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Adonis_VII

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Everything posted by Adonis_VII

  1. It could also use some manual cleaning, it has alot of dirty edits that Remove ITMs won't pick up unfortunately. Most probably won't notice that it moves random stuff a couple units over, but it's there.
  2. I know Arefu doesn't have LOD (anything using Megaton buildings won't) and I believe I remember Big Town not having much either last time I played.
  3. No work as far as I've heard. They still have to make them for New Vegas Uncut too, which is one of the main reasons it hasn't left github for nexus.
  4. I know you usually don't use files from FO3 nexus, but the Skillbook retexture but 6IX is worth a look. It is considerably closer to the original designs: https://www.nexusmods.com/fallout3/mods/19514/?
  5. EmeraldReign. He's worked with Cabal on some of the AmidianBorn stuff. Here's his Gauss rifle: https://www.nexusmods.com/newvegas/images/84173/? I believe its going to be included with a new EVE, or maybe EXE whenver that gets released.
  6. I think EVE has a new model of the Gauss rifle as of 2? versions ago? Still waiting till Weijisen integrates ER's high poly one.
  7. Isn't that what happens with really low Intelligence SPECIAL?
  8. Man, I wish the Combat Shotgun was able to look that awesome in DC. If only Oblivion Reloaded was getting a Fallout version instead of a Skyrim release next.
  9. I had started doing this awhile back, but it seemed a toss up, so I never made it though all the compares. If someone wants finish doing it that would be great!
  10. I posted on it under the the mods section, though it only has an Oblivion tag . (it's the same program and even kept the Oblivion name). Once the extra Fallout features are fixed, there's the possibility of moving it to Skyrim next.
  11. TJ, one of the main devs of TTW, released a Loot Levellist mod TJ's Levelled - Leveled List Tweaks that addresses some of these.
  12. I've been a big fan of this house mod for a long time.
  13. Gruftikus just uploaded tes4ll beta for FNV on the nexus: https://www.nexusmods.com/newvegas/mods/61035/? It does take into account texture mods as well as load order into account as with Oblivion. Current limitations: Can only do square worldspaces currently (GECK shares the same limitation I believe)Does not remove Terrain LOD under water LOD. GECK currently does this. Oblivion used a different system for water LOD, so the FO3/FNV one is not finished.Slightly more performance intensive than Oblivion version due to changes.It has only been extensively tested on the Mojave (WastelandNV) until the above limitations are removed, but it should work with all square worldspaces if setup properly.
  14. Agreed. At this point I feel it required in my load order. It's just such a natural fit.
  15. I know everyone is focused on FO4 at the moment, but tes4ll just hit beta for FNV (with FO3 coming) on the github page. Here's a screenshot of it:
  16. I should note that Fallout Chracter Overhaul - NPC Edits GOTY is somewhat offbrand. The full FO3 release of FCO will have updated and additional assets. You can find previews uploaded by OnHolyServiceBound for both the FO3 version and the new 3.0 release for FNV. That said there is no ETA on Drumber's full release, which is why DarkSoulDuck went ahead and released something in the mean time using existing assets.
  17. I wouldn't say change merging instructions to the standalone necessarily at this stage, but it may be helpful to add information about in the the "Note:" section under the script as an alternative, similar to how EssArrBee mentions that manual Merge Patch can be used instead of Bash, but doesn't support that method himself. EDIT: grammar
  18. Roy's Darn is maintained on the github page. I don't know when he'll re-release it on the forums.
  19. Why is TES4LODGen run before tes4ll? xLODGen removes polys under the terrain so changes to terrain LOD should be done before xLODGen is run. Or does it not have this function with Oblivion?
  20. I've been talking to Gruftikus about expanding tes4ll to Fallout. It's a Terrain LOD generator, similar to how xLODGen is an Object LOD generator. It currently only fully supports Oblivion, but here is an initial test for FO3 reading: https://www.nexusmods.com/fallout3/Images/43091/?. It works by reading your load order for any changes in the height maps, then takes the height data and maps its to an image, which can be processed to produce LOD at various quality. Fallout 3/NV has multi level LOD which is different from Oblivion, but it seems promising once the IO changes are made to export to Fallout's version of .nif
  21. Yea I'm not too keen on random fill quests. However, A notice board framework could have some really cool results for quest design. Instead of having quests for a newly installed mod just automatically pop into your log, notices could be set up on certain boards to direct the player to pick them up in a more natural way. Say you've cleared one of the unique dungeons. You normally wouldn't go back there on the same playthrough. Alot of Skyrim is natural exploration and that's great. Say a month (in-game) afterwards an archaeological team now goes down there and is able to unlock a new section. Notice boards in major areas could give you a nice way to point the player back to that location. Or there is new work at the Solitude docks, with ships bringing you to new areas/battles (something similar to that pirate mod). After a set period of time, new missions become available, and will be posted on the boards. Overall this could allow easier integration in vanilla areas without having to add new voiced NPC's, or work with the limited voice assets available.
  22. Lougain must use one of the same texture resources as NMC. His cave retextures, Cave01.dds & Cave08.dds in particular, have components that are near identical to NMC's texture pack for Fallout with caverockwall02.dds. Makes sense since the caves didn't change much in "Oblivion with guns."
  23. NMC has faulty _LOD.dds textures in it. One of the diffuse maps is actually a normal map, which is what you're seeing. It needs to be overridden by the fix, or by another mod that edits the texture.
  24. There's not much the guide can do about FWE vs PN. There are some working on a FWE equivalent building off of PN, but its early stages. As to color the Mojave wasn't hit by the bombs like DC so civilization is thriving more, and the color palette is set to match.
  25. In that case yes, the fix would be unnecessary. I was trying to say that I hadn't actually looked in depth at all the conflicts when the resource pack was first added to the guide. I would suggest that it be added back into the guide, sans the fix, before NMC & Poco Bueno so that you still get the extra assets not covered by those two, but that they win. EDIT: I should note that in the FO3 atleast a couple of the resource textures are not as clear as the textures in the original atlas. I'm grabbing comparison pictures now. Pre-Gen (All vanilla LOD) -> Post-Gen (My Walls + resource pack LOD) I came across this during the testing of my new LOD meshes. I've cropped the screenshot to help focus on the building in the center. You can see that the details are much finer using the vanilla LOD system with atlas compared to using that particular texture found in the resource pack with LODGen. I have not noticed this with FNV yet, but I haven't looked at every single one. There are 5 outcomes here: A LOD texture exists in vanilla atlas,but not as a _lod.dds file. Running LODgen without Resources will cause it to NOT have LOD A LOD texture exists in vanilla atlas, and as a _lod.dds file. Running LODgen without Resources will cause it to have LOD. A LOD texture exists in vanilla atlas,but not as a _lod.dds file. Running LODgen with Resources will cause it to have LOD. A LOD texture exists in vanilla atlas, and as a _lod.dds file. Running LODgen with Resources will cause it to have LOD (though possibly fuzzy as in case above). A LOD texture DOESN'T exist in vanilla atlas. Running LODgen with Resources will cause it to have LOD.I think the multiple extra objects outweigh to possibility of a few textures being slightly fuzzy (which would be considered a bug). The screenshot is cropped from 4k, so it may not be something a user would notice unless they were looking analytically like I was.
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