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Beeb
Jun 29, 2003

Good hunter, free us from this waking nightmare

Schubalts posted:

Tfc detaches the camera from your character and gives you full control of its movement. I guess adding the 1 freezes everything.

Yeah, 1 freezes everything in place that would otherwise fly around/drop with regular tfc. Grenades, brass, magazines, body parts, it all freezes in place.

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SheepNameKiller
Jun 19, 2004

Umph posted:

I have a weird question.

I disabled a building and some other stuff that was in the way of the city I'm building, and now when I go inside a building a pop back out, when the game world reloads there's like a 'ghost' version of the stuff I disabled. It's like a super low rez version of the building I got rid of sitting there.

If I enter a building far away it doesn't happen, only if I'm within a mile or so. Is there a way to stop the game engine from doing this? It effects saves and seems to not want to go away ever once created.

Talking purely out my rear end it sounds like you might've not fully disabled the building, maybe you left in the building's LOD or something. It's hard to say when you're not telling us how you disabled it.

Nuclear Pogostick
Apr 9, 2007

Bouncing towards victory

doomfunk posted:

Hi guys, I mentioned forever ago, like the old thread, I was working on some content for NV. It's been a lot of learning and slow going on my part, but I think after some polish and thorough testing and tweaking I'll be good to release pretty soon.

Some WIP shots or something:







It's a bundle of 7 armours for male and female characters, and will also be sort of an overhaul of the Vet Ranger loot tables. I feel I'm nearly done, I think.

I still have to do all my alpha textures. :smithicide:

Page late, but that looks sweet - my issue with the ranger armor is that it looked too girly on dudes and too masculine on females, so that should fix it nicely.

I blame the funky waist/shoulder ratio it's got going on.

Umph
Apr 26, 2008

SheepNameKiller posted:

Talking purely out my rear end it sounds like you might've not fully disabled the building, maybe you left in the building's LOD or something. It's hard to say when you're not telling us how you disabled it.
I just did it purely in game using 'disable' and clicking.

Umph fucked around with this message at 20:00 on Jan 13, 2011

doomfunk
Feb 29, 2008

oh come on was that really necessary
all over my fine carpet!!
One gender of one of the seven suits I made for some reason has a totally screwed right leg in all animations. It strikes some pretty freaky poses.

I'm not sure what could've caused this, because the male version has the same pieces mostly and doesn't have this problem.

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.

doomfunk posted:

One gender of one of the seven suits I made for some reason has a totally screwed right leg in all animations. It strikes some pretty freaky poses.

I'm not sure what could've caused this, because the male version has the same pieces mostly and doesn't have this problem.

In nifskope, does that piece happen to be named after a Node? That's what's usually ends up happening during my ventures.

Syrant
Jun 28, 2006
This post is brought to you by: Goat Bouillabaise.

First 9

dog kisser posted:



Workin' on one. Crappy textures though :shobon:

Arenovalis might be willing to help you out if he has the time. :shobon:

doomfunk
Feb 29, 2008

oh come on was that really necessary
all over my fine carpet!!

dog kisser posted:

In nifskope, does that piece happen to be named after a Node? That's what's usually ends up happening during my ventures.

Yep, that was it. I'm usually pretty paranoid about having my ninodes not be named for bip nodes, nfi how this escaped me. Thanks for the reminder!

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.

Syrant posted:

Arenovalis might be willing to help you out if he has the time. :shobon:

Haha he'll take one look at my UV maps and be like "WHAT DID YOU DO"

doomfunk posted:

Yep, that was it. I'm usually pretty paranoid about having my ninodes not be named for bip nodes, nfi how this escaped me. Thanks for the reminder!

Bam, good to hear.

Amstrad
Apr 4, 2007

To destroy evil you must become an even greater evil.

Umph posted:

I have a weird question.

I disabled a building and some other stuff that was in the way of the city I'm building, and now when I go inside a building a pop back out, when the game world reloads there's like a 'ghost' version of the stuff I disabled. It's like a super low rez version of the building I got rid of sitting there.

If I enter a building far away it doesn't happen, only if I'm within a mile or so. Is there a way to stop the game engine from doing this? It effects saves and seems to not want to go away ever once created.

That's the LOD at work. All the major buildings and hills and whatnot you see in the distance are a specially generated low resolution version of themselves that persist even if you remove the higher resolution original. To remove the ghost versions you'd have to regenerate the LOD files and.. well let's just say GECK sucks at doing that.

Generally your only solution is to build around pre existing buildings and terrain and not make any major changes that would look odd from a distance.

Check out this writeup for a better worded/more coherent explanation: http://www.theengineeringguild.co.uk/fallout-3-creating-worldspaces-the-easy-way

Brace
May 29, 2010

by Ozmaugh
Guy with skull mask pictures, where'd you get that skull mask bro?

Also what's the best DOF mod so that the world doesn't like poo poo when you're looking in the distance?

Schubalts
Nov 26, 2007

People say bigger is better.

But for the first time in my life, I think I've gone too far.

Brace posted:

Guy with skull mask pictures, where'd you get that skull mask bro?

Also what's the best DOF mod so that the world doesn't like poo poo when you're looking in the distance?

Depth of Field

Tailor Maid, Black version

RagnarokAngel
Oct 5, 2006

Black Magic Extraordinaire
What's the difference between black and regular anyway?

Schubalts
Nov 26, 2007

People say bigger is better.

But for the first time in my life, I think I've gone too far.
Black has extra stuff not in the other version, like the skull mask.

Amstrad
Apr 4, 2007

To destroy evil you must become an even greater evil.
A new toy for everyone, OH JOY!



DOWNLOAD

This one may want some explanation. Essentially it's a low(er) effort solution to implementing an obscure weapon briefly featured in the manga Battle Angel Alita. Rather than model the thing completely I ripped some bits off the Incinerator and threw on a motorcycle gas tank and break lever. A few combined hours of Blender, Photoshop and GECK and this is what came out the other end.

Periodiko
Jan 30, 2005
Uh.
Regardless of its origins, its very fallouty and cool.

BENGHAZI 2
Oct 13, 2007

by Cyrano4747

doomfunk posted:

I think I already have a solution for that. Actually I'm pretty sure I do.

Cool. Didn't mean to sound like a dick, I just noticed the patchy spots on the elbows where red was bleeding through and thought I'd point it out.

Brace
May 29, 2010

by Ozmaugh
I still haven't found out how to reset my CASM hotkey.. :smith:

Also, is there any way to set the amount of time it takes before a merchant restocks?

Brace fucked around with this message at 00:27 on Jan 14, 2011

BENGHAZI 2
Oct 13, 2007

by Cyrano4747

Schubalts posted:

Black has extra stuff not in the other version, like the skull mask.

And you can use them together.

Internet Friend
Jan 1, 2001

Dickeye posted:

Cool. Didn't mean to sound like a dick, I just noticed the patchy spots on the elbows where red was bleeding through and thought I'd point it out.

Those are the Meat Caps that show up when you dismember someone. They're present in every model, just hidden. In editor they're visible like that. If anything they need to be tweaked out, so they're surrounding the limb clothing completely. edit: the Shrinkwrap modifier is great for this

Internet Friend fucked around with this message at 00:33 on Jan 14, 2011

BENGHAZI 2
Oct 13, 2007

by Cyrano4747

Internet Friend posted:

Those are the Meat Caps that show up when you dismember someone. They're present in every model, just hidden. In editor they're visible like that. If anything they need to be tweaked out, so they're surrounding the limb clothing completely. edit: the Shrinkwrap modifier is great for this

I learned something today!

I honestly thought it was just a common problem with mods involving the coat, because everything else I've seen with it either has jacked sleeves or no sleeves at all.

Internet Friend
Jan 1, 2001

I haven't messed with those mods, but if the modder didn't delete the underlying body mesh, when the arms animate the arms of the body and arms of the sleeve won't necessarily deform the same way and the underlying mesh can clip through the coat.

If you're using a mod that makes it just an accessory to wear over other armor you're pretty much asking for this to happen. Or it might really be hosed up, I haven't looked at it.

Internet Friend fucked around with this message at 00:57 on Jan 14, 2011

SheepNameKiller
Jun 19, 2004

Messing around a bit with Enhanced Shaders/SSAO. You certainly get some interesting effects with Enhanced Shaders and I like the option to test new palettes but holy poo poo does the performance suck. That and the SSAO is pretty hack at best, often rendering through other objects. I really only tried this again because the author claimed to have improved the mod's performance recently. I saw a small improvement but not worth switching for.

Note: The below pic is NOT the setup I use all the time, the colors are oversaturated and I uninstalled that palette immediately after taking the below screenshot. It's just an example of the SSAO that Enhanced Shaders uses.


Click here for the full 1512x945 image.


While I'm at it I'll throw in another shameless plug for my darker/better nights setup mentioned earlier, which is something that I do find a bit more playable.


Click here for the full 1313x899 image.

SheepNameKiller fucked around with this message at 02:13 on Jan 14, 2011

Roman
Aug 8, 2002

All these "realistic lighting" mods just look like fullbright was turned on. I haven't seen one yet that looked good. And I don't care how many lit streetlights you mod in, every single darker night mod just means "can't see two feet in front of my face." Wouldn't the Strip and the moon make things brighter anyway?

I just don't see the appeal of these things everyone else does. Gamebryo doesn't seem to be made for "realistic lighting." I would much rather have something stylized like Infernal Sky.
http://www.fallout3nexus.com/downloads/file.php?id=6977

SheepNameKiller
Jun 19, 2004

Roman posted:

All these "realistic lighting" mods just look like fullbright was turned on. I haven't seen one yet that looked good. And I don't care how many lit streetlights you mod in, every single darker night mod just means "can't see two feet in front of my face." Wouldn't the Strip and the moon make things brighter anyway?

I just don't see the appeal of these things everyone else does. Gamebryo doesn't seem to be made for "realistic lighting." I would much rather have something stylized like Infernal Sky.
http://www.fallout3nexus.com/downloads/file.php?id=6977

The first pic was taken using a really exaggerated shader, you really shouldn't look at that and think it's what I use all the time. If you're worried about oversaturation and your colors being too bright, Custom Lighting Overlay can also be used in conjunction with any realistic lighting mod in order to tone the effect way down. Between URWL, Fellout, CLO, Emittance, Nevada Skies, URWL Darker Nights, Lumenarium and Enhanced Shaders there seriously are hundreds of possibilities when it comes to mixing and matching lighting mods with one another, it's not really fair to write them all off because they are actually more customizable than they seem. I use no fewer than 4 at once to get the effect that I like, I was only just testing a fifth in the first pic that I posted.

What you said is exactly the point of using a darker night mod by the way, I also use more complex needs so my character is forced to sleep at night but I always look forward to meandering about in the couple of hours when the sun goes down since the world just seems more dangerous. I'm merely sharing the effect I've been able to create because there actually are people out there who like that sort of thing, myself included. It's one of the reasons why darker night mods are always one of the first things to come out for games like this.

SheepNameKiller fucked around with this message at 02:10 on Jan 14, 2011

Demerzel
Sep 11, 2001

Only the spergiest will do.
Skull mask doesn't work in mine for some reason, may be a setting I have off or mod conflict, but I'm running pretty high settings and none of the textures/meshes overwrote anything.

It basically creates a matte black facemask with one eyehole shining a bright pink light for some reason.

Also is there a good mod for increased vendors? I swear there's only less than a dozen good vendors and /maybe/ a dozen more with 2-500 caps in the whole drat game which is way too few, esp if you're hostile to any of them.

Demerzel
Sep 11, 2001

Only the spergiest will do.
Actual modding question: how do you filter down an esm file? Specifically if I am looking at an ESM file trying to mess with it, it shows me all of the FalloutNV.esm data as well, Set Active File only works on ESP files (and coincidentally doesn't seem to filter either).

I am looking through the menus and not sure how to Google it, I'm sure it's basic but not seeing it!

Naky
May 30, 2001

Resident Crackhead
Any of you Nifskope/Blender sexperts have PM/are able to talk me through some stuff? I've done some work on a new pistol in Lightwave, because that's the only tool I'm familiar with, but once I import the finished modified OBJ files, I can't seem to assign the textures to the modified meshes. The UV maps are made for all of them and the textures should be the exact same, but there's nothing showing up nor can I figure out how to fix it :(

Schubalts
Nov 26, 2007

People say bigger is better.

But for the first time in my life, I think I've gone too far.
Found the best weapon ever.


Click here for the full 1280x1024 image.



Click here for the full 1280x1024 image.


Rocket Fists, gently caress yea.

END CHEMTRAILS NOW
Apr 16, 2005

Pillbug

Demerzel posted:

Actual modding question: how do you filter down an esm file? Specifically if I am looking at an ESM file trying to mess with it, it shows me all of the FalloutNV.esm data as well, Set Active File only works on ESP files (and coincidentally doesn't seem to filter either).

I am looking through the menus and not sure how to Google it, I'm sure it's basic but not seeing it!
You can open the file in TESsnip (in the tools menu in FOMM) to see exactly what is contained in the ESM. As far as I know, the GECK doesn't have the ability to do that.

Vita
Nov 7, 2009
Is the guide in the OP still the best way to convert a mod from FO3 to NV? Specifically, I wanted to convert a mod that let you drop inventory items one at a time.
edit: nevermind, got it.

Vita fucked around with this message at 03:24 on Jan 14, 2011

Naky
May 30, 2001

Resident Crackhead
Man, why Lightwave 9 doesn't support DDS file formats is beyond me. I'm gonna try a couple things, but I may really need someone who's familiar with Blender and/or someone with Max to give me a hand assigning the DDS textures to my UV maps. You won't have to do anything except actually assign the DDS texture to replace the TIFF files I'm forced to use right now in testing within Lightwave. I swear to god, Lightwave 10 better support it right out of the box or Newtek should just give up advertising that their software is for game development uses as well.

edit, fuckin' sweet. Finally got it.

Naky fucked around with this message at 04:04 on Jan 14, 2011

Horns
Nov 4, 2009

SheepNameKiller posted:

Somewhere near the bottom of your load order you should have this and in this order, load order is really important in this case since some of these mods overlap. Highways and Byways is optional of course.

LUMENARIUMandELECTROCITY - Nevada Skies Replacer.esp
URWLNV.esp (http://www.newvegasnexus.com/downloads/file.php?id=35570)
Electro-City - Completed Workorders.esp
Electro-City - Highways and Byways.esp
Electro-City - Emittance.esp
URWLNV Darker Night.esp (http://www.newvegasnexus.com/downloads/file.php?id=35315)

Once you get in game you select emittance level MED, which is actually very important to getting the desired look. And don't forget to disable the nevada skies weather patterns so that it doesn't bug out URWL.
Thanks, things are looking better already. I'm confused about the emmitance level MED thing, though. Where do I change that? I've been using Electro-City since the first version and I can't recall ever seeing this option.

RagnarokAngel
Oct 5, 2006

Black Magic Extraordinaire
It's an item in your inventory, the apparel section, its icon is a party hat.

Horns
Nov 4, 2009
I think I've screwed something up because I don't actually have such a thing in my inventory. gently caress. :ohdear:

EDIT: Figured out what the problem was - I didn't have the latest version of Electro-City. The one I had was v8b, one version before Emittance settings were put in. It's working now that everything's updated and it looks wonderful. I had to scale back the .ini tweaks because it was making my laptop chug, but I don't notice much of a difference in quality when the settings are halved and it doesn't affect performance anywhere near as greatly.

Horns fucked around with this message at 06:32 on Jan 14, 2011

Naky
May 30, 2001

Resident Crackhead


Well, finally finished it, I think aside from tweaking the mesh like the front sights, the rail, and possibly the grip. Gonna put it in game to test later, but I think I'm just going to leave it as a resource file and let someone else far better at texturing than me can attempt doing the skin to what it should be above. If I attempt it, I'll just gently caress it right up. Someone on Nexus will do it at some point, I'm sure. Those curious, it's a Smith n' Wesson 500 and it's total gun porn.

Nice little small, easy project to see if I could manage to use Lightwave and Nifskope together at least for modeling, though I'm not exactly sure if I can animate in it too... I'll have to get rear end deep in some Blender/3DS tutorials for Gamebryo and see if I can't apply the same knowledge to a different tool assuming I have all the right import/export plugins.

Chinaman7000
Nov 28, 2003

Schubalts posted:

Found the best weapon ever.


Click here for the full 1280x1024 image.



Click here for the full 1280x1024 image.


Rocket Fists, gently caress yea.

Where, how? Awesome?!

RagnarokAngel
Oct 5, 2006

Black Magic Extraordinaire
OK so I tried to arrange my mod order and now the games a little slower but only when I look at specific things like light sources. I dont think this was an issue before.

Any idea what may be the issue?

(Unchecked ones were ones I installed recently and thought I'd try to fix it, it didnt really fix it completely).

Revolver Bunker
May 12, 2004

「この一撃にかけるっ!」

Schubalts posted:

Found the best weapon ever.


Click here for the full 1280x1024 image.



Click here for the full 1280x1024 image.


Rocket Fists, gently caress yea.

Where did you find this and how can I get it?

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Schubalts
Nov 26, 2007

People say bigger is better.

But for the first time in my life, I think I've gone too far.
Chinese forum. Part of a mod pack that also had a crossbow from STALKER and a ton of arm-mounted guns.

http://bbs.3dmgame.com/showtopic-1555804.html The rayfile and u.115 links are for the file. The Rayfile link neds their downloader, u.115 requires membership. The bare folders are the weapons, the .bsa's are other stuff you probably won't want.

That winged backpack is even called an Uguu Pack and there's a teddybear version of the deathclaw gauntlet.

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