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MichikoUnknownFox

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Everything posted by MichikoUnknownFox

  1. Come to think of it, FSR might not help as much as we think. His problem isn't stutter. It really sounds like loading lag based on: Of course, it doesn't hurt to try FSR anyway though. But I'm very doubtful it'll do anything for that kind of lag. It may fix his stutter, but it might not help with the sudden FPS drops at times.
  2. Fallout Stutter Remover doesn't work for everybody, and actually works against people with faster computers like mine. But, considering his CPU is a Core2Duo @ 2.00 GHz, it may actually work well. I just avoid recommending it outright because of my bad experiences with it.
  3. What are your Fallout.ini settings for these values: uGridsToLoad iPreloadSizeLimit uExterior Cell Buffer uInterior Cell Buffer There are more, but those are the main settings that determine how much data your game will be reading from the HDD (versus pre-loading it into RAM for faster access). That HDD chugging while reading data to load whenever you switch to a different outdoor cell is one of the main causes of FPS drops especially when you're outdoors, which is likely to be where you're experiencing it. In fact, you probably don't experience any FPS drops at all when indoors except maybe when you're nearing a door to another area. For a good-ish system like yours you may want to keep uGridsToLoad=5, then increase the other values depending on what they're set to right now. There are various ideas on the formulae for the other three values, but I personally follow the ones suggested in Japanese modders forums, where if you have more than 3 GB system RAM, you can upgrade iPreloadSizeLimit to 512 MB (iPreloadSizeLimit=536870912), and uInterior Cell Buffer=12 (uExterior Cell Buffer was suggested to be at uInteriorCellBuffer's value squared, so 144) I had these settings before on my older machine (Phenom x4 2.2 GHz, 3.5 GB RAM, NVIDIA 8600 GTS) and my game ran fairly smoothly outdoors, save for microstutter that I don't really mind.
  4. Follow the instructions given with BOSS. You basically just run the program, but you have to install it properly. Also, if you're on Windows 7 or Vista and you installed the game in Program Files (default), you have to turn UAC off, or else BOSS won't work. Windows will think what BOSS does is malware activity lol.
  5. Actually that's very easy to do. It's one of the simplest things to do in the GECK, and you should take this as an opportunity to learn. Modding is much more interesting than the game itself for many of us modders.
  6. They're INSIDE Megaton? Some other mod is doing that. MMM should not be affecting those merchants in any way. Post your load order so we can see what might be doing it.
  7. Honestly I don't even think of levels anymore, because I'm using this mod. It makes me think about leveling my skills up rather than my character. You might want to try it. It also makes it so that you can set how the world views your character (fake level) so that leveled lists will not be an issue if you don't want them to be. I think that's simpler and more interesting than simply raising the level cap. You can also adjust how fast or slow your skills level up with that mod, so that if you really want to spend a lot of time grinding for your character's skills, you can. Personally, the game is only interesting if it's hard. That's why the majority of my installed mods that don't have to do with aesthetics, weapons or armors, are things that make the game harder, including balances so that the game isn't impossible. If you play it fairly close to vanilla, which features you as the almighty player being able to survive 5 bullets and still be able to run up to a Supermutant to punch him with a Powerfist or something, that really does get boring after a while. - edit: Ugh. I just realized I'm replying to a necropost.
  8. Well that makes sense. I'll try that out. I also noticed that LVB2's script is similar but there are spaces around the periods for some reason, which may lead to syntax errors. - edit: Thanks vforvic. Looks like that works. I actually edited it so that the script is a bit lighter so it looks like this: BEGIN GameMode ; Draw weapon when player has weapon out. if ( GetPlayerTeammate == 1 ) && ( player.IsWeaponOut == 1 ) SetAlert 1 else SetAlert 0 endif end Tested it in-game and it works like a charm.
  9. That seems about right. Again, to be sure, you can make a backup of the entire Data folder without any issues.
  10. My advice, don't buy a laptop with the intention of gaming extensively on it (unless it's a gaming laptop of course, which is still not the best option if you ask me). You have to figure out what's more important to you: mobility or the ability to play games. Laptops are generally poor platforms for gaming. There are various issues, ranging from the small size of the display making it hard to appreciate your games, to the various drivers and hardware that need to be installed to use it properly for games (laptop built-in keyboards tend to have bad ghosting characteristics; my laptop here can't press the Spacebar + W + D, which is a common key combination for FPS games, and my palms tend to touch the touchpad area, so I inadvertently use it to control my mouse). And the fact that many of the background processes for laptops are actually necessary to keep it running, like those that monitor your battery, cutting into your processing power and making it less effective for games. For the same budget as you might spend on getting a laptop you can build a decent machine that can run all the modern games. If you need the laptop for work or school, though, then it's best not to really worry about getting games on it anyway. I'm not saying you can't game on a laptop, as I know a lot of people that successfully run Fallout 3 and even Skyrim on a laptop. However, I am advising against it anyway. For me, it's not a wise investment. If I were in your situation, I'd get the laptop for whatever I need it for (work or school), then save up money, even if it takes a while, to build a PC for games. That's basically what I did. I started off with a regular office-style PC, which I needed more for work, then saved my money until I could build an entirely new system that is good enough to run all the games I currently own on the highest possible settings.
  11. Yes, but what does it merge? Dynamic Weather is pretty cool when you install it properly. I suggest you try it again, because the effects are pretty interesting and well worth the effort of learning to install it properly.
  12. What are your system specs? I don't see any mod in there that could be affecting that particular cell, though it could be one of those hidden bugs or something I never noticed before. That kind of error can happen sometimes when that wall is being rendered more than once, which happens with a dirty mod. But again, I don't really see any mod in your list that could be affecting that.
  13. What you might be able to do though is release the esp but tell people they need to have New Vegas installed for the assets, then give them instructions on how to get the other data files themselves. That way you're not distributing the assets at all. A lot of people who play FO3 also have FNV and vice versa, though I myself am not included in that generalization heheh.
  14. I'm not the original poster but I've been watching this topic and wondering the same thing. From his post, I think he wants the same thing I want, which is to make the companion draw their weapon, ready for combat, whenever the player has their own weapon out. I always thought it was weird that vanilla and modded companions would follow you around calmly while you're all combat-ready because you see a bunch of Raiders just 50 yards away.
  15. Generally speaking mods and modding won't modify the DLC files anyway, so you don't really need to back any of that up. But, if you're paranoid like some of us, you can make a copy of your entire Fallout Data directory (or the Fallout root directory, if you're REALLY paranoid like me) before reinstalling your mods. I don't like having to go through Steam's re-downloading of the huge game, so I have at least one backup of the fresh unmodded FO3 at all times. I haven't had to use it so far, though.
  16. Did you extract the fose_loader.exe file from the FOSE archive from their website? Do you see it inside the FO3 root folder? That's what you need to launch, and it'll automatically launch the game for you with FOSE enabled. But it disables the Steam interface. If you want to still play with Steam's interface thing (Steam community, web browser, screenshots, etc.) you're going to need to add it as a custom game to Steam. I still use it because Steam's screenshots manager is very effective and convenient, and so is the built-in web browser so I can look at guides and walkthroughs while I'm playing.
  17. Hmm. Maybe it's looking at an older registry entry. It happens if you installed the game once in Program Files, then reinstalled it to another location (especially without uninstalling the older one). I don't have any experience with installing FO3 via a CD/DVD as I have the Steam version, so I can't really offer any more help than this, sorry. :( I hope you figure it out.
  18. They're actually suggesting that you install the game somewhere else, not just the mod manager. If FO3 is installed in Program Files, Windows will think that reordering a load order is some kind of virus or malware activity, and prevent it from happening. Try installing the game anywhere else. Your Games folder should be fine, as long as it's not in Program Files.
  19. Are you using FOSE? It's working perfectly for me, even with my modded weapons. - edit: Check the comments section in my file upload. I've encountered a bug, which might be the same one you're getting.
  20. Here we go! It works like advertised. I was trying to make it work only when you pressed the Reload key, but I found that made the mod unnecessarily complicated. Instead, I made it do a constant check and give you ammo as your ammo supply goes down. You should always have enough ammunition for one full reload of your gun, and maybe more if you reload before you empty your magazine. Works with mod-added weapons too. :)
  21. Not sure without fully tinkering with it myself. But you may need to make a deep change to how the effect works. Make it work via a script instead of being a simple ingestible effect. Otherwise there's no way to edit that without affecting all of them. I think this would work perfectly for the same effect. Make a script that is attached to the ingestible item, and make sure the ingestible item has no built-in effects (this is what triggers the worn off message). In the script you can call up an actor effect via a script that looks like: scn YourScriptEffect ; Declare some variables. Change these as you see fit. float Timer short DoneCheck begin ScriptEffectStart ; 10 second duration set Timer to 10 end begin ScriptEffectUpdate set Timer to (Timer - GetSecondsPassed) if ((DoneCheck == 0) && (Timer > 0)) player.CastImmediateOnSelf YourEffectEditorID set DoneCheck to 1 elseif ((DoneCheck == 1) && (Timer <= 0 )) player.Dispel YourEffectEditorID set DoneCheck to 2 end end I haven't tested it, and I may have made a mistake in there somewhere, but what is should do is add the actor effect to the player quietly, and after a set timer, 10 seconds in our example, it removes the effect. The DoneCheck variable is a check so that it doesn't constantly keep spamming the effect if you already have it. Try it out and see if it works.
  22. It looks like you have a syntax error there. SetGS <setting> <value> should not have a "to" between <setting> and <value>. Could explain why it isn't working.
  23. Hay guise. I'm trying to follow this tutorial on detecting keypresses, but whenever I try to run the game with my new script, nothing happens. I've never done a mod that had to detect a keypress before so this is somewhat of a boggler for me. What I'm trying to do is make the mod do something (specifically, add an item to the player's inventory) whenever a certain key is pressed. I may have misunderstood quite a few things from the above tutorial, hence no effect is visible in-game. First off, what kind of script should it be (object, quest, effect)? Do I need to attach this kind of script to anything, like a token or a quest that's always running? Also, how do I make it so that I get the FOSE style "Press a key after clicking OK" kind of interface? I'm running GECK and the game through FOSE. I figured out how to get the message box up but I don't know how to make the game store the next key pressed into a global. Thanks in advance. :)
  24. Okay I found it. It requires FOSE, since it's a FOSE script command. It should be able to do exactly what I described. I'll work on it now and test it, and upload later if all goes well. :)
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