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Capn Beeb posted:Speaking of ENB stuff, I've nearly got mine dialed in. However, two bugs: Is this added in by a mod? If so I think it's an issue with the mod and not ENB. Capn Beeb posted:2) Bright lights do weird things to hair: Yeah, overly strong lights will gently caress with the color of things inside them. You're going to want to be changing LightingIntensityDay/Night, and LightingCurveDay/Night in enbseries.ini. I don't think there's really a happy solution to keeping really colorful lights in the .ini. However, you should also be able to modify enbeffect.fx The first section of it should look a little bit like this: code:
So you could try turning up the saturation in enbeffect.fx and turning down the lighting intensity in enbseries.ini and seeing if that helps out with your beard problems, while still keeping the more colorful lights. turn off the TV fucked around with this message at 23:09 on Feb 17, 2013 |
# ? Feb 17, 2013 23:07 |
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# ? May 27, 2024 20:05 |
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Holy poo poo Arenovalis I take a break from NV for a few months, and in the mean time you release the CAWs, the Pancor, the Unica 6 and so much more! Thank you so much for sharing your work. In an indirect way it was your modelling tutorials that lead to my hiatus. I spent 2 weeks of summer straight pretty much doing nothing but trying trying to put something together in 3ds Max. Initially I just wanted to do some simple texture work, but the lovely model and a bit of hubris convinced me to take matters into my own hands. To disastrous unfinished consequences (I can't even remember how to move the camera around the axis you want anymore). I got severely burnt out. I should've started with something simpler (I was trying to recreate the classic laser pistol which barely had a proper reference). Your tutorials were great (like really really good), I just bit off much more than I could chew (and also lack any modelling talent). Rinkles fucked around with this message at 00:32 on Feb 18, 2013 |
# ? Feb 18, 2013 00:30 |
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The techniques he teaches are useful for a variety of different modeling purposes. If you ever decide to jump in by starting small, do things like bats, hockey sticks, croquet mallets, swords, etc. These are relatively simple shapes that the same techniques he teaches can be applied to and then you feel like you're making progress and gaining experience.
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# ? Feb 18, 2013 01:12 |
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Naky posted:The techniques he teaches are useful for a variety of different modeling purposes. If you ever decide to jump in by starting small, do things like bats, hockey sticks, croquet mallets, swords, etc. These are relatively simple shapes that the same techniques he teaches can be applied to and then you feel like you're making progress and gaining experience. Oh I know I was being an idiot. I just happen to be very impatient and stubborn. Even if I absolutely needed to start off with a gun, I should have chosen something geometrically simple that had actual reference shots.
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# ? Feb 18, 2013 01:28 |
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Naky posted:2.5 FOMM (it will take a long time, you think it's frozen but it's not, just walk away for a bit) + latest 2.9 WIP afterwards. Or you can get the 2.5 manual and extract it yourself manually if you're too paranoid about FOMM hanging extracting the entire shebang. Thanks, this fixed it instantly, though I had to use the second to latest on the site. Anyone know of any good explosive or shotgun tweaks, grenades could use a boost and the shotgun spread is horrible. I've been going off the OP for good major mods but is there anything in the past 100 pages that has been mentioned that should go up there?
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# ? Feb 18, 2013 01:33 |
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Giggily posted:I'm using frankenstein ENB files, a modified version of Nevada Skies, Vurt's Wasteland Flora Overhaul, NMC/Poco Bueno textures, Mojave Nights, Interior Lighting Overhaul, and a few .ini tweaks to make the grass denser. I'm probably forgetting something on that list, but whatever. Using the stuff you uploaded, it looks great indoors but outdoors the sand is an odd pink color. However, when I bring up the pip-boy, it all looks "right." The moment I put it away, it goes back to pink sand. Any idea what could be wrong?
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# ? Feb 18, 2013 01:50 |
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Chronojam posted:Using the stuff you uploaded, it looks great indoors but outdoors the sand is an odd pink color. However, when I bring up the pip-boy, it all looks "right." The moment I put it away, it goes back to pink sand. Any idea what could be wrong? Nope, not a clue. What weather mod/textures are you using? That might be contributing to it.
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# ? Feb 18, 2013 01:53 |
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So I've seen armour from Metro 2033 in game, is there a mod that adds the weapons?
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# ? Feb 18, 2013 03:43 |
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Rabhadh posted:So I've seen armour from Metro 2033 in game, is there a mod that adds the weapons? Sorta. There was a mod that kinda did it on VGU but it was pretty lovely and I didn't bother with them myself. Plus half of them won't animate right anyway.
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# ? Feb 18, 2013 03:58 |
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Giggily posted:Is this added in by a mod? If so I think it's an issue with the mod and not ENB. Might be. I also had some vanilla lights that were blue, but fiddling with curve values fixed that. Giggily posted:Yeah, overly strong lights will gently caress with the color of things inside them. You're going to want to be changing LightingIntensityDay/Night, and LightingCurveDay/Night in enbseries.ini. I don't think there's really a happy solution to keeping really colorful lights in the .ini Interesting. What's throwing me is it only does that to hair. Like the shinyness of it is somehow being targeted. A black non-hair anything for example doesn't turn white. E: Yeah, it really seems to hit shiny things more than anything. That's a Sunset Sarsaparilla, not some Nuka drink Beeb fucked around with this message at 04:40 on Feb 18, 2013 |
# ? Feb 18, 2013 04:34 |
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How effective are those bug fix mods? Things like this seem to keep happening to me: As cool as Ranger Andy is I don't need two of him
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# ? Feb 18, 2013 04:36 |
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I don't see anything wrong with that.
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# ? Feb 18, 2013 06:14 |
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Giggily posted:Nope, not a clue. What weather mod/textures are you using? That might be contributing to it. That was it, I forgot I had Western Sky going. Much better now!
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# ? Feb 18, 2013 10:44 |
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"How am I gonna stop some big, mean motherhubbard from tearing me a structurally superfluous new behind? The answer? Use a gun. And if that don't work? Use more gun." I don't see a problem here, myself.
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# ? Feb 18, 2013 11:32 |
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Question about CCO- I took the Determined trait on a new character which gives 15 DT but all chems including stimpacks have no effect on me. The 1.5 .pdf says that pretty much every chem in the game won't work, but I used Coyote Tobacco and saw that my perception and agility increased on my stats page and the chem was listed under active effects. Was it actually working or was the UI just saying it did? Also, does Determined stop you from becoming addicted to alcohol? I've used maybe 10 bottles of whisky and always remember getting addicted at like my 4th or 5th on previous characters.
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# ? Feb 18, 2013 16:35 |
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Witchfinder General posted:Question about CCO- I just installed CCO about 15 minutes ago so I don't really know what I'm talking about, but if I remember correctly the readme said something how herbs still effect you even if you take that trait, so healing powder would work on you. Maybe that counts as a herb as well?
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# ? Feb 18, 2013 16:38 |
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0lives posted:I just installed CCO about 15 minutes ago so I don't really know what I'm talking about, but if I remember correctly the readme said something how herbs still effect you even if you take that trait, so healing powder would work on you. Maybe that counts as a herb as well? edit: specifically "Tobacco," which I assume is Coyote Tobacco, unless I'm unaware of some regular tobbaco item in the game?
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# ? Feb 18, 2013 16:49 |
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https://www.youtube.com/watch?v=QVQwI5jdxOA The dynamic shadows that were added in this update make this game look fantastic. Also I really need to figure out a way to make it so early morning isn't brighter than mid morning.
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# ? Feb 18, 2013 23:32 |
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Douche Bag posted:How effective are those bug fix mods? Things like this seem to keep happening to me:
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# ? Feb 18, 2013 23:44 |
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Giggily posted:https://www.youtube.com/watch?v=QVQwI5jdxOA Yeah I've got that going too. 6-7, AM or PM, is super blown out for some reason. So I got that to figure out, why hair is so glossy, and why some lights are blown out and look blue but emit proper colored light. Having a GUI to fiddle with helps, but I'm still left scratching my head sometimes.
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# ? Feb 19, 2013 00:24 |
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Giggily posted:https://www.youtube.com/watch?v=QVQwI5jdxOA Off-topic, was the music Philip Glass? It sounds like him, but I don't recognize the piece.
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# ? Feb 19, 2013 00:39 |
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Smol posted:Off-topic, was the music Philip Glass? It sounds like him, but I don't recognize the piece. Pruit Igoe from Koyaanisqatsi. I can't see a video of time lapse landscapes and not think of it anymore.
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# ? Feb 19, 2013 00:41 |
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Giggily posted:Pruit Igoe from Koyaanisqatsi. I can't see a video of time lapse landscapes and not think of it anymore. Awesome, thanks!
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# ? Feb 19, 2013 00:47 |
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Witchfinder General posted:Question about CCO- As for alcohol, CCO doesn't touch it. No changes are made to any of the forms of alcohol. Keep in mind that most alcohol in New Vegas has a low 10% addiction chance, except for beer and wine which have only a 5% chance, and Dixon's Whiskey, which has a staggeringly high 50% chance. It's entirely possible that you've just been lucky so far.
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# ? Feb 19, 2013 02:57 |
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Any suggestions for why Gtab's ammo mod might have issues with Arenovalis' Pancor? Shooting with the pancor crashes the game. Without Gtab's mod loaded it works fine. I did use the updated esp file for the pancor. I wanted to try comparing the two with FNVE but I frankly don't know what I'd be looking for.
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# ? Feb 19, 2013 04:29 |
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It's pretty crazy how much of a difference textures can make for a facial model! Messing around with the texture (pretty much copy/pasting a raider's dirt texture onto the face and then changing the brightness/saturation) of Head06 by Police Automaton from awhile back made it go from this: to this: I can't seem to quite get the ears to really match up to the rest of the head but so far I think it's a significant improvement. Just adding that dirt seems to create an illusion of texture or something like that. Maybe I'm just dumb and it looks like poo poo but I figure I'd ask if there was a way to kinda get that same kinda look without all the dirt? I really don't ever see the old Gamebyro renderer puttin' out that Skyrim skin texture and this is the closest I've been able to see it done. Also, bonus picture showing off some cool shadow effect:
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# ? Feb 19, 2013 08:43 |
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So what's the performance hit like with those shadows?
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# ? Feb 19, 2013 08:46 |
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Have to post load order later, but anyone know why or an easy fix for Villified/Hated Factions not going hostile? All things are working (Legionary hit squads spawn and attack, and having Boone with me will make Legion hostile). But otherwise Poweder Gangers and Legion stay neutral when I approach.
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# ? Feb 19, 2013 16:35 |
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Arenovalis posted:
How did you manage to get such a "sharp", non-washed out and blurry look? It's like the difference between vanilla and using the FXAA injector.
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# ? Feb 19, 2013 18:12 |
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The Sweetling posted:How did you manage to get such a "sharp", non-washed out and blurry look? It's like the difference between vanilla and using the FXAA injector. You can turn bloom and DOF off by editing your enbseries.ini. code:
Smol posted:So what's the performance hit like with those shadows? It's almost nonexistent. I take a hit from having ENB enabled outdoors, but my performance is about the same if I have shadows on or off. The majority of my FPS loss comes from being in an area where grass is unusually thick, and its like that regardless of whether ENB is turned on or off. I can't go by Camp Golf without my FPS diving because the grass gets incredibly thick. It looks nice, though. turn off the TV fucked around with this message at 18:25 on Feb 19, 2013 |
# ? Feb 19, 2013 18:18 |
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Two quick questions, sorry if they've been asked. 1.) Can A Tale Of Two Wastelands be run with other mods, e.g. Project Nevada? I saw some people discussing TOTW a few pages back but this wasn't explicitly mentioned. (Also does the mod add any kind of DT to Capital Wasteland creatures?) 2.) I don't know much about FXAA injectors; all I ever did was use "FNV Enhanced Shaders" over at Nexus, but now (or perhaps this was always true and I didn't notice it) when I run FNV4GB.exe it doesn't seem to use the enhanced shaders (no enbseries message on launch, no effect in-game, etc). Is this a known issue with a simple solution or should I just quit being lazy and figure it out?
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# ? Feb 19, 2013 19:07 |
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a slim spar posted:Two quick questions, sorry if they've been asked. Tale of two wastelands will run with other mods just fine. I have Project Nevada, CCO, FOOK and countless other mods that end up being pretty content heavy and they do effect the Capital Wasteland. Most of anything that's on a "leveled" list carries (guns, random encounter creatures) over to the other wasteland with little bugging. Actually, there was a time I got a special encounter (three ghouls fighting random creatures that appreciate your help and pay you back with water and food) in the Mojave that I remember was specifically in fallout 3. Kinda cool side effect if you ask me. Does it ADD any DT? Yes, at least CCO and PN do. At level 20, behemoths and super mutant's in DC's inner city were difficult to kill, requiring to use most if not all my extra AP ammo for every gun I had. Couple this with working increased spawns and you have a challenge ahead of you. As for the AA injectors, are you using the FXAA tool and the ENB-Series? One or the other? I use just the FXAA tool, combined with Nexus Mod manager's custom launcher for FNV4GB. I had that problem before, using a custom launch option helped (go to settings in NMM and look for the custom launch bar, find your FNV4GB and target it. Mine looks like this: c:\games\steam\steamapps\common\fallout new vegas\FNV4GB.exe). This solves all my problems related to not getting my settings carried over from the tools outside the game. I think it has something to do with the fact that FNV4GB on it's own doesn't launch the game through it's normal procedure and bypasses something important. Hope this helped. Stanman fucked around with this message at 20:49 on Feb 19, 2013 |
# ? Feb 19, 2013 19:18 |
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Cirosan posted:Something must be conflicting with CCO to override the changes to Coyote Tobacco, then. I just popped open the CP module in the GECK and made sure of it, and you cannot be affected by tobacco when you have the Determined trait. You did an awesome job with the entire mod, but the starting traits in particular are really cool. Determined has really changed how I approach things and is making some encounters pretty difficult. I ended up taking the cannibalism perk for the first time out of necessity instead of as a pre-planned character thing.
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# ? Feb 19, 2013 19:19 |
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Giggily posted:You can turn bloom and DOF off by editing your enbseries.ini. Yessss thank you!
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# ? Feb 19, 2013 19:25 |
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a slim spar posted:2.) I don't know much about FXAA injectors; all I ever did was use "FNV Enhanced Shaders" over at Nexus, but now (or perhaps this was always true and I didn't notice it) when I run FNV4GB.exe it doesn't seem to use the enhanced shaders (no enbseries message on launch, no effect in-game, etc). Is this a known issue with a simple solution or should I just quit being lazy and figure it out? It's been a month since I fixed this problem, so I'm not sure if this is the actual solution (but I think it is). Under Steam\steamapps\common\fallout new vegas you should have a folder called exes. If you don't then make one. Copy the modified d3d9.dll file into that folder. There should also be a FalloutNV.exe. Congratulations, your shaders should now work through FNV4GB.exe The Sweetling posted:Yessss thank you! No problem. I went through figuring out what a lot of this bullshit meant a month ago and am still finding new poo poo to this day because as far as I can tell there is no coherent documentation for ENB anywhere on the internet. edit: Okay, so there is a fix for transparency issues involving your hands in ENB. Sort of. https://www.youtube.com/watch?v=6Pj_V5aCwOk If you don't want to watch the video, here's a summary. Download py Depth of Field. Activate that on the lowest possible DoF setting (or highest, if you want). Open up your Fallout_Default.ini and do the following: quote:bAllow30Shaders=0 - If set to 1, this option will allow (but not force) the use of Shader Model 3.0 on graphics cards which support it, namely Nvidia GeForce 6600 or newer, or ATI X1000 series or newer. This can potentially improve performance when using HDR rendering for example. However to force the actual use of 3.0 Shaders after making the above change, you will also need to check your RenderInfo.txt file, found under the same directory as your .ini files, and near the bottom the file check which shader package it uses (e.g. Shader Package : 13). Then go to the \\Program Files\Bethesda Softworks\Fallout 3\Data\Shaders\ folder and rename that particular package to something else (e.g. rename shaderpackage013.sdp to shaderpackage013._bak. Now copy shaderpackage017.sdp and paste it back into the same directory, and rename this new copy to the package name your card uses (e.g. rename it to shaderpackage013.sdp in this example). This will supposedly force Fallout 3 to use the Shader Model 3.0 shaders in the game. In practice this doesn't appear to noticeably alter image quality or performance, so at best it might be used for troubleshooting purposes (Fallout.ini). So, basically, replace whatever shaderpackage your card uses with package 017. Remember that py DoF has to be active for anything to change. Here are some pictures. On the left is the DoF active, on the right is it inactive, just so you can get a good feel for how the DoF effects the game visually. Also, the reason I said sort of before is because there is no fix for aiming down the sight. e3: This has an even more updated version of the ENB config and a patch for Nevada Skies URWLified to change the lighting around. It works with URWLified version 7, I have no idea if it'll work with any newer/older/the vanilla versions. http://filesmelt.com/dl/ENB_stuff+Nevada_Skies_patch.7z turn off the TV fucked around with this message at 02:10 on Feb 20, 2013 |
# ? Feb 19, 2013 22:28 |
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I'm having an interesting save problem, and I'm hoping someone will be able to make even a guess as to what's causing it or how to resolve it: - The first time I load a save after starting the game, it works properly, no matter what save I use (an extremely old one in Goodsprings or a current one). - However, if I try to load a current or near-current save once I am in the game if I got into the game by loading a current or near-current save, the game crashes. - If I try to load a very old save from inside the game, it works no matter what. - If I try to load a current save from inside the game if I have just started a new game or loaded an old save, the save loads properly. This presents me with an interesting problem: if I die, I can't directly try to load my most recent save, or the game will crash - but if I load a very old save and then try to load my most recent save, I can do so. So it's a problem with a workaround, albeit a cumbersome one - I'd like to just solve it. I call this problem interesting because it's different from the usual save problem people encounter, where if they load a current save immediately after starting, the game crashes, so they have to start a new game and then load, but once in the game, loading works properly regardless of the sequence. In some sense, my problem is much like that, except that I have to basically follow that procedure every time I want to load a current save, not just the first time. I don't really have any hope that it's resolvable, unless someone else has run into it before, but it'd be nice not to have to futz around every time I want to reload.
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# ? Feb 20, 2013 11:19 |
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Witchfinder General posted:You did an awesome job with the entire mod, but the starting traits in particular are really cool. Determined has really changed how I approach things and is making some encounters pretty difficult. I ended up taking the cannibalism perk for the first time out of necessity instead of as a pre-planned character thing. As an aside, CCO first started when a friend of mine and I were talking one night about how dissatisfied we were with the vanilla Traits in New Vegas. We agreed that they all seemed pretty tame and didn't really change much. I had several years' worth of experience modding Gamebryo and figured I could whip up a few new Traits to remedy that problem. And then I thought I could import some old Perks and Traits from classic Fallout titles. And then I thought that I could add entirely new Traits, too. And then I figured I could change the companion system to match those older games. And then I figured I might as well tweak the base formulas of the game. And so on. CCO started as a simple Trait-adding mod and grew into a full-blown overhaul. I didn't really have any specific vision or goal in mind at the time - it was a purely organic process, just me going through the game and adding things I thought could improve it. I released it not really knowing if people would enjoy it. As it turned out, some - not many, but enough - did end up enjoying it, so I kept working on it in my spare time. And here we all are. Same thing happened with the Ulysses Companion mod, in fact. Two of my friends and I were talking about how excellently we thought the finale of Lonesome Road was executed, and how much we liked the gradual build-up of Ulysses as a character over the past three DLCs before you met him. But we were all disappointed that nothing was done with him if he survived the events of the DLC - despite how determined he was portrayed as, he just sits at the Divide doing nothing for the rest of forever. As we were talking about it, I checked to see if there was a good Ulysses companion mod anywhere that remedied that problem. There wasn't one. I was stunned. So I decided to make one. Walls of text aside, I'd like to say that I am going to release a new version of CCO soon. This will likely be the final version, however, and I won't be releasing any new mods for New Vegas after that. I've worked with Gamebryo for so long that I think it's time to move on. In particular, I'm going to try to make my own game instead of modding existing ones. Of course, I'll still stick around for a time and fix any remaining bugs that need fixing in CCO or the Ulysses Companion mod.
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# ? Feb 20, 2013 17:39 |
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So I haven't run the game for a while, what makes the game crash on startup? Like, starts to load, then crashes. It was running fine before now, I just hadn't played the game in a while. edit: apparently it was some mod that needed DMWnv.esm or something. GreenBuckanneer fucked around with this message at 20:35 on Feb 20, 2013 |
# ? Feb 20, 2013 19:58 |
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GreenBuckanneer posted:So I haven't run the game for a while, what makes the game crash on startup? Like, starts to load, then crashes.
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# ? Feb 20, 2013 20:11 |
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# ? May 27, 2024 20:05 |
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GreenBuckanneer posted:So I haven't run the game for a while, what makes the game crash on startup? Like, starts to load, then crashes. Try removing your configuration .ini files from the game dir, and from the New Vegas folder in My Documents. Try a different save file. Then start disabling mods to narrow down the cause. quote:I'm having an interesting save problem, and I'm hoping someone will be able to make even a guess as to what's causing it or how to resolve it: Could it have something to do with your location? I noticed saved games inside the kitchen of the Ultra Luxe can't be loaded. Perhaps there're other screwy spots. The Sweetling fucked around with this message at 20:41 on Feb 20, 2013 |
# ? Feb 20, 2013 20:38 |