[REL] Fellout 1.1

Post » Fri May 28, 2010 4:16 pm

Hattix, any update on the Anchorage module?
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hannah sillery
 
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Post » Fri May 28, 2010 9:19 am

I cannot and will not provide any support for people using a dirty hack for a broken patch. If it works for you, great. But don't complain when some mods don't seem to work right.

Of course.


Overall I think my load order is pretty good this time. Perhaps I'll have a look at just how stable it is without everything turned to esms.
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Isabel Ruiz
 
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Post » Fri May 28, 2010 5:50 pm

Hello Hattix, I read in the earlier thread something about a crash in Megaton or the Citadel when using 1.1.17 RC3 Beta. I've never experienced any crashes around or near MEgaton nor around the Citadel's outside when using RC3 but I haven't entered the Citadel yet so obvisouly I can't say everything you posted doesn't happen.

In any case I was wondering did you fix these issues in the recently released 1.1 full?
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Anne marie
 
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Post » Fri May 28, 2010 2:15 pm

povuholo-

As I understand it masterupdate can mess with nav mesh records - not that I'm a big expert on that, but I recall reading out it in the DC interiors thread (and why cev moved away from master update - might want to ask him). There are definitely two schools of thought and I'm in the no masterupdate camp and really don't like being told to use it to make my load order work.

But fallout is just not as sturdy as Oblivion when it comes to mods. imo

There are several mods that I cannot run ... 1+1=1 ... rockville ... busworld ... these mods (there are others too) will crash my game before it loads (and no missing masters either). With the lack of utilities and the standards of oblivion modding I have to be very choosy what I install.
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JeSsy ArEllano
 
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Post » Fri May 28, 2010 12:33 pm

One reason that MasterUpdate has been promulgated is that navmeshes were not working right in ESP-only mods. People discovered that ESMifying them helped fix the navmesh problems.

The DC Interiors guy has learned the lesson and is moving toward his mod including an ESM which takes care of the navmeshes (plus ESPs, if I understood him correctly). As more mod authors learn this and put it into practice, MasterUpdate will become less useful.

As it is, there are still mods in use and being produced which require being ESMified to work.

gothemasticator
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katsomaya Sanchez
 
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Post » Fri May 28, 2010 6:31 pm

Hattix, any update on the Anchorage module?

You can pull it out of the 1.0.16 package, or just ignore it. There'll be one in the next release but to be fair, Fellout didn't do much with Operation Anchorage to begin with.
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HARDHEAD
 
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Post » Fri May 28, 2010 12:50 pm

It maybe the phase of the moon, but nights seem to be getting darker. I just fast traveled to the Museum of History and I could not even see anything until I put on my night vision goggles.
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Jacob Phillips
 
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Post » Fri May 28, 2010 5:57 pm

Just needed this of my chest. Bewarned, here it comes... I LOVE YOU!!! Well, actually, this mod :lol: I just had my first night while escorting the scientists to Project Purity. I do not have Nightvision Goggles yet, so thats a problem but it was so cool getting ambushed by those super mutants! I heard the spinning of the minigun before I saw them! Sadly, the scientists all died :lol:
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Stephanie I
 
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Post » Fri May 28, 2010 2:35 pm

Magnificent work Hattix. I just tried out the latest version today and its working with no problems. Everything is crispy clear and feels as if i could reach out and touch it. This is like HEAVY METAL MAGAZINE or a graphics novel drawn at full max detail. Makes an amazing difference. When reading the readme i realised the reason i have put off using your stunning work after the first release was due to the conflict with TheOutbreak's WASTELAND MOODS SERIES. Fortunately i just recently took a break from it because things were getting too gloomy. I dont mind gloomy dark nights but the days were getting that way too frequently. Thanks to your recent thread asking why people werent using your mod so you could so generously make it better my attention was drawn to FELLOUT once more. Thanks alot for your persistence :) :foodndrink:

Here is my current mod list and load order for those interested in seeing what isnt conflicting:

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Summer_2.5.esm
Mart's Mutant Mod.esm
Fellout-pipboylight.esp
eye_hair_en.esp
KBATRadio.esp
Existence2.0.esp
AoT_Mask.esp
Board Games - Monopoly.esp
TakingOutTheTrash.esp
TOTTPointLookoutEdition.esp
WastelandTV.esp
Level 2 Some More Color.esp
lessviewdistance.esp
BA_RepairGOTY.esp
corrected weights clutter.esp
BetterHeadshots.esp
XFO_Perk_rebalance.esp
XFO_Perk_paths.esp
XFO_Perk_Flaws.esp
XFO_rarity_drugs_high.esp
XFO_rarity_ammo_mild.esp
XFO_Sneak_Rebalance_harder.esp
XFO_barter_fix_mild.esp
XFO_Karma_changes.esp
XFO_Radiation_changes.esp
XFO_Cripple_fixes.esp
XFO_Degradation_fixes.esp
XFO_Gore_fixes.esp
XFO_food_water_changes.esp
XFO_Weapskill_accuracy_notdmg_med.esp
FallDamage101.esp
FalloutFood.esp
DelayedStimpaks.esp
Devour Gore.esp
Brahmin Dairy Products.esp
AttackableBrats.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - XFO (not FOOK).esp
EVE.esp
EVE Operation Anchorage.esp
DarNifiedUIF3.esp
Fellout-Full.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp

Total active plugins: 57
Total plugins: 57


Hail Hattix! Top notch professionalism and eternal patience all the way!
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Life long Observer
 
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Post » Sat May 29, 2010 1:06 am

Fellout!

* cheer *
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RUby DIaz
 
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Post » Fri May 28, 2010 1:35 pm

I'd like to try this out, except I'm pretty certain I won't like the darker nights. Is there any way to disable that feature? Couldn't find anything about it in the readme, so perhaps not.
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Alada Vaginah
 
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Post » Fri May 28, 2010 7:05 pm

I'd like to try this out, except I'm pretty certain I won't like the darker nights. Is there any way to disable that feature? Couldn't find anything about it in the readme, so perhaps not.

It's really not that bad. I used to use the SOTD version because the nights in full were way to dark. Now the nights are still dark, but it is tolerable with the new version.
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Jeff Tingler
 
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Post » Fri May 28, 2010 10:20 pm

I just update to v.1.1 a few days ago, as I wanted to make sure that my Realism Tweak's newest sneak changes (that factor in time of day lighting and weather conditions) were a good fit with Fellout's newest night lighting. I had to make a few adjustments, since I had been play testing my dynamic stealth with the previous version (which had darker nights). I managed to tweak detection so that the two mods now work extremely well together.

Arkngt, the nights are not nearly as dark as they were in the earlier version. I ran into some really dark areas, due to being in the shadows of buildings, but overall this version makes it much easier for me to be able to spot my enemies before they spotted me. (This was while testing my beta of v.3.4 of my Realism Tweaks, in which detection now works very differently than it does in the default game). I also tested Fellout with my VisionFX mod and my sunglasses effects now need a bit of tweaking, as my saturation setting is now a bit high (I've been working on an update, so this is not a biggie).

Great job Hattix! I'm loving your new, improved Fellout.
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Monique Cameron
 
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Post » Fri May 28, 2010 12:26 pm

I'd like to try this out, except I'm pretty certain I won't like the darker nights. Is there any way to disable that feature? Couldn't find anything about it in the readme, so perhaps not.


As Arwen mentioned the nights are not as dark as before and they actually feel very realistic. I was instantly reminded of when i was a little kid in the Boy Scouts camping out in the woods as i walked in the night. I think Hattix got it just right this time. Any brighter and it wouldnt feel natural. Also the Pipboy is much brighter making things much more comfortable up to a certain distance where it can get pretty scary hearing enemies lurking just out of range of ones light :D
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kasia
 
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Post » Fri May 28, 2010 8:02 pm

It's really not that bad. I used to use the SOTD version because the nights in full were way to dark. Now the nights are still dark, but it is tolerable with the new version.


As Arwen mentioned the nights are not as dark as before and they actually feel very realistic. I was instantly reminded of when i was a little kid in the Boy Scouts camping out in the woods as i walked in the night. I think Hattix got it just right this time. Any brighter and it wouldnt feel natural. Also the Pipboy is much brighter making things much more comfortable up to a certain distance where it can get pretty scary hearing enemies lurking just out of range of ones light :D


Thanks. I'll try it out. When using darker nights for Oblivion I simply skipped the nighttime by waiting for sunrise, so realistic or not, darker nights tends to be self defeating in my case as I never experience them anyway.
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JLG
 
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Post » Fri May 28, 2010 5:36 pm

Arkngt, v.3.4 of my Realism Tweaks now changes the PipBoy Light into a pretty decent light, where you should now be able to find your way . . . even on the darkest night. My solution increases both the magnitude and the radius of the light, while reducing the HDR harshness . . . so you'll be able to light your way outdoors, without being blinded by an indoor light that is way too intense. Plus my new dynamic stealth finally makes it just as hard for the NPCs to see you in the dark.

Plus my PipBoy Light is NOT tinted green . . . it is neutral (as in a white-balanced light source).
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Amanda Furtado
 
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Post » Fri May 28, 2010 7:11 pm

I just update to v.1.1 a few days ago, as I wanted to make sure that my Realism Tweak's newest sneak changes (that factor in time of day lighting and weather conditions) were a good fit with Fellout's newest night lighting. I had to make a few adjustments, since I had been play testing my dynamic stealth with the previous version (which had darker nights). I managed to tweak detection so that the two mods now work extremely well together.

Great job Hattix! I'm loving your new, improved Fellout.



Yay! I'll be able to use FELLOUT with ARWEN'S REALISM TWEAKS. Thanks for always going out of the way to make so many mods compatible with yours Arwen.
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alicia hillier
 
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Post » Fri May 28, 2010 1:49 pm

Just a quick question, but is the vanilla pip light slightly tinted green? 'Cos when I use it indoors the walls look more green than usualy (using fellout). Is this just the wall texture or the light? If so, would you release a new version of the fellout piplight? I remember you had a fellout pip light that came with the old version that was more yellow, but I didn't like the massive range of it. Sorry if I'm being a pain. :P
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DAVId MArtInez
 
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Post » Fri May 28, 2010 3:34 pm

I've been using Fellout V1.1 for a while now and it's great! :)
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Julie Serebrekoff
 
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Post » Fri May 28, 2010 1:31 pm

The vanilla PipBoy light is indeed tinted green.

Fellout has, at some points, included a neutral light. The current release does not (the older 1.0.16 does, you can just grab that ESP), since there are plenty of other mods out there which do the same, including one of my own.
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Tiffany Castillo
 
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Post » Fri May 28, 2010 9:45 pm

The vanilla PipBoy light is indeed tinted green.

Fellout has, at some points, included a neutral light. The current release does not (the older 1.0.16 does, you can just grab that ESP), since there are plenty of other mods out there which do the same, including one of my own.



Yes i noticed the green tint on the Pipboy light when first using it. The tint never bothered me since am using FELLOUT more for how it makes everything more defined and clean to the eyes.

The interior lighting is really comfortable. I havent seen such realistic lighting since playing a ton of homemade maps for QUAKE 3 ARENA with a real world design to them. It was a surreal virtual reality moment fragging oppenents in a abandoned haunted house and seeing the realistic outside light from windows shining in and lighting the place up. Great to see this in FALLOUT 3 thanks to you Hattix :icecream:
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BEl J
 
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Post » Fri May 28, 2010 12:37 pm

Hello, Hattix I'm using your beautiful mod. And, for me, it apport really a blast a new air to the immersion in the fallout 3 world.

But I've one BIG request to make this mod even (for me) better. Can you make an addition that adds more crazy weather? Like the ones from TheOutbreaks Wasteland Moods Series in an a additional module named something like Fellout-MoreFoolishWeathers.esp or something like this.

Thanks.
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David Chambers
 
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Post » Fri May 28, 2010 4:54 pm

No intention of adding anything "crazy", sorry.

It's already been done by Wasteland Moods. If you want the Wasteland Moods atmosphere with Fellout's lighting and water, just load WM after Fellout.
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Liv Brown
 
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Post » Fri May 28, 2010 11:32 pm

No intention of adding anything "crazy", sorry.

It's already been done by Wasteland Moods. If you want the Wasteland Moods atmosphere with Fellout's lighting and water, just load WM after Fellout.



Yes, and that is this what I'm doing now... .


But the problem is that in this way the cycling of the sky is strange: like "Hey now I'm having an a beatiful fellout sunset sky" 1 minutes after "What'up now I'm having Silent Hellish sky... bahh". There isn't a reasonable transition. Okay that I love crazy sky, but not that crazy... .

I hope you have an a solution for this, at least something that I can do myself to make the things more reasonables. Thanks.
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Vickey Martinez
 
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Post » Fri May 28, 2010 1:23 pm

Wasteland Moods really should be completely overruling Fellout, just as it would the base game's weather modes.

Anyway, it's really not a combination I support. If you want, you can use FO3Edit to remove all the weather and climate records from Fellout, that'll leave you with just the waters and interiors.
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Horse gal smithe
 
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