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Marcurios
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Joined: 08/20/2014 - 18:41
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Problem here is, i don't have

Problem here is, i don't have TTW installed, and i'm Currently working on a modern HUD and totally Revised Weather Mod for The Frontier/FNV, so i removed the script references from the master file in Tessnip and saved it, and deleted all other entries besides the worldspace entries and saved it again as a esp override file, but i can't get the master flag off of it in Tessnip, and i can't load the override file into FNVedit or GECK, cause it won't open because it can't find all the master files.

So i pretty much have it solved, except for the master flag, and reinstalling TTW is not an option right now, i just don't have the time for it as it is.

Would anyone be willing to fix the master flag for me on the override esp ?

Then i can upload the fixed mod.

lazynick
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when i use the night

when i use the night brightness adjuster to increase the brightness after a while it resets the brightness back to default but the values are still the increased in the adjuster .any solution to this ?

mister.marmot
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Which weather mod should I

Which weather mod should I use?

This one or TTW Realistic Wasteland Lighting Enhancement?

mister.marmot
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I made the .ESP file of

I made the .ESP file of location weather records that should be at the end of the load order so they are not overridden by other mods.

They collide with a few Fellout and TTW Realistic Wasteland Lighting records.  
I put this URWL ESP after both of them so it makes the changes it counts on including a NVDefaultClimate selection in the Capital Wasteland.  
The other two mods still make significant changes to water, lighting, image space and even some weather to make their contributions interesting.  Fellout still makes the Wasteland look like 200 years has past since the bombs dropped and the Realistic Lighting still effects the contrast and lighting levels in 95% of it's records.

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jlf65
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Want some REAL hardcore? How

Want some REAL hardcore weather? How about radiation with your precipitation? This mod overrides a few scripts to add radiation to light rain, light snow, heavy rain, and heavy snow. You get a brief (3 second) message when the effect kicks in. Plays the geiger counter noise at different levels for the different levels of radiation you get from light rain, heavy snow, or heavy rain. If you check the status window of the pipboy, the radiation effect shows in the list of active effects. Feedback would be appreciated - it's hard to thoroughly test when the weather is slow and random.

 

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jlf65
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Here's an update to the

Here's an update to the radioactive precipitation. Apparently NV has some trouble dispelling effects under some conditions, and the dispel wasn't working too well for the weather mod. So I did like I've seen elsewhere - place an explostion at the player!

Just make the explosion have no damage or force or light, and just rely on the radiation field. This is actually better than using a DamageRadiationLevel effect as you have MORE control over the rad level with the explosion. It also simplifies the code a tremendous amount.

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MusaFuchs
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panthercom wrote:

panthercom wrote:

 

Is anyone else getting pink/magenta lighting from about 10AM to 2PM only in the DC Wasteland with clear skies?

Everything else looks great.

 

I'm having the same problem that Panthercom is. I've checked the esp and the color for the sun at those times is 255/202/79, a nice warm yellow color. But in-game it's that awful pink.

Other whether mods do not have this issue.

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