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Mailamea
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We need NVSE :)

We need NVSE :)

on making compatibility with fo3 mods that use FOSE will require converting it to use NVSE though.

BrunoWars
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It has quite a lot of

It has quite a lot of advantages. It makes developing ttw easier, and also it will make it easier for peole who want to mod ttw (so it doesnt has to be second requirment, if you know what I mean)

it would make things easier so I say YES!!!!

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I vote yes. But don't do

I vote yes. But don't do anything the original Fallout 3 didn't. That thing you were talking about with the ammo, I don't remember it doing that in the original Fallout 3 game. Maybe do that if they're on hardcore mode?

Wouldn't mind NVSE as long as it doesn't make the game even more unstable.

This is seeming less and less like a patch solution and more like a warez distro fix.

TJ
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CraigTBoone wrote:

CraigTBoone wrote:

I vote yes. But don't do anything the original Fallout 3 didn't. That thing you were talking about with the ammo, I don't remember it doing that in the original Fallout 3 game. Maybe do that if they're on hardcore mode?

Wouldn't mind NVSE as long as it doesn't make the game even more unstable.

Didn't you refuse to use Grib's VMW mod because it uses NVSE?

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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I can only assume he had a

I can only assume he had a revelation.

As for the topic at hand, I don't understand why this is even an issue: If it makes it easier to develop TTW then it should be used at the discretion of the dev team. Period.

I don't think installing nvse should be automated. Expanding on the idea of making it "easier" for the end user would mean the ttw patcher should install FO3 and NV for you (if you have hard copies) so you don't have to go to all the trouble of using separate installers. Hey, maybe it should have boss and FNVEdit built in so it can sort your load order with a predefined custom userlist and clean the dlc esms. Maybe defraggler and an antivirus. I've seen some people missing C++ redistributable files, maybe the patcher should contain all the libraries ever released, as well as those for DirectX and the latest drivers for every graphics card ever made. What if the user doesn't have windows installed yet? It should probably have that in there too. 

Or, instead of hodge-podging other people's work and proprietary code, and shitting on other modders' goodwill, we get the user to do a minute amount of clicking for what will take, at absolute most, 60 seconds.

Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help

CraigTBoone
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tjmidnight420 wrote:

tjmidnight420 wrote:

CraigTBoone wrote:

I vote yes. But don't do anything the original Fallout 3 didn't. That thing you were talking about with the ammo, I don't remember it doing that in the original Fallout 3 game. Maybe do that if they're on hardcore mode?

Wouldn't mind NVSE as long as it doesn't make the game even more unstable.

Didn't you refuse to use Grib's VMW mod because it uses NVSE?

Yes because every time I use NVSE, the game just goes to utter shit.

The game is already unstable, and attaching NVSE to the engine can only make things worse since it has to forward every script call to the NVSE parser, and time critical functions could be either thread starved or run too early/late.

This is seeming less and less like a patch solution and more like a warez distro fix.

Gribbleshnibit8
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CraigTBoone wrote:Yes because

CraigTBoone wrote:

Yes because every time I use NVSE, the game just goes to utter shit.

That would be pretty much impossible as NVSE does nothing on its own. Which means that in order for things to get messed up, you had to add something to get it messed up.

CraigTBoone wrote:

The game is already unstable, and attaching NVSE to the engine can only make things worse since it has to forward every script call to the NVSE parser...

That's, not even remotely accurate, but ok. The scripts are already compiled and set by the game engine when saved in GECK. NVSE injects itself into the game as the game starts, so as far as the game is concerned, the NVSE functions are the same as the ones it came with, the engine cannot tell the difference (unless NVSE is missing of course).

CraigTBoone wrote:

...time critical functions could be either thread starved or run too early/late.

:)) :)) I think the funniest thing I've seen today, and I just read a pretty hilarious comic from start through to current. The gamebryo engine runs a single thread for all scripts. In case you aren't aware, this means that no script can run concurrent with another. Not only that, but unlike Skyrim, which does actually thread and queue scripts, gamebryo waits for every single script to finish in turn. Why do you think a bad script will crash the game? It's not the game that failed, it's the scripter.

As far as gamebryo is concerned, there's no such thing as a "time critical" function. Every script runs every frame, end of story, roll credits, close curtains.

So the only reason to not use NVSE is if someone has a cracked game that can't run it. And as that's illegal and we don't care anyway, there's no issue here.

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Does NVSE introduce a

Does NVSE introduce a scripting function for applying ice? Because that was a serious burn.

paragonskeep
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Jax, Ultimately for good or

Jax, Ultimately for good or bad this is your call. But as pointed out the majority of us are already using NVSE so my vote is YES. It will add to your ease of adding content and to add even more awesomeness so yea go for it

If life is but a test, where's the damn answer key?!?!?

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what paragon (and many others

what paragon (and many others have said), if it makes Jax's life easier, use NVSE. i don't understand why anyone wouldn't want to use it. installation and use is easy enough (as long as you RTFM), and the advantages are enormous.

unless they are some kind of hardcore vanilla fanatics, in which case they wouldn't be running mods anyway

so, consider this another vote for YES

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I didn't vote when I meant to

I didn't vote when I meant to a while ago so here it is: I'd say yes to NVSE. Most people use NVSE. The few people who don't use NVSE but want to use TTW will either 

  1. Use NVSE so that they can play TTW (Thus becoming part of the "Most people use NVSE" crowd)
  2. Forsake the glorious glory of TTW and other mods by not using NVSE (Yes, I said glorious glory)
  3. Find an older version of TTW? (Dunno if the team keeps old versions somewhere around?)

This is all just my opinion, of course.

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Gribbleshnibit8 wrote:

Gribbleshnibit8 wrote:

CraigTBoone wrote:

Yes because every time I use NVSE, the game just goes to utter shit.

That would be pretty much impossible as NVSE does nothing on its own. Which means that in order for things to get messed up, you had to add something to get it messed up.

CraigTBoone wrote:

The game is already unstable, and attaching NVSE to the engine can only make things worse since it has to forward every script call to the NVSE parser...

That's, not even remotely accurate, but ok. The scripts are already compiled and set by the game engine when saved in GECK. NVSE injects itself into the game as the game starts, so as far as the game is concerned, the NVSE functions are the same as the ones it came with, the engine cannot tell the difference (unless NVSE is missing of course).

CraigTBoone wrote:

...time critical functions could be either thread starved or run too early/late.

:)) :)) I think the funniest thing I've seen today, and I just read a pretty hilarious comic from start through to current. The gamebryo engine runs a single thread for all scripts. In case you aren't aware, this means that no script can run concurrent with another. Not only that, but unlike Skyrim, which does actually thread and queue scripts, gamebryo waits for every single script to finish in turn. Why do you think a bad script will crash the game? It's not the game that failed, it's the scripter.

As far as gamebryo is concerned, there's no such thing as a "time critical" function. Every script runs every frame, end of story, roll credits, close curtains.

So the only reason to not use NVSE is if someone has a cracked game that can't run it. And as that's illegal and we don't care anyway, there's no issue here.

 

<span>WriteProcessMemory(process, (LPVOID)(hookBase), hookCode, sizeof(hookCode), &bytesWritten);</span></p>
<p>  HANDLE<span style="white-space:pre"> </span>thread = CreateRemoteThread(process, NULL, 0, (LPTHREAD_START_ROUTINE)hookBase, (void *)(hookBase + 5), 0, NULL);

  The GameByro scripting engine in itself runs inline in the game. Most of the game is coded in C++, while the rest of it is done dynamically through the in-game scripting engine. Take for example the slot machines. There's a minigame thread that is constantly ran and created/destroyed. The minigame governor runs in the C++ code, while the drawing and interaction code are done through the scripting engine, which then calls the C++ relative functions.   So for a skiddie like yourself, let me break it down. DURPADURP FUNCTION, DURAPDURP SCRIPT (YOU KNOW THIS PART) DURPADURP RESULT, DURPADURP RETURN. SOOO HURRRD.   If you'd actually reverse Fallout New Vegas, you'd know how this works, but you don't, because you just script.

 

Good honest debates are fine but these kind of attacks will not be tolerated! This is a WARNING keep it civil!

chucksteel

This is seeming less and less like a patch solution and more like a warez distro fix.

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thermador wrote:

thermador wrote:

Jax, one other thought on NVSE - could we make NVSE optional?  Like put some logic in the scripts like:

if (NVSE is present)

   then (some NVSE stuff)

else (NVSE is not present)

   then (best non-NVSE workaround) 

 

This sounds like the best option thus far. (Although it sounds like it would take the most time as well...)

Personally though i wouldn't play any Beth game without NVSE, or any other similar script extender. The main reason i converted from console was to greatly enhance my experience, and most mods that do just that, need script extenders. After years of playing on the PS3, and having to deal with a crash nearly every half hour, when toward endgame, on either Fallout's. The FAR less frequent PC crashes don't bother me. 

I'm not that smart, take what i say with a grain of salt

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Boone:

Boone:

Everything you said is true, but you COMPLETELY missed Gribbles' point. NVSE on it's own doesn't DO anything, so if simply activating NVSE causes you issues, you are doing something incredibly wrong, don't blame NVSE.

If your game is unstable it's because you are using too many mods and not taking the time to properly maintain them. Don't blame NVSE.

Any time critical functions in the C++ code are threaded so that they CAN'T be delayed by scripts. That's partly the point of threading, keeps threads out of each other's cool-aid. Don't blame NVSE.

NVSE adds a whole new dimension to FNV's capabilities and this new dimension comes with the cost of higher system requirements (dependant on the amount and intensity of the mods you are running). It sounds to me like you may need to upgrade your computer. Don't blame NVSE.

I'll be honest, the only reason I'm not requiring NVSE is out of courtesy to people who dislike for their own reasons. The more you expound on your faulty assumptions the more I realize what a bunch of kooks NVSE-haters are.

Gribbles was a bit offensive, but you took it above and beyond "a bit." Feel free to disagree as much as you want, but keep it civil.

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I feel NVSE is one of the

I feel NVSE is one of the most rudimentary modding utilities an average person can be using, frankly, and if it helps you to expand functionality or allows for easier creation and a broader range of features, I think it's a moot point. As Alegendv1 stated, you could keep legacy versions around for people who, for whatever reason, refuse to install one of the most useful tools in this community. Just my two cents.

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I'll just throw in that when

I'll just throw in that when I used an old version of OBSE, Oblivion went to piss. Removed the extender and performance went back to above-20fps levels.

Could be that some folk, for whatever reason, experience a similar problem with New Vegas and NVSE? Would explain the unwillingness, of a few people, to use the extender.

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While I don't doubt that you

While I don't doubt that you experienced your particular issue, anecdotal evidence is not really relevant. Any reproducible issue is fixed in the proceeding version(s) of all the script extenders. Opting to not use one on such shaky grounds as "One time it did this bad thing. Honest." will only detract from that specific user, the rest of us will be far too busy with the vast array of mods we can now use to care overly much.

Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help

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I use NVEC and when I don't I

I use NVEC and when I don't I end up loading a lot of the mods in NVEC anyway.

Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

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NVEC or NVSE? We are talking

NVEC or NVSE? We are talking about NVSE here, you may be in the wrong thread.

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tbh, i don't understand those

tbh, i don't understand those who don't use NVSE. No Stutter Remover, no MCM, no Project Nevada, no weapon mod menu, no "any top mod for Fallout New Vegas". Let me guess, they don't use 4gb enabler as well. One question, how do they play fallout with mods then? Most likely they play fallout with mods and lags. Even on cutting-edge rigs modded fallout games will work unstable without things like 4gb enabler, stutter remover, etc.

Almost every serious mod for FNV requires NVSE, for F3 - FOSE. And i'm sure every user coming here for TTW - know what mods are and how to install them.

And to make things clear, if there was something like "NVSE by Obsidian\Bethesda" - all those non-nvse-users will use it without a doubt. Like "Oooh it's official script extender to make the game even better for modding!".

About problems with installing NVSE. If you're able to install TTW, then NVSE installation for you is just a "one-click-and-done"

Any NVSE problems - are not NVSE problems. Seek for problem in other mods. NVSE is just script extender, nothing more. If something break you game - it's 100% not NVSE issue. Maybe it's some mod with broken scripts, or your favorite weapon mod, or some dirty edits in other mods.

Somebody said "NVSE requirement would scare away alot of new modders". 100% newbies - maybe. Modders - no. Also, 100% newbies will just not be able to install TTW properly. And i'm not talking about mod conversion at all.

I'm sure NVSE will help to make things much better. If it can improve Tale of Two Wastelands - it should be used without any doubts. It's essential.

Just don't get me wrong, i'm not trying to offend those who don't use NVSE, or those who is not familiar with modding, etc.

TJ
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Sadly there are a few people

Sadly there are a few people who don't use it, though those who are vocal about why they don't use it (usually not very intelligent reasons) incur the wrath of the mouse.  I know I know, it doesn't sound very bad, but well thought out, educated responses to things he care about are his thing... plus he's quick to point out stupid statements about NVSE.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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I'd vote yes for NVSE... it's

I'd vote yes for NVSE... it's usually the first thing I install on a fresh New Vegas build anyways, and there is no reason why the installer can't include detailed instructions on the use and installation of NVSE.

 

Hell, you could even put a line of code in there to detect it. If no NVSE is present, the user gets the instructions, if it is present, it just skips the reminder of NVSE entirely~

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JaxFirehart wrote:the only

JaxFirehart wrote:

the only reason I'm not requiring NVSE is out of courtesy to people who dislike for their own reasons.

It seems this has been decided.

And, did I miss a big FNV reverse engineering party or something? If people can glean these kinds of details just from modding for the game then I guess I don't know C++ as well as I thought.

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I vote for requiring NVSE.

I vote for requiring NVSE.

Those who don't use it are very very few and far between these days, as most mods that aren't simple tweaks and stuff require it for one reason or another. And those who don't know how to use it... well, they are the sorts that really shouldn't be using large complicated mods like TTW anyway. In fact I'd venture those kinds of newbies don't even know this site exists at all, so I wouldn't worry about them.

Yes I know, there's a minority out there that do know how to use it and choose not to use it, but they are an extremely tiny minority. And if it makes something like this that much easier for the developers, there is really no reason why an ultra tiny minority needs to hold you back. Especially if there's an "older version" to tie you over. 

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Yup for NVSE since I use it

Yup for NVSE since I use it anyways... 

Those who don't, well, are still in the Dark Ages...

MCM, Project Nevada, The 00 Commando RedoneVending Machines of the Wastes TTW, 4GB Fallout New Vegas, and Monster Wars to name a few...

Member of the People's Revolutionary Front of Canada and sworn enemy of their arch-rival: The Canadian People's Front. Hoping for a Fallout game around the Great Lakes... Highly unlikely ever, but why dreams exist.

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I personally see no reason

I personally see no reason not to expand into NVSE being required.

If it helps the team to add changes that would be more difficult or impossible without it. After me playing though TTW for a while now, I feel its an accurate opinion to say this, A Tale of Two Wastelands is it's own game. TTW has it's own take on Fallout 3 and New Vegas, if a player wants vanilla FO3 or NV they can already use it without. If NVSE has the ability to make TTW a better mod, then by all means use it.

 

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You guys are asking a lot of

You guys are asking a lot of Jax to support both a NVSE and non NVSE edition of TTW.

I currently don't use any mods that require NVSE and thus don't use it but if TTW did become a NVSE thing I think I'd probably hunt for some to add.

Really as long as it doesn't hit performance that much I'd be down. Fallout is a very CPU bound title.

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If NVSC enabled some proper

If NVSC enabled some proper Wild Wasteland stuff in DC and for Zeta to appear in Vegas also then I'd say "HELL YEAH"

Or if it made quest conversion from luck to skill challenges easier to implement.

Or if it made creating factions in the DC wasteland easier to implement.

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NVSE (to my knowledge) doesn

NVSE (to my knowledge) doesn't incur a performance hit, though NVSE + NVSR does increase performance a bit.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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Oh huh weird. What exactly

Oh huh weird. What exactly does NVSR do? I haven't really noticed any stuttering in my game but maybe I have overkill hardware or just haven't noticed it.

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NVSR basically clamps the

NVSR basically clamps the game to a specified number of frames, and won't let it render more than that. And if it slows down too far, it will actually slow the game time, so that there is no stutter in what you see as things move in non-rendered frames, to keep the game appearing smooth even if it's running at a framerate that would show visible stutter.

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If it makes the mod authors

If it makes the mod authors job easier then they should use NVSE.  They shouldn't have to bang their heads against the wall trying to come up with convoluted ways of getting something done if it can be done more simply with NVSE.  That is the reason for its existence in the first place to add tools and make modding easier for modders.  There is no reason not to use it and making the mod authors work harder simply because some people have goofy hangups about using a script extender is just impolite and down right obnoxious.   Every Bethesda game from Morrowind on has had a community script extender (in Morrowind's case two) widely used and supported by both modders and the mod users.

NVSR seems to make a difference in my game although its subtle.  I have a high end rig and 1000 RPM HDs though so my game already ran very well.  The only issue I had was trying to run IWS whic wreaked havoc on my game and caused stutter all over the place.

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nathanj wrote:They shouldn't

nathanj wrote:

They shouldn't have to bang their heads against the wall trying to come up with convoluted ways of getting something done if it can be done more simply with NVSE


 ...as long as there isn't too big of a performance detriment c:
plumjuice
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orik wrote:

orik wrote:

 

nathanj wrote:

They shouldn't have to bang their heads against the wall trying to come up with convoluted ways of getting something done if it can be done more simply with NVSE

 


 ...as long as there isn't too big of a performance detriment c:

Wat.

If there was going to be a performance detriment, it would come from the convoluted method (because doing six things instead of one thing is, for the most part, less awesomesauce).

If you mean it in terms of simply using NVSE creates worse performance, your rig is made of styrofoam and you probably shouldn't be using TTW in the first place.

As for "You guys are asking a lot of Jax to support both a NVSE and non NVSE edition of TTW." I must have missed whoever posted wanting two versions. I would think, though, that this thread was created with the idea that only ONE would be used/maintained/supported/experienced/loved, and that we should get the TTW community to show their support for ONE of them.

I'm pretty sure Jax's head would explode if he tried to keep two versions going at the same time. That would be bad.

 

Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help

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Indeed. And howdy plum,

Indeed. And howdy plum, havent seen you around for a while.

My current thought is this: if I can do it easily WITHOUT NVSE, of course I will. If it can only be done WITH NVSE, I will do it with NVSE and implement an alternate work around that is as close as I can get without it being a hassle. If you are playing TTW without NVSE, and you encounter a section that would benefit from NVSE, I will pop up a messagebox explaining this. People who, for whatever reason, hate NVSE won't have to use it, but they will be reminded from time to time of what they are missing.

orik
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So if I'm trying to run my

So if I'm trying to run my game at 120FPS and have the hardware for it; is there any way I can just set up NVSR to just do the game slow down thing after a certain loss of frames?

orik
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Really? I thought animations

Really? I thought animations were rather snappy...

I have a 120hz monitor and quite a bit of gpu c:

Really though it was the CPU that was limiting things after 100~ fps.

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I am definitely in favor of

I am definitely in favor of NVSE.

 

Edit: witch version ov NVSE are you considering latest version 2b12 or beta version 3b2?

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You should use 3b2.

You should use 3b2.

Also, NVSE is still being developed. Hopefully V4 will be out soon.

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Yeah, version 4.2 adds soooo

Yeah, version 4.2 adds soooo many cool things. String and array vars, custom defined functions, and a whole bunch of NPC stuff.

CourierSix
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I'm kind of concerned to see

I'm kind of concerned to see this thread still going. I'm surprised this is even a question - if NVSE can make the two games more seamlessly a single game, then yes. If it makes the job of doing it easier, then yes. If it allows the dev team to do more of what they'd like (given they're doing this purely out of goodwill to the community here), then yes yes yes. TTW is difficult(ish) to install on it's own - I had some troubles with C++ redistributables, and it took a while to get it working, but that was my problem. As far as I'm concerned, TTW is a mod that requires a certain level of computer literacy. If you can only do plug in and play, you shouldn't go anywhere near mods. As for any real reason to not include it... well, I haven't seen a legitimate one in this thread.

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JaxFirehart
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The only reason I haven't

The only reason I haven't required it is because of the TTW design philosophy: TTW should make NV and FO3 feel like they were MEANT to be played together and do so in a seamless manner. When we have to change something we first have to justify why it needs to be changed, we do this by examining NV's design principles and extrapolating from there. For example: in vanilla FO3, when entering the Pitt, you have the option to conceal either a gun or a knife. NV has similar circumstances, but handles them by using the holdout weapon system, so the holdout weapon system was applied to the Pitt, meaning that you may now smuggle in any holdout weapon. By doing this we both upgraded outdated FO3 mechanics, AND managed to make DC feel more integrated by using an existing, familiar system.

The point of all this is: if we have to use NVSE to make something work, it is often a pretty good indicator that we are approaching the problem in the wrong way. I am not against using NVSE, but I have yet to encounter any problem that could only be solved sufficiently by using NVSE. That said, 2.3a has a VERY useful new system that allows modders to use NVSE to detect EXACTLY which wasteland the player is in, being specific enough to identify which DLC worldspace they are in. This is in base TTW but is written in such a way that if you DON'T have NVSE, it won't cause problems. If you DO have NVSE, you get a little extra functionality. Again, TTW is supposed to be seamless and invisible. The idea being that if you had never played either game and started with TTW, nothing would seem out of place or inconsistent.

CourierSix
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Those are good points, but I

Those are good points, but I'm not sure you guys should run around in circles to try and accommodate a small minority who don't want to use NVSE. Obviously I'm not one to argue the teams design vision, but I'm honestly not sure not having NVSE makes the ideals of TTW (to make the two games one game, and not just separate world spaces you can jump between) any less valid. I'm not saying it's necessary either, but I think that if you guys think you could do something better, or perhaps just easier, it's definitely something you should consider. I think I speak for most of the community when I say we'd prefer updates that required NVSE than slower updates because you had to work around not having it. That being said, you guys are the devs ;) Only you know exactly what your vision is, and my idea of TTW might be different to yours. And I've only been around for a little while, so speaking for the community might be slightly presumptuous :P 

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JaxFirehart
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Not at all.

Not at all.

And believe me, if NVSE is more time friendly and/or better, then I will use it without a second thought. What I meant was, any time I've considered using NVSE I realized soon after that my proposed solution was overly complex or otherwise out of place. Anytime I go to use NVSE, I stop and think through it carefully because it's like a warning flag.

CourierSix
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Interesting. And I suppose it

Interesting. And I suppose it's more of a challenge for you as well :P Working within the constraints of the system you're given is always going to be more difficult than being able to do whatever you like. Ultimately, I think it's a dev decision - if you think you can do your jobs without it, and in reasonable time without horrible frustration, than it's entirely up to you whether you want to add things that will need it (which admittedly does NOT sound like the TTW design vision, but I'm not opposed to it - improvements are as welcome as integration IMO, if not in everyones opinion). If you need it... well, that's just the way the cookie crumbles. 

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Dionysus
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At end of the day it will

At end of the day it will make the mod better easier to manage and it not hard to install. If you run mods you prob use NVSE any ways. Most FO3 mods are ported over to NV and use NVSE. This is just a tool that is easy to install and don't need any special love and care. To not use a tool like this is silly as it makes more possible than problems. As for f03 mods well they need converting to TTW any ways im sure the person doing that is smart enough to change fose to nvse if it even needed. If you can't live with out a mod ask author to change it. TTW should be just Handel by team and tools should be there choice, like mods you use are yours.

minesawhiskey
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NVSE is just like SKSE to

NVSE is just like SKSE to install there are plenty of video's on youtube on how to do it and if a noobie like me can do it anyone can. You make an epic mod already and if simplifiying thing's for yourself's makes for a better mod then I'm all for it :-) 

tizerist
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Yes I believe TTW should
Yes I believe TTW should require NVSE. Thanks to the people who have given reasons for the pro-NVSE side of things. I am convinced that this is the correct path for TTW to go down and we have given some very convincing reasons as to why it would be a good idea. The benefits are many, and I hear new reasons everytime I come on to this thread. Keep it up! :)
anstand
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Absolutely.

Absolutely.

Lot of great mods out there who make use of NVSE. Also, playing without the Fallout Stutter Remover is a PAIN IN THE ASS (I assume the STR is not compatible with TTW?)!

Runnerblank
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I agree TTW needs NVSE.

I agree TTW needs NVSE.

Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

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