[RELz] EVE - Energy Visuals Enhanced

Post » Fri May 27, 2011 6:37 pm

you can have a try and lemme know ^^


Ok, I was just curious, because on nexus you mentioned something about "just deleting the weapon folder from meshes" or something like that ^_^
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Soph
 
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Post » Fri May 27, 2011 9:05 pm

Is it possible to delete a part of Fallout re-animated to make it compatible with EVE, without removing it alltogether?
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April D. F
 
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Post » Sat May 28, 2011 4:21 am

Hey, if you want to completely cover Energy Weapons, you should add an animation to the Tesla Cannon Critical Death. My suggestion: have it "burn" the flesh off the victim with blue flames, only to leave a corpse..
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Nitol Ahmed
 
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Post » Sat May 28, 2011 1:18 am

Hmm, I'm using Saiden's weapon effects, I'm wondering though If I load this after that will it just overwrite the laser and plasma effects added by that mod but I'll be able to keep all the other effects it has? That would be great. I just want to continue to use them till you're all finished with your other effects.
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Dean Brown
 
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Post » Fri May 27, 2011 9:49 pm

Hey, if you want to completely cover Energy Weapons, you should add an animation to the Tesla Cannon Critical Death. My suggestion: have it "burn" the flesh off the victim with blue flames, only to leave a corpse..



Yeah, DLC plugins are being made. I've gotten pretty far already. Tesla Cannon will have 4 different Critical Deaths.
What iv'e been doing is creating multiple crit deaths with unique animations and things for EACH energy wep in the game.
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Suzie Dalziel
 
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Post » Fri May 27, 2011 7:29 pm

Great work man. I've been watching this one for a while. Brings back memories of the first three fallouts...
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le GraiN
 
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Post » Sat May 28, 2011 4:11 am

What's the compatibility like with http://www.fallout3nexus.com/downloads/file.php?id=2761? Might be worth talking to the author of the http://www.fallout3nexus.com/downloads/file.php?id=4968 about compatibility patches for the likes of FWE, WMK etc - many hands make light work after all :)
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Sara Lee
 
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Post » Sat May 28, 2011 8:49 am

Yeah, DLC plugins are being made. I've gotten pretty far already. Tesla Cannon will have 4 different Critical Deaths.
What iv'e been doing is creating multiple crit deaths with unique animations and things for EACH energy wep in the game.


Alright, can't wait. Any guess when it'll be released?
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Brentleah Jeffs
 
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Post » Sat May 28, 2011 2:36 am

Alright, can't wait. Any guess when it'll be released?



Yep, EVE - DLC Anchorage Plugin is scheduled for tomorrow. Overhauled the Gauss Rifle and Jingwei's Shocksword.
Gauss Rifle is similar to my "Gauss Rifle DX" mod, but BETTER. New crit kills, and new gun mesh i made. (got rid of that STUPID crank, and made the scope more round)
Jingwei's has "shocking" electric death crit kills, a NEW awesomefied sword mesh i made. And it also causes "bleeding" when you strike a human :) You'll see
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Ana
 
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Post » Sat May 28, 2011 3:47 am

Ok, next are DLC plugins and after that? Compability Patches ? WMK, UWWUT, FWE etc. ? :hehe:
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мistrєss
 
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Post » Sat May 28, 2011 5:35 am

Ok, next are DLC plugins and after that? Compability Patches ? WMK, UWWUT, FWE etc. ? :hehe:



WMK - YES (still working on it. i gotta do more than 14 models :( )
FWE - YES (soon, takes lotsa time for this one, cuz im not sure HOW)
UWWUT - Maybe, but WHY?

Oh, warning, the pictures below may make either your computer, and/or your head explode!!!

http://fookunity.com/fook_team/weijiesen/EVE/OAplugin/Solo%20Sword.jpg

http://fookunity.com/fook_team/weijiesen/EVE/OAplugin/Tri%20Force.jpg

http://fookunity.com/fook_team/weijiesen/EVE/OAplugin/Zappify.jpg
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Nymph
 
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Post » Sat May 28, 2011 9:33 am

Wait there's something I don't understand here. Couldn't you just make sure EVE loads after FWE to overwrite any changes until a patch is released? That's what I plan on doing anyway.
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Haley Cooper
 
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Post » Sat May 28, 2011 8:56 am

Wait there's something I don't understand here. Couldn't you just make sure EVE loads after FWE to overwrite any changes until a patch is released? That's what I plan on doing anyway.

Yes, but you'll lose pretty much every change FWE does to energy weapons...
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Dark Mogul
 
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Post » Sat May 28, 2011 5:18 am

Wait there's something I don't understand here. Couldn't you just make sure EVE loads after FWE to overwrite any changes until a patch is released? That's what I plan on doing anyway.


I ... really dont know. Im a visual FX artist, and know nothing about those technical things regarding compatibility.
If your suggestion works, pls let me know so i can pass it on.

regarding Col Ivan: I really dont even know WHAT the changes are that FWE makes to energy weps.
EVE is gonna add "Energy Resist" to Fallout3. (not sure why Bethsquash didnt do that)
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Josephine Gowing
 
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Post » Sat May 28, 2011 8:32 am

As far as I can tell EVE uses close to vanilla settings for damage values, crit percentage/damage, range, and similar stats. This conflicts with FWE/T3T because it changes damage, among those other values. FWE is based on T3T, but in general FWE weapons do more damage. EVE changes the weapons as well, and whatever ones loads last will be the ones you end up with. If you're handy with FO3Edit making a compatibility patch is pretty simple. Otherwise you'll end up with the spectacular new visuals, or FWE stats but no visuals (except the crit effect, as EVE modifies the default crit effect, thankfully that makes patches a bit easier). It took me like 3 minutes to make a patch for T3T damage values. There's still a bit of personal preference because of how T3T handles unique weapons. For example, A321's plasma rifle has 3 different possible models depending on which mod, T3T, UWWUT, or EVE, you want to take precedence. WMK adds a lot more compatibility issues... I don't use weapon mod kits anymore for the sake of simplicity because I run a very customized assortment of mods... making WMK work with all of the customizations I've done would be a nightmare. As it is, I'll have to redo the patch each EVE update but it's pretty simple so no big deal.

I'd also like to say I love this mod and it's made me an almost strictly energy weapon user. Can't imagine energy weapons without it to be honest. Plasma grenades are so pretty...
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Stephy Beck
 
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Post » Sat May 28, 2011 3:31 am

Well, I just got FWE, so hopefully someone will make a FOIP patch for it and EVE
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LittleMiss
 
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Post » Sat May 28, 2011 12:11 am

I'd also like to say I love this mod and it's made me an almost strictly energy weapon user. Can't imagine energy weapons without it to be honest. Plasma grenades are so pretty...



Sadly i know nothing about FO3Edit. Never needed it so far.
Thanks for the compliment. I know EVE is still technically a beta, but its coming along.
The next biggest update to the EVE .esp will be the addition of Crit Effects ON TOP OF crit kills.
In normal FO3 a weapon can have a Crit Effect, OR a Crit kill, but NOT/NEVER both. *YAWN*

For example in EVE. . .
on a NORMAL hit/strike, Jingwei's sword will cause mild electric to be seen, and 2 pnts damage over 5 seconds.
on a Critical Hit, Jingwei's sword will cause moderate electric to be seen, and 3pnts damage over 6 seconds.
On a Critical Kill, well, you've seen the pictures. Hyper Static arcs will engulf the victim from his surrounding environment and hurl him backwards.

on a NORMAL shot to the face with a laser, small wisps will rise
on a Critical Hit to the face with a laser, your vision will be blurred/blinded and your Percepton takes a hit
on Critical Kill with a laser, the victim has a random chance to suffer 1 of 6 different/unique crit kills
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Danielle Brown
 
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Post » Sat May 28, 2011 12:03 am

If I remember correctly, EVE only changes the critical effect of energy weapons, but doesn't actually change the weapons themselves. If this is true, then it should be compatible with any mods that alter energy weapons, so long as they don't alter their critical effects.

Cipscis

EDIT:

Another benefit of this approach is that custom energy weapons, so long as they are assigned the "default" critical deaths, will be compatible with EVE.

Cipscis
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Andrew
 
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Post » Fri May 27, 2011 8:23 pm

If I remember correctly, EVE only changes the critical effect of energy weapons, but doesn't actually change the weapons themselves. If this is true, then it should be compatible with any mods that alter energy weapons, so long as they don't alter their critical effects.

Cipscis


True EVE regular .esp leaves the stats alone. But EVE MAX.esp (included in the DL) contains simple, yet realistic/logical energy wep tweaks ^_^

Although due to the nature of some mods (WMK) in order for full compatability, i must include his changes (laser sight, clip augmentation, scope whatever) into my changes as well. No problem ;)
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Laura Tempel
 
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Post » Sat May 28, 2011 7:23 am

What kind of tweaks would that be? And can I switch between max and normal without losing my weapons?
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Stephanie I
 
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Post » Sat May 28, 2011 9:38 am

I'm not sure off the top of my head what type of tweaks Jiesen has implemented, but you should be able to seamlessly swap between the two versions of EVE. Of course, because EVE MAX alters the weapons themselves, it will be less compatible than EVE "regular".

Cipscis
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Amanda savory
 
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Post » Sat May 28, 2011 4:42 am

I ... really dont know. Im a visual FX artist, and know nothing about those technical things regarding compatibility.
If your suggestion works, pls let me know so i can pass it on.

Won't work since the stats like damage, spread, etc that FWE changes will be overwritten by EVE or vice-versa.

regarding Col Ivan: I really dont even know WHAT the changes are that FWE makes to energy weps.
EVE is gonna add "Energy Resist" to Fallout3. (not sure why Bethsquash didnt do that)

Being an FWE fan with a lot of time on my hands currently, I have looked a little into creating a compatibility patch for EVE + FWE. I would be happy to work on one, if you would like. Just lemme know :)

EVE blew some errors at me when loading it into FO3Edit, so I must first track those down and see what's what. hehe
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Heather Kush
 
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Post » Sat May 28, 2011 2:28 am

EVE blew some errors at me when loading it into FO3Edit, so I must first track those down and see what's what. hehe


Yeah, to achieve some awesome things a few standard rules had to be "bent" ;)
Biped models not attached to the "tokens", nonstandard use of "resurrect", shaders that use 3 different layers (mesh/texture) simultaneously, nifs that emit particles, gyrate, scale, and scroll texture at the same time.... things like that.
My first guess would be the "biped nodes" or whatever. Im sure Cipscis can agree with that ^^
If the things you find in FO3Edit are anything different, pls let me know.
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kennedy
 
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Post » Sat May 28, 2011 4:29 am

Yeah, to achieve some awesome things a few standard rules had to be "bent" ;)
Biped models not attached to the "tokens", nonstandard use of "resurrect", shaders that use 3 different layers (mesh/texture) simultaneously, nifs that emit particles, gyrate, scale, and scroll texture at the same time.... things like that.
My first guess would be the "biped nodes" or whatever. Im sure Cipscis can agree with that ^^
If the things you find in FO3Edit are anything different, pls let me know.

I know very little about graphics but it sounds to me like the "bent" stuff are only things that deal with the visuals and not things like weapon stats, etc. If that's the case then I am confident I can make a CP to allow EVE to be used with FWE and not compromise either mod's additions :)
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Albert Wesker
 
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Post » Sat May 28, 2011 4:00 am

I know very little about graphics but it sounds to me like the "bent" stuff are only things that deal with the visuals and not things like weapon stats, etc. If that's the case then I am confident I can make a CP to allow EVE to be used with FWE and not compromise either mod's additions :)


FWE+WMK+EVE *lust*
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Jose ordaz
 
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