Why aren't you using Fellout?

Post » Sat Feb 19, 2011 5:40 am

Looks okay to me. That's how sunglasses work, after all, by reducing glare. Seems VisionFX is a pretty realistic mod.
User avatar
Lindsay Dunn
 
Posts: 3247
Joined: Sun Sep 10, 2006 9:34 am

Post » Fri Feb 18, 2011 10:30 pm

just Dl'd the beta version, and so far it looks pretty good. i haven't played too much yet, but the nights do seem a little better so far. however if i may offer a bit of constructive ccriticism, the water seems a little too blue, it looks better than vanilla, just a little too dark of a blue for me.
User avatar
Cagla Cali
 
Posts: 3431
Joined: Tue Apr 10, 2007 8:36 am

Post » Fri Feb 18, 2011 7:51 pm

just Dl'd the beta version, and so far it looks pretty good. i haven't played too much yet, but the nights do seem a little better so far. however if i may offer a bit of constructive ccriticism, the water seems a little too blue, it looks better than vanilla, just a little too dark of a blue for me.

This is indeed a problem, I agree. The water in Fallout3 is basically a pool of fog with a reflective membrane on top. Trying to make it look like water does is not at all easy.
User avatar
Katie Pollard
 
Posts: 3460
Joined: Thu Nov 09, 2006 11:23 pm

Post » Sat Feb 19, 2011 11:47 am

hattix, sorry to be a bother, but something else i noticed with beta.

1)http://img704.imageshack.us/img704/3648/screenshot10f.png
2)http://img52.imageshack.us/img52/7813/screenshot12s.png
3)http://img210.imageshack.us/img210/5295/screenshot13x.png

I'm not really sure what is causing those squares, but as you can see, without fellout they are not there. any ideas?
User avatar
how solid
 
Posts: 3434
Joined: Mon Apr 23, 2007 5:27 am

Post » Sat Feb 19, 2011 2:03 am

That is an issue I'm aware of and cannot fix. It's caused by the Unofficial Fallout3 Patch and Broken Steel. There's a good description of what happens earlier in this thread.

It cannot be fixed by Fellout, Fellout is a victim of the conflict, not a cause.
User avatar
Shianne Donato
 
Posts: 3422
Joined: Sat Aug 11, 2007 5:55 am

Post » Fri Feb 18, 2011 9:21 pm

@ topic title
Because dad deleted it from the comp -_-
User avatar
Louise Dennis
 
Posts: 3489
Joined: Fri Mar 02, 2007 9:23 pm

Post » Sat Feb 19, 2011 3:25 am

That is an issue I'm aware of and cannot fix. It's caused by the Unofficial Fallout3 Patch and Broken Steel. There's a good description of what happens earlier in this thread.

It cannot be fixed by Fellout, Fellout is a victim of the conflict, not a cause.

unofficial fallout3 patch is not installed on my system, however broken steel is.
User avatar
Emmanuel Morales
 
Posts: 3433
Joined: Sat Oct 06, 2007 2:03 pm

Post » Sat Feb 19, 2011 1:00 am

Fellout-Full is much better now with the latest revision.
User avatar
ashleigh bryden
 
Posts: 3446
Joined: Thu Jun 29, 2006 5:43 am

Post » Sat Feb 19, 2011 12:29 pm

unofficial fallout3 patch is not installed on my system, however broken steel is.

Well that throws a spanner in the works. I'll see if I can fix this in the Broken Steel add-on.
User avatar
Nathan Risch
 
Posts: 3313
Joined: Sun Aug 05, 2007 10:15 pm

Post » Sat Feb 19, 2011 1:56 am

Well that throws a spanner in the works. I'll see if I can fix this in the Broken Steel add-on.


Woo! Thanks hattix!
User avatar
jennie xhx
 
Posts: 3429
Joined: Wed Jun 21, 2006 10:28 am

Post » Sat Feb 19, 2011 8:24 am

http://upload.hattix.co.uk/files/Fellout-BrokenSteel.esp

This might fix it and it might not. I haven't tested it yet.
User avatar
Charleigh Anderson
 
Posts: 3398
Joined: Fri Feb 02, 2007 5:17 am

Post » Fri Feb 18, 2011 7:57 pm

thank you, that looks like it did the trick. if i find anything else i'll let you know.
User avatar
Del Arte
 
Posts: 3543
Joined: Tue Aug 01, 2006 8:40 pm

Post » Sat Feb 19, 2011 3:39 am

Thanks. I just had a run down to Project Purity and it does seem to have done the trick. I've updated the DLC Add-ons over on the Nexus.
User avatar
Rex Help
 
Posts: 3380
Joined: Mon Jun 18, 2007 6:52 pm

Post » Sat Feb 19, 2011 12:14 pm

I'm preparing Fellout 1.1, the first major revision Fellout has had.

Before I release it, I want to know why some people aren't using it, so perhaps I can address their complaints.


Too late as 1.1 is released, but I'm not using it because of the darker nights. I've never understood the upsides of having a more or less pitchblack game. I haven't used it enough to have opinions on other changes.
User avatar
Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am

Post » Sat Feb 19, 2011 10:46 am

Too late as 1.1 is released, but I'm not using it because of the darker nights. I've never understood the upsides of having a more or less pitchblack game. I haven't used it enough to have opinions on other changes.


Because of the challenge. I use Fellout 1.1 without Nightvision. It's hell. I once came across a really big pack of Night Ghouls in the night. It was the only time my Energy Weapons Character grabbed her Minigun and started spraying. And lo and behold, she survived the night :P
User avatar
Gemma Flanagan
 
Posts: 3432
Joined: Sun Aug 13, 2006 6:34 pm

Post » Fri Feb 18, 2011 8:38 pm

wow.. lotta whiners here. turn up your monitor brightness or get NV mods.. or use SOTD. done deal.
as far as enemies knowing exactly where you are.. don't walk around like a tank and you'll won't feel
like you've been just hit by one. some of you people would be jailbait if you ever went night paintballing.

anyways, Fellout was the first mod I ever used, and it was/is brilliant. the non-SOTD nights are perfect.
sky is crisp and clean, terrific effects at sunup/down, multitude of colours, awesome. when i used another
mod for a way greener wasteland, the package was complete.. totally different feel of the game. daytime
can't see the distant enemies becouse of the trees, and at night i have to watch for distant glowing eyes. but all
this is moot becouse this is a "why i'm not using Fellout" thread. in my 35year old mind Fellout its 99% perfect.
User avatar
Music Show
 
Posts: 3512
Joined: Sun Sep 09, 2007 10:53 am

Post » Sat Feb 19, 2011 8:53 am

wow.. lotta whiners here. turn up your monitor brightness or get NV mods.. or use SOTD. done deal.


So I'm a whiner because I don't like darker nights. Right. And people are whiners because they are answering the very question in the OP. Right. :rolleyes:
User avatar
Stu Clarke
 
Posts: 3326
Joined: Fri Jun 22, 2007 1:45 pm

Post » Sat Feb 19, 2011 11:37 am

So I'm a whiner because I don't like darker nights. Right. And people are whiners because they are answering the very question in the OP. Right. :rolleyes:


Well, that's sorta like answering "Why aren't you eating my chocolate?" with "I don't like chocolate". It's a bit "...ok?"
Fellout is -meant- to be pretty dark :P
User avatar
Adrian Powers
 
Posts: 3368
Joined: Fri Oct 26, 2007 4:44 pm

Post » Sat Feb 19, 2011 10:32 am

Well, that's sorta like answering "Why aren't you eating my chocolate?" with "I don't like chocolate". It's a bit "...ok?"
Fellout is -meant- to be pretty dark :P


I would ge glad if nobody was was eating my chocolate :lol:

I love Fellout, just for the darker nights. I don't care about the other weather :lol:
User avatar
Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Sat Feb 19, 2011 3:02 am

I use Fellout (Afraid of the Dark Edition) and Fellout DLC support modules. I didn't always like Fellout (and removed it from my load order once 3 days after first installing it, and reinstalled it again several days later after testing a series of weather mods). I don't use the full "dark nights" edition, even though the logic makes perfect sense to me. The issue I have is not with dark nights, but the lack of lighting in inhabited areas. NPCs are not affected by darkness, and people in places like Megaton, for example, hold odd schedules and seem perfectly fine navigating the dark while I can't find the player house without nightvision. I've tried a number of "lighting mods" but only continue to use "Megalights" (which still doesn't help that much--but it does make Megaton look better).

1) NPCs affected by darkness
2) proper lighting in inhabited areas

This would make Fellout "perfect", even though these features might be beyond the purview of Fellout.
User avatar
remi lasisi
 
Posts: 3307
Joined: Sun Jul 02, 2006 2:26 pm

Post » Sat Feb 19, 2011 11:31 am

Well, that's sorta like answering "Why aren't you eating my chocolate?" with "I don't like chocolate". It's a bit "...ok?"
Fellout is -meant- to be pretty dark :P


No, it's rather like answering the question "Why aren't you using Fellout?" and then be called a whiner because you did.
User avatar
Camden Unglesbee
 
Posts: 3467
Joined: Wed Aug 15, 2007 8:30 am

Post » Sat Feb 19, 2011 12:03 am

No, it's rather like answering the question "Why aren't you using Fellout?" and then be called a whiner because you did.

is that not why the creator gave TWO night options? frankly I don't find the Fellout Full all that dark.
User avatar
Invasion's
 
Posts: 3546
Joined: Fri Aug 18, 2006 6:09 pm

Post » Sat Feb 19, 2011 7:41 am

Ripple, I can't help you with #2, but v.3.4 of my Realism Tweaks (which I'll be releasing in a few hours) includes my new StealthQuestScript, which adds dynamic Time of Day and weather effect bonuses. The end result is that the NPCs no longer all have night vision, but have just as much trouble seeing you in the dark, as you have seeing them. Plus v.3.4 includes a new, greatly improved PipBoy Light. Plus the latest version of Fellout is not quite as dark at night.
User avatar
Travis
 
Posts: 3456
Joined: Wed Oct 24, 2007 1:57 am

Post » Fri Feb 18, 2011 10:30 pm

is that not why the creator gave TWO night options? frankly I don't find the Fellout Full all that dark.


I respect that you have a clear preference for Fellout and Hattix' fine work, but that you don't personally find Fellout Full "all that dark" does not legitimate you to call other people "whiners" (which I consider to be 'flame-baiting'), nor tell them they should "turn up the brightness" on their monitors (what would be the point of using Fellout Full then....?).

Ripple, I can't help you with #2, but v.3.4 of my Realism Tweaks (which I'll be releasing in a few hours) includes my new StealthQuestScript, which adds dynamic Time of Day and weather effect bonuses. The end result is that the NPCs no longer all have night vision, but have just as much trouble seeing you in the dark, as you have seeing them. Plus v.3.4 includes a new, greatly improved PipBoy Light. Plus the latest version of Fellout is not quite as dark at night.


That is great news Arwen (I am also glad to see that your GPU issue has been resolved). You know I am already using your AI Tweak. :) Is the new feature attached to the AI Tweak module or only with the full module?
User avatar
Hearts
 
Posts: 3306
Joined: Sat Oct 20, 2007 1:26 am

Post » Sat Feb 19, 2011 11:32 am

......... nor tell them they should "turn up the brightness" on their monitors (what would be the point of using Fellout Full then....?).

Fellout SOTD.
User avatar
Emily abigail Villarreal
 
Posts: 3433
Joined: Mon Aug 27, 2007 9:38 am

PreviousNext

Return to Fallout 3