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Mr E posted:I'm currently having an odd issue with LOD textures in my game. When I'm far away, low quality LOD textures are loading and flickering between the NMC/Ojo textures and the default low quality textures. If it's the former then I have no clue what the heck could cause that. If it's the latter then I guess that's z-fighting which is an problem that existed since Oblivion (and still exists in Skyrim) and also happens in some other games. As far as I know there isn't a good fix for this. But if it only happens in the LOD for you, then you can try lowering the lod distance (particularly object lod) and hide the problem.
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# ? Dec 8, 2013 10:42 |
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# ? Jun 8, 2024 10:35 |
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Somebody fixed a boatload of collision meshes for clutter items so they don't hover in the air. http://www.nexusmods.com/newvegas/mods/54455
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# ? Dec 9, 2013 06:33 |
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SplitSoul posted:Somebody fixed a boatload of collision meshes for clutter items so they don't hover in the air. genius. The thing I love about modding games is finding fixes that make the experience better that I'd never even have thought of.
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# ? Dec 9, 2013 14:58 |
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I finally decided to try this fancy ENB thing out for the first time and I leave the opening area, pull out a weapon annnnnd... my arms are see through, I how do I fix this I'm on a fresh install so the only things on my F:NV is the DLC and the ENB so its not mod interference.
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# ? Dec 9, 2013 15:59 |
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Just a friendly reminder to check your load orders, especially with Lombard Station. I just fixed a problem I was having with DLC weapons not showing up on the weapons wall and the kitchen not stocking. Still have to get a fix for my chemistry set, and I'm not sure if the food is supposed to show up when I stock the kitchen.
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# ? Dec 9, 2013 16:21 |
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massecurr posted:I finally decided to try this fancy ENB thing out for the first time and I leave the opening area, pull out a weapon annnnnd... my arms are see through, I how do I fix this I'm on a fresh install so the only things on my F:NV is the DLC and the ENB so its not mod interference. You don't, it's an ENB bug. There's something on the Nexus that makes it less noticable, but it's still gonna be there.
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# ? Dec 9, 2013 16:57 |
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What was the mod mentioned earlier that got rid of all the corpses laying around? I'm fifty hours into this play through and the Powder Ganger bodies are still all over Good Springs.
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# ? Dec 9, 2013 17:00 |
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Just FYI, the latest absolute latest version of ENB fixes the transparency bug... but it's incompatible with a lot of presets because there's also some new stuff, so you might have to make your own preset.
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# ? Dec 9, 2013 17:03 |
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Does Signature Armor stop getting armor exp once you run into the level cap?
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# ? Dec 9, 2013 18:26 |
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Ernie Muppari posted:Speaking of radio mods: I've never even heard any new music coming out of in-game sources. I always assumed that the Pip-Boy radio was technically a different thing. I guess "the in-game sources are just too quiet" almost explains it, but I distinctly remember gambling long enough and hearing on the casino speakers the original tracklist looping through.
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# ? Dec 9, 2013 19:36 |
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If I had known how cheaty Azhtek was, I never would have added it.
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# ? Dec 9, 2013 20:44 |
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Hey, you guys have seen the powered exoskeleton from Elysium, right? Has anyone modded that into New Vegas yet? Power armor that mostly just enhances some of your abilities without necessarily encasing you in a ton of metal would be pretty cool.
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# ? Dec 9, 2013 21:41 |
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Not sure if this is the right thread to ask this, but: I'm going to play F:3 for the first time, after having played the gently caress out of F:NV. What mods would you people recommend to make this as not-poo poo as possible? I absolutely want ironsights, etc.
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# ? Dec 9, 2013 22:17 |
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botany posted:Not sure if this is the right thread to ask this, but: I'm going to play F:3 for the first time, after having played the gently caress out of F:NV. What mods would you people recommend to make this as not-poo poo as possible? I absolutely want ironsights, etc. A Tale of Two Wastelands would probably be your first step; basically combines the two gameworlds so you can play F3 as a NV character, complete with the iron sights and stuff like that.
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# ? Dec 9, 2013 22:25 |
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botany posted:Not sure if this is the right thread to ask this, but: I'm going to play F:3 for the first time, after having played the gently caress out of F:NV. What mods would you people recommend to make this as not-poo poo as possible? I absolutely want ironsights, etc. A Tale of Two Wastelands is basically the only way to do this. On the plus side, it also means any New Vegas mods you want can also be used. You can also go back and forth between the two zones and generally do only the worthwhile stuff from both games. On the downside, it makes the game more unstable and requires all the DLC. Fallout 3's writing is also laughable if you try to play the two games back to back, and the percentage based speech checks are infuriating.
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# ? Dec 9, 2013 23:00 |
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Any magical setting to change in that Stutter Remover ini file that could improve upon framerate or mouse input response time? I'm getting heavy mouse lag in areas with a lot of poo poo in it.
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# ? Dec 9, 2013 23:19 |
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Can anyone explain how IncreasedSpeedMult is used in the GECK? I would like to make an effect that increases movement speed, but while I understand this effect can increase speed, it doesn't seem to take a decimal. So if I want to increase moment speed by 25%, do I need to set the magnitude to 25 or 125? The GECK wiki doesn't seem to be any help, and googling only brought up a few people who were kind of confused and didn't know exactly how it worked. Perhaps I'm mistaken too?
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# ? Dec 10, 2013 00:24 |
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massecurr posted:I finally decided to try this fancy ENB thing out for the first time and I leave the opening area, pull out a weapon annnnnd... my arms are see through, I how do I fix this I'm on a fresh install so the only things on my F:NV is the DLC and the ENB so its not mod interference. Zore posted:A Tale of Two Wastelands is basically the only way to do this. YES. Having recently started playing A Tale of Two Wastelands, this mod is an absolute godsend. I found Fallout 3 a very frustrating and clunky game even at the best of times with the amazingly lovely shooting mechanics, worthless food items, useless repairs, and awful weapons, but this corrects pretty much every problem with FO3 (well, except for the boring characters, drearily shitdark setting, and sense of hopeless futility to everything in the Capital Wasteland, but a mod isn't going to fix that). It also, because it runs in New Vegas, runs smoothly without constantly lagging, slowing down, and crashing like FO3 does, which is certainly a nice bonus. I wish they'd have a mod to skip the Vault 101 sequence because the whole "play as babby" gimmick is an absolutely horrendous way to start a game, especially a sandbox RPG. Also the scene with Butch's mom appears to be broken so she died to them in five seconds and Butch just stood there bitching at me until I smashed him upside the head with a bat. Also to anyone playing TTW/Fallout 3, I would heartily recommend the Recovering Wasteland mod in conjunction with Fellout or Project Reality. Recovering Wasteland has no ESP so it's fully TTW-compatible and adds living grass and foliage to make the Capital Wasteland look less dull and more distinct from the Mojave. Woolie Wool fucked around with this message at 01:03 on Dec 10, 2013 |
# ? Dec 10, 2013 01:00 |
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Lotish posted:I would like to make an effect that increases movement speed, but while I understand this effect can increase speed, it doesn't seem to take a decimal. So if I want to increase moment speed by 25%, do I need to set the magnitude to 25 or 125? I don't think that's the best method to increase a player's speed though. You can't use that effect to increase the SpeedMult stat by an percentage, only by a fixed number. Also if I recal right changes to the SpeedMult stat aren't applied until after you've (re)equipped a weapon (that is if you change it via the console, not sure if that's also the case if you use a base effect like this). Instead you could temporarily add a perk to the player that has a "Modify Run Speed * 1.25" effect.
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# ? Dec 10, 2013 01:11 |
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horse mans posted:If I had known how cheaty Azhtek was, I never would have added it. I'm not sure why anyone would ever use Ahztek's pack. There are far better alternatives.
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# ? Dec 10, 2013 01:19 |
Imapanda posted:Any magical setting to change in that Stutter Remover ini file that could improve upon framerate or mouse input response time? I'm getting heavy mouse lag in areas with a lot of poo poo in it. I think I wrote a little piece in the OP about that utility, so you should check there. Basically, even though it's got a ton of experimental features, the gist is to use the Stutter Remover as an FPS limiter. Set a reasonable FPS ceiling (maybe it's 30 FPS, maybe it's 45, 50, or even 60)--with the important thing to keep in mind that the setting is specific to your PC specs. I can't advise capping at 60 FPS if your graphics settings are set too high and your rig is too underpowered, meaning you'll never get anywhere near your ceiling. So there are no magical settings, since everybody is different. I can't fully explain the science behind it, but you'll want to aim for a reasonable but humble FPS, which will stabilize overall FPS and sort of "smooth" things out. You can experiment with the other settings but in my personal experience, they haven't helped out very much and some of them will greatly increase stability. The most important one is the FPS upper limit--not even the minimum FPS. As far as mouse lag is concerned, make sure the obvious thing is disabled: Vsync. If you insist on using Vsync, (which I doubt, since it's one of the biggest culprits over overall poor FPS in this game) you can negate some of the input lag by enabling triple buffering in your GPU control panel. Also, you'd probably want to look at your GPU control panel (for example, the Catalyst Control Center for ATI cards) and see what your "Flip Queue size" (ATI)/ "Render Ahead Limit" (Nvidia) settings are. If it's anything over 2 or 3, you can get a lot of input lag as the number corresponds to the number of frames the card is forced to draw ahead of your inputs. botany posted:Not sure if this is the right thread to ask this, but: I'm going to play F:3 for the first time, after having played the gently caress out of F:NV. What mods would you people recommend to make this as not-poo poo as possible? I absolutely want ironsights, etc. IF you choose to go against everyhbody's advice and skip out on TTW, I will give you the typical answer to this question: Use Fallout Wanderer's Edition (a FO3 equivalent of Project Nevada; highly modular overhaul), Weapon Mod Kits (a sort of primordial WME/WMX for FO3 and possibly the inspiration for New Vegas' weapon modding feature), Mart's Mutant Mod (another customizable mod that goes hand-in-hand with FWE and adds a bunch of quality creatures to the wasteland) and possibly Fellout (which is pretty much the de facto weather and atmosphere mod for FO3, unlike the diminished role it plays in New Vegas). Those four make up a good core and touch on pretty much everything, but still allow for more specific modding. Cream-of-Plenty fucked around with this message at 01:55 on Dec 10, 2013 |
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# ? Dec 10, 2013 01:49 |
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drat, check this face overhaul mod out, sounds like he might be doing HD body textures too. http://www.nexusmods.com/newvegas/mods/54460/ Also the PN-FOOK convergence mode owns, dude added a JSawyer compatibility pack too. I've currently got FOOK, PN, JSawyer and CCO doing stuff, along with WME-X-EVE. Should go in the op along with the overhaul mods imo.
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# ? Dec 10, 2013 02:10 |
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Kuno posted:drat, check this face overhaul mod out, sounds like he might be doing HD body textures too. Yeah, I just saw that. There's also Fallout Reloaded:https://www.nexusmods.com/newvegas/mods/54350/ They seem to be similar in concept but FCO is a lot more ambitious in scope and bigger. I just don't want to write yet another drat compatibility esp I need to go back and re-learn merging ESPs/merged patches because my old merges are old and need to be replaced. ugh....modding. modding never changes. Psion fucked around with this message at 02:53 on Dec 10, 2013 |
# ? Dec 10, 2013 02:49 |
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Woolie Wool posted:Also to anyone playing TTW/Fallout 3, I would heartily recommend the Recovering Wasteland mod in conjunction with Fellout or Project Reality. Recovering Wasteland has no ESP so it's fully TTW-compatible and adds living grass and foliage to make the Capital Wasteland look less dull and more distinct from the Mojave. Vurt actually has a Flora Overhaul for Fallout 3 that has a "forested edition" that looks better than that grass, although you'll need to convert it to TTW if you want to use it with that - Once the next version of TTW comes out I'm going to try my hand at modifying a bunch of those mods to work with a full on TTW playthrough.
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# ? Dec 10, 2013 03:14 |
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I'd really love to see a mod of the Capital Wasteland worldspace that shows the place completely overtaken by nature. Plants growing into everything, breaking pavement, etc.
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# ? Dec 10, 2013 03:21 |
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Raygereio posted:That effect adds to the SpeedMult stat. This stat is divided by hundred internally, so a value of 100 is treated as a multiplier of 1. Hm. Making the perk is simple enough. Is there a way I could make a perk and connect it to an armor? Also, when I try to make a new armor, it doesn't seem that I can, by default anyway, connect it to a model, even one that's already in the game. Again, the wiki is kind of useless for explaining what I would need to do to actually add a model.
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# ? Dec 10, 2013 03:48 |
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Psion posted:Yeah, I just saw that. There's also Fallout Reloaded:https://www.nexusmods.com/newvegas/mods/54350/ I can't help but notice the hands in Fallout Reloaded. The hands and the low resolution clothing.
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# ? Dec 10, 2013 04:05 |
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Kuno posted:drat, check this face overhaul mod out, sounds like he might be doing HD body textures too. Maybe it's just me, but do those face look a bit... uncanny to anyone else? I mean, it's clear that a lot of effort has been put in, and that's probably as good as it's ever going to get given the engine, but the just seem a bit... off.
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# ? Dec 10, 2013 04:20 |
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Aren't all Oblivion engine faces uncanny? To me, anything that makes the faces look better is a good thing because there is nowhere to go but up. Also gently caress the guy who set the DT for Super Mutants in TTW. I HATE YOU!
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# ? Dec 10, 2013 04:27 |
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Woolie Wool posted:As someone else says, the latest ENB version fixes this, and I can confirm that both Enhanced Shaders and Blackout work fine with it. Have they been updated for ENB 0.237 or do they just work despite an older preset? I'm using a different ENB at the moment (I uh, think? man I've gone through so many) and would rather not switch if I can avoid it. Keeshhound posted:Maybe it's just me, but do those face look a bit... uncanny to anyone else? I mean, it's clear that a lot of effort has been put in, and that's probably as good as it's ever going to get given the engine, but the just seem a bit... off. Compared to default faces, I'll take it - I'm installing FCO (and redoing my entire mod list, because I'm an idiot) right now. Psion fucked around with this message at 05:11 on Dec 10, 2013 |
# ? Dec 10, 2013 05:08 |
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Woolie Wool posted:Aren't all Oblivion engine faces uncanny? To me, anything that makes the faces look better is a good thing because there is nowhere to go but up. Not really; Oblivion's faces were so inhuman as to be ugly, but not disconcerting (repugnant, to be sure, but not "If I look away he might try to steal my skin!" ). These fall right into the uncanny valley; just human enough that the dead-eyed stares make them look like pod people.
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# ? Dec 10, 2013 05:15 |
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Enhanced Shaders works with the 0.237 .dll, but any time the Steam overlay pops up, things get all see through and weird until it goes away.
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# ? Dec 10, 2013 05:19 |
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horse mans posted:If I had known how cheaty Azhtek was, I never would have added it. Which UI do you use to have those stats on the side?
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# ? Dec 10, 2013 05:24 |
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Azran posted:Which UI do you use to have those stats on the side?
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# ? Dec 10, 2013 05:33 |
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For what it's worth, my first impression of FCO is positive. It looks less odd than the screenshots seem to imply - like, one of those "better in motion" kinda things. but I've seen all of three NPCs, so who knows. I've been busy adding and subtracting like 25 mods from my mod order and it still works so I feel like a mod boss today.
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# ? Dec 10, 2013 07:40 |
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Keeshhound posted:Not really; Oblivion's faces were so inhuman as to be ugly, but not disconcerting (repugnant, to be sure, but not "If I look away he might try to steal my skin!" ). These fall right into the uncanny valley; just human enough that the dead-eyed stares make them look like pod people. I disagree. Oblivion faces looked like daedra who had ripped off human beings' faces and started wearing them. They were horrifying.
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# ? Dec 10, 2013 07:41 |
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I'm around 5 hours in and keep getting endless loading screens when loading in or fast travelling. I'm using all the DLC, YUP, Darnified UI, JSawyer and NMC. Has anyone had any luck with methods to get around the endless loads?
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# ? Dec 10, 2013 09:41 |
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Heliosicle posted:I'm around 5 hours in and keep getting endless loading screens when loading in or fast travelling. I'm using all the DLC, YUP, Darnified UI, JSawyer and NMC. IIRC this problem is usually related to corrupt saves, but it might be something else. Try starting a new game, then load your save. Alternatively, do the same, but load an earlier one. What size is your save? In the future: Don't ever quicksave, disable all forms of autosaving, get CASM. This usually fixes all savegame problems.
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# ? Dec 10, 2013 10:08 |
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Kuno posted:drat, check this face overhaul mod out, sounds like he might be doing HD body textures too. I like what I see in the screenshots mostly but I'm not sure if I'd want to use it in this state. It looks like some of the redone faces don't really capture the character of Obsidian's original work (as subpar as it might have been in places, Obsidian's character artist managed to do some decent things with the facegen they were given, in particular I really liked the King for example), and while the new Raider textures look good, I'm afraid it might get kind of old if *every* raider has a painted faced. P.S. : Worst part is that I'd have to go with FNVEdit and sort out incompatibilities with overhauls that alter characters like JSawyer
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# ? Dec 10, 2013 10:08 |
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# ? Jun 8, 2024 10:35 |
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Heliosicle posted:Has anyone had any luck with methods to get around the endless loads?
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# ? Dec 10, 2013 10:09 |