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seppesusi

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Everything posted by seppesusi

  1. The mod compilation has multiple save-related variables: [Save Manager] iAutoSaveTimer= iMaxAutosaveCount= bPeriodicFullsave= iReloadCurrentSaveKey= iCreateSaveKey= iIncrementalSaveKey= iMaxIncrementalSaveCount= _iAutoSaveIndex= _IncrementalSaveIndex=Are the "SaveKey" options only related to hotkeys? How to set an amount of allowed saves and can the timing be adjusted?
  2. Do you remember which quests specifically (I can't recall the names)? Will the questline break if you fast-travel and don't have a save to revert to?
  3. Since the mod scripts remain in your save file after removal, to my knowledge, you shouldn't install mods for entirely trivial reasons. Mods which only replace texture or audio files don't require an ESP, but I'm unsure if it's possible to replace any game variable (e.g. the amount of XP gained, damage done/taken, health values, buff duration etc.) without using the said extension.
  4. In Fallout 3, unless this was some compatibility issue with a third-party mod, the command hide the dialogue menus. May be due to transparency. But as said in my other thread, the blur added by a mod can be disabled in its configuration menu.
  5. a related thread for Fallout 3 I have OBSE installed of course. I would bind the commands "tm" (disable HUD) and "cam" (close all menus, including conversations) to start with.
  6. My reply to an old thread resulted in locking, may have been seen violating the forum "necromancy" rules. I have FOSE installed of course. I would bind the commands "tm" (disable HUD) and "cam" (close all menus, including conversations) to start with.
  7. Since you don't know how to do it, I will explain. You see the numbers after mods/ and before /?. Those are the file numbers. Just go to any mod page for the game and change the numbers in your browser. The mod uploader is actually responsible to ensure the mod page for their mod is maintained. If it is such a bother to you, why don't you contact the administration and volunteer to go through all the thousands of mods and make any changes to the links that are necessary? Users as prominent as Gopher don't seem to maintain their pages, unfortunately: https://www.nexusmods.com/fallout3/Users/38219?tab=user+files Sorting by the most recent, mainly legacy links. Maybe I will help once I learn how and if the staff accepts external help from unknown users. And I wasn't only thinking about myself, some users assume that Nexus is having downtime when the links don't work and mods receive slightly less traffic.
  8. I have some mod-related questions which apply to several games or Windows software in general, posting them to a game's sub-forum would be a disservice or downright misleading. Do I just have to use the PC gaming forum? The software programs area isn't applicable, I'm not modeling or creating media.
  9. At least from Oblivion to Fallout 4 (Fallout 76 was changed) the game doesn't allow fast-traveling from interior locations. Since there's a mod for each of the games to disable this restriction (works well based on my experience) there doesn't seem to be any technical reason. Allowing fast-travel from everywhere doesn't seemingly affect the game balance (making it possible to escape from dungeons) since the "you can't travel when enemies are near" rule is active. Especially Oblivion suffers from the forced backtracking with its dungeons, but Skyrim made improvements nonetheless by usually placing an exit at the tail end.
  10. I should've searched within the forum thread immediately. https://forums.nexusmods.com/index.php?/topic/128199-rh-ironsights-fose/page-142&do=findComment&comment=2425971 I don't recommend using the "bImageSpaceEffects=0" option for now.
  11. I disabled the setting in Fallout 3 to remove radial blur added by a mod. MSAA anti-aliasing was disabled (doesn't matter much since you can inject FXAA/SMAA or use SSAA) and the sepia-like filter in the quest "Tranquility Lane" was removed (which I personally prefer). Can someone confirm that this variable doesn't introduce a significant graphical downgrade in some form? I'm mainly worried of reduced particle effects and god rays. I assume that the withdrawal and addiction effects will change significantly, but they are so rare that it isn't worth worrying about. Depth of field and motion blur have always been disabled in my game for performance reasons.
  12. Solved, in fallout.ini bImageSpaceEffects=0 This also disables MSAA anti-aliasing and the sepia-like filter in at least the "Tranquility Lane" quest. There may be more, potentially unwanted effects.
  13. Fallout 3 and New Vegas (Gamebryo) both now have their own "tick fix" mods. An .ini edit was discovered for Skyrim in 2016. On PC Gaming Wiki there's no solution for Oblivion.
  14. I didn't know that the distance can be extensively adjusted with the mouse scroll wheel. Solved.
  15. https://www.nexusmods.com/fallout3/mods/6938/ The mod adds radial blur, as you can see in the the screenshots. How to remove this effect? The in-game option has no effect to my knowledge.
  16. I didn't immediately find a mod via search. I want to increase the time the blood remains on surfaces, preferably until you leave the area. Could stay as long as the bodies do, provided that this doesn't introduce performance or stability issues. I'm not currently looking for any texture replacements.
  17. Appears to be a MO-related issue: https://forums.nexusmods.com/index.php?/topic/1973534-best-way-to-install-gophers-hud-mods-with-mod-organizer/
  18. Increasing the "fDefaultWorldFOV" value also affects the third-person FOV, which frankly makes the game unplayable especially when approaching values closer to 100. The camera is pulled so far back that the level geometry obstructs the view on all interior areas.
  19. Additionally, I'd like to disable the lens flare as well.
  20. The game displays some dirt on screen at least when the character is damaged. The no blur effect mod doesn't appear to affect the screen effects. Should be easy to notice in this screenshot:
  21. It's extremely frustrating to come across a compilation such as this one when all of the links are in the legacy format. Why the issue hasn't been fixed? I don't know if it's possible to create a userscript to convert the links or redirect all without affecting page load times.
  22. I installed the mod after UIO and MTUI in Mod Organizer. The UI doesn't seem to fade away and the activation hotkey only toggles the crosshair. My installed mods: #Mod_Priority,#Mod_Status,#Mod_Name,#Nexus_ID,#Mod_Nexus_URL,#Mod_Version "0000","+","DLC: Zeta",-1,"","" "0001","+","DLC: ThePitt",-1,"","" "0002","+","DLC: PointLookout",-1,"","" "0003","+","DLC: BrokenSteel",-1,"","" "0004","+","DLC: Anchorage",-1,"","" "0005","+","UPDATED Unofficial Fallout 3 Patch",19122,"https://www.nexusmods.com/fallout3/mods/19122","2.3.2.0" "0006","+","Fallout Stutter Remover",8886,"https://www.nexusmods.com/fallout3/mods/8886","4.1.36.0" "0008","+","DoF Motion Blur and Other Effects",20865,"https://www.nexusmods.com/fallout3/mods/20865","1.0.0.0" "0011","+","MTUI",43,"https://www.nexusmods.com/fallout3/mods/43","d2020.4.4.0" "0013","+","UIO - User Interface Organizer",20867,"https://www.nexusmods.com/fallout3/mods/20867","f1.00" "0014","+","Immersive HUD - iHUD",15790,"https://www.nexusmods.com/fallout3/mods/15790","2.3.1.0"
  23. What currently is the recommended option? The BUDA20's releases have a standalone executable and I wouldn't expect that to work flawlessly with FOSE and any mods relying on the script extender... EDIT: I've had a great experience with OneTweak so far.
  24. I'm updating the links, difficult to understand why Nexus doesn't redirect: https://www.nexusmods.com/fallout3/mods/16001?tab=description https://www.nexusmods.com/fallout3/mods/16478?tab=description Borderless Gaming certainly doesn't stretch the image based on my experience.
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