Fallout 3 / New Vegas 0.237
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Re: Fallout 3 / New Vegas 0.237
how do i download it?, i cant find any certain button to.
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Re: Fallout 3 / New Vegas 0.237
Marcurios
Changes in fov can't be detected, because when player running it changes and fov command in console also modify it. I did variable FieldOfView in shaders, but it's forced to single value, not computing actual value.
elmoplus
Black image with arrow.
Changes in fov can't be detected, because when player running it changes and fov command in console also modify it. I did variable FieldOfView in shaders, but it's forced to single value, not computing actual value.
elmoplus
Black image with arrow.
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Re: Fallout 3 / New Vegas 0.237
OK thanks..
If i where to make a mod with a unique object spawning above the players head or behind the player
when the player aims, could it be attached to a variable that gets set to 1 or 0 and be used in enbeffectprepass.fx ?
cause i'm currently working on my shooter mod again, want to transform Fallout into a Borderlands style shooter,
and i already spawn a invisible object above the players head with a panting sound for when the player runs and gets tired.
So adding another object with certain parameters/shape/color when aiming is pretty easy to do.
What i do now is that i have a empty interior cell that holds the object, when the player starts running and is running for 10 seconds
the object spawns above the players head and gets enabled, when you stop running i disable it again and return it to the holding cell.
This was the only way to get the panting sound from the player getting tired when running.
If i where to make a mod with a unique object spawning above the players head or behind the player
when the player aims, could it be attached to a variable that gets set to 1 or 0 and be used in enbeffectprepass.fx ?
cause i'm currently working on my shooter mod again, want to transform Fallout into a Borderlands style shooter,
and i already spawn a invisible object above the players head with a panting sound for when the player runs and gets tired.
So adding another object with certain parameters/shape/color when aiming is pretty easy to do.
What i do now is that i have a empty interior cell that holds the object, when the player starts running and is running for 10 seconds
the object spawns above the players head and gets enabled, when you stop running i disable it again and return it to the holding cell.
This was the only way to get the panting sound from the player getting tired when running.
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Re: Fallout 3 / New Vegas 0.237
I can do this if object can be rendered (and disabled by mod automatically), but very busy with Skyrim now and Fallout version is not popular for me to bother with it, i'm updating it only because you asking, this can't be forever. My answer is not yes and not no, will see.
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Re: Fallout 3 / New Vegas 0.237
OK, i understand.
The object ofcourse disables automatically (not being rendered) when you do not aim and enables when you aim, otherwise i would not ask it.
I will however make the mod shortly and send it to you.
And if you ever have some time left, then maybe if you feel like it make it happen.
I do have a nice thing going on with this shooter mod though.
Going to make a shield too, already made autoheal that can be upgraded with tokens you earn from killing.
and all kinds of nifty shooter stuff in it like realistic recoil, the best recoil ever made in Fallout i might add,
much like modern shooters have it, fast and smooth..
Added scopezoom, bullettime, scope nightvision, Borderlands style sprinting, also upgradable with badass tokens like in Borderlands 2.
If i'm done, you can just play it as a perfect shooter, no more looting unneccesary stuff, just bullets and weapons and chems.
The object ofcourse disables automatically (not being rendered) when you do not aim and enables when you aim, otherwise i would not ask it.
I will however make the mod shortly and send it to you.
And if you ever have some time left, then maybe if you feel like it make it happen.
I do have a nice thing going on with this shooter mod though.
Going to make a shield too, already made autoheal that can be upgraded with tokens you earn from killing.
and all kinds of nifty shooter stuff in it like realistic recoil, the best recoil ever made in Fallout i might add,
much like modern shooters have it, fast and smooth..
Added scopezoom, bullettime, scope nightvision, Borderlands style sprinting, also upgradable with badass tokens like in Borderlands 2.
If i'm done, you can just play it as a perfect shooter, no more looting unneccesary stuff, just bullets and weapons and chems.
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Re: Fallout 3 / New Vegas 0.237
Just a thank you for continuing to support Fallout 3/New Vegas. I just reinstalled FO3 after years and 237 works brilliantly, even with my AMD 7970.
I'm using it for ENBoost and Detailed Shadows + Ambient Occlusion alone, by uncommenting #define APPLYGAMECOLORCORRECTION in enbeffects.fx and setting UseOriginalPostProcessing=true in enbseries.ini. Works very, very well and really adds to the atmosphere.
Thanks much for this!
Interestingly, setting UseOriginalObjectsProcessing=true gives a weird glitch to the generated shadows where they seem to be "reflecting" textures from elsewhere in the scene instead of showing the texture behind the shadow. Not a big deal, I leave it at false. Reporting it because I didn't see this when I last played Skyrim with the same config, though that was back in the 0.166 or so days.
I'm using it for ENBoost and Detailed Shadows + Ambient Occlusion alone, by uncommenting #define APPLYGAMECOLORCORRECTION in enbeffects.fx and setting UseOriginalPostProcessing=true in enbseries.ini. Works very, very well and really adds to the atmosphere.
Thanks much for this!
Interestingly, setting UseOriginalObjectsProcessing=true gives a weird glitch to the generated shadows where they seem to be "reflecting" textures from elsewhere in the scene instead of showing the texture behind the shadow. Not a big deal, I leave it at false. Reporting it because I didn't see this when I last played Skyrim with the same config, though that was back in the 0.166 or so days.
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Re: Fallout 3 / New Vegas 0.237
Marcurios
Don't forget that such objects must be visible to camera when they are spawned and their vertex and triangle count must be specific values which not appear in game or almost not, some their shader properties must also be unique (in case of geometry detection not enough).
Don't forget that such objects must be visible to camera when they are spawned and their vertex and triangle count must be specific values which not appear in game or almost not, some their shader properties must also be unique (in case of geometry detection not enough).
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Re: Fallout 3 / New Vegas 0.237
I know, just like with the helper mod you used a while ago from Skyrim, with the ball shaped mesh which was completely red..
I will make a unique model in it.
one question though, does it have to be in the world, or can i spawn it under the floor ?
I will make a unique model in it.
one question though, does it have to be in the world, or can i spawn it under the floor ?
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Re: Fallout 3 / New Vegas 0.237
Doesn't matter where to spawn, it must be drawed, so visible to camera frustum, not outside of it (if outside, then some flag must be applied which forcing drawing always). You can make very huge object with alpha test so it will be invisible. Or very small, less than pixel size on screen, but probably it will be lost when moving. Anyway, what the reason for that objects, what do you like to make with them in enbseries.ini? I don't want to add new variable in to external shaders if it only for your mod.
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Re: Fallout 3 / New Vegas 0.237
OK, yeah it can be alpha-d so that is ok.
Well i was thinking of extra functionality in the ENB for DOF with a boolean that gets set to true when aiming.
That whenever you aim you can apply different DOF values so the DOF can behave more like in modern shooters.
And ofcourse as a bonus you'd have a solid boolean for the transparency issue on the gun when aiming too.
Then you Always know when the player is aiming for sure.
But i use FOSE for determining that the player aims, Vanilla Fallout hasn't got this script functions available.
So you would have to have FOSE.
But if you don't want to bother with it and don't want to do it it's ok too Boris.
I just thought this could be a good addition functionality wise for the DOF.
Well i was thinking of extra functionality in the ENB for DOF with a boolean that gets set to true when aiming.
That whenever you aim you can apply different DOF values so the DOF can behave more like in modern shooters.
And ofcourse as a bonus you'd have a solid boolean for the transparency issue on the gun when aiming too.
Then you Always know when the player is aiming for sure.
But i use FOSE for determining that the player aims, Vanilla Fallout hasn't got this script functions available.
So you would have to have FOSE.
But if you don't want to bother with it and don't want to do it it's ok too Boris.
I just thought this could be a good addition functionality wise for the DOF.
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