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Jurassic World Evolution

Forums for Jurassic World Evolution Nexus.

 

https://www.nexusmods.com//


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  1. Can anyone bring the JWE2 dino textures/models into JWE1?

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  2. dinosaur Preset Trait genome

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    • I have the Steam version of Creation Kit because the Bethesda version was taken down but I can’t generate the subgraphs at all, if I run the bat as administrator, it says this version isn’t available for this PC but if I double click it, it launches but after it closes there’s no files generated, what’s going on, I never had this issue with Bethesda version?
    • I don't usually like to complain but I was hoping that Nexus was still working on the forums after the update and that all would be well once they were done.   This setup is miserable.  The fastest way I've been able to find a specific game forum is by googling it.  Using the old "Community-Forum" buttons sends me to "Discussion for Skyrim Special Edition and the Anniversary Edition DLCs."  If you click browse, you go to the main forum and have an opportunity to search through a list for the specific game forums you want.  Please put a link to the actual game forum page where you currently see all the latest threads listed.   I think that might be an easy fix.
    • More on the material database, it consists of two objects describing the list of materials, material objects and components, followed by all components. The first object in the CDB is of type BSMaterial::Internal::CompiledDB: BSMaterial::Internal::CompiledDB {   String  BuildVersion   Map  HashMap   List  Collisions   List  Circular } BuildVersion is the version of the game (currently "1.8.86.0"), and HashMap is a map from BSResource::ID to uint64_t. It maps material paths (represented as CRC32 hashes of the base name without the .mat extension and the directory name, and the extension that is always "mat\0") to an unknown 64-bit hash. Note that while the definition of BSResource::ID has the fields in Dir, File, Ext order, File is actually the first in the data. The second object is BSComponentDB2::DBFileIndex: BSComponentDB2::DBFileIndex {   Map  ComponentTypes   List  Objects   List  Components   List  Edges   Bool  Optimized } 'ComponentTypes' maps 16-bit component type IDs to string format class names. 'Objects' is a list of all material objects, in this format: BSComponentDB2::DBFileIndex::ObjectInfo {   BSResource::ID  PersistentID   BSComponentDB2::ID  DBID   BSComponentDB2::ID  Parent   Bool  HasData } PersistentID is similar to the keys used in HashMap above, and contains the same information for the externally visible layered material (.mat) objects. DBID is the internal 32-bit ID of the object (it cannot be 0), while Parent is used as the base object to construct this object from. HasData is true for all except 6 "root" objects from which all others are derived, and only for those, the Parent is 0. These 6 objects are for the 6 material object types, denoted by the base names "layeredmaterials", "blenders", "layers", "materials", "texturesets" and "uvstreams". 'Components' links material components to material objects: BSComponentDB2::DBFileIndex::ComponentInfo {   BSComponentDB2::ID  ObjectID   UInt16  Index   UInt16  Type } ObjectID is one of the DBID values from the object list, Index is a component slot for component types of which there can be more than one for a single object (e.g. a TextureSet object may have texture files associated with it at Index = 0 to 20), otherwise it is 0, and Type is one of the 16-bit component type IDs previously defined in ComponentTypes. Finally, 'Edges' describes how the material objects are organized in a tree structure: BSComponentDB2::DBFileIndex::EdgeInfo {   BSComponentDB2::ID  SourceID   BSComponentDB2::ID  TargetID   UInt16  Index   UInt16  Type } Index seems to be always 0, and Type is always the ID of BSComponentDB2::OuterEdge. This defines TargetID as logically the parent of SourceID. After BSMaterial::Internal::CompiledDB and BSComponentDB2::DBFileIndex, all material components are stored as OBJT and DIFF chunks, the total number and order of these is exactly the same as in 'Components' above. All components of derived objects are always stored after all components of their base object (the Parent in ObjectInfo), so they can be copy constructed using the data that has already been read.
    • I just updated mine and nothing has changed yet. I guess it may take a minute or two to update globally. I guess the file size allowed has increased too right? the resolution of most user's images look quite poor in this new forum format xD
    • Companions can't use it, it's really only helpful for our human eyes. There is no damage or accuracy boost from it either so the added effect is null.
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