Fallout 3 is still giving me trouble, none of my scripts are working, and I know it's not my fault because the problems are inconsistent and simple scripts that did work no longer do.
I'm thinking of just cutting my losses and releasing what I have, but none of my new larger ideas work, so... I don't know.
Yeah, I was joking, but not as bad as your pun. But to put things in perspective, 1 palm tree is about 1200 polygons, the new "high poly" barrel is like 156. Guess which is more common in a game set in the jungle :P
I was hoping to finish it last weekend. That was my last day off work for like 5 weeks or so, but Fallout 3 had other plans. Now I'm gonna try removing the game, wiping my registry and then see if it's ready to play nice.
V9 is the one designed to appeal to the masses. V10 was kind of a pet project where I said "screw it" and just did what I want. Personally I prefer spending more time finding food and supplies than just killing, so the mod reflected that.
However, that being said I realize a lot of people were confused and got V10 because it's the newest and this led to frustration when some of them were going from vanilla Fallout 3 straight to my hardcore tuned version. So, in the V10.3 patch I've re-enabled the ability to adjust need drain speed. It can't be disabled completely, but on the "newbie" setting, it's pretty damn slow, probably at least 2 or 3 times slower.
Yes the weapon damages weren't at all realistic, but that was a purely gameplay design choice to set them that way. Weapons firing 7.62x39mm tend to fire a lot MORE rounds per minute than a weapon firing 9x19mm. So generally, the DPS is still higher for the AK over the Glock. However, now that I'm adding in semi-auto 7.62mm weapons (SKS) and there are fully auto 9mm weapons (MP5), I've started working on making auto rifle ammo more rare and expensive, and tweaking damages to be based off of joules of impact energy of the real rounds. Oh, and I disabled the limb destruction capabilities of most guns, except ones that fire .50 caliber, 12 gauge buckshot, and maybe one other round type I forget right now.
This sounds counter intuitive, and it is, I admit. Because I didn't have time to get the bathtubs working, the stinky effect is removed when you use a toilet or urinal. The actual bathtubs working thing will be in the next patch. I want swimming in water to work too, but that's more complicated.
NVG's use fission batteries in my mod, since SEC are actually .45 ACP rounds now, wouldn't make much sense :D
You should be able to bring up the menu any time if the goggles are equipped (they're apparel). Simply press the N key with them equipped and the menu comes up, whether you have batteries or not. There is an option in the menu to insert a fresh battery and a readout of the current battery life.
It theoretically could, I'm not sure how FOSE calls scancodes for keypresses, but depending how it's done, if you had like a Chinese keyboard or something, scancode integers could get botched up. I haven't done any testing with foreign languages or keyboards, seeing as I have neither. Again, not 100% sure on this, FOSE isn't my work at all.
Actually, the next version of V10 will have the needs settings back in, although you will not be able to disable the needs completely, you will be able to set them down from Insane to something more casual like Hardcore, Average, or Newbie settings. It's a bit of work, but the functionality is there and I don't know why I took it out in the first place, answering all the questions about it has taken longer than the fix has :P
Hehe, we all make mistakes, if I told you that your mistake was the dumbest I've seen, I'd be lying. Hell, read the last few pages of comments and you can see worse. I call it the "readme" file, but no one reads it anyhow :P
And that bitch takes a good few hours to write, although you wouldn't know looking at it, I realize it is terribly formatted and laid out. But yeah, V10 is hardcore player focused, use V9 if you want settings and all that fancy ****.
1: I'd bet my left ball that the readme will tell you to equip the NV goggles and then press N to bring up the menu for them. Please read the readme before asking more questions.
2: Vehicles are a cool idea, but the engine and level design don't really support them. I'm considering some simple vehicles, but it's unlikely for V11.
3: Your needs will only show if you have FOSE installed properly. Also your needs must be enabled, if you're playing Version 9, they start disabled by default, and the needs menu won't show, as it's useless.
I cannot stress this enough. V10 is a hardcore only tuned version. If you are not 100% there for the ultimate realistic experience in Fallout 3, do not get it. The other updates between it and V9 are minor, it's mostly just a more realism focused version. If you want to disable or slow needs and do other things, please stick with V9, that is the more easy and accessible version.
The features were removed as V10 is the more hardcore tuned version of V9. The features removed either hampered realism or got in the way of more complicated features I wanted in V10. Which by the way, it requires the V9 art/audio files, but you MUST only have one of the .esp's active. Do not EVER have two reborn .esp's running at once. This will cause a crash on startup, or some other issues at some point. Using V9 or V10 you will not need any DLC mod files, as both mods require all 5 DLC and will not run without them.
Cool yes, practical no, like it would probably be in real life after an atomic event, driving isn't practical for standard cars. Too much debris and obstacles to get in the way, Fallout was designed to be traversed on foot, not in a fast moving vehicle.
His problem is he didn't start a new save game. A bunch of weights are increased and he probably has gone over the limit of weapons you can have per slot, which grants a 1000 pound penalty to force you to be overencumbered until you drop some stuff. I told him to start a new game, and that's all there really is to it. Even if you drop some stuff to correct the issue, there are other problems that will arise using an old save. Basically: don't do it.
Fallout 3 is still giving me trouble, none of my scripts are working, and I know it's not my fault because the problems are inconsistent and simple scripts that did work no longer do.
I'm thinking of just cutting my losses and releasing what I have, but none of my new larger ideas work, so... I don't know.
You can save at safehouses :D
For gameplay reasons, quicksaves were disabled. However, find a bed at a safehouse and use it, the game will save.
Nope, not yet.
Yeah, I was joking, but not as bad as your pun. But to put things in perspective, 1 palm tree is about 1200 polygons, the new "high poly" barrel is like 156. Guess which is more common in a game set in the jungle :P
I think there might be some new models in the 10.1 patch, although I'm not sure.
Press N with them on.
All in good time :P
They're all custom, I hired people to make them for me :)
I was hoping to finish it last weekend. That was my last day off work for like 5 weeks or so, but Fallout 3 had other plans. Now I'm gonna try removing the game, wiping my registry and then see if it's ready to play nice.
Okay, nevermind. Not my fault at all. Fallout 3 is having some kind of problem and my scripts (randomly stop working). Reinstall here I come, weee...
Yeah man, I'm sure I'll figure it out in time :)
V9 is the one designed to appeal to the masses. V10 was kind of a pet project where I said "screw it" and just did what I want. Personally I prefer spending more time finding food and supplies than just killing, so the mod reflected that.
However, that being said I realize a lot of people were confused and got V10 because it's the newest and this led to frustration when some of them were going from vanilla Fallout 3 straight to my hardcore tuned version. So, in the V10.3 patch I've re-enabled the ability to adjust need drain speed. It can't be disabled completely, but on the "newbie" setting, it's pretty damn slow, probably at least 2 or 3 times slower.
Yes the weapon damages weren't at all realistic, but that was a purely gameplay design choice to set them that way. Weapons firing 7.62x39mm tend to fire a lot MORE rounds per minute than a weapon firing 9x19mm. So generally, the DPS is still higher for the AK over the Glock. However, now that I'm adding in semi-auto 7.62mm weapons (SKS) and there are fully auto 9mm weapons (MP5), I've started working on making auto rifle ammo more rare and expensive, and tweaking damages to be based off of joules of impact energy of the real rounds. Oh, and I disabled the limb destruction capabilities of most guns, except ones that fire .50 caliber, 12 gauge buckshot, and maybe one other round type I forget right now.
Damn it, I think I broke the needs script... how annoying, was hoping to release today.
This sounds counter intuitive, and it is, I admit. Because I didn't have time to get the bathtubs working, the stinky effect is removed when you use a toilet or urinal. The actual bathtubs working thing will be in the next patch. I want swimming in water to work too, but that's more complicated.
You need to install FOSE, Fallout Script Extender, it's in the readme and install instructions. Without it the extra buttons I added in will NOT work.
NVG's use fission batteries in my mod, since SEC are actually .45 ACP rounds now, wouldn't make much sense :D
You should be able to bring up the menu any time if the goggles are equipped (they're apparel). Simply press the N key with them equipped and the menu comes up, whether you have batteries or not. There is an option in the menu to insert a fresh battery and a readout of the current battery life.
Thanks man, means a lot to hear that, I hope you'll keep posted and play the latest versions I have coming out soon :D
It theoretically could, I'm not sure how FOSE calls scancodes for keypresses, but depending how it's done, if you had like a Chinese keyboard or something, scancode integers could get botched up. I haven't done any testing with foreign languages or keyboards, seeing as I have neither. Again, not 100% sure on this, FOSE isn't my work at all.
You're welcome good sir, thank you for taking the time to thank me :)
Actually, the next version of V10 will have the needs settings back in, although you will not be able to disable the needs completely, you will be able to set them down from Insane to something more casual like Hardcore, Average, or Newbie settings. It's a bit of work, but the functionality is there and I don't know why I took it out in the first place, answering all the questions about it has taken longer than the fix has :P
You probably don't have FOSE installed, or maybe there is a problem if you're using a non-US style keyboard.
Hehe, we all make mistakes, if I told you that your mistake was the dumbest I've seen, I'd be lying. Hell, read the last few pages of comments and you can see worse. I call it the "readme" file, but no one reads it anyhow :P
And that bitch takes a good few hours to write, although you wouldn't know looking at it, I realize it is terribly formatted and laid out. But yeah, V10 is hardcore player focused, use V9 if you want settings and all that fancy ****.
1: I'd bet my left ball that the readme will tell you to equip the NV goggles and then press N to bring up the menu for them. Please read the readme before asking more questions.
2: Vehicles are a cool idea, but the engine and level design don't really support them. I'm considering some simple vehicles, but it's unlikely for V11.
3: Your needs will only show if you have FOSE installed properly. Also your needs must be enabled, if you're playing Version 9, they start disabled by default, and the needs menu won't show, as it's useless.
I wish I could up rate something more than once.
I cannot stress this enough. V10 is a hardcore only tuned version. If you are not 100% there for the ultimate realistic experience in Fallout 3, do not get it. The other updates between it and V9 are minor, it's mostly just a more realism focused version. If you want to disable or slow needs and do other things, please stick with V9, that is the more easy and accessible version.
The features were removed as V10 is the more hardcore tuned version of V9. The features removed either hampered realism or got in the way of more complicated features I wanted in V10. Which by the way, it requires the V9 art/audio files, but you MUST only have one of the .esp's active. Do not EVER have two reborn .esp's running at once. This will cause a crash on startup, or some other issues at some point. Using V9 or V10 you will not need any DLC mod files, as both mods require all 5 DLC and will not run without them.
Cool yes, practical no, like it would probably be in real life after an atomic event, driving isn't practical for standard cars. Too much debris and obstacles to get in the way, Fallout was designed to be traversed on foot, not in a fast moving vehicle.
Lasers and plasma weapons don't fit a realism theme really. Or at all.
The latest, 1.2.1.
His problem is he didn't start a new save game. A bunch of weights are increased and he probably has gone over the limit of weapons you can have per slot, which grants a 1000 pound penalty to force you to be overencumbered until you drop some stuff. I told him to start a new game, and that's all there really is to it. Even if you drop some stuff to correct the issue, there are other problems that will arise using an old save. Basically: don't do it.