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RoNin1971

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Everything posted by RoNin1971

  1. No,no,no. If you have SSD's you do NOT want your fps to be a stable 60fps during loading. This is exactly what the load accelerator does. It lets go of the restriction which is preventing the engine from loading faster & restores the 60fps after loading. (check the mod page for the technicalities)
  2. See below for A graph showing the grid coordinates. (and why it will not snap) the length & rotation are 'fixed'. length depends on grid (256,256 is basic for fallout4)
  3. With creating Kellog and having no problems with him killing a babies mother in their name ... the institute was rotten to the core long before "father". He just grew up brainwashed with it.
  4. Tried clicking "No" yet? Sounds to me its asking to upload the existing (PC) archives, or create new (XBox?) ones(?) Beyond that: If you extract them (on a PC) & delete the texture archive, you simply have a mod with (partial) "loose files". You should be able to follow your 'old/normal' procedure from there.
  5. Fixed the smaller piece to at least fit the grid if you make it a 90degrees turn. Still need to adjust the bigger one and the access tunnels. (still need to finish the collisions for those too)
  6. Best practice, as I see it at the moment, would be to place the bend pieces, make your turn by positioning by hand (fine tuning the x & y coords) then end with a straight piece, use the straight piece to realign the world grid and continue building 'on grid'.
  7. I wonder what or who they need to find this time ...
  8. already got 3.5.1 installed right after 4 failed. But thanks for the info. Others might need it.
  9. Fallout can't really handle SSD's verry well. Use load accellerator mod if you have SSD. It temporary unlocks the FPS (60 is pretty mandatory during normal gameplay).
  10. No, not that I'm aware of. Got a new workstation, so had to reinstall everything and from the Blender site you can only get 4.0. So that's what I used and it appeared to work, but so far it just causes CTD's. (with everything set as it should, incl. flags) Still have my old one, so I reverted back to that one and meanwhile got an older Blender install etc. Took some effort as the .blend file is not downwards compatible so to preserve my last edits (done with 4.0) I had to take the .obj route. Which means restoring materials etc. for all my DMSTC pieces. Still working on that.
  11. https://www.nexusmods.com/fallout4/mods/79714/ Hope these will help you.
  12. . . . Right, so you are actually looking for an RTS. Might be better off asking for CoH3 to be remodeled/textured to look like fallout ... That might actually be viable. (in theory)
  13. I only remember the mirror in Duke Nukem 3D, first level, in the bathroom right next to the (2D sprite) strippers...
  14. Duke Nuke'm was faked. There was no mirror, just a "mirrored" 3D scene. The problem with mirrors is the infinity of depth. (Put 2 mirrors opposite of each other...) which is and will for a long time be a problem for 3D engines. But I agree some mirroring should be possible by now., to at least allow looking at yourself in a mirror.
  15. If fallout was real ... We would need to rewrite all our 'laws' of physics & nature ... Nothing about this game has any link with the real world. No paint survives decades, let alone centuries out in the open. Most wood would have rotted away, within 50 years no window remains in place, no building is liveable (& starts collapsing around you. after 2 centuries there are only ruins.) Nature (flora) WILL adapt & thrive! The oceans will NOT get irradiated. (there might be some hazardous silt on the bottom, here and there for a while) Most area's will be within acceptable levels of radiation after at least 2 weeks. Can be up to 25 years, but unless your inside a (former) nuclear power plant with 'china syndrome' there won't be any harmful site after 200 years. Rad storms are a myth, as are 'nuclear winters' (which was a "it might happen, maybe (not)" during the 80's, with 70.000+ nukes (but already debunked back then)) Injections don't heal broken bones & I can't build a big fence using the wood from 3 pencils. ...and it goes on and on ... As South8028 put it, it is not science, but retrofuturism fiction. Presented in a cynical satire. But to answer the question, it would take as long as it does "in-game" (as you just upgraded that to reality)
  16. FYI: That doesn't work. It looks like it does, as the exported nif looks like any other, except for the TriShapes using another node type, which can be converted to a BSTriShape. Flags need to be set etc. The nif will show up in Nifskope & Elric has no problems with it. ...but CK & FO4 CTD immediately when they are in view. (so, adding new, edit or preview will CTD, in-game if its visible, CTD, go to [workshop]menu... CTD. I imported the (bad) nif with blender 3.1 and an older (working) pyNifly & exported it to new nif again, still CTD. Exported it as .obj, imported that into Blender 3.1, exp[orted new nif & now they work again. So, be warned: It looks like it works, but the nif is corrupt (you just can't see it / find what is wrong)
  17. I am thinking of uploading it as a modders resource, yes. Will most likely use 'm myself for my vault-build-space project. I wanted to have these long ago for an attempt to enlarge vault 88, but I never finished that, so it never came around to create them. Until now Here's a top-down view for a better look at the curve: Obviously there is a right version too. I'll have a look at the escape/util tunnel too. X & Y will be a lot more work, and I have a lot to do already so that would take a long time for me at the moment.
  18. Alright, I just did a 15° curve, with 3x the straight piece. Which will allow you to do 30° (not 33°), 45°, 60°, 75° & 90°. 2 can be used to create a lateral displacement like the vanilla piece, but with a bit bigger displacement. Let me know if that will do, so I can start on the rest of the work involved. (collision is going to be a pita to create, for sure)
  19. I mean the chemlab menu category assigned to your model. Not all of them work properly. I had the same issue when using Misc. as category for an uninstall chem.
  20. I really need to fix a few errors for one of my mods & migrate all my stuff to a new workstation. So I don't have the time to look into it right now, but I'll have a look at those tunnels. Shouldn't be that hard to bend 'm a bit.
  21. What category did you use? Some are broken and have this result. (like Misc.)
  22. Those locations (the walls etc.) are not saved inside your save file. Its not like the entire gameworld is saved. Just what you did/touch there. So, no that won't change a bit.
  23. I've been thinking about doing so a few times, but have been way too busy with my vault pieces (& cave pieces, for a yet to be released vault building space mod, akin to "build your own vault") there's just a handful of tunnels. Straight, up/down and or with a slight S shape. The middle / island platforms are there, but could use some work / variation. I'm kinda surprised someone managed to create a mod connecting various stations with just that. Anyway, I might have a look at some, but no promises. (need to find and solve a problem with some of my RVP walls first at least anyway)
  24. Basically, yes. I would add a bit more detail, but most of it would be texture. The door itself will be more complex.
  25. Build or create? If you want to create your own doorway, that's fairly easy. At least a square with a hole, but it can be as fancy as you wish (or, can create) The difficulty being positioning the door (where it should be put), but you can look at other doorways as example (there are many) & you need to navmesh the 'floor' part of the frame, or NPC's won't go through.
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