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ryanjp89

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Posts posted by ryanjp89

  1. I have no idea why, but I can't equip a rifle on my back weapon slot. I could earlier in the game, but for some reason only my bows appear in the back weapon slot. I am on my horse and have all the rifles in my inventory, but they are only in the shoulder slot, even when on my horse.

  2. I've been trying to find the settings for the flashlight. I'm not sure what script file its located in, and unfortunately it's not in the same file as Dying Light 1. If anyone knows where to find the settings for the non UV flashlight, i'd definitely make a mod for it.

  3. How can I add a glow map to a model that doesn't use a bgsm material? the nif file uses dds textures, and uses BSEffectShaderProperty and can't figure out where to add the glow map texture.

    Does it work like that with BSEffectShaderProperty?

     

    It doesn't work for BSEffectShaderProperty, unfortunately. :sad:

  4. Hi

     

    For 3Dmax it depends what type of projects you do.

     

    For CPU go with one that has 4 cores 8 threads or better. 3D max will use 99% of the CPU no matter what you get. That is the main reason I use 2 computers at home & at work. I can work on textures(or play) on one computer while the other computer is rendering.

    For modding this game the stronger the cores(IPS) the better the framerate(lows) in places like Boston. I use i7s

     

    I use Nvidia cards for Cuda rendering. My GTX 1080 it is really fast. It is faster than the old Quadro card I use at work. Although I like the Quadro's 64X AA in Opengl previews . Gaming cards are 16X in Opengl previews.

    There are no big performance jumps between cards for Cuda rendering. So for hobby rendering a GTX 1060 6gb would be a good choice & your modded games would be happy at 1080 resolution.

     

    If you render for print output you need more ram. I use 32gb ram at work & that is fine for output 3 meters tall, 6 meters wide rendered at 72ppi. For 8k output 16gbs is fine.

     

    For Photoshop 16gbs of ram is ok for creating textures 4 & 8k for games or prototypes but for print output you need 32 or more.

     

    Build your own computers. Large computer manufacturers leave features out that your art productivity software may need or only have the feature in their workstation models. I learned my lesson years ago.

     

    Keep your old computer. Your rendering computer can easily get tied up rendering animation frames for a day or 2. Your old computer or laptop can play older games & brows the internet while you wait.

    Also if you pick up clients for your artwork you will need the other computer in case your main computer breaks at a bad time. Keeping older components is a good idea as well.

     

    Later

    I normally use 3ds max to sometimes model, or crate smoke/fire textures using FumeFX. I very rarely use it for rendering anything else.

    My laptop is running on 6 gigs of RAM, and surprisingly it isn't that bad when I work on high-res textures, but if I run any other programs it definitely has a hard time, and will freeze often.

     

    I do however render images often in Terragen. I use it often to create cloud textures/skyboxes for games, and it looks very close to actual photos, but requires quite a while to render sometimes.

     

    Hopefully I can put together something that is within my budget, that will at least run Fallout 4 without using any extreme graphic/texture mods.

  5. Thank you very much, everyone. I was able to learn a lot from what everyone posted, and will definitely act as guidelines for my build. I will most likely use PC Part Picker website to see what I can come up with. I unfortunately don't have a huge budget, but hopefully I can put together a build that will at least be able to run some graphics mods, but if my budget is too low I will just go with a build that will run Fallout 4 with regular mods, without using any graphics mods, and upgrade in the future.

    I most likely will spend a lot of time creating mods, and often focusing on community mod requests, including mod requests for consoles.
    I know how frustrating it can be for players who use a console to play FO4 on. (Especially PS4 users)

    I bought Fallout 4 about a year later on PC just to create mods for my PS4 version.
    I was really mad at Sony's external assets restrictions. They pretty much ruined mods on the PS4.
    Also my current laptop won't even start Fallout 4, so to test the mods I created for ps4 required me to upload any mods I was working on, then download it on PS4 to make sure it worked.
    It is quite a long trial and error process whenever I came across any bugs.

    I am very grateful for everyone's advice, I am quite behind on hardware these days so it really helps me a lot.

    Thank you again, everyone. :happy:

  6. Hello. I am currently looking around to buy a new system, mainly to play Fallout 4 using any graphic mods, or high res textures.

    I am not sure what the minimum specs that is required to run FO4 using any of the graphics mods, texture mods, etc.
    I would be playing on a 1080p resolution, and want to make sure the system I get is capable of doing so.

    P.S. I also will need it to be able to run my art programs like Photoshop, 3ds Max, Substance Painter, Sound Forge Audio Studio and a few others.

    Any help would be greatly appreciated, and any other advice on buying a PC as well. :happy: Thank you.

    (Hopefully I am posting this in the correct forum. If I am not, I apologize.) :ohmy:

  7. I am creating a new weather mod for PS4, and need help figuring out which lighting setting controls the brightness of night time in creation kit. I need to know which setting it is under within the weather settings. Like is it "stars" or "moon glare"? I tried looking at the darker nights mod for PC but couldn't narrow it down to which light exactly is for the night brightness.

  8. I was wondering if it's possible to extract one part of an esp, or esm in this case, and exporting it, or copying it to a new esp.

    Say like I wanted to copy the weathers from the ESM of Far Harbor without remaking them manually into a new ESP. Is it possible to somehow extract the values or extract, or copy them somehow? What I'm trying to do is create a mod for PS4 that has Far Harbor weather but don't want it to require the Far Harbor DLC.

    I have both creation Kit and FO4Edit Is it possible to do that with either of those?

  9. From what Thenryb has said, I think it is best to learn how to organize your own load order. It is what I do, and though sometimes it requires trial and error, I believe it is the most effective method, using FNVedit.

    It is actually not that hard, once you are familiar with FNVedit it is quite easy to make your own load order.

  10. I am trying to import Nif particle meshes into my 3d studio max, using the NIF importer. However I recieve this error with every NIF particle mesh file I try to import.

     

    Link could not be cast to required type during file read. This NIF file may be invalid or importerly supported.
    Type of object with index 174 was: NiPSysData
    Required type was: Nigeometrydata

    Does this mean the NIF importer does not support importing particle meshes into 3ds max, or am I doing something wrong?

    Any help or advice would be appriciated. Thank you.

  11. I haven't encountered it, but have you tried making a merge patch with FNVedit? It might resolve the issue, or it might be a single mod causing the problem. It would be hard to say since I do not know what mods you're using.

    Someone else may know the solution, or know what could be causing this. if you haven't yet, try to make a merge patch.

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