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Fl0W

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Everything posted by Fl0W

  1. This mod should do: - detect if Dialogue Camera is active, if yes -> catch the mouse movement and movie it erratically and hectic over the screen to simulate shaky cam view during conversations. - Optional: always force the Dialogue Camera during conversations. (disable the dialogue camera escape range) The wish for this mod is purely ironically. I am absolute disgusted of the shaky cam in movies/TV shows. This mod will be just for entertaining purposes. Fun Mod.
  2. It works well with the nVidia drivers. I did this a couple of times now in Win10 x64 in the last 10 months, because nVidia do f*** up things too with new drivers, especial with the old GPUs. AFAIK this works well with the catalyst drivers too, but it was a couple of years ago since i had a ATI GPU, i dont know if anything have changed since then, i doubt it, but i dont know for sure. After you uninstalled the previous driver, try these packages, they should be multilingual: http://www.computerbase.de/downloads/treiber/grafikkarten/amd-catalyst-komplettpaket/
  3. There seems to be a hidden node for the light source in the nif files. Maybe NifScope is just not capable of editing this yet. related topic: http://forums.nexusmods.com/index.php?/topic/3562285-changing-weapon-luminanceglow/ Ask the op there, maybe he have found a solution. For fun, I have tried to modify one of the strobe lights, but with no luck.
  4. interesting. Can you still undelete the files from the trash bin and compare them to the files you have now? http://sourceforge.net/projects/npp-compare/
  5. So, ESP mods do work? Only the loose files do not load in the game? If you do the new method of editing the inis -> "sResourceDataDirsFinal=" then you also have to add the line "bInvalidateOlderFiles=1" too, or else it will not work. So it looks like this: [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal=Someone had a similar problem and solved it by adding these lines in his custom.ini (but this is a very strange solution and i wonder why this solved anything at all, because it have nothing to do with mod support. lol ! but its worth a try) [Display] iLocation X=0 iLocation Y=0link to the thread: http://forums.nexusmods.com/index.php?/topic/3560995-cant-find-fallout4customini/page-2&do=findComment&comment=32115135 Or you could just try to use my tool that does the ini edits automatically http://www.nexusmods.com/fallout4/mods/2772/?
  6. I think he means the decals on the wall. Yes, they are ugly and look out of place, imho. It shouldn't be too hard to find a proper replacement for this decal or replace it with an empty texture.
  7. Interesting. It seems the CTD issue should be examined furter. But this issue have most likely nothing to do with the CTD: The NMM does replace the existing file with the one of the new mod, there is never the same texture/file in the same folder. If you uninstall a mod (A) through the NMM the manager replaces the file that you are uninstalling with the other file that should be there from the other mod (B). If the other mod (B) is still active (green) the manager knows that the texture from (B) should be on the place in the DATA folder, if you uninstall (A). All files are copied from the "virtual folder" that you have set during the installation of NMM. Side note: Existing files that where in the DATA folder before NMM installed any mod, will be moved to "\Nexus Mod Manager\mods\VirtualInstall\_overwrites" So the game can not decide what mod texture it should load, because there only exist one file in the data folder! What i think, that could happen here is: the mod texture, that you are using, have a missing mipmap and the game loads the vanilla low-res textures first from the .ba2 archive. After the game have decided that it can load the high-res texture, it loads the replacement texture from the mod/DATA folder. AFAIK the game is optimized to load the textures only as needed, the .ba2 archives are optimized for this. So this MAY be possible, but this is only a speculation from me. The other thing: the slow texture loading was reported from day 1. I mostly hear that complain from users with high end systems who have maxed out everything. I think you have just realized this issue now, when you have spend so much time in investigating the CTD problem. --- Have you tried to uninstall all mods from your data folder? Uninstalling through the NMM may still leave some files in the data folder. Try this: copy/move all non-vanilla folders and files from the data folder (just copy them into a new Unnamed folder). Then try again with both ini methods. Only these files should remain:
  8. @nekollx: http://wiki.splashdamage.com/index.php/Basic_Texture_Overview http://www.nexusmods.com/fallout4/mods/3635/? link to the glowmap in the bgsm file enable Glowmap and emittance (white + ~1.00000) in the material editor. save glowmaps as DXT1 + mipmaps btw. I had visual distortions in my experiments with bgsm and glow map, and disabling the vanilla normal maps solved it for me. @Extort713 At first i thought the emitting objects also project the light onto other object, just like you asked in your 1. post. But i was wrong. It just creates the halo on the mash itself. No projection. It seems that there is a light source in the mash that is not marked as such in the NifScope. My guess is, that this is due to the fact that NifScope for Fallout4 is still a WiP and its not "enabled" yet. I found a light source in the workshopstrobelight01.nif (59 NiPointLight) and tried to modify it, but with no luck. So my best guess is that this feature is just not supported in NifScope yet. But i am a Mesh edit newb, so i could be totally wrong.
  9. tomatoes or potatoes? sorry, i would try to help you but your question is too vague to be answered correctly. What exactly do you want to do? What have you tried? And what mod are you talking about?
  10. You really want to do this manually, no joke? omg what a nightmare! Basically you need a script that extracts/log the the line and FormID into a text file (afterwards you can comma separate the FormID for the spreadsheet)? There is already a script that let you find a specific word in the dialog files: http://forums.nexusmods.com/index.php?/topic/3487250-find-name-of-dialogue-file-that-a-character-is-saying-when-they-say-it/?p=31728050 So, if you want to cut a specific word out of the dialog files, you can already find it easily, thanks to zilav! :dance: Hopefully he reads this and is kind enough to modify his script to add a log to file feature for you. :wink: Creating a audio file library out of single spoken PC words is a entire different story. A lot of audio editing... eeewwwwwww But i may participating in such a project if there is really a demand for it from the mod community.
  11. you can control the color over the .nif mash file i tested the color on alienblaster_1.nif. (look for FX***** values, these control the lighting effects) I am sure you can also find the correct switches for the emit/glow intensity somewhere in that nif file. Please report back your findings of these values if you found them. http://i.imgur.com/3YnSw5a.jpg
  12. that is fine. that is fine. The Fallout4Custom.ini is only a extension of the "regular" fallout4.ini
  13. if you used the latest version 0.4.0 of my tool then it should have also created the Fallout4Custom.ini file. Paste this line into your windows explorer window and hit ENTER key: %USERPROFILE%\Documents\My Games\Fallout4 This where your inis should be. If both files are present and correct modified, then there is another problem unrelated to the ini modification. Start the NMM and see if you can enable the .ESP files from there.
  14. 241 esp mods, holy s***! 14 more mods and you breached the barrier of space and time :D With this extend of the modification like this, its no wonder that something breaks sooner or later. The GECK is still not out yet and the probability of broken esp mods is very likely. My advise is, that you firs disable all settlement and crafting related mods and see if that helps. If yes, then activate again 1 mod after another to find the culprit.
  15. You dont need this file to make mod (loose files) to work. The Fallout4custom.ini is nothing special, it is just an override to the fallout4.ini. Basically you can have the same ini settings in both files, but the Fallout4custom.ini have a higher priority, so everthing that is in both inis gets overriden by the setting in the Fallout4custom.ini. - the Fallout4custom.ini is created with the start of the game Fallout4.exe- you dont need Fallout4custom.ini to make loose file mods work- the massage you get from NMM is just a general warning massage. The NMM only scans the Fallout4custom.ini and ignoring the fallout4.ini settings. So if you have modified the necessary items, NMM will keep nagging, But you can ignore it.- you can apply the ini modifiaction also to the fallout4.ini and it will work Or you can use my tool to enable mods as loose files, it will do the ini modification automatically.http://www.nexusmods.com/fallout4/mods/2772/? I will upload an updated version later today, to fix the NMM nagging. :)
  16. At what resolution do you play the game, what is your desktop resolution and what is your native monitor resolution? Have you tried to run the game in fullscreen - windowed - borderless ?
  17. Do you use a weapon texture replacer mod?
  18. try my tool http://www.nexusmods.com/fallout4/mods/2772/? The tool will edit the ini files as needed. No you dont need to make the .ini files read-only after the edit. That only applies to the plugins.txt file where the .esp mods are listed. With patch 1.2 the launcher executable cleared all mods that where listed in this file and thus disabled these mods. If you use the nexus mod manager, you dont have to worry about the plugins.txt. The mod manager will handle it itself. I never heard of a "Fallout4Prefs_Custom.ini" before, i dont think you are supposed to have such a file.
  19. Sadly, this is a feature of the game. The re-spawn time is too low! I use this mod. http://www.nexusmods.com/fallout4/mods/704/? The mod rises the re-spawn time (iHoursToRespawnCell) from 480 minutes to 4380000 minutes.
  20. have you modified the fallout4.ini after the latest patch with the new way? If not then try this tool -> http://www.nexusmods.com/fallout4/mods/2772/? What i mean with the new way: http://wiki.tesnexus.com/index.php/Fallout_4_Mod_Installation#How_To_Enable_Fallout_4_Mods
  21. copy these bat text files into your Fallout 4 game folder (Steam/steamapps/common/fallout4) then in-game open the console and type in the name of that file "bat superduppercheatmod"
  22. Yes, this is how it works. I think the reason for this is that the user have to look at the updated mod and decide if its worth a update or not, because sometimes a mod update is not really a update. A new version of a mod does not meant that the user have to download and install it immediately, for various reasons. On of the reason is that the update add something to the game that the user does not wanted when he installed it the first time. You have to manually deactivate the old mod, download and install the new version and then activate the new mod every time you want to update a mod.
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