Not sure what im doing wrong, i get the moving hands and the updated mesh but the clock face has the old texture with static hands.
I checked the texture path and file name seems good, I disabled all other mods but no change.
anyone seen this problem before?
EDIT: nevermind, got it, was archiveinvalidation.. it was enabled in FOMM but something musta happen cause disabling and renabling fixed it.
nice mod.. wish it kept actual came time though that would have been cool.. but still a big improvement over the static.. although it moves pretty fast.. way faster than game time actually passes.. some people say it's due to refresh rate but my frame rate should be capped at 60.
They're poss running at a crazy unlocked FPS? That said, now that I can run the game at 60 FPS, the second hand is a bit fast, so reading its cycle is based on 30 FPS explains it! I think the game engine is designed to be locked at 60 FPS on PC, so next time you're tweaking your mods, it'd be cool if you can do an optional 60FPS second-hand one. I guess the one without a second hand is at 30 FPS too(?) But as they don't have second hands the in-game effect at 60 FPS is actually fine as it means the minute hand is going fast enough to notice at-a-glance - whereas real ones would of course go too slow to see unless you stare at them for a little while.
I might have to consider making my animations at 60fps . the only reason I have animted at 30 fps since the beginning was because I watched a weapons animation tutorial about 3 years ago by shiney that stated to never go above 30fps. which is actually why my weapon animations and "static" animation look very out of date compared to the others. as mine are made in old 3d software at 30 fps. they animate at 240 fps I think, allowing for crazy amounts of detail. now my backstory is out of the way I will consider this, but I am ignorant of the consequences and benefits.
Ah, I see. I guess it makes file sizes much bigger too. Maybe leave as is, considering your info (and the effort). Some play at 30fps (or not much faster) anyway, so it works for them. My old PC trudged along at 40-45, but now I've built a 60fps beast (built for FO4). However, your original (non-second-hand) mod still looks fun on it. Take care.
Glad someone else likes it. Given most of us don't look at clocks long enough to notice minute hands move let alone hour ones, briefly glancing at a moving second hand is enough to seem like the clock is working normally - fools my old brain anyway.
Is it possible to edit the clock hands to glow slower so they are closer to the speed time passes in the game? Not that it matches the game time, just so its slower. I just feel the hands are so fast it's weird.
yes I can probably put this together for you it should be fairly simple for me to do. at the moment one minute represents 1 hour, which I thought was the same as in game time. havent played in so long! did a bit of research and turns out its 2 minutes per hour(it seems) so if you want I can double the time it takes. but if you want triple just say.
Hi Ashens, if you're taking suggestions I'd wonder how difficult would it be to forget modelling a working minute & hour hand (leave them static), and just add a working second hand (maybe of a dulled/aged red colour). And running it in more-or-less real time, not game time? That way glancing at the clock in game it would appear to be working, and you wouldn't need to worry about it resetting every 12 minutes or trying to match game time. Of course, I say all this in total ignorance of the black arts involved (my modding capabilities hit a wall 20 years ago, once games stopped using just bitmaps and simple text files).
I am not really sure what is being requested here, I have been a bit brain dead for the last few days :( . from what I understand you want a seconds hand that runs in real time. is that the case?. been modding for over 20 years! you have my respect! that is huge.
I actually started modding before PCs - i.e. tabletop wargames, late 1960s. And wrote my first PC game (a text-based one) in 1985! But it's all far too difficult today. My favourite work was being part of a popular Renaissance mod for the original Medieval Total War, and I've not published anything since a Western Front total conversion of Combat Mission Afrika Korps. Feels like a century ago...
Anyway, regards a second hand. No it doesn't have to be actual real time, just vaguely, so that instead of trying to have hour & minute hand traverse 12 minutes (was it?) and reset, you left them static and instead just have a second hand going full circle roughly every minute, so if one didn't study the clock for long it'd seem fully functional. Just a suggestion/lateral thought from a senile old mind.
That would be incredibly easy to do! I will probably work on this as it seems fairly Concrete, so I will make it at some point! as for Aerkayas request I will have to wait until they get back to me about what it is exactly they want.
You have been modding for 60 years! now that is an achievement. life long hobby, be funny one day if I continued modding for 60 years and remembered this comment when that day came XD .
Cheers! 60? Oh no, it's a mere 52 years (and I started as a child). Aye. You see back then you HAD to make or mod most of what you needed - couldn't just buy it (nor "download" it). You mostly had to write/mod your own rules sets too etc. When I started work in naval engineering, it was still paper, chalk, string and scribing. Most people didn't have or use computers. We had microfiche (how I chuckle to see them everywhere in Fallout - so real!). My place was starting to train up the young 'uns on the new "infernal machines" so I was taught the very latest computer lingo called Fortran 77 (yes, the 77 bit refers to the year). In my spare time I even wrote a small program to help randomize enemy actions for solo-wargaming (but frankly it was no better than simply rolling dice, and I didn't own a computer at home anyway). And then around 1985 I was seconded to a research base, on standby for some mega-project but with little to do, and so tried my hand at writing some silly text-based RPG stuff on their big fancy (and frankly very scary) computer... Anyway, just think how, oh 50 years from now, all this Nexus and Fallout stuff will seem so incredibly outdated/alien to most young gaming folk of the 2070s - and you will understand how I see your world now... LOL. Anyway, sorry to hog this thread. I'll stop now.
52 years! I guess with changing times its really hard to keep up with things, I am just lucky I have started when all this tech is just starting to get gradually more complicated, so I can learn as things get harder, cant imagine how complicated everything will be in the future. little mods will probably be a thing of the past as even textures will probably become overly complicated .
if you had a go at fortran then that is another respect point, that language is so complicated, I am guessing you found it overwhelming and decided to not continue with it. have you not given python programming a try, that is a very intuitive language, you can do so much with such simple programming! I have never created any text based adventures, most I have done is my little quest mod for FNV, and the story in that is terrible.
You've done well then! Yes Fortran 77 was a pig, how kind of you - but no language could overcome the fact that my programming skill was awful! In the '90s I got into graphic bitmap mods, and recently learnt how to convert to & from dds, but my sight's getting naff (strain, bifocals, etc) so I'm stopping. Let you young'uns take the baton! I'll stay here to guard this bottle of port until I fall asleep.
hahah, get yourself some good glasses, that protect your eyes from the computer screen. its so liberating learning to mod dont give up, and plus the GECK is fairly simple for little edits. but if one does not want to, then defend the port ! wait so you can write a program that converts bitmap images into dds?
Thank you so much! Downloading now for my next playthru. Bitmaps-dds program? me? - oh no, I merely meant I learnt how to use programs like GIMP. But like I say, modding was all becoming too much of a faff for me - and many others today can do it better.
Nice, although I second the request for slower clock hands. Perfect variant would be having them going at game-time speed, well clocks that lore-wise work at least. My idea would be using time speed from .ini file and change animation speed through NVSE (?) if possible at all, on the other hand though I'm perfectly happy with clocks being working at all... lets say they were set up incorrectly or used as useless interior props.
The clocks are actually slower than game time, they would have to be 2x-3x faster to be inline with actual game time. :D . as for controlling the time through an ini file, I am currently unable to do such a thing due to inexperience. but I assume its just not possible to manipulate nif time values.
but yeah thats what I say, they are simply just broken after 200 years lol. and thanks mate, glad you are happy with the mod!
Yes, seeing as it's just an asset that he originally modded for FNV, it should work in TTW too. If in doubt you could get his FNV version here but they have the same file-path & naming. Btw, my thanks to Ashens for another spiffingly fantabulous modification!
29 comments
I checked the texture path and file name seems good, I disabled all other mods but no change.
anyone seen this problem before?
EDIT: nevermind, got it, was archiveinvalidation.. it was enabled in FOMM but something musta happen cause disabling and renabling fixed it.
nice mod.. wish it kept actual came time though that would have been cool.. but still a big improvement over the static.. although it moves pretty fast.. way faster than game time actually passes.. some people say it's due to refresh rate but my frame rate should be capped at 60.
May I suggest making one that goes along with the precise game time though?
There are already 2 mods here that use such a system, being the Working Nuka Cola Clock mod and the Functional Pennsylvania clock tower mod, so it is possible to achieve something like that.
Would be great to use these 3 mods together.
Anyway, regards a second hand. No it doesn't have to be actual real time, just vaguely, so that instead of trying to have hour & minute hand traverse 12 minutes (was it?) and reset, you left them static and instead just have a second hand going full circle roughly every minute, so if one didn't study the clock for long it'd seem fully functional. Just a suggestion/lateral thought from a senile old mind.
You have been modding for 60 years! now that is an achievement. life long hobby, be funny one day if I continued modding for 60 years and remembered this comment when that day came XD .
if you had a go at fortran then that is another respect point, that language is so complicated, I am guessing you found it overwhelming and decided to not continue with it. have you not given python programming a try, that is a very intuitive language, you can do so much with such simple programming! I have never created any text based adventures, most I have done is my little quest mod for FNV, and the story in that is terrible.
Thx!
but yeah thats what I say, they are simply just broken after 200 years lol. and thanks mate, glad you are happy with the mod!