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DUST2DEATH

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  1. Was any work done to Vortex in this area?
  2. Not really any specific link as such, but I'll detail as best I can. In Alpha 17 the game will now look for a folder called "Mods" in the root game directory. Inside the mods folder you place your "modlets". These are loaded Alphabetically. Currently the only way to change the load order is to rename the folder. We have been leaving this up to users to do manually. Inside the main folder is mod/ModInfo.xml containing the mods Name/description/version. Config folder contains the config files ItemIcons is self explantory. Resources contains Unity Bundles. The config directory consists of files of the same name as vanilla, but contain XPath directives which are now processed at run time. So hard modding the xml files is no longer necessary. because of the xpath processing on the fly is where load orders are necessary when combining mods, just like in skyrim as there may be a dependency on another "modlet". Its where conflicts will happen. eg: If modlet A removes a node and then Modlet B tries to access the now removed node (it will just fail silently with a warning in the console). I dont know if its anything within the scope of what you are looking at but I didnt think it could hurt to ask :)
  3. Ive been testing Vortex with 7 days to die and reading said documentation via knowledge base. Unfortunately the bulk of the documentation does not apply (such as install orders etc) as the game reads the files in the Mods folder based on Folder File name and loads Alphabetically. With the new system that The Fun Pimps implemented, load orders will be necessary, as well as conflict resolution based on the xml config files. Is there a way to manually add rules even when no conflicts exist/detected? Is this something that can be added to Vortex? second to this can Vortex rename the folders in the mod directory based on the rules set?
  4. manually place your edited file (the dds, not the rar) into your steamapps/common/fallout4/data/ folder. Make sure you have the right path. For shacks you would place the dds into fallout4/data/textures/architecture/shacks
  5. Use the tag function so it puts the magnifying glass next to any item that contains something you need....
  6. What do you suggest I use instead of those programs first? There's tangent space and world space normals. Disney uses one type and I think Bethesda uses tangent space. I just use photoshop myself...
  7. The nifs in question have no assigned texturesets at all. only materials which use a remap diffuse. You can override the remap so it works as a normal diffuse, however, it has issues. You lose roughly 40 - 50% in building colour variation. There is also tiling issues if you do. Example. 1 building in vanilla is pink. If you override it, 1 of its 2 story walls (which for the sake of discussion is 3 tiles long of 2 rows stacked. 5 of those tiles will be pink, 1 will be red. 2nd wall will be pink. 3rd wall will be purple. Ive played with all the materials specified, and made them all flat colours of their assigned names. It appears some arent used, or ignored.
  8. Most likely. The more you dig, the more lazy it becomes.... So you reckon they will try a paying modders model again? A more thought out deal. No idea if they would try that again, however I wouldnt put it past bethsoft. It would have to be super well thought out and clear as crystal though not receive all the backlash again.
  9. Most likely. The more you dig, the more lazy it becomes....
  10. The moar goar mod just increases the lifetime and amount of decals on screen. It doesnt modify materials or anything. EDIT: looks like you are missing _d on your diffuse filename.
  11. What is the other mod? It very well could be using a modified material which is overriding and causing the issue.
  12. Fair enough, I just wasnt sure why you linked it. Not sure why you are so on the defensive, I wasnt attacking you...
  13. its not something enb can fix, nor am I looking to fix. Im trying to improve the textures for the buildings, but these components of the buildings, and some others are done as described above. the meshes of each component only points to a material. the materials point to a base texture, swap texture and grayscale gradient. Neither the base or swap appear to be used although referenced. instead replaced by the remap at the engine/shader level. a gradient diffuse specifies the colour ranges for the various options. Because of this, its making it very infuriating to have a meaningful improvement.
  14. Forgive my wording. The randomness isnt random as such, nor is the procedural nature random. Its a remap texture used for the buildings, that varies the colours of the buildings etc for variation. The buildings are always the same in build and colour. It uses RGB input which determines output. Mu understanding is that this is all done down at the shader level by the game engine, not in the diffuse etc themselves. (which matches my experiences when dealing with these buildings.)
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