Why aren't you using Fellout?

Post » Sat Feb 19, 2011 10:22 am

It is nothing of the kind. You are making the logical fallacy of assuming no exceptions to your narrow selection exists, and yet they do. A great many people enjoy the dark nights, you assume none do and they're undesirable and everyone needs to use nightvision mods. Accusing me of making the fallacy you're making is actually quite amusing.


More or less every non-user in the thread says the too-dark nights are why. I use Fellout myself; don't get me wrong, but the nights are the forehead zit on the pretty girl. If you could be addicted to night ghoul eyes at this point, one of my characters probably would be.
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roxxii lenaghan
 
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Post » Sat Feb 19, 2011 6:39 am

My point is that you are misunderstanding the formulas(or maybe you're referring to the GECK Wiki, which is wrong most of the time anyways when it comes to settings).

Sorry Kai, I'm not clear on what you see the misunderstanding is. As far as I can tell, the results of my suggestions are exactly as I have described.
I am keen to discuss this further, but we are moving a bit off the Fellout topic and I don' think it's fair to hijack Hattix's thread.
Let's continue over here http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1070865&view=findpost&p=15568859
Thanks
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Kate Norris
 
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Post » Fri Feb 18, 2011 8:00 pm

I really like fellout as it is, even the darker nights, makes nighttime scary, the only negative point would be with the lighting that npc are not affected by the darker nights, but i suppose that is beyond the scope of your mod which is supposed to be a weather mod,

i really hope that when you make 1.1, you try to make all the suggestions about lighting in this thread optional because many of us like fellout as it is
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luis ortiz
 
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Post » Sat Feb 19, 2011 9:08 am

Detection should indeed be left for other mods to handle . . . for maximum compatibility, and because detection involves way more than just lighting.

The next release (v.3.4) of http://www.gamesas.com/bgsforums/index.php?showtopic=1064654 includes stealth changes where your ability to remain undetected greatly improves at night. I'm using 10 different time periods during the day/night cycle that are factored into your stealth ability (along with your Sneak skill, and a bunch of other factors). Basically at the darkest time of night (with all else being equal), you'll be able to get roughly 3.3 times closer without being detected than at midday. (I'm also trying to factor in the Pipboy light, where having it on will make you much more visible.)
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Ben sutton
 
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Post » Sat Feb 19, 2011 1:48 am

Hi Hattix,
Love Fellout and can't live without it.

I did stumble across one issue near the Jefferson Memorial. I read you were working with water textures so I wasn't sure if you noticed this or if there was something I did perhaps.

Without Fellout:
http://picasaweb.google.com/lh/photo/C7tz1wk8Y_AalP4QVv0OSA?authkey=Gv1sRgCPGI6qi_-MS-Xw&feat=directlink
With Fellout:
http://picasaweb.google.com/lh/photo/goL25vhPrJTosnoKUcf4WA?authkey=Gv1sRgCPGI6qi_-MS-Xw&feat=directlink

I've posted my load order below if you think perhaps another addon is conflicting. Thanks so much for all your hard work!

That's quite a unique problem you've got there. I can't reproduce it anyway. Try moving Fellout all the way to the bottom, just above MergedPatch.esp, though I doubt that will fix anything. I'll keep an eye out for any more reports of that amusing bug.

Maybe you could play chess with some wrecked ships?
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Gill Mackin
 
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Post » Sat Feb 19, 2011 4:43 am

Hi Hattix,
Love Fellout and can't live without it.

I did stumble across one issue near the Jefferson Memorial. I read you were working with water textures so I wasn't sure if you noticed this or if there was something I did perhaps.

Without Fellout:
http://picasaweb.google.com/lh/photo/C7tz1wk8Y_AalP4QVv0OSA?authkey=Gv1sRgCPGI6qi_-MS-Xw&feat=directlink
With Fellout:
http://picasaweb.google.com/lh/photo/goL25vhPrJTosnoKUcf4WA?authkey=Gv1sRgCPGI6qi_-MS-Xw&feat=directlink

I've posted my load order below if you think perhaps another addon is conflicting. Thanks so much for all your hard work!

Fallout3.esmPointLookout.esmAnchorage.esmThePitt.esmBrokenSteel.esmZeta.esmUnofficial Fallout 3 Patch.esmEnhanced Weather - Rain and Snow.esmDestruction.esmProject Beauty HD version.esmStreetLights.esmMart's Mutant Mod.esmCALIBR.esmCRAFT.esmUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espCRAFT - Activation Perk.espDarNifiedUIF3.espT3T_MiscItemIcons.espOTS Camera FOSE.espCASM.espCTR Stealth v2.1.espCTR Stealth PwrArmor.espDelayAnchorage.espDelayThePitt.espDelayBrokenSteel.espDelayPointLookout.espDelayZeta.espRivet City Realignment.espGalaxyNewsRadioFix.espEVE.espEVE - Operation Anchorage.espMissingUniqueWeapons-Standard.espMissingUniqueWeapons-Standard-BS+PL.espMissingUniqueArmorClothing-Base.espHi-Res Weapons & Ammo Textures - The Pitt.espHi-Res Weapons & Ammo Textures.espUWWUT.espUWWUT - The Pitt Addon.espUWWUT - Broken Steel Addon.espWeaponModKits.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espWeaponModKits - AA12Shotgun.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Radioactive Rain and Snow Plugin.espEnhanced Weather - Sneak Bonus during Storms.espEnhanced Weather - Weather Sounds in Interiors.espEnhanced Weather - Rainbows.espFellout - Full.espFellout - PipBoyLight.espFellout - Anchorage.espFellout - BrokenSteel.espFellout - PointLookout.espDestruction - Main.espDestruction - DLC.espDestruction - DLC - Statics.espDestruction - CP - Fellout.espStreetLights - Wasteland.espProject Beauty - Broken Steel.espProject Beauty - Point Lookout.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Tougher Traders.espProject Beauty - MMM HD.espProject Beauty - Point Lookout MMM.espMerged Patch.espTotal active plugins: 79Total plugins: 79

That happened to me, and the culprit was the unnoficial patch for some strange reason. Try removing that to see if it changes things.
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Grace Francis
 
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Post » Sat Feb 19, 2011 6:57 am

I've changed my mind about this, apart from a couple of areas the combined effect of less ambient lighting from Realistic Lighting plus the changes to lights from Fellout gives a pretty good effect. It seems to lessen the pool of light surrounded by inky blackness that I get without Fellout but still keeps it dark. Springvale school is an exception but it's only one area in a big game. I haven't changed my mind about the sunbeams though, I still feel like I'm being stabbed in the eye when I go outside. I know this is a thread about why you don't use it but I'll be keeping it.
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Emmi Coolahan
 
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Post » Sat Feb 19, 2011 5:54 am

Hi Hattix,
Love Fellout and can't live without it.

I did stumble across one issue near the Jefferson Memorial. I read you were working with water textures so I wasn't sure if you noticed this or if there was something I did perhaps.

Without Fellout:
http://picasaweb.google.com/lh/photo/C7tz1wk8Y_AalP4QVv0OSA?authkey=Gv1sRgCPGI6qi_-MS-Xw&feat=directlink
With Fellout:
http://picasaweb.google.com/lh/photo/goL25vhPrJTosnoKUcf4WA?authkey=Gv1sRgCPGI6qi_-MS-Xw&feat=directlink

I've posted my load order below if you think perhaps another addon is conflicting. Thanks so much for all your hard work!


I have the same issue.
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gemma king
 
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Post » Sat Feb 19, 2011 7:18 am

That happened to me, and the culprit was the unnoficial patch for some strange reason. Try removing that to see if it changes things.

That's a good point. I'm using a somewhat older version of UOP here and I'm not getting that. Maybe someone from the UOP team can enlighten us further?
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C.L.U.T.C.H
 
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Post » Sat Feb 19, 2011 8:31 am

Oh, relating back to the original topic, I think fellout would benefit greatly if the fog was further away. During my stint with dynamic weather (back to fellout since the green pissed me off lol) I liked the way that on clear days I could actually see further. I tested both mods from the rivet city bridge and with fellout I could only just make out the jefferson memorial, whereas with DW I could see the citadel.
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Emily Shackleton
 
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Post » Fri Feb 18, 2011 10:39 pm

Without question Fellout has been on my "must have/cannot live without" list of mods from the first time I played through with it. But, I'm a wus and use the STOD version, lol. I did try the normal version, but it was too dark for me, just as it seems to be for many others. I have a nice monitor, but it just does not handle really, really dark areas very well. It's beautiful in good lighting & daylight (which is why I use it) but the dark (outdoors) is unplayable on it with the non-STOD version. But, as much as I cannot live without my Fellout, there are a couple of things I feel could be improved on. (Most have already been posted, but I thought I would chime in too.)

As far as the darkness is concerned, personally, I think the STOD version strikes a balance that works well for me. Even with STOD, there are nights when it is cloudy (or whatever conditions cause this to happen) that it is almost impossible for me to see farther than a few feet in front of me. Conversely, there are nights when I can see almost as well as I can in full daylight. But the point is that at least on MY rig, the nights seem to be "dynamic" in that they seem to be constantly changing, and one night might very easy to see while the next night might be near impossible to see. Am I imagining this, lol? Whatever it is, I like the variances. BTW, this also happens to a lesser extent in the daytime too.

DC Ruins: It seems to me that whenever I'm in the DC world cells, that it is always cloudy, somewhat foggy or overcast. I can leave, say, Megaton with a beautiful clear blue sky and warp to The Mall and it is gloomy and overcast. There seems to be an inconsistency here, IMO. (I'm not putting it down, just making an observation, but am I the only one who has noticed this or am I imagining things?)

Lastly, as some have also mentioned, I think the sun glare could be toned down just a tick or two. But overall I love the effect. I even plan my excursions based on what time it is and if the sun will be behind me or in my eyes, lol. I usually head towards westerly areas in the morning so I can be coming back in an easterly direction in the afternoon/evening, lol.
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Andrea Pratt
 
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Post » Sat Feb 19, 2011 8:24 am

Lastly, as some have also mentioned, I think the sun glare could be toned down just a tick or two. But overall I live the effect. I even plan my excursions based on what time it is and if the sun will be behind me or in my eyes, lol. I usually head towards westerly areas in the morning so I can be coming back in an easterly direction in the afternoon/evening, lol.

Balok, you just need to use myhttp://www.fallout3nexus.com/downloads/file.php?id=9558, and wear some shades. B)

Note: the screenshots on my mod's download page were taken with Fellout installed.
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Tyrel
 
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Post » Sat Feb 19, 2011 10:11 am

Balok, you just need to use myhttp://www.fallout3nexus.com/downloads/file.php?id=9558, and wear some shades. B)

Note: the screenshots on my mod's download page were taken with Fellout installed.


Oh yeah, I have it and have used it quite a bit! The only negative thing about it is that I have to take off my Lucky Shades while indoors, lol. (But that is actually realistic, but I hate having to loose that extra point in luck while inside. And with as tough as some of your tweaks make things early on, I for one NEED the extra point in luck!) /hijack
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Charlotte Henderson
 
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Post » Sat Feb 19, 2011 1:23 am

For those of you that have water issues around the Jefferson Memorial and Broken Steel, it is caused by other modules overwriting changes by other earlier-load modules to the cells in question in that region. Basically, they still have the old pre-Pure water data and it causes issues. To solve it, you need to have the Remap Water Type module from http://www.fallout3nexus.com/downloads/file.php?id=4635 to load after all the modules in question.

The problem arises not from changes to the actual cell data, but by the fact that objects within that cell were altered. This causes the cell the object is within to be flagged as altered and as an override entry in the module, even though nothing's really changed. Usually not a problem, unless something like cell water type is fiddled with. UFP probably did some placement fixes to statics in the cells in question (not necessarily even in the water, not all the cells in question are underwater) and thus the problem arose.

UF3P is not something to be distrustful of. It fixes many many things. Uninstalling it un-fixes so much, that it's usually best to find a way to fix any UF3P-caused load order problem.
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Shelby McDonald
 
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Post » Sat Feb 19, 2011 4:24 am

I don't think the Jefferson Memorial/UF3P/Fellout issue can be easily solved. The Fake Patch causes a ton of issues if you have the remap water enabled all the time. I'd almost need to control the entire area with Fellout's ESP, which is something I'm plain not going to do, since it'd break a whole ton of other mods.

Oh, and hi Arwen! I liked your review of Fellout in that mods list you have. You do need to update it, though.

I'm not going all "Green World" on you guys (though if I was being scientifically accurate, I would be - think of I Am Legend or of Pripyat, Chernobyl), but there's now a Greener Grass add-on to Fellout.

There's a specific sort of Fallout 2 / Mad Max feel I'm trying to get here, where life is just clinging on, and that includes plant life. Try out Greener Grass and let me know what you think. Also if you're going to tell me something's wrong with Fellout, be sure you're using 1.1.17 beta 2, that's the development version, any fixes will be into that.
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CORY
 
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Post » Fri Feb 18, 2011 11:58 pm

I feel that some of you are greatly overexaggerating how dark it is with Fellout installed. Some of the comments like not being able to see your hand in front of your face tell me that people either aren't being honest or they have their game settings wrong. Here's Fellout on my computer on a clear night with a nearly full moon. http://img130.imageshack.us/img130/6558/felloutclearnight.jpg (If you are looking at that with a lot of white screen around it you need to block that white off or it will definitely make it look darker than it really is). To me that looks like what I see on a clear night in real life. I walk my dogs every night so I've been paying attention to it more. When I get to the end of my street where the trees overhang and there are no lights the road texture starts to disappear and appears to be much smoother than it really is. I can no longer make out individual blades of grass or see anything with great detail. The trees in the near distance bleed into one big shadow and it is impossible to make out individual limbs. If someone was standing 50 yards away in that light I would have a hard time making out whether it was a person much less whether they were friendly or not. On a clear moonlit night I can make out much more detail but it is still difficult to see much in the distance. That's pretty much how it appears in the game with Fellout active. The default version is like having permenant night vision active. I never did really like that.

Ok so here's a second shot with my Pipboy light on. - http://img130.imageshack.us/img130/7528/felloutclearnightpipboy.jpg You can clearly see plenty of detail in the area surrounding me which is enough to navigate. I have a map to know where I'm headed so I don't have to see clearly miles away. This makes night feel much more immersive to me, much more like a real nighttime experience than what the vanilla game offers.

And this is what really sold me - http://img130.imageshack.us/img130/7448/felloutwithstreetlights.jpg When I saw this mod combined with the Streetlights mod I knew it was a keeper. It looks amazing and adds an incredibly realistic and creepy look to the downtown areas. There's nothing cooler than seeing a huge super mutant amble out of the darkness into the lit area under one of the streetlamps.

As far as enemies go you have 2 options. Use a night vision mod for fighting, or just go into VATS. VATS sees in the dark just fine. It's not really that big of an issue.

I know this is a thread about why people don't use Fellout but I see so many comments that I feel are totally false that it makes me want to step in to defend the mod. At least where the dark nights are concerned. As far as the daytime color I can understand why people don't want that. The default appearance is definitely more apocalyptic, but after playing the game 3 times I wanted to lighten it up a bit. A little color and some green grass hit the spot for me.
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The Time Car
 
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Post » Sat Feb 19, 2011 10:28 am

Actually, the problem is not about fellout's night being realistic, they are for sure. It's simply that those people don't have fun while playing with those nights.

Maybe including an optionnal clearer sky texture could solve the problem without having to make an plugin.
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(G-yen)
 
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Post » Fri Feb 18, 2011 11:59 pm

the nights in fellout are why I downloaded the Placeable turrets and sandbags mod. Place those and hide in my tent till sunrise.
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Dawn Farrell
 
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Post » Sat Feb 19, 2011 7:33 am

What about a version without the water texture changes? I really love Fellout but the water eyesore is too much...

I did notice that WMS does the same thing, except for the Silent Hell version, which makes all the water orange. Enhanced Weather - Rain and Snow does not however.

Btw, the RemapWater fix above makes all water purified (no radiation). While it does fix the texture problem, it makes it unrealistic at the beginning of the game.

I know I'm being pesty but this really is one of my favorite mods and it hurts to have to disable it. =(
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JD bernal
 
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Post » Fri Feb 18, 2011 9:15 pm

I also don't use fellout because I am slightly colorblind, and therefore can't see an awful lot of difference in the pictures I'm afraid :(
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ILy- Forver
 
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Post » Sat Feb 19, 2011 8:09 am

I couldn't picture playing Fallout 3 without fellout...

I mean...

Realism or not.. there is still electricity in the world of fallout....
and after 200 years, fellout COMPLETELY AND UTTERLY fits THE BILL for realism. IMO

I also use Fellout with that summer2.5 mod, evergreen, and greenworld all at once *carefully modded, so I get beautiful worlds to explore and kill things in

If anything, and this opposes all the other comments, mine is toooooooo bright.
I can notice the drags of wind are extremely dark against my blue skies, as opposed to yossiarians desert world which makes everything darker
But my BIGGEST criticism of FELLOUT is that it looks.... it looks....

Like brighter than looking in a 25 watt halogen bright... (could be a lot of things, I am still learning coding and geck)

Still... Umnn.. a fell out update?... I would add the rain mod (no?) ok... umn.. I would add seasons? (no?) ok... I would turn down the brightness...
Follow the patterns of sun, moon, and how the farmers did it when they where primitive in washington DC before america... which would be 800 years ago to begin with with... (it's those complications that I think this mod has the most room for improvement)

http://www.fallout3nexus.com/downloads/images/7806-1-1264545836.jpg
My game is still amazing nonetheless
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Marguerite Dabrin
 
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Post » Sat Feb 19, 2011 4:18 am

I couldn't picture playing Fallout 3 without fellout...

I mean...

Realism or not.. there is still electricity in the world of fallout....
and after 200 years, fellout COMPLETELY AND UTTERLY fits THE BILL for realism. IMO

I also use Fellout with that summer2.5 mod, evergreen, and greenworld all at once *carefully modded, so I get beautiful worlds to explore and kill things in

If anything, and this opposes all the other comments, mine is toooooooo bright.
I can notice the drags of wind are extremely dark against my blue skies, as opposed to yossiarians desert world which makes everything darker
But my BIGGEST criticism of FELLOUT is that it looks.... it looks....

Like brighter than looking in a 25 watt halogen bright... (could be a lot of things, I am still learning coding and geck)

Still... Umnn.. a fell out update?... I would add the rain mod (no?) ok... umn.. I would add seasons? (no?) ok... I would turn down the brightness...
Follow the patterns of sun, moon, and how the farmers did it when they where primitive in washington DC before america... which would be 800 years ago to begin with with... (it's those complications that I think this mod has the most room for improvement)

http://www.fallout3nexus.com/downloads/images/7806-1-1264545836.jpg
My game is still amazing nonetheless

I'm wondering what you did to make them all work together properly as I've been switching between a few game changing mods lately, like the summer one and Green world. Needless to say after changing I have to go and delete files the give me errors and I would much rather not do that.
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Stay-C
 
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Post » Sat Feb 19, 2011 8:06 am

I just use the Green Green Grass of Home mod because it adds just enough green without removing the wasteland look. Besides that all the tree mods have that horrible leaf popping going on all the time. I tried a couple of them but that was so annoying I had to take them out. I looked at the evergreen one but the trees are way too green for my liking. I don't really want trees though. I've been happy just having grass and shrubbery growing again.

The weather mod can make Fellout nights ultra dark as it should. There are times I just find a place to stop and let the night pass when that happens. Who want's to be out at night in a cold thunderstorm anyway?
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Jacob Phillips
 
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Post » Sat Feb 19, 2011 12:16 am

I also use Fellout with that summer2.5 mod, evergreen, and greenworld all at once *carefully modded, so I get beautiful worlds to explore and kill things in

Like brighter than looking in a 25 watt halogen bright... (could be a lot of things, I am still learning coding and geck)

http://www.fallout3nexus.com/downloads/images/7806-1-1264545836.jpg


I think your overbright problem is caused by a bad merge of these three environment mods, because my fellout is never that bright even when looking right into the sun.
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Theodore Walling
 
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Post » Sat Feb 19, 2011 3:14 am

I use Fellout, but I had to activate the Sissy version because I could not see my hand in front of my face on a night with a full moon. It would not be so bad if my hot-keys worked so that I could use my tactical night-vision (stupid Vista).
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Kelly Upshall
 
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