[REL] Fellout 1.1

Post » Fri May 28, 2010 3:14 pm

Second in the Top 100 at Nexus (and 9th for all-time), over 150,000 downloads. What's a modder to do about that?

More of the same, of course!

http://www.fallout3nexus.com/downloads/file.php?id=2672, fresh out of beta, extending its de-greening to water pools, indoor lighting and indoor fogging, lighting templates and, of course, doing the weather you all know so well even better than before.

If you're used to Fellout 1.0.16, here's what's new:

No glowing green pools of fog/water.
Less green smoke/fog indoors.
No more of the occasional crazy-looking weathers that 1.0.16 became (in)famous for.
Fewer sky white-outs and a console workaround for them.
No dirty records, Fellout can go pretty much anywhere in the load order and work (but please put it fairly low for the best experience).
Nights should hardly ever go completely black.

Fellout has been tested with FOOK and FOOK2 and is fully compatible. I don't use FWE or any of the other large overhauls, but Fellout should work just fine with them as they're quite happy to let me handle what's in the sky while they handle what's in your hands.
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Emmanuel Morales
 
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Post » Fri May 28, 2010 8:41 am

Anything we should know about upgrading, or is it just a straight-up replace those files with these?
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Ash
 
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Post » Fri May 28, 2010 4:06 pm

Yep, nothing special about upgrading. Just delete the ESPs you may be using and download the new package (or packages if you're using optionals). If you're prompted to overwrite, then do so. Same as most other mods really.

Edit: I should add that Fellout-SOTD.esp is now unsupported and not included. If you have this sitting around, then delete it if you intend to upgrade to 1.1
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GabiiE Liiziiouz
 
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Post » Fri May 28, 2010 6:08 pm

Edit: I should add that Fellout-SOTD.esp is now unsupported and not included. If you have this sitting around, then delete it if you intend to upgrade to 1.1

Does this mean that the dark nights are not as dark as they were but still darker than vanilla? Or are you just not worried about alienating the scotophobes out there?

Hopefully it's the former, I always wanted a touch more visibility at night.

Thanks for all you do. :tops:
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Kyra
 
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Post » Fri May 28, 2010 8:32 pm

Thanks, downloading now. :foodndrink: I love Fellout, it's one of my must have mods.


Edit Water still looks a little odd to me.
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Nomee
 
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Post » Fri May 28, 2010 8:42 pm

My only problem now is how flat the clouds are.
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Marie
 
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Post » Fri May 28, 2010 7:41 am

is this an all in one package, or do i need to dl any of the options (i have all dlc's)

EDIT: Nevermind i reread the nexus page.
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ladyflames
 
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Post » Fri May 28, 2010 12:11 pm

Does this mean that the dark nights are not as dark as they were but still darker than vanilla? Or are you just not worried about alienating the scotophobes out there?

That's what I'm aiming for. Some places are a bit dark, others a bit bright. The places you see most often should be more or less right, though.


My only problem now is how flat the clouds are.

Since the clouds are flat 2D textures which have to scroll, this is unfortunately what you're stuck with. It'd be exceptionally difficult, if not impossible, to make realistic looking clouds with proper lighting and tinting, since it's not possible seamlessly change textures depending on time of day. Sure, I could script a weather change, but then the clouds would fade into a different position and it'd look really silly.
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Stephy Beck
 
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Post » Fri May 28, 2010 11:17 pm

Awesome! Thanks for the release! :)
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Silvia Gil
 
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Post » Fri May 28, 2010 9:44 pm

Fellout 1.1 was so impressive that the FOOK2 team have asked to include it in their next release.

While I've agreed to the request, don't for one moment think that Fellout is going to be swallowed - It's way too big for that. This is for everyone, not just FOOKers. They're packaging my releases, while my releases are still going out there.
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Tom Flanagan
 
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Post » Fri May 28, 2010 1:15 pm

In downloading the new DLC add ons I see that fellout - operation anchorage is not included.

Has it been incorporated of forgotten or discontinued?

Also - while I like the idea that interiors are being addressed - I will still be loading http://www.fallout3nexus.com/downloads/file.php?id=9250 after this. I had it this way with 1.1.17 and it seemed ok - do you suspect there will be issues?

thanks
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LittleMiss
 
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Post » Fri May 28, 2010 11:56 am

There'll be no issues with any other interior lighting mod, so long as they're loaded after Fellout. Sure, they'll conflict, but not CTD conflict. Instead it'll be "Two mods say the same thing, the one loaded last is the winner".

I'll look into what's happened with Operation Anchorage. Probably just an oversight.
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Lyndsey Bird
 
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Post » Fri May 28, 2010 11:24 pm

There may be problems with Realistic Interior Lighting, FOMM says this:

"WARNING: This plugin has the file extension .esp, but its file header marks it as an esm!"

Even though it's an esp file, so I guess that it's loaded before Fellout anyway?
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Nichola Haynes
 
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Post » Fri May 28, 2010 11:49 am

Yes, I was wondering the same thing as Psymon when I was installing 1.1 last night...where is the Anchorage module? Also good to hear there won't be any unsuspecting 'surprises' with the new 1.1 and and 'Realistic Interior lighting'. That is one mod I would not like to be without. However, if there was problems, Fellout would come out on top, every time. Honestly, I could not see myself go back and play FO wading through the 'green fog' ever again. Fellout, and with the green grass module, is absolutely perfect. Not too much green, not too little and last but not least, not too green.

BRILLIANT execution!
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Ownie Zuliana
 
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Post » Fri May 28, 2010 4:13 pm

There may be problems with Realistic Interior Lighting, FOMM says this:

"WARNING: This plugin has the file extension .esp, but its file header marks it as an esm!"

Even though it's an esp file, so I guess that it's loaded before Fellout anyway?

Actually you can just remove the esm flag, the author put it there by accident.
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Kyra
 
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Post » Fri May 28, 2010 5:18 pm

Don't know if it's just me, but my days are really bright, brighter than usual. Really clear, much like using TLB in the console. That kind of bright.
http://img527.imageshack.us/img527/4400/58503138.jpg. I was in The Mall and the atmosphere was odd. I'm used to it being a bit grimy and dirty, not so clean.

It was only The Mall, so far. It's a new character so I haven't been many places yet.

Previously I was using the Beta version (the one immediately before 1.1), and my nights were can't-see-my-hand-in-front-of-my-face super dark. They're not so dark now, although I do prefer the nights from the first version. I don't use SOTD as that never made any difference for me.
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Chris Jones
 
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Post » Fri May 28, 2010 8:51 pm

There may be problems with Realistic Interior Lighting, FOMM says this:

"WARNING: This plugin has the file extension .esp, but its file header marks it as an esm!"

Even though it's an esp file, so I guess that it's loaded before Fellout anyway?

Seems to be a mod made during the 1.5 patch shenanigans. In that case, you have absolutely no choice: It has to go with the ESMs at the top unless you clear that flag.

Edit: MystykStar: Try using "CAL" in the console, see if that restores the sunlight to how it should be. If not, post back and I'll see what I can do with the mod to solve it.
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Stacy Hope
 
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Post » Sat May 29, 2010 12:14 am

I heard someone mention it once that you shouldn't use MasterUpdate to esm-ify Fellout. Is this true?
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Trent Theriot
 
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Post » Fri May 28, 2010 4:31 pm

No realistic interior lighting only has the esm flag it is still an esp and using FO3edit master restore function returned it to normal esp.

Works fine.
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Adam Porter
 
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Post » Fri May 28, 2010 11:45 am

I heard someone mention it once that you shouldn't use MasterUpdate to esm-ify Fellout. Is this true?

You shouldn't use MasterUpdate *at all* now. You shouldn't be using the official 1.5 patch anymore!
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Eliza Potter
 
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Post » Fri May 28, 2010 3:42 pm

I completely agree. It is that Realistic Lighting was made with master update in mind - which is why I advocated using master restore (the converse of master update).

I never liked the idea of master update and never used patch 1.5.

just to be clear.
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Rozlyn Robinson
 
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Post » Fri May 28, 2010 9:03 am

Edit: MystykStar: Try using "CAL" in the console, see if that restores the sunlight to how it should be. If not, post back and I'll see what I can do with the mod to solve it.

I don't know was CAL does but I didn't see a difference.

I took two images in Georgetown. One using Version 1.1.17 Beta (left image) and the other using the current version (right image).
My 'cut image in half and paste together' skills aren't that good but I thought I'd post it to show the differences in my game between versions.

http://img713.imageshack.us/img713/987/20679407u.jpg

The dirty grimy image on the left is what I'm used to. The clean one on the right has an upside that my game is less laggy and runs a lot smoother, especially in places with many NPC's :)

As I FOMOD everything I've still got the older versions so, for now, have switched back to 1.1.17.
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Hayley Bristow
 
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Post » Fri May 28, 2010 2:16 pm

Aha....

In 1.1.17 final, I've pushed back the fog quite a lot in the DC ruins area (it was looking really stupid against the horizon).

I'm not sure how it's managed to cause sunlight to be brighter. I'll make this a priority for 1.1.18.

Edit: "CAL" is "clear adapted lights" and resets HDR. Sometimes it gets stuck too bright or too dark.
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Matthew Warren
 
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Post » Fri May 28, 2010 11:56 am

You shouldn't use MasterUpdate *at all* now. You shouldn't be using the official 1.5 patch anymore!

I'm using 1.7. And maybe I'm imagining things but my game never crashes anymore with all files 'MasterUpdated', which it still does quite consistently sometimes when I don't use it.

Unless anyone has any indications that using MasterUpdate has any serious negative effects, I'll keep doing it. :)
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Chrissie Pillinger
 
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Post » Sat May 29, 2010 12:36 am

I'm using 1.7. And maybe I'm imagining things but my game never crashes anymore with all files 'MasterUpdated', which it still does quite consistently sometimes when I don't use it.

Unless anyone has any indications that using MasterUpdate has any serious negative effects, I'll keep doing it. :)

It's a band-aid for a bad load order. You'll make my life as a modder, and every other modder's lives, much easier if you sort out the load order before applying such drastic measures. With all mods being ESMs, you never know where a particular fault is coming from.

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.
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Tiffany Carter
 
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