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ManehattanProject

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About ManehattanProject

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  • Website URL
    http://www.gardensofequestria.com
  • Country
    United States
  • Currently Playing
    Fallout New Vegas

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  1. Yeah, we found it they were indeed hardcoded into the game itself. So we'll likely just change all the loading screens to variants of various screenshots, concept art and other such things for GoE. Thanks for the help folks!
  2. I already have a new custom main_background.dds. I'd like to make it a static image without the various "loading" .dds files cycling through. I know I can't simply delete them, as they're in the Textures2.BSA and the game will just pull from those and I'd really rather not have to create a new .BSA without them or extract the .BSA, remove the files and then remove the .BSA. Any suggestions?
  3. Right now, part of our tech team is experimenting with configuring a VPN system to emulate an internal network to use the built-in version control system. (We tried using it with stuff like Google Drive or other cloud-based systems, but couldn't get it to work for reasons that are frankly above my head).
  4. Our own research into the problem has lead to a lot of contradictory solutions without a consistent resolution. This is exactly what we were looking for so now we can start writing our automation scripts. Thank you kindly!
  5. These actually are for assets we've already built in New Vegas (and are still creating for New Vegas) which we plan to use in Fallout 4. All of the textures are completely new and original. None of them are using built-in textures created by Obsidian or Bethesda.
  6. We are attempting to port a series of original textures from Fallout: New Vegas into Fallout 4. (IE, one's we've built for Fallout: New Vegas internally). A little about our studio: We are using primarily Blender, NifSkope, GIMP, Photoshop, and Substance Painter. We had initially intended on exporting OBJ with textures from the original game files for importation into editing software such as Substance Painter for PBR-based editing. The addition of the new (pseudo-PBR) format of Fallout 4's version of the Gamebryo engine has proven to be somewhat elusive, however. Some folks have reported success but have not reported how they were able to get the system set up. It looks like the original RGB specular textures in New Vegas are now being presented as RBGA for Fallout 4. In addition, with research it appears that conflicting information exists about exactly how the specular and gloss mappings are supposed to be set up, channel-wise, and what the compression should be. Questions: Does anyone have a decent Substance Painter workflow for Fallout 4 yet? Are there any tools that can help automate this process other than doing object exportation via Nifscope 2.x, and then re-importing directly by hand? Are there any other textures that we need to worry about, or channels, other than RGBA for Specular + Alpha, Normal, and Spec+Gloss? When porting, do we need to extract all alpha transparency into its own channel? What is the proper order for Spec+Gloss channel storage? Is the third channel used for anything?
  7. Will this avoid the intermittent looping-at-random-interval issue? We went through this, but never got the music to successfully loop.
  8. This has actually been an ongoing problem since day one, something we suffered through in Smuggler's Run because Obsidian decided to make massive changes to the music system from Fallout 3. To the best of my knowledge, no one's actually cracked it yet, but I have my team working on it. If we get any traction, I post it in this forum.
  9. We did a series of vertical screenshots all stitched together and then used the rough terrain outlines with the roads done by hand. My Creative Asset Director informed me that a most horrible death awaited me if he ever had to do it again.
  10. It is a bit clunky, but it does the job. As long as my testers have the ability to determine a cell without saying "Go to spot in screenshot," I'm happy. (Seriously, I had one do that).
  11. No dice. Still won't come over. Okay, so here's the full data. V575.esm is the current master (the one with the corrupted worldspace block) which is at load order 04. This file has a Block -1, -1 and Subblocks with the following: -4,-4; -4, -3; -4, -2; -4, -1; -3, -4; -3, -3; -3, -2. Everything in these subblocks is empty/blank. (I have tried copying with these intact and removed) V533.esm is the master with the good worldspace block in it which is at load order 05. Here are my steps (I've also reversed these steps, but there was no impact) I first add V575.esm as a master for V533.esm. I then go into Worldspace until I reach "Block -1, -1" and alt-click the button to fully expand out the tree. I select the first of the Temporary items (in this case 0501ECF1 - Landscape), then select all. Change FormID to 04 V575.esm. It runs through and redoes all the FormIDs. After that, I go up and select the FormID directly beneath the "Subblock -4, -4" header (in this case 0501E8B0) and then select all. [Note: This is the FormID with the "Worldspace - GoEAppleloosaValley "Appleloosa Valley" [WRLD:050212A6] header] I repeat the process above and change FormID to 04 V575.esm. It runs through and redoes all the FormIDs. At this point, it still shows "Worldspace - GoEAppleloosaValley "Appleloosa Valley" [WRLD:050212A6] in the header. After the FormIDs of the children are changed, I still cannot Deep Copy or Copy as Override. I've done the following variants of the process. 1. Change FormID of the Worldspace from 050212A6 to 040212A6. This causes Worldspace - GoEAppleloosaValley "Appleloosa Valley" [WRLD:050212A6] to become [050212A6] < Error: Could Not Be Resolved >.2. Select multiple Worldspaces and create a new FormID entirely. When Deep Copy as Override is selected, I get the error "Load Order FormID [WRLD:050212A6] cannot be mapped to file FormID for the file V575.esm."3. Do not change the FormID of the Worldspace. Select the entry directly under the Sub-Block headers and select all and then Deep Copy as Override. I get the same error as above, only one each for each entry.4. Do not change the FormID of the Worldspace, Select the lowest level children under the cell temporary entries and select all. Copy as Override (Deep Copy is not available). Error: "Required Master V553.esm" can not be added to V575.esm as it has a higher load order. The same occurs if I do change the FormID of the Worldspace.5. Change the FormID of the Worldspace. Select the entry directly under the Sub-Block headers and select all and then Deep Copy as Override into 04 V575.esm. I get the error "FormID [050212A6] references a master which is not available in the file 04 V575.esm." It's all pointing back to that header. Is there a script that can change FormIDs referenced in Headers?
  12. It would be extremely helpful if my QA Testers could identify exactly what cell they're in when they're reporting issues to me for Worldspace problems. Is there a way to identify the cell coordinates (such as -3, 10) of the current player location while in game?
  13. I've run into a rather surprisingly problem. An entire block of data for the Appleloosa Valley worldspace has been corrupted, showing flat land, no items and no textures. I thankfully have an older iteration I can use to restore the data, but I cannot figure out how to do change the Worldspace FormID to properly bring in the block (-1, -1) to the new .ESM. After adding the newer (and messed up) file as a Master to the master with the correct worldspace, I can change the FormID of the Worldspace (050212A6 to 040212A6) and can easily tell all the Cell FormIDs (such as for -28, -32) and the temporary item FormIDs (Landscape, rocks, etc). However, when I change the Worldspace FormID (see above), the "Worldspace" header line changes from "GoEAppleloosaValley "Appleloosa Valley" [WRLD:050212A6] to [050212A6] < Error: Could Not Be Resolved >. Normally in this situation I would simply use the command "Change Referencing Records" but that's not available when going through Worldspace cells. While I know a solution would be to simply to rename the worldspace in the old master and then import it as an entirely new worldspace, that would require me to fix all references, links and a dozen other things, something I'd very much like to avoid. Any suggestions?
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