Jump to content

sip111

Premium Member
  • Posts

    8
  • Joined

  • Last visited

Nexus Mods Profile

About sip111

sip111's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Coming a little late, but I have the same exact problem. Reinstalled everything several times now, from the game to completely deleting directories etc and starting from scratch. In a given collection of 200+ mods 90% will always install correctly the other 10% suffer the 'temp dir contains too many files' error. Emptying the temp dir does nothing and from the looks of it the temporary directory/folder itself doesn't actually contain that many files. Its specific mods (there are many) that cause this error in vortex and only after I finally updated recently to the newest version and update dot-net.
  2. Don't know if this is included yet: Junk Items and other more-so random objects, like tables, are all randomly highlighted green as if they were selected in VATs or in workshop mode while exploring the general wasteland.
  3. Kinda, but it's more like paid mods are almost DLC, but not quite. The distinctions are important, IMO. DLC contractually obligates the company upon purchase to provide a certain amount of technical support and patching for a certain amount of time. Paid mods offer no-such guarantee. DLC is also guaranteed to work with all other DLC, meaning as part of their agreement they'll keep patching for fixes regarding content I may or may not even have. Paid mods offer no-such guarantee, and would probably not be able to do it even if they wanted too.
  4. Sounds like a memory leak. Another game that currently does this to annoying degree is the new ANNO. If I remember correctly the Stutter Fixer mod, the ENB mod and another that I can't remember the name of made for previous Beth games also fixed some of the memory leak issues so playing it at length never met with ever lower fps and inevitable CTDs. I wonder if the same errors remain? Sorry I couldn't be more helpful.
  5. Wouldn't it be Havok animation studio's engine, not creation engine, that handles all the animation blends? Havok animation studio makes for decent animations it's all about how talented the person using it is and how much time they invest, it's not the engine, basically, if it's still true they are using Havok animation. Although, the creation engine has some weird stuff going on still with the messy localized physics, clipping and it's in-game time being tied to FPS I only imagine what sort of hick-ups this may cause with any add-on engines you use. IMO - The animations are far from the best, but I think they're an improvement over Skyrim etc. The state to state transitions could still use a lot of work.
  6. Power armor, as the name suggests is a vehicle, at least that's where my opinion is and I believe the lore also backs that up, all power armor is so heavy that it requires some sort of power (or passive hydraulics/structure built into the pieces of the suit to keep itself upright and keep it's weight from being a burden to the user) outside just the immediate user to function properly, it's always got some cooling system and hydraulics for movement, even if they're passive. It's a type of heavy armor, but not all types of heavy armor are power armor. There are already heavy/medium armors in the game more bulk-ward than the OP's suggestion, kind of already puts it into the other preexisting categories and not power armor, power armor fully encases you in metal, it's like a tank that keeps you with all the advantages of being in your bi-pedal humanoid form; because societies are built around that shape. It's not merely a heavy armor in any case. In the game FO4 power armor is a set which contains the powered mechanical suit shell and it's armored add-ons. IMO
  7. Yes, in the majority of cases the rain is stopped by 'roofing' and 'floor' objects.
  8. I haven't messed with the GECK in ernest in years. So someone correct me if I am wrong. But, one of the ways textures and models are dealt with within the engine and memory is that basically you *can* have a huge number of the same models, texture palates, all in the same scene or room/world, and it'll be easy for the engine to use an index to keep track of the repeated models or textures, positioning, rotation, scale, in local and global values without using much resources. Now, it only has to load that model and texture once into memory, that gets called to be used in a game space more than once with an index of directions. The strip in New Vegas has something different in it that isn't seen nearly often, and if it is it's hidden in with the 'trite,' in F03 or Oblivion and Morrowind, which is that it's a scene using custom models and textures, with unique and in some cases that surprised me, totally non-repeating models and features each with it's own various textures and scripted fxs. You pay dearly for that uniqueness in terms of memory and speed, and will often run into LOD, load-time, and indexing complications, simply, while you could run a bigger strip on a gaming computer easily, it would be a giant challenge to keep up their lvl of detail and design they have going and make it work still on the consoles for whom you typically have to custom make lvls, pulling out all the tricks, to work around their typical lack of memory and speed. Shooting for something that has to work well on all the above can result in levels made to fit specs a computer gamer isn't used to dealing with.
×
×
  • Create New...