Jump to content

DUST2DEATH

Supporter
  • Posts

    57
  • Joined

  • Last visited

Nexus Mods Profile

About DUST2DEATH

Profile Fields

  • Country
    Australia

DUST2DEATH's Achievements

Contributor

Contributor (5/14)

  • First Post
  • Collaborator
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. 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
  2. Use the tag function so it puts the magnifying glass next to any item that contains something you need....
  3. 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...
  4. 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.
  5. 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.
  6. Most likely. The more you dig, the more lazy it becomes....
  7. 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.
  8. What is the other mod? It very well could be using a modified material which is overriding and causing the issue.
  9. Fair enough, I just wasnt sure why you linked it. Not sure why you are so on the defensive, I wasnt attacking you...
  10. 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.
  11. 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.)
  12. Ive looked through FO4edit and gone through the materials. What im interested in the HSV node. the buildings are procedurally generated (for the most part). Nif components used have no texturesets, only materials, which reference the base texture and swap but seem to be a false flag as its all done via remap textures. RGB input = output.
  13. CK will let us edit at the shader level? I had a quick look around at the previous CK's ( excuse my noobishness ) and I could see it would let you edit some shader effects ( effectshader ), but I dont think that is what Im after really.
×
×
  • Create New...