[RELz] EVE - Incredible Visual Overhaul #2

Post » Tue May 17, 2011 1:12 pm

Hey all we maxed out the post quota on the last EVE thread (cool!)
So here we are again. Let's get crackilating!

EVE - (Energy Visuals Enhanced)
A WJS and Cipscis collaboration

# TWENTY-FIVE new custom animated "Critical Kills" for laser/plasma/pulse
# ALL new custom muzzleflashes for all laser/plasma/pulse
# ALL new custom enhanced projectiles for all laser/plasma/pulse
# ALL new realistic animated impacts for all laser/plasma/pulse
# ALL new high-quality textures for all laser/plasma/pulse
# ALL new sounds for laser/plasma/pulse/robots (ALL energy weps in FO3)
# NEW custom explosions for Plasma/pulse Grenade/Mine
# New "Crit hit effects" for laser/plasma
# New customized meshes for laser/plasma/pulse
# All "unique" unergy weapon variants are now overhauled "Classic Fallout" weapons!
* New awesome model for Pulse grenades (thrown)
* New mesh for Pulse Mines!
# Pulse weaponry introduced to FO3 (all aspects: sounds, impacts, ect.)
# Outcast's "Shredder" grenade introduced to FO3

===============
Details:
===============

If you don't want a "spoiler" to ruin the experience of discovery, skip this large block of text:

* currently 25 new custom animated crit kills for laser/plasma/pulse. Some are specific to headshots/humans/outdoors. Some laser deaths will ignite the target. Some plasma deaths will inflict an "acid" affect. Pulse deaths do everything from implode, to levitate, to atomize, to calling forth the wrath of Atom.
* ALL laser weapons fire beams that are visually appropriate for their strength. Meaning that weak/quick lasers fire thin very red beams. Mid-strength lasers fire mid-sized reddish beams. Strong lasers fire an animated red beam with a white-hot core.
* ALL laser/plasma weapons have their own unique firing sound. Sounds are appropriate to the strength of the weapon. (example laser pistol compared to Protectrons Gaze / Alien Blaster compared to Firelance)
* ALL laser/plasma/pulse weapons have their own unique "no ammo/clip empty" sound!!
* ALL laser/plasma/pulse weapons have animated impact visuals. Energy weapons no longer leave an immersion killing "0.1sec generic DukeNukem3D flash."
* ALL laser/plasma/pulse weapons have a special visual effect when a non-robot is shot. A non-robot victim shot by a laser/plasma wep will emit particles/wisps.
* ALL laser/plasma weapons have a unique visual effect when a robot is shot. The robot will have a unique short-circuiting sound and visually begin sparking.
* ALL robots fire laser beams that are visually appropriate for their laser's strength. Weak/Med/strong
* ALL robots have their own unique laser firing sound. Weak/Med/Strong/Hand/Head
* ALL laser/plasma/pulse weapons have great new custom muzzleflashes. Muzzle flashes are no longer generica FO3. Each energy weapon has its own custom designed muzzleflash.
* Plasma Projectiles have a "whiz/passby" sound when someone nearly misses you (seems this one doesn't play too reguraly for some reason)
* Laser/Plasma/Pulse have their own unique impact decals. Plasma shots leave a burned hole, lasers leave a super heated spot, and pulse leaves a charred mark.
* Plasma Grenade/Mine have a new improved awesome Plasma Explosion. Plasma explosions now show a large shrinking energy orb, and emit a bunch of burning plasma entities.
* Laser Gatlings backpack pulses with energy. Like most weapon meshes in EVE, the "glow" is actually animated to "pulse" at a pattern.
* Laser Pistol has 3 versions of animated FX meshes to choose from. (Check the data/meshes/weapons/ folder)
* Laser Rifle has 2 versions of animated FX meshes to choose from(Check the data/meshes/weapons/ folder)
* Plasma Rifle has 3 versions of animated FX meshes to choose from(Check the data/meshes/weapons/ folder)
* A3-21's Plasma Rifle is now an awesomefied P94 Plasma Rifle
* Smuggler's End laser pistol is now an enhanced Wattz Laser Pistol
* Protectron's Gaze is now the Wattz Magneto Laser Pistol
* Vengence is now the H&K L30 Gatling Laser
* Wazer Wifle is now the classic FO weapon Wattz 2000 Extended Cap
* New sound for Laser Rifles
* Laser critical hit to the head blinds enemy (and you)
* Plasma/Pulse Critical Hit causes "burn" damage for few seconds
* Pulse weapons in roughly 12 locations throughout FO3
* Outcast's have their own unique weapon called "Shredder grenades". Shredder grenade is a laser emitting bomb that continuously fires off multiple high-powered laser shots until it self-destructs.
* Strong lasers will leave a special impact that visually shows a thin black animated smolder.
* Some deaths by Pulse firearms will leave a new smoldering black ashpile. (The contents of which are based off your character's LUCK)

===============
Requirements:
===============

Brain, and basic mouse & knowledge
FOSE is NOT needed! (surprising yeah?)
FOMM is suggested, though not required
If you are not using FOMM, then ArchiveInvalidationInvalidated would help you get this mod working.

===============
Install:
===============

Listen CLOSELY so you dont get (!), red triangles, missing textures, or lose your wallet.
1.) UNZIP (the file, NOT ur pants!)
2.) Put the folders in this Data folder into YOUR data folder and overwrite!
3.) Open FOMM or something and check the EVE beta.esp
4.) Play Fallout 3 and witness energy weapons as they should've been.

===============
Un-Install:
===============

I still maintain, you'd uninstall your sac before you uninstall this mod.

However, should you choose to change a mesh or texture with one from another mod, simply locate the weapon's mesh/texture in your data folder, and overwrite EVE's with the one of the same name from another mod. Simple, but foolhearty.

===============
Incompatibility:
===============

Any other mod that modifies energy weapons.
Mods that change energy weapons "critical death fx" shouldnt be used with EVE, as that is the main focus of EVE, and which EVE already does so well.
If you are using FOOK 1.6, WHY? Go get FOOK2, it already contains EVE.
I'm told UWWUT probably won't work well with this.
ABOUT WMK :
you can use EVE and WMK at the same time. You will NOT get game freezes or CTD.
However, when you upgrade a weapon with a weapon mod kit in game, you'll no longer see the textures/mesh from EVE, as it will revert to the WMK model/texture! EVE IS PLAYABLE with WMK simultaneously with no reported "issues" aside from WMK's mesh/texture override.
It is also noted that mixing pineapple beer with EVE has produced various results.

===============
Bugs/Issues:
===============

************ YOUR GRAPHICS CARD MAY NOT HANDLE "ALPHA" CORRECTLY, SO BE ADVICED THAT YOU MAY GET SQUARES AND SUCH FOR THINGS LIKE MUZZLEFLASHES, IMPACTS, AND DEATHS ***
SECONDLY, THE PERK "BLOODY MESS" >WILL< JACK UP MOST OF THE DEATHS SEEN IN EVE. NO CTD, BUT MAY LOOK ODD/CREEPY DEATHS **************
(you've been warned. so pls dont bombard me with PM's or screenshots of the aforementioned issue)
Nvidia graphics cards BEFORE the "8000" series are the main problem.
Also, Nvidia released a new batch of drivers for MANY video cards. The new driver claims: "14% improved performance for Fallout3". That's a load. Seriously, you won't notice any performance increase, but you WILL notice the "Nvidia black square bug" most likely. I do not recommend that new driver of theirs.

On my own end, I am doing all that i can to "update tangent spaces" on all EVE meshes, and alter the "source alpha" of EVE shaders so I can help to counteract against the Nvidia black square bug.

If your Geforce is of the 8000 series or newer, you should be fine :) (ATI users. . . keep on, keeping on. . )

A Feral Ghoul reported EVE did not work for him. It was later discovered that it was due simply to the fact he'd eaten half of his keyboard.

===============
History:
===============

1368 A.D. - Ming Dynasty begins.
1644 A.D. - Ming Dynasty ends.
1/10/2009, 11:40pm - Weijiesen Dynasty begins.
After releasing "Laser Visuals Enhanced", I noticed plasma weapons svcked too.
After starting "Plasma Visuals Enhanced", I noticed ALL energy weapons svcked, and everything about them. Thus, "Energy Visuals Enhanced" is born.
Today - You started reading this sentance. . . and finished it.

===============
Contact:
===============

Please use this Nexus just for comments and ratings.
for technical support, questions, or suggestions please use: http://www.fookunity.com/forum/forumdisplay.php?f=95
Of course you can PM me here on Nexus if it is something quick, and dont forget you can contact Cipscis the co-author.
* ALSO next to the "comments" tab you will find the "Discussion" tab, feel free to use that.

===============
Recommended Mods:
===============

#1 Starting Energy Weapon: Start with a laser pistol instead of 10mm!
If you want to build a character that specializes in Energy Weapons, this one's for you!, Why wait so long until getting an energy wep?
This mod also modifies the inventory of the two guards at the entrance in the Vault 101 Atrium. One of them now has equipped a Laser Pistol along with a few ammo for it. It also replaces the 10mm ammo from two containers in the intro.

#2 Destroyable Environments <--- File of the Month October!
Why use EVE's powerful new beams and impacts if you can't even scratch the paint? With this mod you'll be wastin' the wasteland like you never thought possible.
User 'SP' has put much time, talent, and dedication to this. While EVE visually makes your weapons more destructive, Destroyable Environments actually allows you to be the vandal we always knew you were on the inside.

#3 CASM
Cipscis' Automatic Save Manager
Manages your save files by replacing Fallout 3's saving system so that you no longer have to rely on only a single autosave or quicksave to fall back on. CASM creates saves in three ways:
- Automatically after a certain length of time
- Automatically after certain events
- Manually with the F4 key

#4 Arwen's Realism Tweaks
Makes the game play much more realistic, more challenging, and more balanced! If you are looking for a "tweak" mod thats FULLY compatible with EVE and compliments this mod well, here it is! This mod may appear tiny, but it is a powerful svcker that gets the job done! It not only tweaks weapons, but gameplay, armor, and enemy AI as well. I personally keep this mod in my load order at all times.

===============
Credits:
===============

Thanks to Bethesda for creating Fallout 3.
Thanks to InsanitySorrow for ReadMe Generator this readme is based on.
Cipscis = Script assistance and too many other things to fill this readme with. EVE couldn't have reached this level of awesomeness without ya!
HugePinball = Providing me with the best mod testing utility, loads of suggestions, fresh baked cookies, making EVE videos, and more.
MacroTM/Dukeman = for their ESSENTIAL and thorough testing, and screenshots.
LordSimpson = His eagerness. oh his testing too. and support.
Ariel Chai = the great plasma gun resorce model!
DariusKootz = some new sounds have come from his "sound compilation" mod, check it out! (all original author rights are maintained and acknowledged via this mod in conjunction with the Sound Compilation mod refered to herein.)
JoeFoxx = your Wattz laser pistol mesh buddy
Xporc = assisting to fix Laser Blindness
DaiShi = his original model for H&Kl30
Voiddweller = his original pulse mesh was used as the basis. thanks
BigKid7834 = Donating his cool custom ISM's for the plasma blindness, also showing me my script errors, however often I make them.
YourEvilTwin = for taking the time and effort to begin creating "EWE" Energy Weapons Enhanced. The official expanded version of EVE
Myself = All the awesome custom visuals you dummy! muzzleflashes, shaders, projectiles, impacts. All the awesome textures too! The visual FX of the A3-21. . The new laser gun meshes with animated FX. Checking/replying to your waves of emails. Original concept. This readme. Being awesome. and more!

===============
Extra:
===============

Modders, I suggest you visit www.cipscis.com

http://www.zazzle.com/fallout+3+hats <-- awesome fallout hats!

http://bethblog.com/index.php/2009/08/24/modding-interview-cipscis/#more-4905 <--- Bethesda blog interviews Cipscis!

===============
Tools Used:
===============

Nifskope (the most)
GECK (2nd)
Photoshop CS3
PyFFi
3DsMax
CrazyBump
Nvidia BlendViewGUI (awesome)
BodyPaint
Corel VideoStudio
Fallout 3 ReadMe Generator
and a single Binford 00262-21l S.A.E. size 15/16" Socket Wrench

===============
License/Legal:
===============

By all means if you would like to use any of the assets in EVE, simply contact me to tell me your intention, and make sure to make mention the author (probably myself, Wei Jie Sen) of said asset somewhere in the "Credits" section of your mod.
However if you'd like to modify/adjust/tweak EVE to your own liking to keep on your own computer (unreleased), you needn't inform me of such things (as long as its not distributed.) Happy modding!

===============
Changelog:
===============

EVE 0.9.5 uploaded November 6th 2009

EVE Beta 0.9.5 Updates:

* Pulse Pistol now added to the FO3 wasteland. Found in roughly 12 locations and currently sports 10 critical kill effects to be seen.
* Shredder Grenade added. Tech is unique to Outcasts. Can be obtained through Protector Casdin, or found at some Outcast related places.
* Plasma Explosions Leave plasma entities
* Strong laser shots leave a rising black smolder wisp at point of impact
* Pulse Grenades when thrown now open up to reveal an animated electric energy core that emits a glow aura
* Pulse Mines have a new mesh with FX
* Source Alpha on shaders and Tangent spaces on meshes updated to help prevent Nvidia's "black square bug" in Fallout3.
* Added small flame particle emitters to laser deaths: Ashes to ashes, Meteor, Disintigration, Flashfry, and 3rd Degree
* Added small green wisp emitter to death: Final Fizz, and Pimple
* Added large flame emitter to death: Flashfry
* Added refract shockwave to deths: Flashry, pimple, meteor
* Created a new dust/cinder emitter for all laser deaths
* Added new spark emitter for all pulse deaths



EVE 0.9.4 uploaded October 10th 2009

EVE Beta 0.9.4 Updates:

* Vengence is now the H&K L30 Gatling Laser!
* Smuggler's End is now the classic pulsing mesh from EVE 0.9.2
* Lasers and Plasma now have NEW custom impact effects!
* All optional laser and plasma weapon meshes are described
* Optional sound for Vengence in the sound\fx\wpn\HKL30 folder
* New sounds for A3-21 Plasma
* New sounds for Plasma Pistol
* New sounds for FireLance
* New sounds for Protectrons Gaze
* New sounds for WazerWifle
* New sounds for robot's plasma
* New sounds for Protectron Robots
* New sounds for Laser Turrets
User avatar
Motionsharp
 
Posts: 3437
Joined: Sun Aug 06, 2006 1:33 am

Post » Tue May 17, 2011 2:57 am

1.) UNZIP (the file, NOT ur pants!)



Your no fun.




Anyways....


Great mod. Ive had it since I got Fallout 3 and love how the weapons look and the firing looks.

Will you also be remaking the Energy ammo appearance?
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Alexandra walker
 
Posts: 3441
Joined: Wed Sep 13, 2006 2:50 am

Post » Tue May 17, 2011 4:07 am

Just wanna say to everyone, be sure to check out the other EVE related info!!!


Current version suggestions and help: http://www.fookunity.com/forum/showthread.php?t=853

EVE compatibility and suggested mods: http://www.fookunity.com/forum/showthread.php?t=2398

EVE's "upcoming" and "to do" list : http://www.fookunity.com/forum/showthread.php?t=2397

And here's a shot (for free) of what's WIP this very minute, as i type this, no seriously, im multitasking, yeah so i'll alt+tab over there and get back to work.
http://fookunity.com/fook_team/weijiesen/EVE/Weapons/Vflamer/VflamerWIPcurrent.jpg

Ciao!

(energy ammo appearance? hmmm... interesting@!!! what did you ahve in mind? do you have any reference photo or desription?)
User avatar
Dewayne Quattlebaum
 
Posts: 3529
Joined: Thu Aug 30, 2007 12:29 pm

Post » Tue May 17, 2011 7:51 am

Just wanna say to everyone, be sure to check out the other EVE related info!!!


Current version suggestions and help: http://www.fookunity.com/forum/showthread.php?t=853

EVE compatibility and suggested mods: http://www.fookunity.com/forum/showthread.php?t=2398

EVE's "upcoming" and "to do" list : http://www.fookunity.com/forum/showthread.php?t=2397

And here's a shot (for free) of what's WIP this very minute, as i type this, no seriously, im multitasking, yeah so i'll alt+tab over there and get back to work.
http://fookunity.com/fook_team/weijiesen/EVE/Weapons/Vflamer/VflamerWIPcurrent.jpg

Ciao!

(energy ammo appearance? hmmm... interesting@!!! what did you ahve in mind? do you have any reference photo or desription?)



Well it looks..bland. Would love to see a sort of glow to it. Or maybe something that just says " Dangerous" Little warning labels (Who doesn't love " Make cause sterilization Warnings). Damage to the casing. Maybe even that sort of " http://www.artistsvalley.com/images/icons/Professional%20Vista%20Software%20Icons%20Var/Battery%20Green%20Empty/72x72/Battery%20Green%20Empty.jpg" Sort of thing.
http://fallout.wikia.com/wiki/File:CCELLS.gif It fell like it was tossed toghter and was something that could explode in your hand.

New flamer looks great. Love the sort of...rough and tough feel it has.
User avatar
Cathrine Jack
 
Posts: 3329
Joined: Sat Dec 02, 2006 1:29 am

Post » Tue May 17, 2011 1:39 pm

Well it looks..bland. Would love to see a sort of glow to it. Or maybe something that just says " Dangerous" Little warning labels (Who doesn't love " Make cause sterilization Warnings). Damage to the casing. Maybe even that sort of " http://www.artistsvalley.com/images/icons/Professional%20Vista%20Software%20Icons%20Var/Battery%20Green%20Empty/72x72/Battery%20Green%20Empty.jpg" Sort of thing.
http://fallout.wikia.com/wiki/File:CCELLS.gif It fell like it was tossed toghter and was something that could explode in your hand.

New flamer looks great. Love the sort of...rough and tough feel it has.


The "new" flamer im doing is actually an "old" one ^^ Its the "classic fallout" flambe 450 from FO1/2. :flamethrower:
I love your ideas for the ammo! thanks for the reference pics too. I'll see what i can do. I agree the ammo for energy weps in EVE could be overhauled.
Perhaps i'll see if i can create a suitable model. You trust me right? I mean, you've seen the stuff in EVE, and it only gets better as my skill improves from practice :cheat: <-- looks like HugePinball

(FYI!!! To all Geforce 9800 GT 1gb users, a new driver was released a couple weeks ago! It says this: " ◦Up to 14% performance increase in Fallout 3 (indoor scenes) with antialiasing enabled" on their website!! go DL now!)
User avatar
Claire Jackson
 
Posts: 3422
Joined: Thu Jul 20, 2006 11:38 pm

Post » Tue May 17, 2011 12:38 pm

I posted a question in the last thread before it was closed. I guess I'll repost it. I believe, after multiple kills via body and headshot I've seen four effects total. Incinerate being most common, liquify, ashes to ashes and flash fry. Do the other effects like, pimple, meteor, and xray have a lower chance of happening or something or is it all just the luck of the draw? Also I seem to be having a weird bug. Sometimes when I get a critical kill with a laser or plasma weapon, the effect plays through but not all the way. Instead, the corpse is left with a colored suran wrapish effect depending on what type weapon I used. Let me link some picture examples. The first is a laser after effect, the other 2 from plasma.

http://img207.imageshack.us/img207/9681/screenshot5j.png

http://img8.imageshack.us/img8/7839/screenshot6nx.png

http://img196.imageshack.us/img196/8451/screenshot7z.png

Any clue what might cause this? I know the plasma ones were caused by liquify, since that's the only effect I've gotten so far.
This character is not using the bloody mess perk. It might have something to do with alpha though. If So I apologize.

Oh one last question, since you're adding the custom classic flamer, will it be a energy weapon or a big gun like it originally is?
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Steve Bates
 
Posts: 3447
Joined: Sun Aug 26, 2007 2:51 pm

Post » Tue May 17, 2011 4:18 am

I posted a response to your question, but I fear it was lost on the final page:
I've seen this "invisibility" bug before and have always attributed it to Fallout 3's horrible loading system. I've noticed it only after loading a game from in-game, and have never found it to be related to EVE.

As to that "suran wrap" thing, as far as I know it is intentional - i.e. not a bug.
The effect is chosen via a combination of http://geck.gamesas.com/index.php/GetRandomPercent and some other criteria that are specific to certain deaths (for example, if the target was humanoid, and if the killing blow was a headshot). Unfortunately, http://geck.gamesas.com/index.php/GetRandomPercent is apparently a pretty horrible random number generator, so some of these oddities in the rarity of certain deaths could probably be attributed to that.

If I remember correctly, the next version of FOSE is slated to include a better random number generator, but that alone probably won't be enough reason to make EVE require FOSE.

Cipscis
User avatar
Jack Bryan
 
Posts: 3449
Joined: Wed May 16, 2007 2:31 am

Post » Tue May 17, 2011 1:07 pm

I posted a response to your question, but I fear it was lost on the final page:The effect is chosen via a combination of http://geck.gamesas.com/index.php/GetRandomPercent and some other criteria that are specific to certain deaths (for example, if the target was humanoid, and if the killing blow was a headshot). Unfortunately, http://geck.gamesas.com/index.php/GetRandomPercent is apparently a pretty horrible random number generator, so some of these oddities in the rarity of certain deaths could probably be attributed to that.

If I remember correctly, the next version of FOSE is slated to include a better random number generator, but that alone probably won't be enough reason to make EVE require FOSE.

Cipscis


I see, thanks for the explanation.
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Judy Lynch
 
Posts: 3504
Joined: Fri Oct 20, 2006 8:31 am

Post » Tue May 17, 2011 5:14 am

I see, thanks for the explanation.

oh sorry i had miss your question on the last EVE thread before it closed.
well, firstly i cannot see your screenshot becuae "imageshack" is blocked in my country. But the suran wrap is the "energized" effect implying there is residual energy on their body, or that they are "simmering" in heat/energy still.

I would say your best chance to see the crit kills is to shoot raiders. Because humanoids have skeletons and can play idle animations, im able to make more deaths for the humanoid enemies. If you are shooting robots and anmals in the head, then you will not see as many deaths.

If you want to see more deaths in general, you are free to suggest them. As long as it is nothing with skeletons, animations, or my custom blood/gibs.
Dont for get that flamer/shishkebab will have a set of new deaths ^_^ (also im making a 2handed sword for a more unique shishkebab)

BTW, Cipscis is the ONLY REASON that EVE can do awesome things without requiring FOSE ^_^
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Amy Masters
 
Posts: 3277
Joined: Thu Jun 22, 2006 10:26 am

Post » Tue May 17, 2011 5:08 am

While I'm no expert on suggestions, I think having a critical death for a tesla weapon involving chain lighting which strikes nearby enemies and reduces the original target to a smoking pair of shoes would be amusing. Another neat feature would be some sort of localized disintegration. Like hitting an arm and getting a critical could reduce the flesh on the arm to ash, or shot in the chest could burn a large smoking hole right though it. Also another neat effect would be face melting like from raiders of the lost ark, that would be pretty darn amusing to do to raiders. Some other effect for a flamer could be a specific ash pile. When they die, their ashes are burned into the ground in a general shape of their body, the only reminder anything ever died there.
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Christine Pane
 
Posts: 3306
Joined: Mon Apr 23, 2007 2:14 am

Post » Tue May 17, 2011 12:18 pm

Beta Testers need for EVE 0.9.5 !!!

Pulse weapons introduced! new deaths!

http://fookunity.com/fook_team/weijiesen/EVE/095/Pulse_complete.jpg

http://fookunity.com/fook_team/weijiesen/EVE/095/Pulse_current_deep.jpg

http://fookunity.com/fook_team/weijiesen/EVE/095/Pulse_projectile_current.jpg

http://fookunity.com/fook_team/weijiesen/EVE/095/Pulse_impact_current.jpg

http://fookunity.com/fook_team/weijiesen/EVE/095/Pulse_Reload.jpg

http://fookunity.com/fook_team/weijiesen/EVE/095/Pulse_Holy%20Smoke.jpg

http://fookunity.com/fook_team/weijiesen/EVE/095/Pulse_Blood_slide.jpg

http://fookunity.com/fook_team/weijiesen/EVE/095/Powerful_Laser_sizzle.jpg

http://fookunity.com/fook_team/weijiesen/EVE/095/Pulse%20HUGE.jpg

PM me if you are interested!!!
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jessica breen
 
Posts: 3524
Joined: Thu Aug 03, 2006 1:04 am

Post » Tue May 17, 2011 1:12 am

The new Pulse Weapon fire is Beautiful weijiesen - very well done!!

I can't wait to see that in action. :)

Miax
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Kayla Oatney
 
Posts: 3472
Joined: Sat Jan 20, 2007 9:02 pm

Post » Tue May 17, 2011 4:39 am

Still a little hung-over. . . .

but i managed to package up and release EVE 095!!!!!!!

Go out there and find those pulse pistols and shredder grenades!!!

EVE 0.9.5 sports 25 crit kill deaths, 2 new weapons on top of existing EVE, and MANY more visual improvements for you to discover!
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Connor Wing
 
Posts: 3465
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Post » Tue May 17, 2011 1:48 pm

Eff yea! these new FX look killer! keep up the good work ^______^
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Kevin Jay
 
Posts: 3431
Joined: Sun Apr 29, 2007 4:29 am

Post » Tue May 17, 2011 11:27 am

Hi WJS,

great mod, thanks for it !

Unfortunately it seems to have introduced an issue with 0.95.

Each time I enter the RCTower cell ( Rivet City Bridge Tower ) with EVE active the guards start to run around nervously eventually attacking me.
Deactivate EVE and all runs smooth as usual.

Drove me nuts to track it down but after I reverted literally all to vanilla and even started a new char to eliminate any savegame issues I'm confident that EVE is the culprit.
Would be great if that could be sorted in a quick fix.

Curious if anyone else of you folks encountered that ... ?
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Davorah Katz
 
Posts: 3468
Joined: Fri Dec 22, 2006 12:57 pm

Post » Tue May 17, 2011 5:25 am

I encountered it too. It has something to do with the laser turrets in the guard storage area, which seem to be hostile right away or something like that. If you get near it the turret will shoot you and security guards will start attacking you. I used TCL to walk into 'the void' so I could use the 'kill' console command to destroy all the turrets in there from a distance, and then everyone calmed down.

I didn't figure it had something to do with EVE though.
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Dean Brown
 
Posts: 3472
Joined: Fri Aug 31, 2007 10:17 pm

Post » Tue May 17, 2011 11:52 am

Figures, I just grabbed it =/

Oh well here's hoping for a hot fix on this.
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Becky Cox
 
Posts: 3389
Joined: Thu Jun 22, 2006 8:38 am

Post » Tue May 17, 2011 5:15 am

Wow, I've been having that problem too. Never knew it was to do with EVE.
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Pete Schmitzer
 
Posts: 3387
Joined: Fri Sep 14, 2007 8:20 am

Post » Tue May 17, 2011 1:44 am

Well on the bright side. Thanks for posting the bug. Its a non essential area at least and having no real reason to go up there. I won't now, hehe =)
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Guinevere Wood
 
Posts: 3368
Joined: Mon Dec 04, 2006 3:06 pm

Post » Tue May 17, 2011 9:08 am

Well on the bright side. Thanks for posting the bug. Its a non essential area at least and having no real reason to go up there. I won't now, hehe =)


There's a certain P. Pistol there :P I'm collecting them. I have 7/12.

I have stopped using Plasma Rifles. When I crit on a living subject they turn invisible and can't die. I am often goo-ified by plasma rifles and immediatly get a CTD.
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evelina c
 
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Post » Tue May 17, 2011 10:14 am

There's a certain P. Pistol there :P I'm collecting them. I have 7/12.

I have stopped using Plasma Rifles. When I crit on a living subject they turn invisible and can't die. I am often goo-ified by plasma rifles and immediatly get a CTD.


Yes . . . this is a problem. It's pretty easy to fix actually if have the geck (or FO3Edit). All ou need to do is turn the "On Death" flag back on for the Crit Effects. The problem is, the cirt effect goes off without the enemy dying, so they become invisible . . . and it's bad.
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Alexx Peace
 
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Post » Tue May 17, 2011 12:52 pm

Yes . . . this is a problem. It's pretty easy to fix actually if have the geck (or FO3Edit). All ou need to do is turn the "On Death" flag back on for the Crit Effects. The problem is, the cirt effect goes off without the enemy dying, so they become invisible . . . and it's bad.


Yes, I suggested that to someone whohad the same problem. However, since you can only have one crit death per weapon, I thought that this was all scripted. So maybe you could include some checks for this?

But I'll fix it for myself in the mean time.
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Rachel Tyson
 
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Post » Mon May 16, 2011 11:51 pm

Yes . . . this is a problem. It's pretty easy to fix actually if have the geck (or FO3Edit). All ou need to do is turn the "On Death" flag back on for the Crit Effects. The problem is, the cirt effect goes off without the enemy dying, so they become invisible . . . and it's bad.

That would be mod-conflict.

In vanilla Fallout 3 a weapon can have an effect on CRIT *or* on DEATH.
Cipscis and I worked around that by adding the "getdead" and such to the scripts to check if the victim has died.

If your victim becomes invisible, then there is another tweak mod causing that (or Flesh Burning Plasma...) in your load order.

I'd suggest puting EVE in your load order DEAD LAST. really.

EVE 096 pre-release is out, but the full-version is not finish. lots of fixes in 096. you can try that.

In the mean-time while you wait for 096 to be finish, enjoy this loading screen: http://z0r.de/2008
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Latisha Fry
 
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Post » Tue May 17, 2011 12:18 pm

I have not played with EVE before and I started a new game with EVE 96 pre release. It is amazing


A coupe of minor issues noticed.


If you try to loot a wretched corpse from your kill in a owned cell such as Moriarty's Saloon you will get warnings about stealing and bad karma if you do loot it.


I have been playing a Sneak EW build and getting a lot of special critical kills on raiders and have noticed very few weapons in the loot. And many are found loose on the ground and not the the corpse inventory at all.

Special Critical kills with energy weapons seem to cause the NPC to loose any weapons that are drawn if the corpse is not the normal corpse.

After some observation normal kills ie no fancy critical animation, the corpse nearly always has the weapon on the ground nearby and it appears in the corpse inventory.

If you critical kill them when they are doing an idle animation and the weapon is holstered it will be in the corpse.

Depending on the critical kill animation you can see the gun go flying off. The bright blinding light has no chance to see anything :wink_smile:

Even before looting you if can't see the weapon on the ground it will probably not be in the corpse.

This seems to be particularly noticeable with wretched corpse and ash piles, seem to just have ammo armour and maybe a melee weapon such as knife.

Interesting thou is that Dogmeat can often pluck the weapon out of thin air near the corpse if you tell him to search.

Sometimes if you go back a few days later (Cell Reset??) the weapon may be sitting on the floor near where you did the kill.

I Just did Super Dupa Mart without Dogmeat and took notes. Total of five weapons recovered. Two shotguns found on ground near black ash piles that did not appear in the inventory. One sledgehammer found on dismembered corpse that did not have any weapon out. I knife found on ash pile with 10 mm ammo that was patrolling with pistol. Autorifle found on dismembered corpse from sneak critical that was patrolling with weapon out.

One exploded corpse that was empty and had underwear torso remains. This was a kill outside of vats range. This last one I am sure also happens when I used the sniper rifle at long range before trying EVE.

All but the naked corpse contained armour and all but 3 had ammo. Two of the ammo less corpse were wielding melee weapons and the third was the naked one whom seemed to be patrolling with a rifle but it was a kill from entrance back counters.

I think the weapon is getting thrown out of sight either inside other objects or through the floor, wall ect.

The only mods loading after EVE are

MMM
Gore_no_More
Xepha's Dynamic Weather

Checking with FO3Edit shows no conflict.

Again its an amazing show case effects.


Update...

Weird I added a house mod MiniHideout, re-bashed patched my game and re-started from the save at vault 101 exit. I am not having any problems with missing weapons since and am now level 8.

It appears I may have had a doggy save.
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JD FROM HELL
 
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Post » Mon May 16, 2011 11:44 pm

Upgraded to EVE 096.

But I also wanted to use http://www.fallout3nexus.com/downloads/file.php?id=3449 and http://www.fallout3nexus.com/downloads/file.php?id=3321 (mars attacks), but I don't thik they are compatible.

anyone else tried using both together?

Burnification is a script and shader and flesh burning is 2 scripts and an activator, so looking at conflicts in edit isn't helpful.

I loaded those two before EVE and when I shot a few bandits they laid down and became opaque (as if slightly invisible). Will next try loading after and see what I get then maybe mess with bash tags.

[edit] Oh wait I just read in the comments of Flesh Burning Plasma weapons that Weijiesen stated not to use with EVE as it may cause ghost enemies and that EVE already does that.

OK then what about Burnification?
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SUck MYdIck
 
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