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Blood splash blinds me


NoelOne

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I recently did a full restart on FO 3 I started 'bare' and used a recommended Mod list. Most of these Mods I have never used before but, they have immensely improved the "immersion" in the game. HOWEVER, one of the mods has added 'blood splash' in my field of vision as I take damage. I have poor sight IRL and, this is incredibly distracting. After a couple of dozen tries, I am unable to finish the Super Duper Mart. I take damage, can't see and, wind up raider chow. Does anyone know how to turn the damn thing off or, at least 'down?' Being blinded in the game seriously sucks, 'immersion' or not! :yucky: ANY assistance would be greatly appreciated.

 

Cheers!

 

The following is the Mod List, in order.

 

 

 

Active Mod Files:

• 00 Fallout3.esm

• 01 ThePitt.esm

• 02 Anchorage.esm

• 03 BrokenSteel.esm

• 04 PointLookout.esm

• 05 Zeta.esm

• 06 Unofficial Fallout 3 Patch.esm [Version 1.2.0]

• 07 CALIBR.esm [Version 1.3]

• 08 FOOK2 - Main.ESM

• 09 CRAFT.esm

• 0A FO3 Wanderers Edition - Main File.esm

• 0B FOOK2 - [DIK] DLC Improvement Kit.ESM

• 0C Lings.esm

• 0D LingsFinerThings.esm

• 0E Sharing and Caring Companions.esm

• 0F Mart's Mutant Mod.esm

• 10 Unofficial Fallout 3 Patch - Operation Anchorage.esp [Version 1.2.0]

• 11 Unofficial Fallout 3 Patch - The Pitt.esp [Version 1.2.0]

• 12 Unofficial Fallout 3 Patch - Broken Steel.esp [Version 1.2.0]

• 13 Unofficial Fallout 3 Patch - Point Lookout.esp [Version 1.2.0]

• 14 Unofficial Fallout 3 Patch - Mothership Zeta.esp [Version 1.2.0]

• 15 FOOK2 - Main.esp

• 16 FOOK2 Main [Hotfix].esp

• 17 FOOK2 - [DIK] DLC Improvement Kit.esp

• 18 FOOK2 DIK [Hotfix].esp

• 19 FOOK - Unhidden Backpacks.esp

• 1A FOOK Armor Remix.esp

• 1B FOOK2 armory.esp

• 1C FO3 Wanderers Edition - Main File.esp

• 1D FO3 Wanderers Edition - DLC Anchorage.esp

• 1E FO3 Wanderers Edition - DLC The Pitt.esp

• 1F FO3 Wanderers Edition - DLC Broken Steel.esp

• 20 FO3 Wanderers Edition - DLC Point Lookout.esp

• 21 FO3 Wanderers Edition - DLC Mothership Zeta.esp

• 22 FO3 Wanderers Edition - Followers Enhanced.esp

• 23 FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp

• 24 TL_Freeze.esp

• 25 [DIK]_DLC_Transition_Hotfix.esp

• 26 WeaponModKits.esp

• 27 WeaponModKits - FWE Master Release.esp

• 28 WeaponModKits - FOOK.esp

• 29 WMKAA12Shotgun.esp

• 2A WeaponModKits - OperationAnchorage.esp

• 2B WeaponModKits - ThePitt.esp

• 2C WeaponModKits - BrokenSteel.esp

• 2D WeaponModKits - PointLookout.esp

• 2E WeaponModKits - Zeta.esp

• 2F eyes_hairpack_en.esp

• 30 LingsPrettyThings.esp

• 31 LingsPrettyThings-BrokenSteel.esp

• 32 LingsFinerThings.esp

• 33 MiniHideout.esp

• 34 Mart's Mutant Mod.esp

• 35 Mart's Mutant Mod - DLC Broken Steel.esp

• 36 Mart's Mutant Mod - DLC Anchorage.esp

• 37 Mart's Mutant Mod - DLC The Pitt.esp

• 38 Mart's Mutant Mod - DLC Point Lookout.esp

• 39 Mart's Mutant Mod - DLC Zeta.esp

• 3A Mart's Mutant Mod - Hunting & Looting.esp

• 3B Mart's Mutant Mod - Tougher Traders.esp

• 3C Mart's Mutant Mod - Natural Selection.esp

• 3D Mart's Mutant Mod - FOOK2.esp

• 3E Mart's Mutant Mod - FOOK2 - DIK.esp

• 3F Mart's Mutant Mod - FWE Master Release.esp

• 40 Edit Room.esp

• 41 CRAFT - Activation Perk.esp

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That's FOOK2, there's a console command you use in order to set the optional parts. I think it's "startquest fookoptions" or something like that. But I mean This "recommended" mod list is a bunch of horsepoop. I'd never even attempt to make a build that looked like this, just because I know how much time it would take to fix it. Plus I mean, pfft at the end of the day you have to ask yourself is all this extra "coolness" worth having extra problems, or geez extra work fixing it.

 

Heh I'd say for all the content that these mods add, they also break about 25% of the game. Good luck with that...

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I have to agree with fap6000. There are so many utterly crappy mods out there, that adding that many at one time will most likely lead to issues such as your having. A lot of the 'popular' mods are buggy too. And there are quite a few 'unpopular' mods that are absolutely fantastic. My opinion is to add a mod one at a time and see if you like it and it doesn't cause problems. Then if it does cause problems, you'll know which one it is and can remove it with a minimal amount of effort.
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That's FOOK2, there's a console command you use in order to set the optional parts. I think it's "startquest fookoptions" or something like that. But I mean This "recommended" mod list is a bunch of horsepoop. I'd never even attempt to make a build that looked like this, just because I know how much time it would take to fix it. Plus I mean, pfft at the end of the day you have to ask yourself is all this extra "coolness" worth having extra problems, or geez extra work fixing it.

 

Heh I'd say for all the content that these mods add, they also break about 25% of the game. Good luck with that...

 

 

Well, I played with a bunch of Mods the first time through and, thought I'd try a new set this time. :rolleyes: I know what the problem is, now. I even know the recommended 'fix' from FOOK UNITY but, the 'startquest' command doesn't work for some reason. <sigh> So, 'They're aware of the problem some users have accessing the option menu. " <G>

 

Cheers!

Noel_One in particular.

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It's just a thought...

 

1. FWE is a joke... The truth is that we don't even need Global class "overhawl" mods anymore. Post 1.5 patch added support for using more mods as well as the de-limitation of only 255 charicters in the fallout.ini config files in order to set the .BSA loading. Even further the FO3 plug in utility has been refined as such, that pretty much any idiot off the street can merge two mods into one, and get a well working result 98% of the time, thus unlocking a limitless amount of mods. The remaining 2% being issues caused from merging (yah sometimes they work better if it's seperated)

 

That being said FWE at it's core is just a merger of 100 or 200 mods. However it could be the case the end user only wants 25 of those mods, or even all 200, but in seperate modular packages which would be more easy to work with. Then also maybe some of these mods that got mergefied into FWE got updated from the original creator, which in any case is going to be better than a 3rd party edit or update.

 

Another way to look at it would be that FWE is a Generic patch for all of these 200 mods or so that make up it's content. This provides them all to work together in package. However all that is 3rd party work. Basicly we take your work, then reverce engineer it sort of figuring out what each part does, but not fully understanding it. Hence why the original creator is better. At the end of the day it's still generic, basicly leaving it up to the creator of FWE's opinion/knowlege to build 75% of your game. That being said, something like 99% of modders don't even consider "will this conflict with other mods" as a primary design goal. I've never downloaded or used FWE or XFO, I just got the little parts I wanted.

 

2. WMK has had a bad history. When it first came out it was the smallest mod which conflicted with 99% of the other mods out there. Thus making it virtually the most conflicting mod ever made. Even though it's a simple mod with a great idea, how it was made, made it conflict with everything. It's since been updated, also we have more tools to avoid problems which can be caused from how WMK was made. I saw one fella that had 7 FOIP (fallout interoperbility patches) just to get WMK to work.

 

I'm sure WMK is much better since it's been updated. If you ask me though it's still polishing turd vanilla weapons, and we all know about polishing turds. I make my own weapons. It's all brand name real world stuff. Maybe WMK fills the gap between boring vanilla weapons an the brand name photorealistic stuff. I wouldn't know because I avoid having to fix any issues cause by WMK by declining to use it. So it's suspect for being dropped in order to keep things simple. If you had to have it then it's a different story an such would be worth fixing to work with the rest of your mods, which I'm sure isn't that hard anymore. I haven't used WMK since it's been updated, I have enough work to do already.

 

3. UF3P (unoffical fallout 3 patch) it's a double edged sword. yah it fixes a bunch of issues, but it even says in it's own read me "Never designed to be used with other mods" It's a global class overhawl, so it's almost as hard to fix as FOOK2, but it doesn't really add content, just fixes stuff. Most of that gets overwriten anyway, most people load it first, so anything after it probalby overwrites something in it. Sometimes I build UF3P into a load order, an other times I don't. I'm using it now though.

 

4. FOOK2 is a joke, spread out across like 4-6 files, hotfixes, 23 different read me's, geez you could make your own FOOK2 with about the same difficulty of just trying to figure out how to install it. Then you now have like 6 .esm or .esp you have to figure out where to put, or even what they do, plus hotfix crap. FOOK1.6 was almost perfect, simple to install, easy to work with, didn't deal with super complex issues, basicly reskined the whole game, then added 150 guns an various armors. With FOOK2 it went the other way dealing with complex issues, fancy stuff, more weapons an armors, but dropped the reskin of the whole game somewhat. Basicly a nice clean weapon an armor mod turned into FWE on roids. It's current state is just dirty as hell compared to where Fook1.6 was, they'll never even be able to get it near as clean as 1.6

 

4.1 FOOK2's textures suck balls, 2048X2048 texture maps for ammo boxes, Geez it's the size of the player charicters hand, and yet it eats up 2500K to 5000K of video card memory, when the vanilla version only uses maybe 300K. Then you have power armor which is on 2048 or 4096 maps, so anywhere there are a lot of people wearing it you now get a sharp FPS drop. Then you have raider armor that is also too huge, when used with MMM will cause a sharp FPS drop in the whole southeast 4 quads of the wasteland, if not the entire wasteland. Then futher issues from FOOK2 at it's release having something like 80% of the textures created without Mip-maps encoded inside the base texture. Which the mip-maps they said "we fixed" but how do you know? This un-needed "system tax" causing the FPS drop also adds to the chance of coruption occuring in times of chaos which can either be in view or in the background where you can't even see it. It's not a big deal you can fix it, but it means extra work, an bunk that. But if you have to have it, then you need to smooth over those textures via Chaos performance http://fallout3nexus.com/articles/article.php?id=208 but don't forget to look in articles lot's of advanced stuff there http://fallout3nexus.com/articles/

 

4.2 Performance issues with the god-like weapons added to NPC's in some cases creating added chaos from exploding projectiles fooking with havok data while in combat, cause of crashes and coruption. But it could just be a symtom of the system tax from textures not set up in a high performance way, (set up for max detail)

 

4.3 Complex issues, like fancy scripts to take care of stuff we don't even really need in the first place, the main reason we even use FOOK is for weapons. However it's got tons of this stuff, an who knows if it effects the game as far as coruption an crashing. I know that keeping it simple always works better. Part of the reason I don't use FOOK2 anymore is because of these complex things it touches on. The other two reasons is I can't really understand how to install it, and lastly I'm too tired to spend a extra 16 hours fixing that crap.

 

5. MMM is magic, works well, easy to install, easy to work with. It has some issues though. For one thing hunting an looting screws up the game. Then it's settings for complex scene (combat) and ImaxActorsInCombatWithPlayer are jacked up too high. Some of the textures are too large for fast moving or high spawning creatures. For example feral ghouls use super huge HD detail maps when they run around super fast, spawn on 5X the MMM rate, plus the whole idea of them is to make them look like crap. Another example is mirelurks use HD maps but spawn around water causing FPS drops around water in high spawn rates, or super mutant armor being a HD texture but only a small part of the super mutants in-game. Heck boatflys or dogs, they move really fast an have HD texture maps, yah don't really need those. So if you want to use it you should concider setting up these textures as you run into FPS drops. You can also adjust the spawn rates globaly to fix this. I favor fixing the textures then turning up the spawn rate. I use a 4-8 spawn rate for a median 6 spawn rate, but I can only use that because I tweeked the poop out of the mod.

 

6. CRAFT, I never had any luck with it, or any time to even use it when in game, so I dropped it a very long time ago. I'm too busy trying not to die.

 

 

 

You could look into the "in so many words" guide, it's basicly all the stuff I did to make the load order below or any future load orders. You know in a way as to avoid 99% of the problems, be it crashing or coruption. http://fallout3nexus.com/downloads/file.php?id=13100

 

Fallout3.esm

ThePitt.esm

Anchorage.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

Unofficial Fallout 3 Patch.esm

CALIBR.esm

xCALIBR.esm

20th Century Weapons.esm

ARSENAL MOD.esm

Mart's Mutant Mod.esm

EnclaveCommander-OA-Pitt-Steel.esm

DCInteriors_ComboEdition.esm

StreetLights.esm

Enhanced Weather - Rain and Snow.esm

RI_Core.esm

Project Beauty.esm

Sharing and Caring Companions.esm

Lings.esm

LingsFinerThings.esm

LingsDLC.esm

EnhancedChildren.esm

Shojo Race.esm

RRCompanionVault.esm

Nos' Cosmetic Resource.esm

Herculine's RR Scouts.esm

UF3P DLC Merged.esp

EVE.esp

EVE Operation Anchorage.esp

F3UmpaAnimation.esp

The Groovatron.esp

The Groovatron_DLC_Anch_Addon.esp

The Groovatron_DLC_Pitt_Addon.esp

The Groovatron_DLC_PL_Addon.esp

UPP - Original Perks.esp

UPP - Pack 1.esp

UPP - Pack 2.esp

UPP - Beverage Perks.esp

UPP - Quest Perks.esp

UPP - Experience Perks.esp

GalaxyNewsRadio100[M].esp

CALIBRxMerchant.esp

DK_BulletTime.esp

VATS - MCE.esp

VatsLongerDistance.esp

Precision_AutoAim_6000.esp

KaBOOM.esp

LessBouncyGrenades.esp

ShellRain.esp

VendorCapsIncreased50X.esp

Unlimited Death Reload Time.esp

Modern weapons.esp

HZ_Glock.esp

FullAutoPistolsV1.0med.esp

FullAutoPistolsV20test.esp

AzarGypsyOutfits.esp

AzarGypsyOutfits_Malika.esp

Tailor Maid.esp

Tailor Maid Black Retex.esp

Tailor Maid PITT.esp

Tailor Maid Anchorage.esp

Tailor Maid Brokensteel.esp

Tailor Maid ZETA.esp

TalonExtraArmor-RE-Dub.esp

Books02.esp

MothershipOmega.esp

Banks of the Wasteland.esp

Megaton Tweaks 1.28 (no podium).esp

Water_Tower_Hideout_byOrophin.esp

GG_WaterTowerHideout_v1_22_Alt.esp

StreetLights - Wasteland.esp

Kaza's NorthwestSeneca.esp

WIP_BigTown.esp

CanterburyCommonsInteriors.esp

CEI - CaesarrulezExcessiveInteriorsEN.esp

Republic of Dave Expansion Merged.esp

YevicsUrbanTownhome.esp

DCInteriors_ComboEdition GD Plug in.esp

DCInteriors_DLC_Collectables.esp

Not alone in the Wasteland anymore.esp

CrowdedCities_v2.esp

FalloutFood.esp

ShadsCoffaMatic.esp

Bottle That Water.esp

UsableCigarettes.esp

Inebriation-FOSE.esp

RI_Base3.esp

RI_PNeeds2S.esp

RI_FOSE.esp

RI_DoctorCost.esp

RI_CrippledEffects.esp

RI_Alcohol.esp

RI_LootTableRI.esp

RI_LootTablePN.esp

RI_PNAnchorage.esp

DarNifiedUIF3.esp

RI_PrimaryNeeds_DUI_Plugin.esp

Rivens_Eyescapes.esp

PlayerOnlyJGRetexture.esp

Fellout-Full.esp

Fellout-BrokenSteel.esp

Fellout-PointLookout.esp

Fellout-Zeta.esp

Enhanced Weather - Rain and Snow in Fallout.esp

Enhanced Weather - Weather Sounds in Interiors.esp

Fellout-pipboylight.esp

20th Century V5 ALIVE Merged.esp

S.T.A.L.K.E.R. MOD.esp

ARSENAL MOD.esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - Zones Respawn.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - DLC The Pitt.esp

Mart's Mutant Mod - DLC Anchorage.esp

Mart's Mutant Mod - DLC Broken Steel.esp

Mart's Mutant Mod - DLC Point Lookout.esp

Mart's Mutant Mod - DLC Zeta.esp

RI_PNMMM.esp

MMZombieCemetery-Merged.esp

Project Beauty_Plug in Bietch!.esp

Project Beauty- Point Lookout.esp

Project Beauty- Broken Steel.esp

SCC - Talk to Anyone.esp

T_R_A_S_C_H.esp

SCC 187GURLZ.esp

LingsFinerThings.esp

RRWastelandPosters.esp

RR Companion Vault 20thCW Supply.esp

Nos' Vault 1 Remodel.esp

RRUmpaDance.esp

All RR Companions Merged an Plugged.esp

Herculine's RR Scouts DLC in a GD plug in.esp

Herculine's Shojo Companions in a GD plug in.esp

Polarbear's Companions in a GD plug in.esp

TOADS PEOPLE_Merged.esp

dD-Larger Blood.esp

dD-Reduced Ragdoll Force.esp

Hideouts731.esp

sc_slaves_stick_around_original_mezz_chance.esp

FullAutoPistolsReapingBuster.esp

Override-Drugs.esp

Override-Dialog.esp

Override-Scripts.esp

Override-DLC.esp

Override-EVE.esp

OverRide_NPC.esp

MergePatch.esp

 

 

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Actually FOOK2 and FWE are quality mods but they are incompatible with each other. I think both of them have blood spash settings - which one wins - or do you get a mess? If you pick one of these mods and follow the readme to get it installed, you will have a good experience. Also, some of the mods in your list are probably not compatible with either one of them. At the present time I am running FWE, WMK, EVE and the FOIPs for them and my game is utterly stable. Quantity does not necessarily make for a good game. some mods in your list i've never seen but I wouldn't even consider loading them in my game till I checked them with FO3Edit to see what they were overriding with my stable load list or if they were 'dirty' with un-intended changes. I'd recommend starting with a short, stable list, and wotk from there.
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It's just a thought...

 

1. FWE is a joke... The truth is that we don't even need Global class "overhawl" mods anymore. Post 1.5 patch added support for using more mods as well as the de-limitation of only 255 charicters in the fallout.ini config files in order to set the .BSA loading. Even further the FO3 plug in utility has been refined as such, that pretty much any idiot off the street can merge two mods into one, and get a well working result 98% of the time, thus unlocking a limitless amount of mods. The remaining 2% being issues caused from merging (yah sometimes they work better if it's seperated)

 

2. WMK has had a bad history. When it first came out it was the smallest mod which conflicted with 99% of the other mods out there. Thus making it virtually the most conflicting mod ever made. Even though it's a simple mod with a great idea, how it was made, made it conflict with everything. It's since been updated, also we have more tools to avoid problems which can be caused from how WMK was made. I saw one fella that had 7 FOIP (fallout interoperbility patches) just to get WMK to work.

 

 

3. UF3P (unoffical fallout 3 patch) it's a double edged sword. yah it fixes a bunch of issues, but it even says in it's own read me "Never designed to be used with other mods" It's a global class overhawl, so it's almost as hard to fix as FOOK2, but it doesn't really add content, just fixes stuff. Most of that gets overwriten anyway, most people load it first, so anything after it probalby overwrites something in it. Sometimes I build UF3P into a load order, an other times I don't. I'm using it now though.

 

4. FOOK2 is a joke, spread out across like 4-6 files, hotfixes, 23 different read me's, geez you could make your own FOOK2 with about the same difficulty of just trying to figure out how to install it. Then you now have like 6 .esm or .esp you have to figure out where to put, or even what they do, plus hotfix crap. FOOK1.6 was almost perfect, simple to install, easy to work with, didn't deal with super complex issues, basicly reskined the whole game, then added 150 guns an various armors. With FOOK2 it went the other way dealing with complex issues, fancy stuff, more weapons an armors, but dropped the reskin of the whole game somewhat. Basicly a nice clean weapon an armor mod turned into FWE on roids. It's current state is just dirty as hell compared to where Fook1.6 was, they'll never even be able to get it near as clean as 1.6

 

5. MMM is magic, works well, easy to install, easy to work with. It has some issues though. For one thing hunting an looting screws up the game. Then it's settings for complex scene (combat) and ImaxActorsInCombatWithPlayer are jacked up too high. Some of the textures are too large for fast moving or high spawning creatures. For example feral ghouls use super huge HD detail maps when they run around super fast, spawn on 5X the MMM rate, plus the whole idea of them is to make them look like crap. Another example is mirelurks use HD maps but spawn around water causing FPS drops around water in high spawn rates, or super mutant armor being a HD texture but only a small part of the super mutants in-game. Heck boatflys or dogs, they move really fast an have HD texture maps, yah don't really need those. So if you want to use it you should concider setting up these textures as you run into FPS drops. You can also adjust the spawn rates globaly to fix this. I favor fixing the textures then turning up the spawn rate. I use a 4-8 spawn rate for a median 6 spawn rate, but I can only use that because I tweeked the poop out of the mod.

 

6. CRAFT, I never had any luck with it, or any time to even use it when in game, so I dropped it a very long time ago. I'm too busy trying not to die.

 

You could look into the "in so many words" guide, it's basicly all the stuff I did to make the load order below or any future load orders. You know in a way as to avoid 99% of the problems, be it crashing or coruption. http://fallout3nexus.com/downloads/file.php?id=13100

 

 

I think I'll check out your Mod list, when I get a chance. ;) The problem I was having was oddly, fairly easy to fix, once someone gave me the name of the 'tweak' I needed to adjust. I also discovered that I could access almost all the mod options via the "O" key and, in a pinch, use the "=" key to get into the test mode. I'm running the game on a Pentium D with 2 GB of RAM and It hasn't been too slow YET......... have to see when I get a little higher level.

 

I see the logic of FWE. It's convenient to 'have it all in one place." Once I've played with it a bit, I may go back to "Running 200 Mods to get what I want" like I did with Oblivion if I find there are too many 'features' I can't live with.

 

Don't know anything about WMK except I seem to be having a texture issue with a few weapons, like the Benelli SG. That sucks since I'm an 'old school' alley sweeper fan. <G> "Satisfaction comes in Double ought buckshot." LOL

 

FOOK is... ''interesting' I like the concept but, am wondering if it can live up to it's hype.

 

Well, I''ll give 'em all a couple of days of playing then, "keep what I like and kick the rest to the curb."

 

Thanks for the input.

 

Cheers!

Noel_one In particular.

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Right now I'm making a 4 quad worldspace to put all the weapons I made in, among other things, like for one actually having a "life after people" looking city, city as in buildings... Yah pretty neat stuff. 250 blocks of death in a box, that's the plan.

 

That load order was two build stages. First one was like 100 mods I had to have, fixed that. Then added 50 or so, and had to create a few that don't exist for one reason or another. Merged a few too. I reckon I have about 40 hours give or take, that's just fixing issues so it will all work together. There was a lot more time in testing and installing along the way, but that's not actual work. The down an dirty hard work was the 40 or so hours working this list in FO3edit.

 

I might have spent another 6 hours or so shrinking textures, setting them up for performance as FPS drops started showing up. First was from setting up a MMM 4-8 spawn rate in order to get a median 6 spawn rate. Kind of like 4=12% 5=12% 6=50% 7=12% 8=12% but 5 and 7 spit a bit of the 50% in 6, the median is the spawn rate which occurs the most, like 3-5 would be 4, 1-3 would be 2, and so on. First the super mutant textures got shrunk, but only the armor they wear (because they are huge) Then Feral ghouls went from a 2048 or 1024 map to a 512 because they spawn 5X an are meant to look like crap anyway (plus they run fast) Then dogs an boatflys got shrunk to like 512 or 256 sized maps. Then just looked around for stuff to shrink, but I ended up correctly sizing every weapon from STALKER an checking 20th century. 20th Century weapons didn't need any work in textures, but STALKER weapons were oversized, not encoded in DXT (uncompressed) and also lacked mip-maps, very bad for performance on top of being oversized.

 

That wasn't the end of it, I had to edit some of the MMM globals to keep the overall combat down closer to the vanilla game. Then certian 20th century weapons an STALKER weapons had fire rates which were higher than a mini gun. In combat this would cause major lag from 20,000 projectiles an tracers flying around. Turned a few down from 24 to 16-18 or 12-14, closer to the assault rifle. Cleared up the lag, then I focused on Decals from impact damage which led me to install dD-Larger Blood.esp and dD-Reduced Ragdoll Force.esp. I edited the dB-Larger Blood a whole lot, it has min sizes of like 40-60 then max sizes of vanilla 20, which is stupid, fixed it to more correctly reflect the vanilla game, while also actually working. Then took it's fancy texture 1024 map for projectile impact on the player charicter, shrunk it down to the size of the vanilla one, then made it actually work like the vanilla (4 impacts in one texture) created a new normal map for it. Then activated profile decals so hits from the side count too, blood on the front, blood on the side, with a fade rate of 3 minutes. So if I get shot I stay shot for 3 minutes at least.

 

dD-Reduced Ragdoll Force.esp I changed to around the max impact force of the projectiles I've created in weapon making for 1.5 years, I reckon 20-30 just guessing, I know the vanilla rifle is 16, so I might of doubled that for say a .50 BMG round or something huge like 18mm. Lot of mass there, so lot of impact, but should it ever bug out an shoot NPC's across the screen it would be a easy way to globaly edit the max impact at death (ragdoll) The default setting in dD-Reduced Ragdoll Force.esp was something stupid like the rest of that entire mod (yah they didn't get anything right at all) I think it was 1 or zero, which means if you were point blank on a target an shot them with 00 buckshot they would mildly fall in the same spot they were standing in. Rather than a 16-32 where they would fall backwards a few feet...

 

Basicly I did what I had to do to run a 4-8 spawn rate. It's running smooth, but still needs work. It's better to fix these issues as they come up rather than fix it all in one sitting. As I play if I notice anything I'll go change it. That's probably why I don't need FWE or that extra crap in FOOK2. If something doesn't fit I just change it. After about a year of that you can create mods just useing FO3edit, an never even enter the geck most of the time. The picture below is the mall, an yah after I turned down some of the weapons fire rates. There's like 300 or more super mutants in the mall now. Just forward of where I was, there was maybe 50 that would attack the outpost. There's a scripted battle here right after you get the GNR dish, a bunch of brotherhood show up, maybe 24 plus the 12 in the back. In 6 seperate battles everyone died, including myself... Yah I kept playing it over an over an only lived thru it once... It was nasty...

 

 

http://i123.photobucket.com/albums/o294/eiffU/yuyu.jpg

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