[REL] Fellout 1.1

Post » Sat May 29, 2010 1:27 am

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


That's not the case - there's a navmesh-related issue in the .exe that has been there from day 1 and is still there today (.exe version 1.7) that fo3masterupdate mitigates. Also I've seen a recurring crash in a save which, when you fo3masterupdate the mod list, doesn't happen.

My own Phalanx mod has quest content which cannot work properly without FO3MasterUpdate due to the navmesh in The Black Hole's commerce area failing without it.
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mimi_lys
 
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Post » Fri May 28, 2010 11:50 pm

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.

My nights are pitch-black dark, can't see a thing. I use Streetlights and it helps in places where there are streetlights :hehe: But most times I'm "dungeon diving" when night falls so usually miss it altogether.
The worst time of day to be escaping Raven Rock is night time. I always find myself meeting Fawkes at 2am, even though I can only see him by his gunfire. When I remember to I 'wait' for sunrise before opening that last door.

I don't know know if it's a feature in Fellout, but recently I was in Dupont Circle standing beside my follower but about 4 steps away. If I moved he would look at me, but if I stood still he'd look away as if I wasn't there. I wonder if that's because it was really dark?
I'm not finding enemies doing the same thing, though, unfortunately. Even sneaking with the Chinese Stealth Suit, having 100 in Sneak and a Stealth Field of 50 (overkill, I know) they still spot me immediately in the dark :blink:
I don't know what's going on there. My light is not on and I'm not moving at all. In Oblivion I could crouch down in the shadows being really still and all the goblins in some cave (I forget the name now. Timber-something) would wander past me as if I wasn't there. I always remember that when I am spotted 5 seconds after "hiding" in Fallout :lol:
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Tiffany Carter
 
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Post » Fri May 28, 2010 2:13 pm

I don't know know if it's a feature in Fellout, but recently I was in Dupont Circle standing beside my follower but about 4 steps away. If I moved he would look at me, but if I stood still he'd look away as if I wasn't there. I wonder if that's because it was really dark?


I feel pretty certain that follower head tracking behavior is not affected by lighting.
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Sian Ennis
 
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Post » Sat May 29, 2010 3:22 am

this is awesome work
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Emzy Baby!
 
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Post » Fri May 28, 2010 7:00 pm

That's not the case - there's a navmesh-related issue in the .exe that has been there from day 1 and is still there today (.exe version 1.7) that fo3masterupdate mitigates. Also I've seen a recurring crash in a save which, when you fo3masterupdate the mod list, doesn't happen.

My own Phalanx mod has quest content which cannot work properly without FO3MasterUpdate due to the navmesh in The Black Hole's commerce area failing without it.

Thanks for the info. Wonder if Timeslip will get around to adding this function to FOMM?
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Smokey
 
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Post » Fri May 28, 2010 7:50 pm

Just want to say I like this version a lot. Good job!
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Cathrine Jack
 
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Post » Fri May 28, 2010 6:58 pm

I know when it gets dark it makes it difficult to see almost anything....but um....it IS night time and when you do not have electricity. It IS SUPPOSE TO BE DARK ! lol

You can grab night vision or martigens mutant mod for something like night ghoul eyes (mmm...squishy eyeballs) to see in the dark. Apart from that, he doesn't need to make the nights brighter. Lights from almost any source in the wild and in buildings not inhabited are completely nonsensical.

Oh and the no fog look is so much better. Why the hell did we have so much in the first place was just strange. Great mod =)
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louise tagg
 
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Post » Fri May 28, 2010 1:45 pm

So I take it you guys like Fellout 1.1?

Since Fallout3 Nexus' top 100 changed to the endorsemant system, Fallout Mod Manager has owned it (edit: And quite rightly, I may add). Nothing else has taken #1 as far as I'm aware.

Well, there's a new owner now: http://www.fallout3nexus.com/downloads/top/
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Hazel Sian ogden
 
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Post » Sat May 29, 2010 2:37 am

I feel pretty certain that follower head tracking behavior is not affected by lighting.

Strange. When I'm in my fully lit house and standing about the same distance away he'll continuously watch me even if I stand still. Maybe it's something in the stealth suit. My character has those perks relating to being quiet - Silent Running, Light Step.
I like to think the darkness is doing it but would rather it happen on other NPC's than my allies.
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Sandeep Khatkar
 
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Post » Fri May 28, 2010 9:35 pm

Strange. When I'm in my fully lit house and standing about the same distance away he'll continuously watch me even if I stand still. Maybe it's something in the stealth suit. My character has those perks relating to being quiet - Silent Running, Light Step.
I like to think the darkness is doing it but would rather it happen on other NPC's than my allies.

I can't see anything in the scripts which would do this. If you've moved recently, your allies will look at you. Your allies have you detected no matter what your stealth status is.
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Emma
 
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Post » Fri May 28, 2010 9:05 pm

Strange. When I'm in my fully lit house and standing about the same distance away he'll continuously watch me even if I stand still. Maybe it's something in the stealth suit. My character has those perks relating to being quiet - Silent Running, Light Step.
I like to think the darkness is doing it but would rather it happen on other NPC's than my allies.

I'm pretty sure it is the Perception Radar (the green and reddish/orange markers on you compass) that make it possible for the NPCs to know exactly where you are. The lighting doesn't seem to have much of an effect. Version 4.0 of my Realism Tweaks includes my new Dynamic Stealth, which factors in time of day and weather conditions to how difficult you are to detect. And I used various time of day screenshots (with Fellout v.1.1 installed) to determine relative lighting / visibility conditions. If you use my mod, the NPCs will no longer all have night vision.
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Lauren Dale
 
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Post » Fri May 28, 2010 10:28 pm

So I take it you guys like Fellout 1.1?

Since Fallout3 Nexus' top 100 changed to the endorsemant system, Fallout Mod Manager has owned it (edit: And quite rightly, I may add). Nothing else has taken #1 as far as I'm aware.

Well, there's a new owner now: http://www.fallout3nexus.com/downloads/top/



Congratulations Hattix :cake: You are THE CHAMPION!!! :foodndrink: :trophy: :trophy: :trophy: :foodndrink:

Hail Hattix! Bringing the many shades of life to the dream worlds of computing.
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Hannah Barnard
 
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Post » Fri May 28, 2010 2:53 pm

Just a random question, but why does the DC area have to be so cloudy all the time?
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Valerie Marie
 
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Post » Fri May 28, 2010 12:24 pm

Congrats, Hattix! :foodndrink:
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Toby Green
 
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Post » Fri May 28, 2010 8:40 pm

Just a random question, but why does the DC area have to be so cloudy all the time?

Because Bethesda made it that way and I haven't changed it.

Yet.
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Bethany Short
 
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Post » Fri May 28, 2010 8:30 pm

Fellout 1.1.18 is up. It's an ESP-only update, so you'll need the main 1.1.17 distribution first.
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A Dardzz
 
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Post » Fri May 28, 2010 5:30 pm

Fellout 1.1.18 is up. It's an ESP-only update, so you'll need the main 1.1.17 distribution first.


Great midnight bells a jingling tis a miraculous update! Praise be to Hattix! :celebrate: :foodndrink:
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roxanna matoorah
 
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Post » Sat May 29, 2010 1:47 am

is fellout-full.esp (1.18) suppose to replace fellout-full.esp (1.17)?
they have the same name.
what is the difference between 1.17 and the update 1.18?
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Bedford White
 
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Post » Fri May 28, 2010 5:46 pm

Yes, it's a simple ESP replacement.

The differences are mostly minor bugfixes. Barring a major disaster, 1.1.18 is also the version that'll be included in FOOK2 v1.1
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Claudz
 
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