of "Install" click "Customize" and make sure all the optional packages are marked for installation - they take up so little extra space there's really no reason not to.) PS. I have also seen a 64-bit version of the plugin around somewhere, but couldn't find a live download with a quick googling. Never bothered with it myself since the standard version has always worked perfectly well for me.
  19. FWIW, all I ever did was install the latest version of Blender and the Nif plugin (I already had Python because a lot of other things use it, too) and it works fine. Never had any problems importing and editing Nifs - exporting OTOH is kinda finicky, although working with an imported NIF should make it quite a bit smoother. The good thing about Blender is that it's a lot more consistent, intuitive and overall user friendly than GECK or Nifskope! Once you get the bare bone basics down, you can figure out most of it on your own through experimentation. I got started with this short series of basic tutorials.
  20. ...and I've already had to correct myself. Quote me at your own risk, people. :D
  21. This happened to me once. I forget the details, but what I eventually found out was that a mod had changed either Mr. Asshat's weapon or ammo, BUT NOT BOTH, so he had no ammo for his gun and instead of shooting the guy all he could do was just stand there and fidget in abject embarrassment... I fixed it by uninstalling the mod and reloading a save from before my first visit to the Silver Rush. PS. But note that the event can bug out all on its own without any mod interference, too! I've just been lucky.
  22. In GECK, there's a category titled Leveled Item (under Items). It contains a whole bunch of lists that tell the game what items should be spawned in randomly filled loot containers, vendor inventories and enemies. These are usually called "leveled lists" because much of their contents are affected by player level (which is why you tend to find more powerful items in better condition the higher your level is). Adding your items to these lists causes them to appear randomly in the game like any other non-unique items, and is what is meant when mod descriptions mention "leveled list integration" or some such. The sheer number of these lists can look daunting at first, but if you use filters with some fairly obvious keywords and look around a bit you should get the hang of it. Lists starting with "Cond" are used for randomly determining the condition of spawned items, and are usually referenced by other lists; lists starting with "Vendor" are used to randomly fill vendor inventories; lists starting with "Loot" are used to spawn random loot on enemies and in containers; and so on. In order to add an item to a list, you can double-click on the list to open it in its own window and EITHER go back to the Object Window, find the item you want to add and physically drag-and-drop it into the list, OR right-click on an empty spot on the list (to create a new default list entry) or on an existing entry (to create a copy of that entry) and select "New" from the context menu, and then you have to edit the new entry into what you actually wanted to add. (ETA - Sorry, I was originally a bit off, there: drag-and-drop is required for adding items into Form Lists, but Leveled Item lists can also use the right-click menu. GECK is kind of a mess like that.) ALTERNATELY, if you want to place an item in a specific location in the game as is often done with unique weapons and such, there's a list of world spaces in the Cell View window; find the one you want to place the item in (note that there are several lists; Interiors seems to be displayed by default, but if you want to place the item in an open air location go to WastelandNV instead), double-click it to open it in the Render Window, then find the item in the Object Window and drag-and-drop it into the Render Window. The item will now appear in the list of objects on the right side of the Cell View window, and double-clicking it there allows you to edit it's exact location and rotation, ownership, whether it can be picked up by wandering AI, and so on. Common practice is to put the items in an ownerless container, just to be safe. For this you'll have to create the container in the Object Window (they're found in the Container category, under World Objects) and add it into the world space by drag-and-dropping it into the Render Window just like any other item. The easiest way to create a new container is to double-click on an existing one that uses whichever world model you want (fridge, gun cabinet, briefcase, etc.), change its ID and name, and click OK; at this point GECK will ask whether you want to create a new form instead of renaming the old, so click Yes and you'll have your new container. Now just edit its contents and attributes (remember to remove any owners, unless you specifically want the player to have to steal the goods) and add it to the world space of your liking. Done!
  23. Problem solved! It does seem to have been the mipmaps, i.e. PEBKAC on my part. Thanks for the help, everybody!
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