New boy in Town

Post » Sun Jan 16, 2011 2:57 pm

Hi guys/girls decided just now I'm gonna start playing Fallout again so just wanted some helpful tips on that some of the good mods, game effects, visual effects, quests, weapons ect ect that are out there.....I've been on TES 4 for a while so I'm use to the way them mods work and some if the utility i.e OBMM, Wrye Bash, I'm guessing similar things exist for Fallout as well so if I could get pointed in the direction of those to that would be good.

If it helps any on the kind of mods and visuals that would be suggested my specs are:

Spoiler
Windows 7 Ultimate x64Motherboard: Asus P5ECPU: Q6850 Extreme @ 3GhzRAM: 8GB Dominator ExtremeVideo Card: ATI HD4870 x2PSU: 1000w


Thanks in advanced :)
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Michelle davies
 
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Post » Mon Jan 17, 2011 5:30 am

Don't mean to sound rude but at the time of writing this there has been 33 viewers,all who know more then I do about the mods and utilities. All I'm asking for is to be pointed in the right direction on things needed, mod managers, mod sorters and whatever else is highly recommended along with some decent mods...not to much to ask for is it?
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lauraa
 
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Post » Sun Jan 16, 2011 7:55 pm

No, not too much to ask at all :)

I think what may be happening is that usually people post the answers to this type of question 2 times every week (the minimum) and figured since you said you are familiar with the TES4 side of things, that you would already know to check the top 100 list as well as using the search feature on the forums. They probably don't want to post things that you already know.

Now, if you are looking for a certain type of theme for your game experience, you may get faster replies cause now we know exactly the type of things you are looking for :)
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Facebook me
 
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Post » Mon Jan 17, 2011 1:18 am

http://www.gamesas.com/index.php?/topic/1109249-new-to-fallout-3/page__p__16254237__fromsearch__1&#entry16254237 from a few days ago covering utilities, textures and several mod recommendations.
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gandalf
 
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Post » Mon Jan 17, 2011 2:20 am

All the mods you can eat: http://www.gamesas.com/index.php?/topic/1056342-mezs-gameplay-and-immersion-mod-list/#entry15329231 :hehe:
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Jonathan Braz
 
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Post » Mon Jan 17, 2011 4:47 am

Thanks for the links guys should be good from here :)

@ Miss Sparkle: Yeah I see what ya mean the link provided by ghoulsrpeople2 OP was dated about 3days ago lol, the top 100 list I TOTALLY forgot about that in all fairness so gonna hit that soon as I'm ready to start installing my mods :)

One more thing is there any FCOM type mods for Fallout? (I've seem MMM already)

EDIT:

The 4GB patch used for Oblivion is that necessary for this to?
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FirDaus LOVe farhana
 
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Post » Sun Jan 16, 2011 1:21 pm

With this setup I'm using (in OP) can any one give me an idea on how the MAX version of NMCs Texture Pack would run?
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sam westover
 
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Post » Sun Jan 16, 2011 7:07 pm

Like absolute poop from a can. When fallout launched an we started modding it. We noticed they had these really high resolution versions of weapons for 1st person view. So first thing we did was switch it to use the 1st person version in 3rd person, or in the world model. This made things look great. However at this point it steered the modder the wrong direction. Into thinking that DXT compression was making the images look of less quality. Into thinking the only way to get high resolution is to use large sized texture maps. Basicly ignoring technology produced to further gaming development over the last 20 years. Fallout 3 doesn't really need AA, besides it conflicting with HDR lighting in many games (meaning it will fry your card) The AA only comes in handy under a few rare situations. AF however is quite useful (texture filtering) an 2X-4X AF can clean up the vanilla textures a whole lot, so much that you might not need a texture pack.

So yah that's why the texture packs have performance issues. This is rooted in the mistakes we made a long time ago. Once the noobys saw a few people with 4096 and 2048 texture maps, then they just did all their texture in that size. LMAO the other day I found a pair of earings that dragged my framerate down to 3 FPS. Heh another time I found a Rifle that the texture was over 16,000Kb, when most 1st person vanilla textures hover around 600kb. Funny huh, it gets worse. Lots of folks don't know what a mipmap is or they were too busy smoking meth to make sure they encoded mipmaps when they saved it. Then DXT compression is a computer language made just for grapics cards. A image encoded in DXT looks the exact same to us, but to the grapics card a DXT-1 image looks 8 times smaller as far as the video memory, 4 times smaller for DXT-5.

Once you get into becoming a texture god though you'll see that we should have went the opposite direction with our texture process. Yes you still need a 4096 or 2048 map to make HD textures, however that's just used to create the Conceptual if you wana call it that. Then you shrink it down, as you gain sharpness when you shrink an image, an lose sharpness when you enlarge it. Those 4096 and 2048 maps will keep 99% of the detail when brought down in 1/2 steps 4096,2048,1024 in 96 pixels per inch supersampling (or whatever is native to the monitor) however once encoded in DXT with mipmaps what used to be 5,000Kb of video card memory is now 600Kb just like the Vanilla stuff. Thus allowing mostly all the detail of the huge map, but also allowing an order of magmatude of more chaos to be running along with that content.

Camera view factors into the size needed the most. For example the player charicter body. Because of the camera views you get with the body, 2048 maps are the only ones that look HD, 1024 looks great too, but only if the head, body, hands are all 1024, an you would only really need a 1024 if you were lacking in hardware. Can't hurt to spend a little system resources on making your charicters body look good. So somewhat the player charicter is a exception to the rule. Moving on.

2nd thing that factors into the size needed would be the actual in-game size of the item. Something the size of the player charicers hand, doesn't need a 1024 map, it barely needs a 512, an can look fine with a 256 map. Something like this 256 map is only going to be like 15Kb LMAO For example some of FOOK2 is 1,200Kb for a hand size. This is important because many of the player created weapons are made up of many different parts. So on some weapons you could end up using 4-5 1024 maps for hand sized items. When it could look the same if the texture matched the actual size of the items. Which depends, however you can't go wrong with 1024, it's only 600Kb even with a 35% increase due to having the mip-maps encoded into the texture.

Now that we got that out of the way. TEXTURE PACKS well those folks had a tough job. Just about every ground/terrain texture is a 256 map, it's a very small texture, maybe they are 512, idk but if you 1024 that you just doubled the amount of resources you need to run the game. Hence why they run so poopy/laggy. That being said you can take the largest textures max res for high end machines then shrink them down to vanilla sizes for the same type item. Because Bethesda was very smart about optimization it's a good rule of thumb. Anyhow you now have the same high res great looking texture, but in a package that cut the fat so that it now performs well, plus it gained some sharpness from the shrink, and you know for sure it's in the correct DXT depending on if it has any transparency in it, even further you know for sure that the mipmaps are encoded.

A real world example of this would be MMM. Yah sure it has great textures, Mart's work is pure magic. However if the textures had been properly optimized Mart could have set the default spawn rates double what they are, you know more chaos more fun, an at the very least it would provide a buffer for stuff like MMM gone wild, or natural selection, hunting an looting, which are problems with MMM to a degree. Feral Ghoul rampage for example they also use a high res texture map for a creature that's sole purpose is to look like crap. Seems like a waste, an that's why feral ghoul boggs down in certian areas. This is why the South east part of the wasteland map bogs down when you use FOOK2 raider armors, with MMM. The sheer amount of raw data being rendered an culled. Even having culled huge texture maps slows the framerate down, and you don't even see it. As much time as I put into installing the mods I also have to put into fixing them. Maybe 60-70 hours for 150 mods. That number doubles when you have to optimize the textures.
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Everardo Montano
 
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Post » Mon Jan 17, 2011 2:48 am

[Snip]
The 4GB patch used for Oblivion is that necessary for this to?


None of the files for Oblivion will work for Fallout 3.

In my opinion, the closest thing that would compare to the Oblivion FCOM set up would be:

FWE - http://www.fallout3nexus.com/downloads/file.php?id=2761
MMM - http://www.fallout3nexus.com/downloads/file.php?id=3211
WMK - http://www.fallout3nexus.com/downloads/file.php?id=3388
EVE - http://www.fallout3nexus.com/downloads/file.php?id=8340
PB - http://www.fallout3nexus.com/downloads/file.php?id=6341
FOIP - http://www.fallout3nexus.com/downloads/file.php?id=4968

Once you have those files as your base, you can add other goodies to further improve your game preference. Don't forget the http://www.fallout3nexus.com/downloads/file.php?id=13537!

Keep in mind, that isn't what you have to do, cause you have other awesome overhaul choices like http://www.gamesas.com/index.php?/topic/1098878-relz-fook2-v11-beta-2/ and http://www.gamesas.com/index.php?/topic/1104662-relz-arwens-realism-tweaks-thread-no9/ that have their own suggestions for mods that work best for their mods.

Even the best computer will have problems running with max version of NMCs Texture Pack, but very sorry, I can't give you an answer to that question :(
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Nice one
 
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Post » Mon Jan 17, 2011 1:28 am

The 4GB patch used for Oblivion is that necessary for this to?

No 32-bit program can use 4GB of memory. None. The best you can to is make it Large Address Aware (LAA) which allows it to access 3GB max. And unless specifically stated, 99% of all games are 32-bit.

And yes, there is a 3GB patch for Fallout
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Elea Rossi
 
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Post » Mon Jan 17, 2011 5:11 am

Why would someone want to do that?
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Project
 
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Post » Mon Jan 17, 2011 3:02 am

Like absolute poop from a can. When fallout launched an we started modding it. We noticed they had these really high resolution versions of weapons for 1st person view. So first thing we did was switch it to use the 1st person version in 3rd person, or in the world model. This made things look great. However at this point it steered the modder the wrong direction. Into thinking that DXT compression was making the images look of less quality. Into thinking the only way to get high resolution is to use large sized texture maps. Basicly ignoring technology produced to further gaming development over the last 20 years. Fallout 3 doesn't really need AA, besides it conflicting with HDR lighting in many games (meaning it will fry your card) The AA only comes in handy under a few rare situations. AF however is quite useful (texture filtering) an 2X-4X AF can clean up the vanilla textures a whole lot, so much that you might not need a texture pack.

So yah that's why the texture packs have performance issues. This is rooted in the mistakes we made a long time ago. Once the noobys saw a few people with 4096 and 2048 texture maps, then they just did all their texture in that size. LMAO the other day I found a pair of earings that dragged my framerate down to 3 FPS. Heh another time I found a Rifle that the texture was over 16,000Kb, when most 1st person vanilla textures hover around 600kb. Funny huh, it gets worse. Lots of folks don't know what a mipmap is or they were too busy smoking meth to make sure they encoded mipmaps when they saved it. Then DXT compression is a computer language made just for grapics cards. A image encoded in DXT looks the exact same to us, but to the grapics card a DXT-1 image looks 8 times smaller as far as the video memory, 4 times smaller for DXT-5.

Once you get into becoming a texture god though you'll see that we should have went the opposite direction with our texture process. Yes you still need a 4096 or 2048 map to make HD textures, however that's just used to create the Conceptual if you wana call it that. Then you shrink it down, as you gain sharpness when you shrink an image, an lose sharpness when you enlarge it. Those 4096 and 2048 maps will keep 99% of the detail when brought down in 1/2 steps 4096,2048,1024 in 96 pixels per inch supersampling (or whatever is native to the monitor) however once encoded in DXT with mipmaps what used to be 5,000Kb of video card memory is now 600Kb just like the Vanilla stuff. Thus allowing mostly all the detail of the huge map, but also allowing an order of magmatude of more chaos to be running along with that content.

Camera view factors into the size needed the most. For example the player charicter body. Because of the camera views you get with the body, 2048 maps are the only ones that look HD, 1024 looks great too, but only if the head, body, hands are all 1024, an you would only really need a 1024 if you were lacking in hardware. Can't hurt to spend a little system resources on making your charicters body look good. So somewhat the player charicter is a exception to the rule. Moving on.

2nd thing that factors into the size needed would be the actual in-game size of the item. Something the size of the player charicers hand, doesn't need a 1024 map, it barely needs a 512, an can look fine with a 256 map. Something like this 256 map is only going to be like 15Kb LMAO For example some of FOOK2 is 1,200Kb for a hand size. This is important because many of the player created weapons are made up of many different parts. So on some weapons you could end up using 4-5 1024 maps for hand sized items. When it could look the same if the texture matched the actual size of the items. Which depends, however you can't go wrong with 1024, it's only 600Kb even with a 35% increase due to having the mip-maps encoded into the texture.

Now that we got that out of the way. TEXTURE PACKS well those folks had a tough job. Just about every ground/terrain texture is a 256 map, it's a very small texture, maybe they are 512, idk but if you 1024 that you just doubled the amount of resources you need to run the game. Hence why they run so poopy/laggy. That being said you can take the largest textures max res for high end machines then shrink them down to vanilla sizes for the same type item. Because Bethesda was very smart about optimization it's a good rule of thumb. Anyhow you now have the same high res great looking texture, but in a package that cut the fat so that it now performs well, plus it gained some sharpness from the shrink, and you know for sure it's in the correct DXT depending on if it has any transparency in it, even further you know for sure that the mipmaps are encoded.

A real world example of this would be MMM. Yah sure it has great textures, Mart's work is pure magic. However if the textures had been properly optimized Mart could have set the default spawn rates double what they are, you know more chaos more fun, an at the very least it would provide a buffer for stuff like MMM gone wild, or natural selection, hunting an looting, which are problems with MMM to a degree. Feral Ghoul rampage for example they also use a high res texture map for a creature that's sole purpose is to look like crap. Seems like a waste, an that's why feral ghoul boggs down in certian areas. This is why the South east part of the wasteland map bogs down when you use FOOK2 raider armors, with MMM. The sheer amount of raw data being rendered an culled. Even having culled huge texture maps slows the framerate down, and you don't even see it. As much time as I put into installing the mods I also have to put into fixing them. Maybe 60-70 hours for 150 mods. That number doubles when you have to optimize the textures.


Clearly your somewhat of a pro when it comes to these type of things, has it ever crossed your mind to maybe get involved with the MMM or FOOK2 team and help to make some great mods even better, with your input I don't see how it could be at a loss?

That being said what texture packs would you recommend me then or are you suggesting to stick with the vanilla textured and just up the video card settings?

None of the files for Oblivion will work for Fallout 3.

In my opinion, the closest thing that would compare to the Oblivion FCOM set up would be:

FWE - http://www.fallout3nexus.com/downloads/file.php?id=2761
MMM - http://www.fallout3nexus.com/downloads/file.php?id=3211
WMK - http://www.fallout3nexus.com/downloads/file.php?id=3388
EVE - http://www.fallout3nexus.com/downloads/file.php?id=8340
PB - http://www.fallout3nexus.com/downloads/file.php?id=6341
FOIP - http://www.fallout3nexus.com/downloads/file.php?id=4968

Once you have those files as your base, you can add other goodies to further improve your game preference. Don't forget the http://www.fallout3nexus.com/downloads/file.php?id=13537!

Keep in mind, that isn't what you have to do, cause you have other awesome overhaul choices like http://www.gamesas.com/index.php?/topic/1098878-relz-fook2-v11-beta-2/ and http://www.gamesas.com/index.php?/topic/1104662-relz-arwens-realism-tweaks-thread-no9/ that have their own suggestions for mods that work best for their mods.

Even the best computer will have problems running with max version of NMCs Texture Pack, but very sorry, I can't give you an answer to that question :(


I found and installed some of them already I'll give the others a look though :)
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Batricia Alele
 
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Post » Sun Jan 16, 2011 4:25 pm

Use whatever texture you want, just know that if it lags, it's pretty easy to fix.

I use "Let the 3D application decide" as a global setting for my grapics card because it's your safest bet to make the video card last at least to it's average lifespan.



hahahahhaa look at this


"[#2012] The link you followed to logout appears to be badly informed. Please go back and show that link how it's done son."
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Spooky Angel
 
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