Yep, JIP LN NVSE's FalloutCustom.ini feature makes this mod obsolete:
So to fix the flicker just create the mentioned "FalloutCustom.ini" adding these lines inside (other customized options from Fallout.ini or FalloutPrefs.ini can be added there too, see Viva New Vegas tweaks here for example):
Spoiler:
Show
[PipBoy] ; Fixes flicker in Pip-Boy opening animation if its light is on fLightEffectFadeDuration=500
But of course you can change this mod's value of 500 (I used it just as example) to anything else that you consider to be the right value for your specific Pip-Boy model (that you currently use) and its opening animation.
@AVeryUncreativeUsername Technically - yes, but they both change the same option and shouldn't be used simultaneosly. Is there any advantage of this mod over the custom option in FalloutCustom.ini which could be the reason why we should preferably use this mod instead?
As a general rule of thumb, don't assume that *any* FNV mod is compatible with FO3 unless explicitly stated in the description. Because if you have any doubts about compatibility then you pretty much already answered your own question.
After some testing, I find 600 to be the best value (at least in increments of 100), as it still lets you see the light fading out as you bring it to your eyes, while still completely cancelling the flicker that is still visible at 700.
I set it low because if you use a faster opening animation you need a lower value. And I can't be assed to make multiple versions/ system to detect anims.
can you make this compatible for enb, also idk if this is compatible with WMX,WME,electro city and project nevada. If not please make patchie. Also can you please port this to FO3?
All the mods you pointed out are outdated and shouldn't be used anymore since there are way better alternatives, well minus WMX but I do not know why this would have a problem with the flicker fix anyway. Also screw ENB since it sucks, especially the NV version. Use New Vegas Reloaded if you need fancier graphic effects or Dynavision 3 if you want some more subtle graphic effects and color changes.
WMX, WME, electro city and project nevada are the staple of FNV modding and will never be obsolete. Same about ENB which is great, stable and its author is a great guy.
WMX is definitely a staple and still is. WME was always just the second class WMX but nowadays just got isn't worth it anymore. Electro City makes tons of dirty unneeded world edits and there is a better low weight Streetlights alternative. Project Nevada just got outdated and you are better off using plenty of better and more compatible alternatives. From my experience, when people have any of these in the mod builds in 2022, that is usually the issue or incompatiblity they are having or complaining about.
ENB might be fine for some games but for the majority it is just a unoptimized unstable and FPS tanking mess that can often be achieved with better mods or alternatives, yet all casuals still bother with ENB and will make millions of comments about XY mod is not working with ENB or there are graphical issues, at least on New Vegas modding forums. The fact that you still cannot even disable the ENB startup text without hex editing the dll is idiotic enough. Heck, the ENB author himself stated that it isn't supporting New Vegas well. ENB Boost often has its uses though for x32 limited applications.
I do not know what the last part has to do with anything or what you want to say with it. xNVSE is one of the best things that happened to NV modding in the past years and if you seriously believe otherwise, take a hike.
xNVSE is one of the worst things that's ever happened. It completely broke Fallout Who Vegas, and the TTW Teams, they have no inclination to fix it. Worst part is all the plugins now require it like JIP and Johnny. The authors of those took down the versions that were compatible with old NVSE. It's made the game borderline unplayable.
xnvse is for sheep, all the real modders know that you have to use the oldest silverlock build of nvse, animated prostitution, mission mojave, project nevada, 800+ texture mods and two enb presets for the best performance and no bugs, that was what obsidian designed this game for
Just don't use xNVSE. Make it all vanilla. xNVSE is $!!@$$@ bad. You don't become a better scripter with xNVSE either, it just makes things easier. And only adds requirements. Nobody likes requirements. Nobody likes you for adding requirements. And you don't need things to be easier to implement vanilla way. You just need to BE BETTER. xNVSE bad. True modders use vanilla only.
Does anybody have purist version of this mod for Fallout 4? Thanks in advance.
To be fair, you have to have a very high IQ to understand xNVSE. The opcodes are extremely subtle, and without a solid grasp of theoretical showers most of the functions will go over a typical scripter's head. There's also xNVSE's nihilistic outlook, which is deftly woven into its characterisation - its personal philosophy draws heavily from JavaScript, for instance. The fans understand this stuff; they have the intellectual capacity to truly appreciate the depths of these functons, to realize that they're not just funny- they say something deep about MOD. As a consequence people who dislike xNVSE truly ARE idiots- of course they wouldn't appreciate, for instance, the humour in xNVSE's existencial catchphrase "Access Violation C0000005" which itself is a cryptic reference to null pointers. I'm smirking right now just imagining one of those addlepated simpletons scratching their heads in confusion as Korri123's genius unfolds itself on their cosave files. What fools... how I pity them. ? And yes by the way, I DO have an xNVSE tattoo. And no, you cannot see it. It's for the ladies' eyes only- And even they have to demonstrate that they're within 5 opcodes of my own opcode base (preferably lower) beforehand.
59 comments
So to fix the flicker just create the mentioned "FalloutCustom.ini" adding these lines inside (other customized options from Fallout.ini or FalloutPrefs.ini can be added there too, see Viva New Vegas tweaks here for example):
; Fixes flicker in Pip-Boy opening animation if its light is on
fLightEffectFadeDuration=500
But of course you can change this mod's value of 500 (I used it just as example) to anything else that you consider to be the right value for your specific Pip-Boy model (that you currently use) and its opening animation.
It really doesn't.
Technically - yes, but they both change the same option and shouldn't be used simultaneosly. Is there any advantage of this mod over the custom option in FalloutCustom.ini which could be the reason why we should preferably use this mod instead?
is it possible to deactivate it ?
do i have to add a line to your mod ?
[PipBoy]
fLightEffectFadeDuration=300
to the INI, lol
And I can't be assed to make multiple versions/ system to detect anims.
they aren't assuming, they are literally asking
asking for a friend
All the mods you pointed out are outdated and shouldn't be used anymore since there are way better alternatives, well minus WMX but I do not know why this would have a problem with the flicker fix anyway. Also screw ENB since it sucks, especially the NV version. Use New Vegas Reloaded if you need fancier graphic effects or Dynavision 3 if you want some more subtle graphic effects and color changes.
WMX, WME, electro city and project nevada are the staple of FNV modding and will never be obsolete. Same about ENB which is great, stable and its author is a great guy.
Please don't listen to the x"nvse" propaganda.
WMX is definitely a staple and still is. WME was always just the second class WMX but nowadays just got isn't worth it anymore. Electro City makes tons of dirty unneeded world edits and there is a better low weight Streetlights alternative. Project Nevada just got outdated and you are better off using plenty of better and more compatible alternatives. From my experience, when people have any of these in the mod builds in 2022, that is usually the issue or incompatiblity they are having or complaining about.
ENB might be fine for some games but for the majority it is just a unoptimized unstable and FPS tanking mess that can often be achieved with better mods or alternatives, yet all casuals still bother with ENB and will make millions of comments about XY mod is not working with ENB or there are graphical issues, at least on New Vegas modding forums. The fact that you still cannot even disable the ENB startup text without hex editing the dll is idiotic enough. Heck, the ENB author himself stated that it isn't supporting New Vegas well. ENB Boost often has its uses though for x32 limited applications.
I do not know what the last part has to do with anything or what you want to say with it. xNVSE is one of the best things that happened to NV modding in the past years and if you seriously believe otherwise, take a hike.
don't buy into the lies of the xnvse lobbyists
xNVSE bad.
True modders use vanilla only.
Does anybody have purist version of this mod for Fallout 4? Thanks in advance.
005E11DC
005E0DF4
And it's their fault!