Initial Technical Details

Post » Fri May 27, 2011 12:55 am

Very interesting! Thanks for sharing all these, I'm making lists too.

I should have the file structures loaded into MySQL for anolysis by tonight, I'll publish a list of Assets from both games; three pages (shared between both games, in Fallout 3 only and a Fallout New Vegas only).

What I really want now is the GECK - lets see what we can load up!

Back to the game :)
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jenny goodwin
 
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Post » Fri May 27, 2011 5:38 am

Might I humbly ask that this thread be moved to the New Vegas Mods forum?

Thanks!!

Miax
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Rik Douglas
 
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Post » Fri May 27, 2011 10:38 am

does anyone know if the ini command to "zoom out" the Pipboy is the same in this game? I like it farther away from me that the default in-your-face.
Try fPipboy1stPersonFOV=55.0 in your .ini
Might I humbly ask that this thread be moved to the New Vegas Mods forum?

Thanks!!

Miax
Seconded. Most of this stuff would only be of interest to modders.
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Grace Francis
 
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Post » Fri May 27, 2011 3:42 am

http://fose.silverlock.org/nvse.jpg...
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Jani Eayon
 
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Post » Thu May 26, 2011 10:55 pm

set timescale to 10 ; default 30


I pulled that from my old fallout 3 tips file I had laying around.

Makes the game timescale less frenetic. 10 seems a fair compromise.
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Andres Lechuga
 
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Post » Thu May 26, 2011 10:25 pm

http://fose.silverlock.org/nvse.jpg...


You give me great hope ian. :)

I'm going to make that spreadsheet when I wake up of both object lists, and a master list of "allowed" models/textures that can transfer legally from one game to another in our mods.

This nut must be cracked!
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Stacyia
 
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Post » Fri May 27, 2011 3:51 am

Are all of the weapon and armor models in?
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..xX Vin Xx..
 
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Post » Fri May 27, 2011 12:00 am

Anyone know if the path to plugins.txt is similar to FO3? (%AppData%\Local\[NV folder]\plugins.txt ?) And whether it handles load orders in the same way?

I'm assuming it does, but I can't verify it since I don't have to game yet. :P
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priscillaaa
 
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Post » Fri May 27, 2011 8:51 am

IsPlayersLastRiddenHorse,,1153,
IsRidingHorse,,1147,
StreamMusic,,104E,

Leftover from Oblivion?

ShowComputersInterface,sci,1185,
B)
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Lindsay Dunn
 
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Post » Fri May 27, 2011 3:33 am

Leftover from Oblivion?


Sure why not. B)

Nothing says that those functions actually Work anymore and/or may do strange things now that we're two-games-removed from Oblivion and without any ridable mount in FNV.

Only in the next game, in which Bethesda stated they are building a new engine from the ground up, shall all of the Skeletons of Oblivion be finally laid to rest. :P
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Jose ordaz
 
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Post » Thu May 26, 2011 8:47 pm

Since they weren't in FO3, I'm guessing Obsidian grabbed some of the old Oblivion code in order to include some of the functions Oblivion had for some reason (not sure which ones FO3 had that Oblivion didn't that might have been useful *shrug*).

Anyways, some of these new functions look very useful. A number of them look pretty similar to FOSE functions (the reticle ones, for example). Too bad they didn't include loop functions by default. Still, 'RemoveAllObjectsByType' sounds rather interesting - hopefully it lets you remove all items of that object type (so all instances of the 10mm Pistol object) and move them into a new container while retaining health values. Maybe even accepts a FormList, so it can remove all items in a FormList at once. Would make all of those 'sorter' mods a hell of a lot easier to make. I wonder what the Surgery Menu is about, though? Maybe implants? *shrug*

I really need to get this game:/
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matt
 
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Post » Fri May 27, 2011 9:56 am

Almost all FO3 assets made it in you say? That would be great news indeed! I hope my beloved Lincoln's Repeater can be found too then :celebration:


Greetz,

Milt
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Krystal Wilson
 
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Post » Fri May 27, 2011 4:10 am

Yes a vast majority did, I am working on compiling a list at the File level of those that made it. Elminster would be able to do much better I'm sure as he could whip up both the File names and FormIDs of the assets that transferred. By myself using file structures I can get the filename list, which is a start. Its very exciting news for me actually, as it means I have some hope of being able to migrate my WIP airport mod to FNV format legally, and that will make my decade if it becomes possible. :)

What I know for sure without having the GECK is that Many of the assets made it and they Preserved the filename/directory structure. Data\dlc03\* (from Broken Steel) is there, along with all the other DLCs and such. Some directories are missing, such as the Statesman hotel, so we need a definitive list of shared assets between the games.

Stay Tuned, my file-name-based version will be coming tonight or tomorrow.
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Philip Rua
 
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Post » Thu May 26, 2011 8:32 pm

What I know for sure without having the GECK


http://fallout.gamesas.com/eng/downloads/updates-GECK-fnv-eula.html ;)
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Davorah Katz
 
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Post » Fri May 27, 2011 8:41 am

Almost all FO3 assets made it in you say? That would be great news indeed! I hope my beloved Lincoln's Repeater can be found too then :celebration:


Greetz,

Milt

Since it's the same mesh as the 10mm lever action out of Point lookout, and given that FONV has more of a western theme to it,

I'll bet two spits onna varmints ass it's in there some where... err, in thair sum wherez

;)
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Anthony Diaz
 
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Post » Fri May 27, 2011 4:51 am

It looks like all but a small handful of .nifs will load properly in NifSkope. The ones that don't currently are related to some small changes to animation structure and particle systems. I *should* have an updated .xml for those by the end of the evening.

Liberty Prime's animations are in, but not the man himself! What could it mean?

Edit: Particle systems are a non issue, left over from the initial Fallout 3 .nif decoding, I think, now that I look at them.
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Dalley hussain
 
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Post » Thu May 26, 2011 11:59 pm

Thank You throttlekitty! :) :goodjob:

NifSkope is one of the most critical tools we have!
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Rebecca Dosch
 
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Post » Fri May 27, 2011 11:14 am

Thank You throttlekitty! :) :goodjob:

NifSkope is one of the most critical tools we have!

I don't know about that, but it's certainly high in rank, I'm sure.
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Marie
 
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Post » Fri May 27, 2011 12:31 am

And http://dl.dropbox.com/u/13576177/nif.xml is an updated nif.xml for Fallout New Vegas. Only a few small changes from Fallout 3, A few new NiPSys*AngleControllers, BSRotAccumTransfInterpolator, and a change to BSRefractionStrengthController.
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Isaac Saetern
 
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Post » Thu May 26, 2011 9:47 pm

...
Also of note; It looks as though Steam connects and authenticates Every Single Time I play the game. Running from the direct binary does the same thing.
...

Wait a minute...
What about people who are on dial up?
Are you saying I'm going to have connect to my ISP every time I launch the game?

Say it ain't so.
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Miss Hayley
 
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Post » Fri May 27, 2011 3:03 am

No, you can play the game in Offline Mode just fine, just like all Steam games.
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Phillip Brunyee
 
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Post » Fri May 27, 2011 6:30 am

Wait a minute...
What about people who are on dial up?
Are you saying I'm going to have connect to my ISP every time I launch the game?

Say it ain't so.

Here is the deal with that:

- Unless configured otherwise, Steam will connect to it's HQ every time you boot the game, log you in and check for updates, messages and DLC content. I have a feeling that all bugs and patches will come through Steam this way.

- I have heard you can configure Steam to run in "offline mode", that wont connect to Steam every time. I have not tried this, but I did pull the ethernet from my computer and successfully launched FNV - it [censored]es about Steam being down, and then plays the game normally - so you don't need Steam to Play the game, but you will need it for the DLCs and (I think) patches - have to see about that part still.

I have to admit that Steam presents Bethesda with a much better way to push updates out to the PC's quickly - but I don't think they can do this with 360s and PS3s, so I'm not entirely convinced that Bethesda is ready for a Microsoft-style "Windows Updater" for FNV that automatically downloads and installs patches. I see this as the future of gaming as it will give the companies more control over the content and a more reliable way to push out patches to the masses. Some will hate this bitterly, but it is where the industry is going.

And http://dl.dropbox.com/u/13576177/nif.xml is an updated nif.xml for Fallout New Vegas. Only a few small changes from Fallout 3, A few new NiPSys*AngleControllers, BSRotAccumTransfInterpolator, and a change to BSRefractionStrengthController.


Ooo where should I put this? You are beeing too modest about NifSkope, I would _never_ have been able to make all my models for Skyhaven without Nifskope and the Niftools - its like a phillips screwdriver on my tool belt, not to be without!

Thanks,

Miax
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gemma king
 
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Post » Fri May 27, 2011 8:11 am

I really hope they come to their senses. I can't believe they encrypted the executable knowing how important OBSE and FOSE are to the mod community. Being able to add new functions to the game is a vital part of making my mods.
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Laura Simmonds
 
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Post » Fri May 27, 2011 10:06 am

They know Gamebryo games live and die by their modding community on PC.

That doesn't mean that they won't decide to keep it encrypted in an already-failed bid to prevent piracy. :/
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louise hamilton
 
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Post » Thu May 26, 2011 7:09 pm

No, you can play the game in Offline Mode just fine, just like all Steam games.

Here is the deal with that:

- Unless configured otherwise, Steam will connect to it's HQ every time you boot the game, log you in and check for updates, messages and DLC content. I have a feeling that all bugs and patches will come through Steam this way.

- I have heard you can configure Steam to run in "offline mode", that wont connect to Steam every time. I have not tried this, but I did pull the ethernet from my computer and successfully launched FNV - it [censored]es about Steam being down, and then plays the game normally - so you don't need Steam to Play the game, but you will need it for the DLCs and (I think) patches - have to see about that part still.

I have to admit that Steam presents Bethesda with a much better way to push updates out to the PC's quickly - but I don't think they can do this with 360s and PS3s, so I'm not entirely convinced that Bethesda is ready for a Microsoft-style "Windows Updater" for FNV that automatically downloads and installs patches. I see this as the future of gaming as it will give the companies more control over the content and a more reliable way to push out patches to the masses. Some will hate this bitterly, but it is where the industry is going.
...

Well, that is some comfort.
Thanks for clearing that up.

I really hope they come to their senses. I can't believe they encrypted the executable knowing how important OBSE and FOSE are to the mod community. Being able to add new functions to the game is a vital part of making my mods.

The people that made that decision most likely have never played the game. They wouldn't know what the Pip-Boy interface was if you printed out a screen shot and handed it to them. They probably aren't aware of existence of the Script Extenders either, or the role it plays in within the modding community. All they are concerned with is the pie charts and bar graphs showing them their profit margins.
Their psychotic logic says that if they make it harder to pirate their product, they will increase sells.

Reality is, the cretins that download pirated software aren't going to run out and buy it just because they can't get a pirated copy. They'll just download something else instead.
The end result is, the corporation gains nothing, yet ends up make it harder on the paying customer.

The fact of the matter is, the code is compiled, the software is released, and there isn't anything anyone can do to undo it.
Let's just hope ianpatt and crew can get some sort of cooperation from the people that really understand how the community works.
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NO suckers In Here
 
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