[RELz] EVE - Energy Visuals Enhanced

Post » Sat May 28, 2011 5:26 am

The changes he makes may only be visuals and leave the rest as vanilla, this in itself creates a problem if you use a mod like FWE that makes stat changes to the same weapons. No matter which you load first or last, one will overwrite the other. This is why compatibility patches are needed :)

well visualls typically don't touch the weapons... couldn't I just load it before FWE so I'd get FWE stats with EVE textures?
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Lauren Dale
 
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Post » Fri May 27, 2011 6:34 pm

well visualls typically don't touch the weapons... couldn't I just load it before FWE so I'd get FWE stats with EVE textures?

No, because he doesn't change the default textures, he creates and adds his own. He then changes the record for the weapon so it points to his new texture or mesh, leaving the rest of the settings as is. FWE makes the stat changes but doesn't change what texture or mesh it uses. See the rub? :)

Edit: And I must point out, THESE visuals are WAY BEYOND 'typical' ;)
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Sunnii Bebiieh
 
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Post » Sat May 28, 2011 8:16 am

No, because he doesn't change the default textures, he creates and adds his own. He then changes the record for the weapon so it points to his new texture or mesh, leaving the rest of the settings as is. FWE makes the stat changes but doesn't change what texture or mesh it uses. See the rub? :)

Edit: And I must point out, THESE visuals are WAY BEYOND 'typical' ;)

EVE replaces the default weapon models, I can guarantee that right now. I have the EVE models in my game, and I haven't been using any EVE esps
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Irmacuba
 
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Post » Fri May 27, 2011 10:07 pm

No, because he doesn't change the default textures, he creates and adds his own. He then changes the record for the weapon so it points to his new texture or mesh, leaving the rest of the settings as is. FWE makes the stat changes but doesn't change what texture or mesh it uses. See the rub? :)

Edit: And I must point out, THESE visuals are WAY BEYOND 'typical' ;)


Doesn't that mean that just using a merged patch will get it working?
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Samantha Jane Adams
 
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Post » Sat May 28, 2011 7:21 am

EVE replaces the default weapon models, I can guarantee that right now. I have the EVE models in my game, and I haven't been using any EVE esps

For some things yes, but not everything. For example:

On the Plasma Grenade's Critical Effect...

FWE leaves this as vanilla: PlasmaEffect "Gooification" [SPEL:00092C48]

EVE changes it to: PlasmaGrenadeFX "Bubblers" [SPEL:37013A5D]

that slight change all by itself creates a new record, leaving other stats vanilla and overwriting anything behind it for the same weapon.

Trust me on this, I spent a few hours yesterday combing through the EVE Beta one to make a compatibility patch so it could be used with FWE and still have FWE's stats. There weren't a TON of records, but there were enough. :)

Edit:
Doesn't that mean that just using a merged patch will get it working?

That's exactly what it means. But someone must make said patch. :)
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Raymond J. Ramirez
 
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Post » Sat May 28, 2011 4:09 am

Please understand, I am NOT saying it won't work and you won't see his visuals. What I AM saying is it will unbalance your game IF you are using a mod like FWE.
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RObert loVes MOmmy
 
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Post » Fri May 27, 2011 10:28 pm

Which means I'm gonna have to just stick with the enhanced weapon models (aka not using the esps) until a CP is made.
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Gavin boyce
 
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Post » Sat May 28, 2011 8:30 am

Which means I'm gonna have to just stick with the enhanced weapon models (aka not using the esps) until a CP is made.

Thats a good temp fix, yes. If it's FWE you're using, Colonel, I have created a CP for the basic EVE Beta for FWE. It is just awaiting Mez's final approval and posting. Which hopefully will be soon. I would post it myself but I don't wish to step on anyone's toes :)
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Taylrea Teodor
 
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Post » Fri May 27, 2011 6:09 pm

sounds good, I'll keep my eyes open for it.
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Emily abigail Villarreal
 
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Post » Sat May 28, 2011 6:59 am

*********** UPDATE *************

EVE may be halted for a day or two.

I'm moving to a new city. Got a new job. FINALLY gonna work "full-time" for once
:sadvaultboy:

Plasma Grenade/Mine HAD to be given a new "crit effect" because of the two deaths "sizzle and headache". They wouldnt look good if the guy lost both his arms and then he "reached" for his head before it exploded

(sorry, that was a bit of a spoiler. If you didn't already know, EVE has a "headshot specific crit death". If you shoot a humanoid in the head, there is a chance for their head to start glowing, then they put both hands on their head, then it POPS and they fly back. If you wanna see it, go to UNDERWORLD and slaughter the citizens with headshots)

My apologies for Laser Rifle's issues (you may or may not experience them). I'll upload a new EVE Beta.esp today. New Laser Rifle projectile, quieter sound, and laser rifle VATS fix.

Due to me moving, i think the best i can do for now will be to continue WMK support. After finishing this post i'll dust off my luggage.

Also in the Laser Rifle update i'll fix the Laser Crit deaths so that ANY red laser mod will share the same effects (DLC lasers too). I did that with Plasma already (ANY plasma weapon in DLC or other mods will share EVE effects) but i forgot to do that with lasers. my bad. (EVE's still a beta, remember?). Weapon "The Shocker" has been added to EVE's list as well.

Thanks to everyone that suggested NEW crit deaths!~ I DID write them down, and they WILL be seen. And yes, EVERYTHING you guys suggested (on all the forums/pms) for Crit Deaths IS possible. No one has suggested anything that is beyond the realm of my/Gamebryo's capabilites.

Stay tuned!~ WJS
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Dalley hussain
 
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Post » Sat May 28, 2011 6:53 am

Congrats, Jiesen! Good luck in your new home and at your new job :)
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Judy Lynch
 
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Post » Fri May 27, 2011 7:26 pm

Congrats, Jiesen! Good luck in your new home and at your new job :)


Thanks. I just finishd packing. Even though I'm moving, it will be a couple more weeks or so before i begin "working".
So i suppose EVE work will resume once i plug the computer into the new room :)

EVE Various Fixes Two - has been uploaded!

I would expect HIGHER compatibility with ALL mods/dlc now that i've uploaded Various Fixes Two.
Basically even if another mod tries to override which death the laser/plasma weapon should have, EVE will make it so that EVE's deaths are seen.
YES that means ANY laser/plasma weapon from ANY DLC/MOD will (should?) show EVE's deaths if you use EVE Various Fixes Two
Don't forget I put a cool new Laser Rifle beam in there too :D
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Red Sauce
 
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Post » Fri May 27, 2011 11:11 pm

Thanks. I just finishd packing. Even though I'm moving, it will be a couple more weeks or so before i begin "working".
So i suppose EVE work will resume once i plug the computer into the new room :)

EVE Various Fixes Two - has been uploaded!

I would expect HIGHER compatibility with ALL mods/dlc now that i've uploaded Various Fixes Two.
Basically even if another mod tries to override which death the laser/plasma weapon should have, EVE will make it so that EVE's deaths are seen.
YES that means ANY laser/plasma weapon from ANY DLC/MOD will (should?) show EVE's deaths if you use EVE Various Fixes Two
Don't forget I put a cool new Laser Rifle beam in there too :D



Zomg....your awesome :celebration:
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Jinx Sykes
 
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Post » Sat May 28, 2011 3:02 am

Zomg....your awesome :celebration:


Hopefully awesome enough to keep up with the new PDA Pipboy!
><" EVE's chance at File of the Month may be pretty short lived soon.
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Melissa De Thomasis
 
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Post » Sat May 28, 2011 12:13 am

Man, you're fast!:)
You deserve a break like that.
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lauren cleaves
 
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Post » Sat May 28, 2011 8:56 am

EVE Various Fixes Two - has been uploaded!

I would expect HIGHER compatibility with ALL mods/dlc now that i've uploaded Various Fixes Two.
Basically even if another mod tries to override which death the laser/plasma weapon should have, EVE will make it so that EVE's deaths are seen.
YES that means ANY laser/plasma weapon from ANY DLC/MOD will (should?) show EVE's deaths if you use EVE Various Fixes Two
Don't forget I put a cool new Laser Rifle beam in there too :D

Looking over the new Fixes and adjusting my CP for FWE. It will still be needed.

I noticed when looking through it, your new camara path changes conflict with your Anchorage mod. Have you updated that to reflect these new changes?

One last thing, and just a suggestion, perhaps you should use Version numbers and replace the older files with the new ones on your nexus page. It's all getting a bit confusing with so many files to download and sift through to find the 'correct' one to use. Fixes one, Fixes two, AND Updates.. I'm getting dizzy. lol. :wacko:

Edit: Oh and one other suggestion, it would make it a bit easier to know what's what with the esp files if they had more descriptive names like "EVE-Operation Anchorage-Gore Fest.esp", "EVE-Operation Anchorage-Reg.esp" and "EVE-Operation Anchorage-Reg-Normal VATS.esp" instead of their names all being "EVE Operation Anchorage.esp". With them all the same name, once moved from your package folder to the Data folder, they overwrite each other. I am pretty sure you did it that way to keep people from using more than one at a time, and I understand your reasoning, but renaming would allow fast swapping between them. Its much easier to open FOMM and change checkmarks then it is to find the right file, copy it over, then open FOMM, then check the load order and place checkmarks. :)

Last thing, and I'll quit bugging you for at least 5 minutes :lol:, The Operation Anchorage update, which one is that? Is it the "Regular" one, the "Regular with Normal VATS" one or the "Gore Fest" one? (see what I mean about renaming? ;) )
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Daramis McGee
 
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Post » Sat May 28, 2011 5:47 am

I noticed when looking through it, your new camara path changes conflict with your Anchorage mod. Have you updated that to reflect these new changes?

One last thing, and just a suggestion, perhaps you should use Version numbers and replace the older files with the new ones on your nexus page. It's all getting a bit confusing with so many files to download and sift through to find the 'correct' one to use. Fixes one, Fixes two, AND Updates.. I'm getting dizzy. lol. :wacko:

Edit: Oh and one other suggestion, it would make it a bit easier to know what's what with the esp files if they had more descriptive names like "EVE-Operation Anchorage-Gore Fest.esp", "EVE-Operation Anchorage-Reg.esp" and "EVE-Operation Anchorage-Reg-Normal VATS.esp" instead of their names all being "EVE Operation Anchorage.esp". With them all the same name, once moved from your package folder to the Data folder, they overwrite each other. I am pretty sure you did it that way to keep people from using more than one at a time, and I understand your reasoning, but renaming would allow fast swapping between them. Its much easier to open FOMM and change checkmarks then it is to find the right file, copy it over, then open FOMM, then check the load order and place checkmarks. :)

Last thing, and I'll quit bugging you for at least 5 minutes :lol:, The Operation Anchorage update, which one is that? Is it the "Regular" one, the "Regular with Normal VATS" one or the "Gore Fest" one? (see what I mean about renaming? ;) )


hehehe i totally agree on all those points

considering the bulk of my mods before EVE have been purely "texture packs" I've never had such issues or needed to worry about such things as "updates, compatibility, or fixes" :coolvaultboy:

You're absolutely right though.
I think ASAP i need to MERGE all updates/fixes into EVE and reupload EVE's main file! I'm still thinking I'll actually keep EVE MAX around because quite a few users have told me they dont use FWE so they would like to havea choice for Energy Wep stat changes.
Also need to merge Anchorage with Anchorage Update and reupload Anchorage. The MAIN and only EVE Anchorage file should include the update, and have 3 DIFFERENTLY NAMED .esps to choose. When i reupload EVE Anchorage, it should include EVE Anchorage normal VATS, new Gauss VATS, and Gore Fest.
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Naomi Lastname
 
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Post » Sat May 28, 2011 8:59 am

hehehe i totally agree on all those points

considering the bulk of my mods before EVE have been purely "texture packs" I've never had such issues or needed to worry about such things as "updates, compatibility, or fixes" :coolvaultboy:

You're absolutely right though.
I think ASAP i need to MERGE all updates/fixes into EVE and reupload EVE's main file! I'm still thinking I'll actually keep EVE MAX around because quite a few users have told me they dont use FWE so they would like to havea choice for Energy Wep stat changes.
Also need to merge Anchorage with Anchorage Update and reupload Anchorage. The MAIN and only EVE Anchorage file should include the update, and have 3 DIFFERENTLY NAMED .esps to choose. When i reupload EVE Anchorage, it should include EVE Anchorage normal VATS, new Gauss VATS, and Gore Fest.

It's a good idea to add a version number to your files as well. This way, when someone looks again at your page, they will be able to tell right away whether they have the latest update or not :) There's a good bit of information regarding version numbering http://en.wikipedia.org/wiki/Software_versioning, if you're interested. but the main point can be gotten from this excerpt:
In principle, in subsequent releases, the major number is increased when there are significant jumps in functionality, the minor number is incremented when only minor features or significant fixes have been added, and the revision number is incremented when minor bugs are fixed. A typical product might use the numbers 0.9 (for beta software), 0.9.1, 0.9.2, 0.9.3, 1.0, 1.0.1, 1.0.2, 1.1, 1.1.1, 2.0, 2.0.1, 2.0.2, 2.1, 2.1.1, 2.1.2, 2.2, etc.

Edit: No.. I'm not a teacher.. but I did stay at a Holiday Inn Express last night >.>
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CYCO JO-NATE
 
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Post » Fri May 27, 2011 7:05 pm

WJS! I have a suggestion! *waves hand*

Well, as you know there's the unofficial fallout 3 patch, and they fix some broken weapon models... I know it would be a bit of a pain... but do you think you could update this ti use those? (for example, the vanilla laser rifle has a big gap near the front of the gun. the UFOP fixes that... but your model breaks it again...
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Melanie
 
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Post » Fri May 27, 2011 11:00 pm

WJS! I have a suggestion! *waves hand*

Well, as you know there's the unofficial fallout 3 patch, and they fix some broken weapon models... I know it would be a bit of a pain... but do you think you could update this ti use those? (for example, the vanilla laser rifle has a big gap near the front of the gun. the UFOP fixes that... but your model breaks it again...


Huh. Didnt notice that. Got another example thats glaringly obvious? Im just curious to go look myself heh.
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sexy zara
 
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Post » Fri May 27, 2011 9:17 pm

WJS! I have a suggestion! *waves hand*

Well, as you know there's the unofficial fallout 3 patch, and they fix some broken weapon models... I know it would be a bit of a pain... but do you think you could update this ti use those? (for example, the vanilla laser rifle has a big gap near the front of the gun. the UFOP fixes that... but your model breaks it again...

I looked through the .esp and I don't see anything in there that would cause that :shrug:
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rheanna bruining
 
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Post » Sat May 28, 2011 8:10 am

I looked through the .esp and I don't see anything in there that would cause that :shrug:

don't look in the ESP look at the .nif

It's an error with the vanilla model (aka Bethesda b0rked it)
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Amiee Kent
 
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Post » Sat May 28, 2011 8:12 am

don't look in the ESP look at the .nif

It's an error with the vanilla model (aka Bethesda b0rked it)

Ok. I was just mentioning it's not in the .esp :)
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Jennifer Munroe
 
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Post » Fri May 27, 2011 10:58 pm

don't look in the ESP look at the .nif

It's an error with the vanilla model (aka Bethesda b0rked it)

Got a fix for ya :)

1. Uninstall and then reinstall the UFP. (this will put the correct .nif back in)
2. In your EVE install package, in the folder meshes\weapons\2handrifle, delete the file laserrifle.nif
3. Reinstall the EVE assets (meshes, texture and sound folders) by dragging them into your Fallout 3\Data folder
4. Enjoy your laser rifle with no hole in the nose! :D

Not really sure why Jiesen included that .nif in his package, but he did. :shrug:
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Darren
 
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Post » Sat May 28, 2011 7:01 am

Got a fix for ya :)

1. Uninstall and then reinstall the UFP. (this will put the correct .nif back in)
2. In your EVE install package, in the folder meshes\weapons\2handrifle, delete the file laserrifle.nif
3. Reinstall the EVE assets (meshes, texture and sound folders) by dragging them into your Fallout 3\Data folder
4. Enjoy your laser rifle with no hole in the nose! :D

Not really sure why Jiesen included that .nif in his package, but he did. :shrug:

problem with that: the gun will no longer glow or pulse... so he would need to make a UFOP version
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CSar L
 
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