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Kelmych

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Everything posted by Kelmych

  1. The Wrye Bash Advanced Readme explains the meanings of the colors in this (and other) tabs of WB.
  2. The lightening bolts indicate that some of the resources are overwritten. Did you double click the DLC and look at the Conflicts tab? It should a large number of non-conflicted files (at the bottom of the window).
  3. I grabbed the game from GOG and the Humble Bundle one on Steam. Thanks!
  4. I didn't feel any of the metro map replacers were what I actually wanted. Metro Map Replacer has a much better "look and feel" but doesn't correspond to the connections that Bethesda actually used (e.g., in Fallout 3 Vernon Square is close to Friendship Heights , but not in the Metro Map Replacer map where Vernon Square is far to the south and east of Friendship Heights). Most of the map alternatives were "gamey" to me in a different way; they provide inaccurate or incomplete information that doesn't correspond to the actual layout of the Fallout 3 Metro. I could not see any reason why the maps at Metro sites should be purposely inaccurate relative to the Fallout 3 version of the DC area; the maps are intended to help people use the Metro, not hinder them. The bombs didn't move the Metro entrances. I used Metro Map Replacer and some other replacers in a previous playthrough Fallout 3, and I always found it annoying that the maps were nearly useless at showing many of the actual above ground entrances in Fallout 3. I agree that "A Useful Metro Map" provides too much information since it includes side paths, but as I said I can't find a map replacer with a good look and feel that has accurate basic pre-bomb Fallout Metro connections. Of course, there is no reason why you can't use the map replacer you prefer; it doesn't affect anything else in the game. If someone prefers a map that just provides a rough guideline of the Metro lines then Metro Map Replacer is better.
  5. The first step in any optimization of textures is to extract the textures into a folder or folders with loose (individual) texture files. The paragraph labeled "Extracting Vanilla Texture BSAs" discusses how this is done, referencing instructions for using either DDSopt or BSAopt to do the extraction. Extracting files from a BSA or any other archive format (e.g., 7-zip, zip) copies the individual files from the archive file into a directory or directories of individual files. If the result of the "extraction" step is a file named out.bsa then the files have not been extracted, they were only copied into another BSA archive file. The STEP page on Nexus includes a file with some already optimized vanilla textures. It includes the vanilla textures that are not replaced by one of the vanilla texture replacer mods in the STEP guide. Many of the vanilla texture replacement mods used in Skyrim Revisited are the same as those used in the STEP guide, so you might find the optimized textures there adequate for your needs.
  6. I added this to the guide, but it will take a custom patch to get the correct records for these weapons since Weapon Mod Kits, FWE, and the 4 Millenia mods all make changes to them and they are not fully compatible even after a bashed patch is created. For the Ak-47, for example, the Millenia meshes are not used at (FWE ones are used instead). I'll create a patch as soon as I have time.
  7. The Merge Plugins script has been updated to version 1.75. The most recent version of this script mod needs to be added to the FO3Edit folder if it isn't already there; any previous versions of this script mod can be removed. I'm editing the guide to revise the instructions to make this clearer.
  8. It doesn't seem to be in the recently updated "Updated Unofficial Fallout 3 Patch". I suggest adding it as a new mod thread in the STEP "Mods" threads using the Fallout 3 tag. It does seem like something that should be added to the guide.
  9. Now that this guide is listed as one of the STEP packs, new mod suggestions should be entered in the "Mods" thread on the forums. The Mods thread allows entering tags, so use the Fallout 3 tag for mods.
  10. The only mod I see that changes hair is Fallout 3 Revisited (Project Beauty). There aren't any detailed installation instructions for this mod; I'll add them since it can be tricky getting it installed correctly. I thought I had already done this but they aren't in the guide.
  11. A white exclamation point indicates a missing mesh. Since it affects all humans it might be one of the meshes used for the human body (vs. clothing or weapons). Does it affect both males and females; the body meshes are different for males and females, of course?
  12. I'll look at all of these errors; I've been a little busy getting ready for Halloween. I cleaned all the mods I'm using except for Flora Overhaul (ITMs removed only) and the Updated Unofficial Fallout 3 Patch. I haven't had any obvious problems that I felt might be caused by the cleaning.
  13. If you're reading this message you have noticed that the Clear and Present Danger guide now has it's own thread under Packs!
  14. D1Z4STR: I haven't loaded that Ironsights addon yet; I'll check. Thanks for mentioning it. The changes are similar to what I did for the ACR. The ACR for FWE change I made to support the Ironsights mod for the ACR includes changes in the animation flag, as you noted doing to the AK47 mod, and I also changed some of the dimensions to match those in the plugin I didn't use (since I wanted to use the plugin that had the script fixes). I did also use the meshes from the Ironsight addon for the ACR mod. I suggest posting the problem about Enhanced Blood Textures on the Paradox Ignition Nexus page. The authors of this mod seem quite active (unlke those of other mods for Fallout 3). GamerPoet: I'll look at those edits. I don't use a controller myself so I hadn't looked into the Omni's Hi Res mod controller. I'll add it to the guide. I'll fix the Fallout 3 Redesigned instructions; I forgot to add the detailed instructions when I put it in the guide. I'll also fix the Better High Detail mod instructions. This install script for this mod selects the appropriate map_menu.xml file based on whether the plugin for Pipboy 2500, the plugin for Pipboy Readius, or neither have been installed. If neither is present it assumes the Omnis mod is used. If you don't get the values at the same line numbers then Better High Detail Man and Icons thinks a different Pipboy mod is installed. The line should initially read "<height>660</height>."Notepad++" didn't show up because a space was missing.
  15. I've occasionally seen the delays that are being mentioned that don't seem to last very long and then go away. I've never tried to use one browser tab on a wiki page while I was saving a guide edit on another tab. I use Chrome, by the way.
  16. The RH_Ironsights settings (Aid > [Gun Oil]) work fine for me. What problems are you having with them? As mentioned by AcesofDeath7, the FWE menus don't show up immediately.
  17. It might be easier with LOOT to just manually add the additions using LOOT itself. These are: FO3 Wanderers Edition - Main File.esp after FasterMorePowerfulMines.esp GlowingGhouls.esp The Mantis Imperative - Mantis.esp UUF3P - FWE Patch.esp after FO3 Wanderers Edition - Main File.esp Blackened FWE + MMM + Project Beauty.esp after UUF3P - FWE Patch.esp My load order is currently:
  18. I'm using Wrye Flash 30.4 Standalone; EssArrBee suggested waiting a little before upgrading to the newer version. When I select a plugin in Wrye Flash the Bash Tags windows shows all the bash tags that are active for the plugin. When I right click I can check or uncheck any bash tag.
  19. The vanilla terrain textures that get collapsed don't have an alpha channel. I don't think there are any other vanilla textures, other than the face textures I mentioned, that get collapsed. I've never seen anything in Skyrim that seems consistent with a problem caused by collapsed textures.
  20. It's hard to find a place in Skyrim to compare the results for testing the effects of texture collapse and the alternative textures built with the tools that alt3rn1ty created for reduced size textures such as those used by Tony971 . One of the few location possibilities I'm aware of that might be useful is to use a texture from the Skyrim Sewers mod which includes a "texturesarchitecturessewersinvisbletex01.dds" monochromatic texture. Note that it has an alpha channel, so it might not be suitable for our comparisons. This particular texture is used on the sewer grate that is on the left as you enter the main Whiterun door. It is collapsed to 1x1 A8R8G8B8 when optimized in DDSopt, and when the collapsed version is used the texture shows up as purple. This texture is not a vanilla replacer, by the way.
  21. I was hoping there would be a Highslide alternative to the ordinary Gallery, thanks S4N .
  22. Since we don't understand the mechanism, any choice for size is arbitrary. There is no evidence that 16x16 is any different than 2x2, 4x4, or 8x8, or even for many users 1x1.
  23. The comment by Ethatron about monochromatic textures is: planar (1x1) textures - The number of textures which have only one distinct color value (monochromatic). These textures may be converted to 1x1 size without loss, which reduces size and should increase performance, although not all hardware likes 1x1 (reasons unknown at this time).For me the issue with collapsed textures is whether they change the game display, and I haven't seen any evidence one way or another from a carefully setup test. What we should do is some testing, although with such small textures it might be hard to see any significant differences. There was a comment that collapsing caused a problem with facial textures, and perhaps there is a problem for facial textures. I'm personally more interested in how the thousands of terrain textures in Skyrim, many of which are monochromatic or nearly so, are displayed when collapsed vs. their original size. In the vanilla Skyrim textures the only texture types with a lot of monochromatic (or nearly monochromatic) textures are terrain textures and facial tint textures. I don't see how the KatsBits article is directly relevant to this. The comments might be correct for large textures, but it's hard for me to extrapolate from what is assumed to happen with large textures to a special case of a collapsed or partially collapsed texture. A much better understanding of exactly how a graphics card responds to collapsed or partially collapsed textures would be needed. I've never seen any comments from a graphics card developer about this.
  24. DDSopt will not allow you to overwrite a texture that has already been processed by DDSopt unless the "Don't process any already processed filed (DDS only)" is unchecked. Generally this flag is checked.
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