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Biervampir

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Posts posted by Biervampir

  1. I admit, yes I did it wrong the first time.

    Now I'm gonna fix it myselfe.

     

     

     

    Dependencies based on installation date doesn't make sense, if I decide to install a mod in June, that should be overwritten by a mod I installed in April, then the June mod will always win out over the April mod and I wouldn't be able to change that

    For example, I install mutiple texture mods, but I only want Dungeon Clutter retexture mod, but I have SIMM and 3 other Texture mods, which changes the bed, lighting, fire, etc., I would like to be able to say, I install that mod 1st, so that mod should lose to the mod I install as 2nd.

     

    That would be convenient IMO.
    I just started using the Vortex and I weren't awear of dependancies and they screwed me a lot. That's why I suggest some solution I come up with, to make life easier.

  2. Hi

    Imake it short, i have a suggestion, because I found it really annoying to set dependancies for almost every mod.

     

    Few suggestions:

    - Ask durring installation of the mod, if that mod should have a load after/before dependancy over another mod. (like the overwrite mod for previous MM)

    - Set dependancies according to the installation date

    - Clear out all cycled dependancies (so you don't have to click every single line)

     

     

    thanks :)

  3. Hi again bevilex

    I'm awear that tweaking the LOD setting reduces FPS and I'm allready using some LOD mods.
    My Loadtimes are quite short and my FPS is mostly between 30-60, even with quite some mods (including LOD Mods) and enb.

    I just want that litle extra, so that I'm quite satisfied with my oblivion.

  4. Hi

    I optimitzed my Oblivion.ini and I think I almost half understand what the Oblivion.ini tells, but I would need support, because I don't get the result I would like to have.

     

    I would like to change the landscape transition, so that it does look smoother, and perhaps also that it apears in a bit more distance.

    But I'm 100% satisfied with my Tree LOD, they can be even downtweaked for performance, but dunno how.

    http://i.imgur.com/xzrjjs2.jpg

     

    I also would like to have that Stones (Objects?), Items and NCPs (Actors?) apear further away.

    http://i.imgur.com/2kG53o7.jpg

     

    The last thing is, I somethimes see floating trees and Buildings in the distance.
    There I'm totally clueless, how I coudl fix that.

    http://i.imgur.com/dkDgRgA.jpg

     

     

    Now about the Oblivion.ini talk,

     

    fShadowLOD2=800.0000 <-Shadows which are showen in distance?
    fShadowLOD1=600.0000 <-Shadows which are showen in distance?
    fLightLOD2=1500.0000 <- Light which are showen in distance?
    fLightLOD1=1400.0000 <- Light which are showen in distance?
    fSpecularLOD2=1300.0000 <- Lightsource which are showen in distance?
    fSpecularLOD1=1000.0000 <- Lightsource which are showen in distance?
    fEnvMapLOD2=800.0000 <- Something with Landscapemaping?
    fEnvMapLOD1=500.0000 <- Something with Landscapemaping?
    fEyeEnvMapLOD2=190.0000 <- no clue
    fEyeEnvMapLOD1=130.0000 <- no clue

     

    uGridDistantTreeRange=15 <- place distant objects and trees
    uGridDistantCount=25 <- more objects can be rendered in distance
    uGridsToLoad=5 <-The near lod grid for full details

     

    uGridDistantTreeRangeCity=4 <- place distant objects and trees in cities
    uGridDistantCountCity=4 <- more objects can be rendered in distance in cities

     

    uNumDepthGrids=3 <- no clue

     

    [LOD]
    fLodDistance=500.0000 <- no clue
    bUseFaceGenLOD=0 <- no clue
    iLODTextureTiling=2 <- no clue
    iLODTextureSizePow2=8 <- no clue
    fLODNormalTextureBlend=0.5000 <- no clue
    bDisplayLODLand=1 (won't talk about the 1/0, because they just enable or disable something)
    bDisplayLODBuildings=1
    bDisplayLODTrees=1
    bLODPopTrees=0
    bLODPopActors=0
    bLODPopItems=0
    bLODPopObjects=0
    fLODFadeOutMultActors=11.7300 <- NPCs will fade in from that distance, will set about 1000 less as they get rendered?
    fLODFadeOutMultItems=11.5000 <- Items will fade in from that distance, will set about 1000 less as they get rendered?
    fLODFadeOutMultObjects=11.5000 <- Objects will fade in from that distance, will set about 1000 less as they get rendered?
    fLODMultLandscape=1.0000 <- something with Landscape, but don't se any changes ingame
    fLODMultTrees=2.5000 <- something with Tree LOD Render distance?
    fLODMultActors=10.0000 <- something with NPC LOD Render distance?
    fLODMultItems=10.0000 <- something with Item Render distance?
    fLODMultObjects=10.0000 <- something with Object Render distance?
    iFadeNodeMinNearDistance=400 <- no clue
    fLODFadeOutPercent=0.9000 <- no clue
    fLODBoundRadiusMult=3.0000 <- no clue
    fTalkingDistance=2000.0000 <- NPCs talking to me?

    fTreeLODMax=2.0000 <- max Render Distance for LOD Trees
    fTreeLODMin=0.0200 <- min Render Distance for LOD Trees
    fTreeLODDefault=1.2000 <- no clue
    fObjectLODMax=15.0000 <- max Render Distance for LOD Objects
    fObjectLODMin=1.0000 <- min Render Distance for LOD Objects
    fObjectLODDefault=5.0000 <- no clue
    fItemLODMax=15.0000 <- max Render Distance for LOD Items
    fItemLODMin=1.0000 <- min Render Distance for LOD Items
    fItemLODDefault=2.0000 <- no clue
    fActorLODMax=15.0000 <- max Render Distance for LOD NPCs
    fActorLODMin=2.0000 <- min Render Distance for LOD NPCs
    fActorLODDefault=5.0000 <- no clue
    bLODUseCombinedLandNormalMaps=1
    bForceHideLODLand=0
    fLODQuadMinLoadDistance=65536.0000 <- no clue
    fLODFadeOutActorMultInterior=1.0000 <- NPCs will fade in from that distance in interiors
    fLODFadeOutItemMultInterior=1.0000 <- Items will fade in from that distance in interiors
    fLODFadeOutObjectMultInterior=1.0000 <- Objects will fade in from that distance in interiors
    fLODFadeOutActorMultCity=1.0000 <- NPCs will fade in from that distance in cityies
    fLODFadeOutItemMultCity=1.0000 <- Items will fade in from that distance in cityies
    fLODFadeOutObjectMultCity=1.0000 <- Objects will fade in from that distance in cityies
    fLODFadeOutActorMultComplex=1.0000 <- NPCs will fade in from that distance in complex (dungeons?)
    fLODFadeOutItemMultComplex=1.0000 <- Items will fade in from that distance in complex (dungeons?)
    fLODFadeOutObjectMultComplex=1.0000 <- Objects will fade in from that distance in complex (dungeons?)
    fLODLandVerticalBias=0.0000 <- no clue

     

    [Grass]
    iMinGrassSize=80 <- Changes the size of the Grass
    fGrassEndDistance=8000.0000 <- render distance (?)
    fGrassStartFadeDistance=70000.0000 <- where it starts fadeing in
    bGrassPointLighting=1
    bDrawShaderGrass=1
    iGrassDensityEvalSize=2 <- density of grass?
    iMaxGrassTypesPerTexure=2 <- no clue
    fWaveOffsetRange=1.7500 <- no clue
    fGrassWindMagnitudeMax=125.0000 <- no clue
    fGrassWindMagnitudeMin=5.0000 <- no clue
    fTexturePctThreshold=0.3000 <- no clue

     

    [speedTree]
    iTreeClonesAllowed=1
    fCanopyShadowGrassMult=1.0000 <- Shows from trees showen on grass distance to player
    iCanopyShadowScale=512 <- Tree shadow quality
    fTreeForceMaxBudAngle=-1.0000 <- no clue
    fTreeForceMinBudAngle=-1.0000 <- no clue
    fTreeForceLeafDimming=-1.0000 <- no clue
    fTreeForceBranchDimming=-1.0000 <- no clue
    fTreeForceCS=-1.0000 <- no clue
    fTreeForceLLA=-1.0000 <- no clue
    fTreeLODExponent=1.0000 <- no clue
    bEnableTrees=1
    bForceFullLOD=0
    fLODTreeMipMapLODBias=-0.7500 <- no clue
    fLocalTreeMipMapLODBias=-0.2500 <- no clue

     

    [DistantLOD]
    bUseLODLandData=0 <- no clue, but I have a feeling that canimproves graphics
    fFadeDistance=12288.0000 <- no clue, but I have a feeling that can improves graphics
    iDistantLODGroupWidth=8 <- no clue, but I have a feeling that canimproves graphics

     

     

    My question is:
    Are all my guessings right? Is there something to add?
    What is the rest?
    What can do to improve my LOD graphic?

     

    I learned those settings with http://www.tweakguides.com/Oblivion_8.html , http://www.nexusmods.com/oblivion/articles/44178/? and try and error.

    _______________________________________________________________________________________________

    I could change

    uGridsToLoad=5 to 7

    but then some Structures and objects are disapearing :[
    Same if I change the Video Settings ingame.

  5. Looks really beautiful!

    Only 1 suggestion about the "Random" option, I would like to say which game(s) I want to get random mods shown.

    Something like:

    - All

    - Favorits

    - Add Game

     

    Btw, I you will get an notification, when someone replays to your comment or in your Forum Thread :)

  6. Hi

    I have a problem with using Improved Water and my ENB of choice.
    Previously Improved Water and my ENB worked totally fine, after the version 1.2 of Improved Water.

    Now I wanted to install Fake Fullscreen Mod, read the instruction. Doesn't work, so ok removed it, windowed mode was still active.

    Mkey, as stupid as I am, I changed the Windows Mode in the Oblivion Launcher, which resetet all my .ini-settings.

    Improved Water as it is, works totally fine.
    My ENB works totally fine as well.

     

    So I looked at the Improved Water Comments (because no trouble shoot area), what could fix it.
    I found that this will fix it: iMultiSample=4
    But that will disable many features of my ENB, so that's no option.

    So all I know is, that this problem can be fixed with working on my Oblivion.ini.
    Does someone know where I should look first?
    I'm completly in the dark there.


    Improved Water

    http://i.imgur.com/Kv38rUe.jpg

    Improved Water + ENB

    http://i.imgur.com/2Ek9JkR.jpg


    Edit #1:
    I'm not sure if I played Oblivion, with this mod be intact? Beacause it could have gotten overrwritten by something and the water was looking like crap, and I haven't noticed it, because when I'm underwater it was working fine, as it does now.

    Edit #2:
    A friendly guy at the Mod Page told me how to fix it.
    set bUseWaterDisplacements=1 to bUseWaterDisplacements=0

  7. I use "Landscape retexture" by Lougian ( http://www.nexusmods.com/oblivion/mods/44713/? )
    This Texturepack overrides Qarl_TP3_Full_v1.3.

     

    Only the Road,
    I tried to change AmbientLightingIntensityDay = no result, but not AmbientLightingIntensityNight, will try that.

     

    Edit #1:
    AmbientLightingIntensityNight doesn't help :/ but changed something

    Thanks for your help, I apprreachiate it [Kudos for you <3]

    Edit #2:
    Mkey, I've copied the enbseries.ini and the enbeffect.fx from the enb, without my tweaks. And it does look like, it works there.
    Now I know where to look. If you have any Ideas please let me know.

    ENB: Photorealistic ENB

     

    Edit #3:
    I could nail it down to the Eviroment changes (was quite obvious, but I had to make sure that nothing else causes this problem)

    Edit #4:
    [THE PROBLEM WAS]
    LightingIntensityNight=2.75, that's way too high. now I know

    Thank you bevilex, I wouldn't have thought of changing the Nightsettings :)

  8. Hi

    I have a problem with my ENB, I really liek this ENB and customized it to my likings. Now where I changed my Texture Pack for the ground, it's looks pretty odd, during the day.

    http://i.imgur.com/JqcMx0I.jpg

     

    I can not fix it in via enbseries.ini, and that's where I need help.
    (ok, I can fix it, when I set "UseOriginalObjectsProcessing" to "true")

    Where could I find something that fixes my problem?

  9. Hi

    I would like to change some textures for the area around Anvil and Bruma.
    I'm using Qarls Texture Pack III Full v1_3_OMOD (http://www.nexusmods.com/oblivion/mods/18498/?) and I want to replace it with HD jerall ice texture with transparency (http://www.nexusmods.com/oblivion/mods/44741/?).

    My Problem is, I really don't like the blue look of the top of the rock.

    http://i.imgur.com/a81Q3FP.jpg

    I was searching for the "palepassice04.dds" file, but didn't found one.

    I was putting the "palepassice04.dds" and the other file in the folder in /data/textures/dungeones/misc, no result.

     

    Btw, I would also like to change the rock around anvil

    http://i.imgur.com/ZjcjiT8.jpg

    Could anyone give me a hint, where I can change the texture?
    Thank you

     

  10. I tested Win10 and in my mind it workes pretty well. Doesn't have any problems with it (perhaps with FO3 but didn't tested it yet).

     

    In my mind:
    Windows XP is way too outdated, but nothing wrong with it. Further to it won't get supported anymore.
    And it has many securtity leaks (like every windows^^).

    Personally, I like Win7 at most, because I like a simple Desktop.

    Win 8.1. works. but there are so much background activities, I really don't like, and you have to deactivate so damn much, that microsoft don't spy on your computer (easy target for spyware).

    Win10 It should be nice and easy to conect it with other devices (didn't tested that). The Interface is handy. Sometimes the Windows-Menus is laging. Further to is come with the same spy option for microsoft like win8.1.

     

    All in all I would upgrade form XP to Win10, but If you have Win7 I would stay with that.

    But If you want to upgrade I wouldn't wait, otherwise you have to pay.

  11. This is the first time I have had problems with Fallout 3's radio and I have been playing on and off since release date. I have the same problem as OP and im still experimenting with fixes. One thing that caught my attention is that when I alt-tab the game, the music started playing just fine but whenever I selected the Fallout 3 window, it got choppy again. Can anyone explain that?

     

    EDIT: I sent an email to Beth support and im currently awaiting for a reply.

     

    EDIT 2: I somehow "fixed" it. Whenever I enter the escape menu, it fixes the radio but if I go back into it, it stars stuttering again.

    It seems that allmost all Windows 7 Users have Problems with this game.

    As far as I understud, causes the WMV Files the sound Problem (i think the WMV files are in the BSA, but I could be totaly wrong here).

    Because Win7 sound codecs are bad (what I heared. I don't know codecs very well), so you have to add or replace the codecs with some good codecs. That will fix it.

     

    But be carefull, with deleting codecs, that can cause sound-problems.

    And if you have problems, just install the Win7 Audio codecs, again, so that you have both.

     

     

    But at first I hightly recommend, to try changeing some values in your FALLOUT.ini file (C:\Users\"UserName"\Documents\my games\Fallout3)

    iAudioCacheSize=2048 to 4096

    iRadioUpdateInterval=250 to 1024

     

    That CAN help.

  12. Hi

     

    I play a Vanilla FO3, I have only installen FOSE, 3GB Patch and changed the FALLOUT.INI by 2 lines (bUseThreadedAI=1, iNumHWThreads=2)

     

    My Problem:
    I hear noisy Music in my Pip-boy Radio, but the radios are totaly fine.
    I have done the Quest for GNR, so that the Signal is should be fine.

    I double check it, all radios channels are infected, ut only the Music.

     

    What I tried:

    I visit the Besethda Fallout 3 Support to download the latest Patch (Austrian Patch 1.7).

    Installed the FO3 Unofficial Patch with and without German Patch.

    Installed GNR Enhanced, with and without Beta Update.

    Installed GNR fix.

    Changed the FALLOUT.INI to vanilla setting.

    Changed from iAudioCacheSize=2048 to iAudioCacheSize=4096

    Changed from iRadioUpdateInterval=250 iRadioUpdateInterval=to 1024

     

    My Question:
    Do you have any Ideas how to fix that? Or is teh Radio forever broken for this Savegame?

     

     

    Edit 1#:
    Holy f***
    I found a solution, after messing around with my Windows System and what so ever
    Radio Stutter Fix

    It was that simple :'D

     

     

    Edit 2#:

    I was searching for another solution, because I wanted a completly mod free savegame.
    So I tryed to understand as much I could from this artical and what it suggested.

     

    I Just install the K-Lite Codec (Downloaded from Mirrow 2: Basic -> Normal installation).

    After installing I pressed the fix Button, confirmed [disable/delete bad codec].

    Reboot/Restart PC.

    Worked fine

  13. Hi

     

    Question:
    I want to ask you, which ModManager is, in your personal opinion, the best for modding Fallout 3 and why?
    Mod Organizer

    Nexus MM

    Fallout Mod Manager

    Wrye Flash

     

    ModManager choice:

    Fallout New Vegas: I'm using Nexus MM, because ModOrganizer won't work that well for me, for this game.

    Skyrim: I'm using ModOrganizer, because its such an awesome tool!

    Oblivion: I'm using Wyre Bash, because It's a simple MM, it's recommendet for certain mods and it has the bashed patch.

     

    For Skyrim I'm using around 270 mods.

    For Oblivion around 60 mods.
    For Fallout New Vegas around 130 mods.

     

     

    Tip's are welcome:
    If you have some tips, I have to look at, at modding Fallout 3, please let me know.

    Because I'm new at modding Fallout 3, and I will watch the Tutorial form Gopher for FO3.

     

     

     

    At least I want to say, I'm not new at modding, and I know Mod Mangers very well, and how to get things working together.
    I just want to hear your experiences with some ModManagers, so that I don't have to change it 3 or 4 times, because this ModManager isn't optimized for some mods or will do some mysterious thing, that make the game not playable (happends to me for FO NV as I used MO).

  14. I hope this is more or less the right place to ask this question, please don't shout at me if not :smile: I joined Nexus today (as a Supporter) and downloaded the NMM. I tried installing a Skyrim mod but the NMM keeps stopping installation to ask me for login details. I am inputting the same details I use to login to Nexus - I haven;t set up another account so I presume the details are the same - but illogically it keeps telling me the login details are incorrect. How comes? I was not prompted to st up another login account for the NMM, am I missing a step? Thanks.

    There can be problems, if you have installen your NMM in your "C:\Program Files (x86)".

     

    Are you logged in with your Account at the Nexus Page?

    Are you logged in at your NMM with your Account? (If not there's a red little guy in the left hand side corner)

    Which Mod do you want to install?

     

    If all doesn't work, change your Password and/or Username and try it again.

    (I don't see a Username only your EMail Address. I highly recomment to you, not to show your EMail-address freely in the internet)

  15. Hi

    I would like to ask, why do you want to redesign this page?
    Is there any reason, or just to refresh it, or just to ask if it's handy enought?
    [and please, if you are goint to redesign it, please no Flat Design! I hate those sites! Example: http://thinkblink.nl/ ]

    Will the (nexus-user)name of the winners published?
    For me it would be interessting, but I can understand why not.

     

    Best regards
    Biervampir

  16. So far I've went through the mods I really want - http://imgur.com/gv77mJf

    For some reason NMM deleted the logs so I haven't got my list anymore.

    Nice to hear :smile:

     

    Without an enb/4gb mod I get stable 64fps, with an enb I can get drops to 45 but mostly stays at 50-60 and I'm alright with that. Problem is basically solved unless I go on a mod binge and accidentally install one of those other mods again. To think I was playing with drops to 10fps...

    If u have compability problem, I allways recommend Wrye Bash, it could save the binge.

     

     

    Ps.: I'm using round about 150 Mod's and it works fine, thanks to Wrye Bash.

    http://abload.de/thumb/mod-listelucb.png

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