Jump to content

Adonis_VII

Citizen
  • Posts

    267
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by Adonis_VII

  1. The LOD Resource pack adds meshes and textures pulled from the individual atlas's so they could be used to generate the new atlas. Obsidian only had some of the _lod.dds in the .bsa, many were only in the atlas. (The FO3 version used in C&PD uses some new meshes/textures that Obsidian made for existing meshes which didn't have LOD in FO3) I initially added the resource to the end of the guide as all the _lod.dds textures found in mods (NMC, Poco, MG's off the top of my head) were versions used as a basis for altering the atlas, and weren't necessarily the correct size, as all of them were made before FNVLODGen was started. NMC for instance had a 2k rock file that could cause the FNVLODgen generated meshes to split into 2 nodes in the mesh. As fallout only can load a single node (unlike Skyrim) this would cause users to only load whichever node was listed first, and not loading the other node at all. The NMC fix then was put up for users who wouldn't be paying attention. The resource can be loaded before mods so that they override, but the issue is while Poco Bueno may override NMC for textureX.dds, NMC may still win for textureX_lod.dds. This isn't the biggest deal, but I didn't go through them all and I was working on FLIP to replace all the major LOD to match the setup for F&L and C&PD. SRB changed the wording, then someone remove the line about the resources completely, but I'm not sure when that happened. Example of matching LOD from FLIP: Before -> After
  2. Credit goes to ShadowWhisper for pointing it out to me earlier today in TTW chat.
  3. He did it again. I bumped it up to reflect next version. While I love updates, hopefully it isn't quite as rapid.
  4. There is a FO3 collision mesh package by Kochi666 & Kanewright located https://www.mediafire.com/download/ar87qp88cv534zm/FO3_pack25.08.15.7z. Beyond improved collision meshes, it improves the graphical meshes of pool balls, and fixes many bugs in meshes that don't seem to be covered by the fix packs. It's not quite a full nexus release yet so I didn't make a mod page for it. The info is posted in the thread for this mod https://www.nexusmods.com/newvegas/mods/59149/? about half way down. EDIT: Before & After (Ignore pool table texture)
  5. Unfortunately there are things that the bash patch may not cover well or at all. The official STEP deals with some of these with the STEP patches requiring Core or Extended. Currently the Fallout user guides do not have these. Even if SRB made one, it would require the entirety of the guide (unless he did tiers, but that is still alot of work maintaining multiple versions). Additionally the merge script can renumber formids, which can make patches impossible (unsure if that's the case with all of the particular merges in the guide). I know they are looking at the xedit script for better bash tags to alleviate some of the issues, but it will ultimately be up to the user to address alot of the little conflicts for the time being.
  6. I've been playing around with a conversion of it in TTW. It's really high quality as you'd expect. The FO3 Nexus version is partially gutted as they can't release some of the content on the nexus currently. I do think it'll be a must-have for both the FO3 and the FNV versions, though the Mojave content isn't as fleshed out.
  7. I haven't noticed performance difference from Flora Overhaul. So far I think I may prefer it, but I haven't spent enough time to be sure.
  8. There is an NMC patch, but its only a couple textures. There are many, many more that could be using higher res versions, both for NMC and for a couple other texture mods in F&L. I can cover alot of them using Alt textures with and esp, but some I'll have to ask Neil perm to edit to make fit, as Chuck combined some textures into a grid of larger ones that doesn't quite match.
  9. I was referring more the added clutter. I did just go and check on Boulder City additions. I hadn't realized the extent to which Chuck has started altering outside the interiors. That is going on my list of things to patch out. If you have further examples I would appreciate listing.
  10. Primm Reputation Restored was recently updated from v1.0 -> v1.1 with a minor fix.
  11. I'll have to check that but I don't remember all those soldiers. Overall it's incredibly lore friendly though unbalanced. It doesn't have a PN-Rebalance patch, but needs one for all of its new consumables. He distributes what looks cool, without thinking about balance. If you played on normal without any difficulty mods it would be about right. It also needs NMC patch along with other texture patches since he uses copies of meshes that point to low quality textures instead of the normal texture paths so replacers don't work.Nudie mags are really annoying, I agree with you thereGnomes with funny stories throughout the environment were a part of FO3, and he just expanded on that. I personally like it.
  12. Actually, I wasn't trying to edit Oblivion shaders but look at Fallout shaders out of curiosity. Since Fallout's sdp are also 2.0 and 3.0, I figured it was worth a shot. I was able to see the individual pixel and vertex shaders in the fallout sdp like I could with the oblivion packages so they're similar enough to get somewhere, but both resulted in the above error.
  13. I'm trying to run Oblivion Shader Editor by Timeslip (OBGE fame) found here https://timeslip.chorrol.com/. I can open a package, but whenever I select and individual pixel or vertex shader I get an error: HRESULT: 0x8007000B. Google seems to indicate this is an issue with a dll that for will work on x32 bit systems and not x64. I don't know how to contact Timeslip to ask him, so I figured someone on STEP may have an idea of how to fix this issue or to contact him or someone who might know. I plan on the obvious short term fix of borrowing an old x32 OS laptop, but I don't have one of my own.
  14. Your health actually does regenerate, though its extremely slow, on the order of 1 every 24 hours. This was only discovered as one guy was doing a play through without any healing items or sleeping, and found that his health would regenerate slightly over couple days.
  15. So you open your Fallout - New Vegas Profile, which already has falloutnv.exe and other defaults. You then add fnb4gb.exe and FalloutMO.exe (which will be in your root folder if you set up the "-laaexe .\FalloutMO.exe"argument in MO for the 4GB extender. You then go down to Common and set Multi-display/mixed-GPU acceleration: Single display performance mode Power management mode: Prefer maximum performance I noticed you said in the main thread you have 3GB of vram. Are you monitoring your usage to make sure you don't go over? I know some areas with max options of all textures can tickle the 3GB barrier.
  16. I did notice that command was different than what I just found from Zilav. You can use FO3EDIT as FO3LODGen with [-lodgen -o:"C:\FO3LODGenOutput]. Should FO3LODGen using TES5Edit be run with the command [-FO3 -lodgen -o:"C:\FO3LODGenOutput]?
  17. You have Nvidia. Do you have Geforce Experience? If so disable it while playing. Have you used Nvidia Insepector to add the FalloutMO.exe and 4GB FNV Loader to the New Vegas profile? By default the Nvidia drivers won't recognize the executables. Have you set Power to Max Performance? New Vegas should not be limited by you graphics card if settings are correct. Do you have bHookLightCriticalSections = 1 in NVSR? This can actually cause stuttering for people. Set it to bHookLightCriticalSections = 0.
  18. I installed this a couple weeks ago and came to the same conclusion. I LOVE the idea of it, but it felt like a step down in texture quality. Unfortunately I didn't take compares.
  19. Here's a general workflow to checking your meshes. Add the Nifskope executable NifSkope.exe. Launch Nifskope through MO (this allows Nifskope to automatically pull all the correct textures that you've installed through MO). Go to your EVE mod in the left pane of MO, Right Click, and Click Open in Explorer. Navigate to mesh of choice, in this case I think it should be meshes/weapons/2handrifle/laserrifle.nif, open with Nifskope (.nif should already be associated with Nifskope) Click where on the weapon you want to look, in this case the glowing part. It will highlight the corresponding node in the left panel. Expand the Node. Expand BSSShaderPPLightingProperty. Select BSSHaderTextureSet, and double click the blue flower icon in the bottom pane to expand the textures. There should be a _g.dds texture. Check if this matches what is listed for the non glowing part of the weapon (click another part of the mesh and do the same thing for that)You're most likely either missing a glowmap, or have something wrong with the mesh. EDIT: Also does it glow when you drop the weapon on the ground?
  20. Could you just change windows Power Options in the control panel temporarily to limit it? I know when I set mine powersaver for doing a download overnight (don't need the CPU) and forget to change, I'll be heavily limited in CPU heavy applications, like say Heroes of the Storm.
  21. I believe the glowing part is a single node in the mesh (based on NV one). If you're missing a glowmap, which contains black regions of which parts of the mesh to not glow, then the entire node will glow. Check the mesh and see if both nodes point to the same glowmap, e.g. LaserRifle_g.dds 1stPersonLaserRifle_g.dds (I don't know the actual file offhand).
  22. Millenia's C96 is the Chinese Pistol just with a unique formid and name. It's easily used as a replacer along with the Combat Shotgun.
  23. So 3 recommendations for textures: Aogora's Neglected Clutter https://www.nexusmods.com/newvegas/mods/59756/? looks great. The MG overwrites are closer to original scheme which I view as a plus (wires look like electrical wiring again instead of ethernet cables). He's also covering bottlecap and powder charge mines, with the dart gun coming soon with real retextures and not just upscale + noise. Hi-Res Lunchbox https://www.nexusmods.com/fallout3/mods/3682/? I know we just covered this a couple pages back, but since Aogora uses it as the base texture for the new mines, this makes the Lunchbox->mine graphics a bit more consistent than with MG's.Aogora's Holodisk Retex https://www.nexusmods.com/newvegas/mods/57087/? The added color + glowmaps help them stand out a bit more in darkened interiors. Small deviation, but I find it worth it. I'm still debating the reduction in mesh size.
  24. That's alright. It did start as just notes for F&L & TTW, but it morphed it its own separate guide. Mine is more core mods, so no new weapons, no new quests yet, no companions, etc. I do think there is still merit though in trying to combine the whole of F&L + TTW + AWOP (a Dev of TTW is the currently Dev/maintainer of both NV AWOP & TTW (FO3) AWOP) instead of just bits and pieces I've chosen. So I think this thread is good for discussion on all the other mods that SRB has chosen and how they interact with TTW, as there has been quiet a bit of recent interest in the General Feedback. I may go post my updated list on what needs patching or alternative versions as I've been keeping an eye out for F&L mods specifically.
  25. Daagar, I've responded in other thread to better keep track of things https://forum.step-project.com/topic/7889-ttw-guide/page-3
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.