V0.92 (without rad meter): lStewieAl decided to implement this mod's signature improvement (the rad meter accuracy, pictured above) via a tweak, so I have made available a version of this mod which does not include the rad meter change, as it was the only item which inherently could not be made fully optional. The accurate Geiger clicking and Atomic! perk fixes remain.
V0.92:The clicking engine now outright replaces the vanilla one, in order to support fine Geiger readings. E.g. <1 RAD/SEC, and values between integers. Meaning for example if you're standing in +0.05 RAD/SEC, you will now hear only the occasional click. The vanilla engine, of course, provided only a single click rate for all cases, and this rate is much too high to reflect near-zero exposure. This new engine should provide, for the first time, a Geiger response which conforms to one's actual radiation exposure. (Natural background radiation not included.) That said, this new method can be disabled, as always.
Also switched the Atomic! perk's instantaneous application to a system which modifies the player's actor value for speed, as it was determined that adding a speed-modifying perk or spell would, for whatever reason, cause the game to skip a frame or two each time. Not necessarily something everyone would notice, but it bugged me.
Lastly, I decided to support the vanilla behavior where the last Geiger reading above 0 is maintained while the meter fades out. Setting this to 0 provided no useful information.
Is this mod much different than the more precise radiation meter in Stewie's Tweaks? Just wondering so I wouldn't have 2 things enabled that did the same thing.
For whatever reason the geiger sounds on my TTW setup are almost impossible to hear. Probably some issue in my very long mod list. I tried this mod hoping just to make it loud enough to hear, but no joy. Downloaded the free Windows software, Wavepad Sound Editor. It allowed me to batch edit the volume of all the wav files in this mod up by 400%. Might blow the speakers on some other setup, but got me to just the right volume where I now actually know I'm in the rads just by ear, instead of having to notice the meter.
Abolutely adore this mod, but it also made me think at the same time; Why is radiation so more intimidating/scary in the classic games? And then it clicked, it's because you don't have a geiger counter. And that made me think of a really cool mod idea;
What if at the start of the game, your pip-boy comes without the geiger counter module, and you'll have to buy one (expensive)/get lucky and find one to make it functional? And you'd need to replace it every once in a while once the battery runs out, just like in the classic games. It would certainly make radiation in the early game alot scarier and more of an invisible threat, with your only way to check up on radiation levels by visiting a doctor (or dropping dead lol).
Btw, not saying you should make this, I just wanted to get it out and write it down now that I thought of it lol.
A little history on that. Found the animation outside the Nexus. It was broken in this fashion: The animation's framerate did not match the game's internal spec. The result of this was that using the animation caused the player to jog too quickly. I made a personal mod to counter this phenomenon, but it had this limitation: The first-person model would animate too slowly. Eventually I got somebody well-versed in animation minutiae to sort out the framerate, as well as make everything compatible with 360 Movement, in exchange for some work on my old FO4 voice mods which I've ignored for years.
You are right: It is by far the most convincing "girly" jog ever created for FO3/FNV, and I actually like it more than any of the jogs I saw for Skyrim the last time I was playing that.
Ah, that's the "jogging butterfly" animation, pretty borked, from it's first to last version coming from the original mod author, i used to use only the mtfastforward anim and keep the backwards and sideways ones either vanilla or using the ones packaged with BnB, always irked by the wrong speeds, exacerbated by using enhanced camera.
It's good to see someone fixed it, since it's by far my favorite, but sad to realize it's probably exclusive, unless you're willing to send it over DM's or maybe discord, Asterra?
As of right now, i'm using the vanilla run forward anim, because all the others i've looked and found are just plain bad and will ruin one's day when it's time to draw weapons and engage in combat.
Hey I really like the accuracy of the mod but it doesnt update at all. I went to black mountain to test it out since radiation varies there. I enter and it says .001 rads. in the hottest spot it doesnt change. only changes if i use a radaway then it shows the rad for that spot. Any setting i should have?
I gave a brief look at supporting oHUD before the de facto expert on FNV UIs, Axonis, pointed out that as long as the thing works with The HUD Editor—which it does, essentially—that's a reasonable threshold for support concerns. The implication of this is presumably that The HUD Editor offers an at least comparable suite of functionality. The HUD Editor achieves its manipulations in ways which did not necessitate the total reconfiguration of the main HUD xml, and that seems to have been key.
There shouldn't be any real barriers to providing support for oHUD as well, but oHUD appears to require something I didn't pin down during my brief investigation. I wouldn't be against adding a UIO patch if it were provided.
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Also switched the Atomic! perk's instantaneous application to a system which modifies the player's actor value for speed, as it was determined that adding a speed-modifying perk or spell would, for whatever reason, cause the game to skip a frame or two each time. Not necessarily something everyone would notice, but it bugged me.
Lastly, I decided to support the vanilla behavior where the last Geiger reading above 0 is maintained while the meter fades out. Setting this to 0 provided no useful information.
made one myself too.
What if at the start of the game, your pip-boy comes without the geiger counter module, and you'll have to buy one (expensive)/get lucky and find one to make it functional? And you'd need to replace it every once in a while once the battery runs out, just like in the classic games. It would certainly make radiation in the early game alot scarier and more of an invisible threat, with your only way to check up on radiation levels by visiting a doctor (or dropping dead lol).
Btw, not saying you should make this, I just wanted to get it out and write it down now that I thought of it lol.
Off topic question but, what walking/running animation is that? It looks perfect for a girly girl character
You are right: It is by far the most convincing "girly" jog ever created for FO3/FNV, and I actually like it more than any of the jogs I saw for Skyrim the last time I was playing that.
It's good to see someone fixed it, since it's by far my favorite, but sad to realize it's probably exclusive, unless you're willing to send it over DM's or maybe discord, Asterra?
As of right now, i'm using the vanilla run forward anim, because all the others i've looked and found are just plain bad and will ruin one's day when it's time to draw weapons and engage in combat.
There shouldn't be any real barriers to providing support for oHUD as well, but oHUD appears to require something I didn't pin down during my brief investigation. I wouldn't be against adding a UIO patch if it were provided.