Fellout updated

Post » Wed Dec 22, 2010 12:31 pm

I've just put Fellout 1.19 online. This continues the "1.1" idea of fixing up waters and has fixed a huge number of other issues (and introduced probably just as many, see below for 1.20's changelog).


Release 1.20
Thanks to Nexus user gregor_y, who helped with testing. A lot of this stuff got in between 1.0.16R2 and 1.1.17 when I changed the lighting system. I'll have it all ironed out by perhaps October 2015 or so.

FIX: Brown paper bag size lighting screwups in the DC Mall and other areas.
FIX: Emission HDR problems at WastelandEast.
FIXES: Lots of them as I ran into them. A few mismatched clouds here and there, a slightly off fog, that sort of thing.
FIX: Northern Wasteland area was looking idiotic in the new lighting, especially at night. Didn't I fix this in 1.1.17???
TWEAK: Potomac upstream water. I really, really hate the reflection shader in FO3. It's impossible to make it look anything realistic without disabling the noise generator, and then it looks like a sheet of glass. Argh!
TO DO: There's still something going on with climates that isn't shown in GECK. Bethesda, what did you break in FO3 that worked in Oblivion?
TO NEVER DO AGAIN: 1.19. Apologies to the 350 or so people who downloaded it in the few hours it was on the Nexus.

Release 1.19
Waters are much murkier.
Nights in the DC ruins were either way too dark or way too bright. The idea's to make it challenging at night, but not impossible.
Patches up FOOK2 1.1's integrated Fellout by overriding it (load order reliant!)
Fixes a few dirty records in the DLC add-ons. Alright, a lot of them.

Finally, a plea from a modder to modders. Please clean your mods! I spent two hours trying to work out why a metro tunnel had green fog and tinting, only to find a mod which just added an item to the tunnel was setting the fogging and tinting back to default!

Grab the update here: http://www.fallout3nexus.com/downloads/file.php?id=2672
User avatar
lolli
 
Posts: 3485
Joined: Mon Jan 01, 2007 10:42 am

Post » Wed Dec 22, 2010 7:46 am

Alright, I'll try the new one. For a long time I was switching between old versions (1.0.1.4 and 1.1) as I didn't like the way my character (and other NPC's) looked in the newer ones - as if I'd used TLB :shrug:
At the moment I'm not using it at all. I'll see how I go with this version :)
User avatar
Shaylee Shaw
 
Posts: 3457
Joined: Wed Feb 21, 2007 8:55 pm

Post » Wed Dec 22, 2010 1:42 pm

I've had another report that sounds similar, screenshots of what you'd expect and what you get would help me work out what's going wrong and where. I don't like the idea of bad lighting at all and if I can find out what's causing it, it'll be fixed pronto.
User avatar
Rik Douglas
 
Posts: 3385
Joined: Sat Jul 07, 2007 1:40 pm

Post » Wed Dec 22, 2010 8:56 am

It looks fine so far, using this new version. I've been out in the Wasteland and I forgot I was using it. I haven't been into DC yet. The lighting used to be a little odd there in previous versions, except the first one.

But, so far so good, no problems :)
User avatar
Beth Belcher
 
Posts: 3393
Joined: Tue Jun 13, 2006 1:39 pm

Post » Wed Dec 22, 2010 1:46 pm

Looking forward to trying out the new version.

While I've still been using an older version, I've been very frustrated at times with the areas in DC that are just obscenely too dark at night (such that even with a NV mod, I still can't see anything farther than 20 feet out).


PS. Amen on the call for clean mods. I'd love to not have to continue my habit of, "Oh, here is a new mod I want to use... but first, lets open it up and see if I need to clean anything up in it..."
User avatar
Dean Brown
 
Posts: 3472
Joined: Fri Aug 31, 2007 10:17 pm

Post » Wed Dec 22, 2010 11:30 pm

There's been a few bug reports come in relating to the eastern Wasteland (sunset was going screwy) and the DC Mall area (same thing). I've also darkened the days a bit around the DC Mall area to add a little contrast (I think this is what MystykStar was complaining about). I've also killed what I hope is the final flat-black night.

I'm testing 1.20 with a view to release it in a day or two. (Edit: Released, go grab it from Nexus)

Any show stoppers in there, I'd really like to know about them. Anything you'd like to see changed in it, maybe I can accommodate that too.
User avatar
Lizs
 
Posts: 3497
Joined: Mon Jul 17, 2006 11:45 pm

Post » Wed Dec 22, 2010 8:28 am

So far the latest version runs great.

Looks solid. The light looks less saturated which is of the good...(if i'm not suffering placebo due to my bright room)

Glad you updated it.
User avatar
Cat
 
Posts: 3451
Joined: Mon Dec 18, 2006 5:10 am

Post » Wed Dec 22, 2010 1:58 pm

How about the DLC Support files? Do I wait for the 1.20 versions or I can use them in tandem? Currently the DLC Support says it was updated with 1.19.
User avatar
Mylizards Dot com
 
Posts: 3379
Joined: Fri May 04, 2007 1:59 pm

Post » Wed Dec 22, 2010 10:25 am

They were updated with 1.19 to tell you to redownload them. They're valid for as long as I haven't deleted and replaced them.
User avatar
Amie Mccubbing
 
Posts: 3497
Joined: Thu Aug 31, 2006 11:33 pm

Post » Wed Dec 22, 2010 9:36 am

They were updated with 1.19 to tell you to redownload them. They're valid for as long as I haven't deleted and replaced them.

Download is not working right now. Of course it could be their problem and not yours. [I may wait for a fomod version anyway, lest I screw it up.]
User avatar
Emma
 
Posts: 3287
Joined: Mon Aug 28, 2006 12:51 am

Post » Wed Dec 22, 2010 3:17 pm

Download is not working right now. Of course it could be their problem and not yours. [I may wait for a fomod version anyway, lest I screw it up.]

Fomod should already be there??
User avatar
Jennie Skeletons
 
Posts: 3452
Joined: Wed Jun 21, 2006 8:21 am

Post » Wed Dec 22, 2010 10:46 pm

This is quite a difference from your previous fellout, I really like it so far and I like the changes you've made to the image space modifiers. There is only one thing that I find a bit off and that's the wasteland sunset around 6.30 to 7.00 pm I end up with a pretty bright pink and purple horizon which disappears at 7pm. Anyway great job on this update.
User avatar
Alex [AK]
 
Posts: 3436
Joined: Fri Jun 15, 2007 10:01 pm

Post » Wed Dec 22, 2010 7:02 pm

I finally have some screenshots of my world with Fellout and without.

http://a.imageshack.us/img441/8941/84387825.jpg / http://a.imageshack.us/img375/5854/15763060.jpg
http://a.imageshack.us/img824/5340/93882317.jpg / http://a.imageshack.us/img97/8783/48021548.jpg

That's the sort of super brightness I get. I don't really know what else to call it.

The nights are the same as usual. I'm not fussed by the pitch blackness as I use night vision if I have to walk too far.

I can't tell if anything is different. Looks the same as 1.19 to me :shrug:
User avatar
Eibe Novy
 
Posts: 3510
Joined: Fri Apr 27, 2007 1:32 am

Post » Wed Dec 22, 2010 4:03 pm

Hahaha, I know exactly what you're seeing.

Reality.

Let me explain. When it's an overcast and dull day, you go out and you plain don't see directional lighting, you see ambient lighting and practically no shadows. Fellout reproduces this in the overcast parts of the game, using very weak sunlight in but more ambient to make up for it. Bethesda just gave it full sunlight, which is pretty silly when the sun's meant to be behind clouds. Your Seward Square "original" screenshot even has specular lighting off the asphalt, when there's plain no sun there! It looks ridiculous, which is why I fixed it.

I've adjusted that in a little since the last release, but the general idea isn't going to change.

(Edit: Though your Citadel screenshot does look a bit too bright. Do you have HDR off?)
User avatar
Robert Bindley
 
Posts: 3474
Joined: Fri Aug 03, 2007 5:31 pm

Post » Wed Dec 22, 2010 5:27 pm

Unlike Oblivion there isn't a setting to switch between HDR and Bloom in game, well, not as far as I can see, so who knows what I have set.

So if that flat brightness is normal, I'll leave it disabled and pick another weather mod. It's just too washed out for me.
User avatar
Patrick Gordon
 
Posts: 3366
Joined: Thu May 31, 2007 5:38 am

Post » Wed Dec 22, 2010 6:33 pm

Yes, it's normal for when the sky is cloudy, though I'm not sure what's happening at the Citadel. If it's my problem I'll have it fixed in 1.21.

In my world, sunlight doesn't go through clouds. You're free to choose whatever world you like :)
User avatar
Rudi Carter
 
Posts: 3365
Joined: Fri Sep 01, 2006 11:09 pm

Post » Wed Dec 22, 2010 11:01 pm

So the pink and purple horizon outside of megaton is normal?
User avatar
Gisela Amaya
 
Posts: 3424
Joined: Tue Oct 23, 2007 4:29 pm

Post » Thu Dec 23, 2010 2:12 am

Fomod should already be there??

Hmm...fomod was there yesterday (download didn't work), but not today. Maybe the fomod was 1.19?
User avatar
Rodney C
 
Posts: 3520
Joined: Sat Aug 18, 2007 12:54 am

Post » Wed Dec 22, 2010 2:57 pm

Yeah I got some reports that the fomod wasn't installing properly, so I pulled it. It was 1.20.

As for the pink and purple horizon outside Megaton, that's an artefact of just leaving Megaton and the game still using Megaton's "internal" weather until it blends over to the wasteland's weather. It should only happen at twilight but I'll take a look at it.
User avatar
Jeneene Hunte
 
Posts: 3478
Joined: Mon Sep 11, 2006 3:18 pm

Post » Wed Dec 22, 2010 5:59 pm

1.21 uploading now, or as soon as Nexus stops throwing errors at me. In the meantime, the ESP update is here: http://upload.hattix.co.uk/files/Fellout-Full.esp

The silly lighting which MystykStar complained about finally WAS reproduced and yes, it did look idiotic. It's fixed. This is a danger of having multiple weathers per climate, when I first checked it out it looked fine, as it was using a different weather mode.

Release 1.21
Thanks to the Ars Technica GESC forum for testing.
FIX: Urban imagespaces looked terrible. The whole thing was just too bright and without contrast -
Sunlight Dimmer was set to 3.0 for some crazy reason. Urban areas are now much darker.
FIX: Some lighting levels, especially in the north wasteland.
FIX: Northern wasteland somehow got slightly green daytime clouds.
TWEAK: IMADs tweaked up to accept FOOK2's nightvision (also made by me).
TWEAK: Since the wasteland weather is usually clear, this weather mode has extended sunsets and
sunrises. Sunrise begins a hour earlier and ends a hour earlier. Sunset is delayed by two hours.
This means you get more daytime and less night, which suits the latitude of the DC area.
User avatar
Jeneene Hunte
 
Posts: 3478
Joined: Mon Sep 11, 2006 3:18 pm

Post » Wed Dec 22, 2010 10:19 pm

I appreciate your efforts to improve you mod, but your extended daylight just totally fried my Realism Tweaks' Dynamic Sneak, which uses time of day to determine how difficult you are to detect.

Personally I thought that the default amount of daylight was a fairly accurate average representation (since there are no seasonal changes to sunrises/sets that I'm aware of).
User avatar
Becky Palmer
 
Posts: 3387
Joined: Wed Oct 04, 2006 4:43 am

Post » Wed Dec 22, 2010 11:16 pm

Well crap. I'll change it back for you.

1.21R2 should be around soon.

Edit: Okay, reverted the twilight timings and uploaded the new file.
User avatar
Heather Dawson
 
Posts: 3348
Joined: Sun Oct 15, 2006 4:14 pm

Post » Thu Dec 23, 2010 12:23 am

Thanks! That will save me from having to make a Fellout compatibility patch . . . I'd rather just make sure that my mod remains compatible with yours. :)

This would not be an issue if I could figure out how to actually check the amount of ambient light with my script . . . but I don't believe that is possible.

I just did a quick test with your latest esp and the darker lighting near the citadel is much, much better! It was almost too dark, for 8:30 am . . . but it was cloudy at the time, so I will have to see what it looks like on a sunny day.
User avatar
Kevin S
 
Posts: 3457
Joined: Sat Aug 11, 2007 12:50 pm

Post » Wed Dec 22, 2010 9:11 pm

I don't know how many people play the game till nearly five months pass, but I'll be happy with that change. It's basically what I was using Longer Days and Shorter Nights mod to accomplish.

The twelve hour days and twelve hour nights seemed unbalanced to me due to the night perk working indoors and the day perk only working outdoors.
User avatar
Nicholas
 
Posts: 3454
Joined: Wed Jul 04, 2007 12:05 am

Post » Wed Dec 22, 2010 4:59 pm

Well crap. I'll change it back for you.
1.21R2 should be around soon.
Edit: Okay, reverted the twilight timings and uploaded the new file.

Hattix, did you merge your GreenerGrass.esp into your Fellout-Full.esp?
If so, was this intentional?

I'm updating my FO3 mod list, and want to make sure that I have your update correct there.
User avatar
Jani Eayon
 
Posts: 3435
Joined: Sun Mar 25, 2007 12:19 pm

Next

Return to Fallout 3