Jax765 Posted March 31, 2015 Posted March 31, 2015 (edited) I'm using that mod, but it misses a good number of outfits that are covered by Hall of Equipment, like Doc Mitchell's outfit. Shame, because the stuff it does cover is a pretty damn great leap over vanilla. Edited March 31, 2015 by Jax765
Audley Posted March 31, 2015 Posted March 31, 2015 On 3/31/2015 at 1:16 AM, EssArrBee said: The clothing replacer gets it right. Just use that and reduce the textures if you need the VRAM. It keeps it's quality at half size. EDIT: Mean this mod: https://www.nexusmods.com/newvegas/mods/54478/?Doc Mitchell uses an outfit not retextured by the Wasteland Clothing Retextured mod. As a matter of fact, everyone in Goodsprings uses an outfit not covered by that mod. It is on my list of things to do. On 3/31/2015 at 12:45 AM, Jax765 said: It seems as though he took the original textures and doubled the size, so they're less blurry, but as a result, the ugliness stands out more.Basically what he did. He doubled the size, added some noise, then blurred then sharpened the textures. Not really a retexture. 2
Jax765 Posted March 31, 2015 Posted March 31, 2015 On 3/31/2015 at 1:32 AM, Audley said: Doc Mitchell uses an outfit not retextured by the Wasteland Clothing Retextured mod. As a matter of fact, everyone in Goodsprings uses an outfit not covered by that mod. It is on my list of things to do. Basically what he did. He doubled the size, added some noise, then blurred then sharpened the textures. Not really a retexture. I'm really happy to hear that, mate. The stuff you've already done looks fantastic :)
Jax765 Posted April 1, 2015 Posted April 1, 2015 This Nifskope setting does a good job with the transparency issues with certain hairstyles in ENB. Now does anyone know a way to mitigate the issues with facial hair? It's made even worse with FCO because it makes some beards thinner, making the transparency more obvious. The first picture is vanilla New Vegas, second is modded, third is modded with FCO.
Marthenil Posted April 1, 2015 Posted April 1, 2015 On 4/1/2015 at 12:55 AM, Jax765 said: This Nifskope setting does a good job with the transparency issues with certain hairstyles in ENB. Now does anyone know a way to mitigate the issues with facial hair? It's made even worse with FCO because it makes some beards thinner, making the transparency more obvious. The first picture is vanilla New Vegas, second is modded, third is modded with FCO. Well, you could try using the nifskope settings you just linked? I think you're paying too much attention to detail :P
Jax765 Posted April 1, 2015 Posted April 1, 2015 I tried that, hence why I posted to ask if anyone knew of other settings. And it's not paying too much attention, the beard transparency is on full display when his head is moving around :P
Hackfield Posted April 1, 2015 Posted April 1, 2015 (edited) On 4/1/2015 at 12:59 PM, Jax765 said: I tried that, hence why I posted to ask if anyone knew of other settings. And it's not paying too much attention, the beard transparency is on full display when his head is moving around :PDid you tried rising the threshold, up to 128? and also removing the blending I remember Skyrim had a similar issue and you could "fix" it removing the blending and rising the threshold. Edited April 1, 2015 by Hackfield
EssArrBee Posted April 3, 2015 Author Posted April 3, 2015 I'd have to give that PN - Rebalance fixes mod my approval. I looked it over and it seems really good. There's a growing list of stuff I'm going to be looking at when I return to F&L. Probably next week or the week after. STEP is almost ready, testing will probably wrap up this week and then we'll go over the guide and push it out. I'll take a few days away from doing any work on the guides and then start on this monster I created again. It passed 150K in page views, which blows my f***ing mind. I'll be doing some work on the general Fallout guide too, since I want to hurry up and make that a usable thing sooner rather than later. Also, been tinkering with TTW. The problem with doing a guide for that is the converted mods seem to ever changing. The latest version DarnUI posted over on the TTW site is a lot more like the FO3 version so if OneHUD gets updated for it then I'll be moving over to that one. It's way more awesome that the current one and I love HUD stuff for some reason. At the very least I'll document installing some of the more demanding TTW mods and getting them all working with some really easy to follow instructions for MO. That might just end up being a supplementary page to my general guide.
TDarkShadow Posted April 3, 2015 Posted April 3, 2015 On 4/3/2015 at 3:10 AM, EssArrBee said: Hmm...Hmmm.... 1
omaroni Posted April 3, 2015 Posted April 3, 2015 On 4/3/2015 at 3:10 AM, EssArrBee said: Hmm...is that the chupacabra No-bark was talking about
EssArrBee Posted April 4, 2015 Author Posted April 4, 2015 FNVLODGen is available for testing. If you know how to use TES4LODGen or TES5LODGen then you may be able to test it. https://www.afkmods.com/index.php?/topic/3750-wipz-tes5edit/ EDIT: Forgot that you need to install it like any xEdit and then make a copy of the .exe and rename it FNVLODGen.exe. EDIT: Also forgot, untick TreeLODs for right now. They do not work.
Butcher Posted April 4, 2015 Posted April 4, 2015 On 4/4/2015 at 3:52 AM, EssArrBee said: FNVLODGen is available for testing. If you know how to use TES4LODGen or TES5LODGen then you may be able to test it. https://www.afkmods.com/index.php?/topic/3750-wipz-tes5edit/ EDIT: Forgot that you need to install it like any xEdit and then make a copy of the .exe and rename it FNVLODGen.exe. EDIT: Also forgot, untick TreeLODs for right now. They do not work.This is brilliant news. It's almost too bad it has taken so long to get something like this...
Jax765 Posted April 5, 2015 Posted April 5, 2015 Realistic World Map should probably replace the one currently included in the guide, I think. Resolution is 4x larger, and it looks better overall. Also Shiloh's map icons are a nice replacement for the vanilla icons. Makes it easier to pick out more unique locations like vaults and ranger stations.
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