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Everything posted by DanielCoffey
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I had my first CTD today (at least the first since they rushed the 1.1.30.0 beta to fix the sound libs) in around 30 hours of play. I was in Sanctuary stripping a pile of Raider weapons into mods and scrap when... *sploit* Desktop! That single CTD aside, I am finding the game rock solid, reliable and responsive. Oh, and by dropping God Rays to Low and Shadows to "medium plus a bit", I am able to play Ultra on everything else at 1440p. I adore the misty dawns but I do agree that we will need some slightly darker nights/interiors to force players to use night vision or rest properly. By the way... what Timescale are you all using? Default or something a little more sedate?
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[Fallout 4] Modding and Mods Wishlist
DanielCoffey replied to Genius384's topic in General Fallout 3 Discussion & Support
That is done now. I would like to be able to rename settlers. Oh, and bury the dead ones... a Grave placeable object, 1 wood required. -
[Fallout 4] Modding and Mods Wishlist
DanielCoffey replied to Genius384's topic in General Fallout 3 Discussion & Support
I would like to see a comprehensive Key Remapping mod. AutoHotKey is fine but I would like to have a mod that separated the functions that are all lumped onto a single key. Grenade should NOT be shared with anything else, for example. I would like to see different ammo types for each weapon. Shotgun slugs for example. This would require weapons to be able to handle different ammo types for reloading as well as managing loot tables. I have no idea why they removed the ammo types that F:NV used. I see a robot, I want to reach for pulse slugs... or regular slugs as a last resort. The ability to strip mods from a weapon or armour is needed - you use up so much adhesive putting a standard sight back on a raider pipe pistol when all you want is the item it held. Even scrap the remainder - I don't care. -
I will try to keep this spoiler-free but I have encountered one occurrence of unexpected enemy behaviour when entering an interior cell, realising I was in trouble and zoning back out again. I was wondering whether to bug report it but thought I would ask for comments while I try to reproduce it elsewhere. Location : Corvega factory exterior, about to enter a side door I had found. 1. I crouch, get out the shotgun and zone in with Dog. 2. I advance and see one enemy below me on a catwalk. They go into [Caution] and start searching. 3. I use a pipe rifle to kill them in one shot. Several buddies immediately search and spot me. 4. Under covering fire from below, one lobs a grenade with perfect accuracy up two floors right onto the catwalk at my feet. 5. I turn, retreat ten feet and zone out, thinking I will have time while they run up the stairs to drop a frag mine and get to cover. 6. After a rather lengthy wait for zoning, I reappear outside WITH FIVE RAIDERS all round me. No time to deploy a mine. 7. What happens next is bloody, involves double-barrelled shotguns and ensures Dog gets his next meal somewhat earlier than he was expecting. 8. After a pause, I go back inside and the entire section is EMPTY. Now have any of you seen things like this? I would have expected a few seconds of pause before the beep-beep-boom and stragglers getting picked off with the shotgun. If I see it again I certainly will report it.
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Fallout 4 CPU Bottleneck Question
DanielCoffey replied to Phyrre56's topic in General Fallout 3 Discussion & Support
It is a quad-core processor at 4.5Ghz - it will be more than fine. I would spend the budget on a GPU and SSD. Steam will allow you to split your games across multiple locations so you can have a smaller SSD dedicated to "my current game". -
*blush* Easy... I have terrible reflexes and am finding the increased pace of combat over F:NV and Skyrim a challenge. The fact that melee critters such as ghouls, dogs and so on like to get right in my face and do it so fast is still a bit of a shock. I'll probably up it as I get more used to the challenge. Oh, and the corpse of the Raider in power armour had despawned by the time I got up to where he was so I only got his mini-nuke buddy. Boy the Fat Man is a heavy weapon!
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I also have to admit I am both in awe and total disgust at the animator who did the two types of Feral Ghoul spawn-ins that I have seen so far. First there was a small group hauling themselves out of a pile of dirt and rubble, clawing their way up into the air. Then there was the set that spawned in a first-floor ruined apartment and sort of... flopped... out of the windows onto the ground! Ew! Oh, and I don't know if it is simply an over-zealous RNG dice roll in the Raider Levelled List or if I had gone off the beaten track into a higher levelled area but near Corvega I encountered a raider in Raider Power Armor and his buddy with a mini-nuke! He used it too! There was me with an automatic pipe pistol and he nukes me! I have to confess that the Raiders are *very* accurate with their thrown weapons. Even when throwing up at me on a clifftop they still seem to drop the Molatov right at my feet! Obviously a lot of Baseball professionals became raiders when the bombs dropped.
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I have to confess that Beth really seems to have worked harder on the enemy AI this time round. Not only does Dog behave sensibly when you crouch, the enemy seem to understand cover better too. I don't know if you remember that comment that Gopher made in his Jack playthrough of F:NV but he eventually refused to take a sniper rifle because when at extreme range the enemy had no chance to spot you and simply ran to the location of their dead friend and ended up in a nice pile that you could pick through at your leisure when the area was clear. That does not happen as much in FO4. Example... At long range, a single raider turret on a ledge facing towards me and three raiders idling in a ruined building. I take a single shot at the turret. I am in its firing arc and it seems to have very high perception as it immediately activates and accurately returns fire. This is logical - it would have tracked the ballistics and is ever vigilant to incoming attacks. The three raiders start moving and one rushes over to the "wounded" turret to see why it is firing. He is now alert but has not worked out where I am so he goes to cover and crouches. His two friends are also alert and in cover. I fire again and destroy the turret but now the raiders have a bead on me. While they can of course turn round, they are less perceptive than the turret. They are working out where I am and one begins firing. I kill the guy in cover with a lucky headshot and his buddy does not run over - he stays in cover and ducks out to the side for unaimed suppressive fire. Meanwhile his buddy is moving from cover to cover, not firing and trying to get closer to me. Because I am on a low roof and he is on the floor, he can't see me easily but finally Dogmeat spots him and goes for the leg hold. Now I have to go out of cover and help Dogmeat. I dispatch the searcher and have to seek cover myself because the last remaining suppressive shooter gets a good bead on me. We are not in New Vegas any more! Feral Ghouls on the other hand do run over to investigate a fallen comrade. If they then spot you they run directly (but erratically) towards you without any regard for cover and personal safety. You can even shoot limbs off and they keep coming. Echoes of Monty Python here? "Come back and I'll bite you in the ankles!" Beasts such as molerats and dogs will stay low and try to get under your firing arc. You have to learn to drop your shots as they approach. The dogs will even try to circle round behind you. The only thing I so far dislike is the auto-spawn of hidden enemies when you either enter an area or interact with an object. I have seen radroaches emerge from an empty space, apparently crawling from the very walls themselves. Pilfering a Mirelurk nest, despite a careful search of the area is a brutal lesson in the meaning of pain. Sure I get that the little guys might pop out of the eggs, but seriously - all of them? And the parents? Where did they come from? They are huge! I do hope they don't over use the "Oops, you touched the thingy, now its owner will appear and get all mad!". There were occasional uses of it in Skyrim when you opened a chest but I have found several outdoor areas where stuff happens just because you touched some junk out in the middle of nowhere. These tricks need to be used in moderation or else I will be setting a ring of frag mines before I disturb some little cameo out in the Wasteland. How are you finding the AI compared to, say, F:NV and Skyrim?
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According to https://fallout.wikia.com/wiki/Fallout_4_console_commands the UK console key is ' on the @ key, right between ; and #. Talk about an odd choice! One thing I noticed is that the FOV is not saved when you leave the console. Open console, type fov 90 (or whatever) and you will see the display shift. Close the console and it reverts. The correct place to change it is in the fallout.ini Interface section. Dog's AI is astounding! Sure he loves to run around, investigating, making noises and sniffing stuff but the moment you crouch, he does too. He goes low, ears back and then runs straight towards you and sticks close. The moment you stand, he relaxes and off he goes again. The world is a wonderful place for him.
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Thanks for the replies. This is very helpful and I am really enjoying discovering the nuances of the game as everything is fresh (although the Armour Station sound is ripped straight from Skyrim - that gave me flashbacks!) I do have some more questions... 6. Armour Sets. I know that some armour pieces function as a complete set... the Vault Suit, the Duster you get from the dead raider outside Sanctuary... but others seem to be piecemeal such as the Raider armour pieces. Am I advised to go fo the armour pieces or is there some sort of layering system that means you can wear, for example, a raider set AND an overcoat? 7. Faction Armour. Are the armour sets tied to faction adjustments? Will I be able to get closer to Raiders while wearing full Raider armour? If I am supposed to be rescuing settlers will they open fire if I am togged up in Raider gear or should I put on some Minuteman gear as I approach?
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I have a few questions about the early gameplay in FO4 that I would appreciate assistance with. I posted in the official forums but my query got drowned in the noise. 1. Rad Storms. In the very early game I was unfortunate enough to be caught in the settlement with my former house when the weather turned awful and the rad/lightning storm hit. I instinctively went indoors but the ruined buildings offered no protection. I briefly considered retreating to the vault until it passed but logged out to search online for information. When I logged back in, the weather was fortunately different. How are we expected to mitigate the effects or shelter from a rad storm? I know the vault suit has a little rad protection (compared to, say, civilian clothes) but it is insufficient. If the storms return in an area you are using as a player-made settlement, how can you shelter from the effects? How long do these storms go on for? If they are very brief and, say, give a certain rad dose then we can stockpile the appropriate medication or foods. 2. Companion Health By default on the medium game difficulty levels, are our Companions flagged as Essential or can they be killed by enemy fire? Since I can't see a Companion health bar, do I just have to deduce from their appearance (clean vs bloody) or limping that they are hurt? How quickly out of combat do they heal to full again? 3. Ammunition. I see there is no ammo bench in the game (which is an odd retreat from F:NV) and there does not appear to be a mechanism for crafting ammo (although you CAN make grenades/molotovs etc.). Are the only sources of the higher calibre ammo from vendors, NPCs and caches? I am talking about things like .308 and similar. I have seen several pipe rifles drop on raiders but I only have 10 rounds whereas 10mm and .38 are very, very plentiful at the start. 4. Respawning and Safe Containers. As I accumulate clutter, I would like to store it. At the moment I have crafted a couple of metal boxes and put them next to the Power Armor frame in Sanctuary. I would assume that player-made containers are safe but what about the ones that are alread on the walls in the settlemnts? There is a wall cupboard and a toolbox there too. Will they respawn? Do the pesky molerats at the Red Rocket respawn too (both the initial ones and those in the cave) or are they once-only encounters? I see folks building bases there and would hate to have the ratties as neighbours. 5. Accessing the Console (on a PC). I have difficulty accessing the console with my dasKeyboard. In Skyrim I simply press the `-key to the left of 1 but now in FO4 nothing happens. I have a UK layout and I have read that it is actually the ¬ symbol on the same key (shift+`) but nothing happens when I press that. I have tried tilde (~) over on the hash key near Enter but that is inactive too. How do I get into the console on a UK keyboard? As always, I appreciate all replies and suggestions for early gameplay but would appreciate spoilers to be kept to a necessary minimum for every one else's benefit. I myself have the game (for PC of course) and am only as far as having acquired the Power Armor, re-visited the town where you find it to clear up the next day (although I did avoid the Municipal Sewers for RP reasons (there could be more of the nasty creatures down there) and tidied up in Sanctuary to make sure the setlers have their basic needs met.
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Seeing a working F4SE is great news... I know that Gopher is waiting for it for iHUD and I am sure there will be a F4UI in the pipeline pretty quickly. Anything that will let folks change the keybindings will be greatly appreciated. I found out today that FO4 ignores the windows "swap mouse buttons" setting for left-handed mice.
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Morrowind 12 years later...
DanielCoffey replied to Garfink's topic in General Morrowind Discussion & Support
I am not using MGSO at the moment (as I am looking at OpenMW) but in the MGE settings is an option for vsync, as you have seen. In my case it capped at 2x monitor refresh (120fps instead of 60fps) but it worked fine. I think if you look at the MGE options closely there is a fps field which can be tweaked but I did not find it was used when I tried it. Perhaps it is in a MGE ini file somewhere? If you are looking at OpenMW yourself, the current version (the OSG branch) does not have shaders, shadows and distant terrain because they have changed the rendering engine recently but they are working on getting those features back in. -
ACCEPTED Book Covers Skyrim (by DanielCoffey and doccdr)
DanielCoffey replied to dstansberry's topic in Skyrim LE Mods
You would need to merge the BSA files too (or have them as loose textures/meshes). Then you would have to look at how the script compiled under the new name. To be honest I am not sure of the value of the script since I am not familiar with how they work and when they are needed but I just mimicked the usage in Frostfall. -
Morrowind 12 years later...
DanielCoffey replied to Garfink's topic in General Morrowind Discussion & Support
That's great - I have spotted it in MGE Options, thanks. I am getting a solid 120fps (capped) in Seyda Neen with MGSO only and 75 to 120fps when I add Morrowind Rebirth and look towards the swamp with the MR extra buildings. -
Morrowind 12 years later...
DanielCoffey replied to Garfink's topic in General Morrowind Discussion & Support
Thank you for that guide - I had spotted the MGSO Updating and Installation Walkthrough on the Nexus and I managed to get everything sorted on the second attempt. I have added TR and rebuilt the Distant Lands and so far everything seems normal apart from the FPS indicator which MGSO added. It is ignoring the MaxFPS=60 setting from Morrowind.ini and capping itself at 120 which I would like to alter but don't know which value I should be looking for in which file. -
Morrowind 12 years later...
DanielCoffey replied to Garfink's topic in General Morrowind Discussion & Support
At the moment I am still just at the stage of having got the .exe patched and 4Gb'd. I have got the main Wrye Mash version installed but would be interested in hearing if there is a fork that folks would recommend over it. I have added in the current MPP and have got MWSE to launch the game. I guess my next question is should I use one of the mega-overhauls that bundle a squillion mods or should I go for the individual mod approach? A lot of the older (c. 2013) guides are based on a separate mod approach. EDIT : And what is the current opinion on the state of MGSO 3.0? -
Morrowind 12 years later...
DanielCoffey replied to Garfink's topic in General Morrowind Discussion & Support
William - did you ever get round to writing the guide you were thinking of doing? -
I have not played Morrowind since it first came out and I never completed it then. I recently purchased the GOTY edition in a Steam Sale and am attempting to get it up and running and modded on my Win8.1 gaming machine but have a few issues which I would appreciate some help with. 1. I was briefly plagued by the Crash on Exit issue where Windows would report that "This program has stopped responding" but once I exited the Excise Office and Saved, I was able to load saves and then subsequently exit without crashing. It seems that Morrowind has a reputation for crashing on exit and I wondered if the cause was ever found? 2. Modding... I am struggling to find detailed guides on how to approach a Morrowind modding overhaul. I have been spoiled by the likes of STEP, SR:LE and F&L for NV. So far I have dealt with MCP (default options for now), the Exe Optimizer (which freaked out my anti-virus) and the 4Gb patch. I then got Wrye Mash and Python working and loaded the MPP but there I have hit a wall. I have no idea how to get Morrowind to run at my monitor's native widescreen resolution and I don't know what mods to favour. I do intend to try Tamriel Rebuilt but beyond that I have no idea what to start with. I have seen SorcererDave's recent Lets Play on YouTube but he lists a summary of just the key mods in his playthrough. Do any of you have pointers to Morrowind Modding Guides that are up to date? EDIT : Doh! Totally failed to notice the thread below this one in the forum, sorry.
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No Plans for Morrowind Support at all?
DanielCoffey replied to Genius384's question in Mod Organizer Support
There is a workaround to get some of MO's functionality working with Morrowind but there are gaps in what it will support due to folder names. I can't paste from this browser but I found the link via a "mod organizer morrowind" search on google. There is a link to gamesas.com titled "Mod Organizer for Morrowind : III - Morrowind - of 4" -
GUIDE Fear and Loathing in New Vegas - Feedback
DanielCoffey replied to EssArrBee's topic in Fear & Loathing in New Vegas
Just in case anyone misses the instruction to add the -o output parameter to the FNVLODGEN tool, you will find the results in the MO overwrite folder. It caught me by surprise when I couldn't find them then I realised I had missed that step. It takes about 20 minutes to do all Worlds on a 4770K at 4.5GHz. Out of interest, are there any plans to include tree LODs at any time? I know they are turned off in FNVLODGEN because of the landscape mod.

