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DUST2DEATH

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Posts posted by DUST2DEATH

  1. 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.

    AhEELvB.jpg

     

    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.

    yCJb9w9.jpg

     

    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.
    YLg0JmL.jpg

    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 :)

  2. 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?

  3.  

    As a side note: Do yourself a favor and learn to texture without substance painter/design/Quixel Suite before using them. It might seem odd, but I am pulling my hairs out when the new breed of texture artist needs help, and they are useless beyond these tools. Sometimes you need to get to the bones of stuff and really understand it before you speed things up :wink:

    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.  

    If you mean that the textures defined in the nif's aren't actually used in the game, then that's nothing new. Can't recall when that feature appeared, but it was already present in the Skyrim engine. Textures could be defined separately in the CK and used to override the ones defined in the nif. A very useful feature for getting more out of a single model and certainly very useful to modders. I haven't gotten around to looking at any of the Fallout 4 files yet, but I'm going to get around to it in a few days... So maybe I'm wrong about how it works.

     

     

     

    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.  

     

    Seems like Beth is putting a large bet on mods. Wonder if they plan on putting their money where their mouth is?

     

    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. 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.



  7. 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.)

  8. 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.

  9. Is the mod active in NMM? (green tick beside it)

    If no, do the following and try again with NMM.

     

    add the following line to the Fallout4Prefs.ini file below the section marked [Launcher]:

    bEnableFileSelection=1

    change the following line in Fallout4.ini:

    sResourceDataDirsFinal=STRINGS\, TEXTURES\, MUSIC\, SOUND\, INTERFACE\, MESHES\, PROGRAMS\, MATERIALS\, LODSETTINGS\, VIS\, MISC\, SCRIPTS\, SHADERSFX\

  10.  

     

    To edit FO4 normal maps in Photoshop use levels to change the RGB black level from 0 to 128, once that is done you will be able to work on them like regular normal maps.

     

    Once you are done you must save them as a DDS with 3Dc compression, you will notice that once saved like that if you open them again they will look faded like the Vanilla textures.

     

     

    To each their own..

     

    I save as a TGA then convert to BC5 using the nvidia texture tools.

     

     

    I guess I should've worded it differently, this method works for me and I've seen others use it, since nobody else in this topic actually gave a method I thought I'd share it.

     

    I wasn't try to bash anybody but in the end the OP and others now have two methods to try instead of one so it's even better.

     

     

    Oh I meant nothing by my post, Im sorry it came across that way. :smile:

     

    Options and experiences for everyone differ and help everyone else, I agree.

  11. To edit FO4 normal maps in Photoshop use levels to change the RGB black level from 0 to 128, once that is done you will be able to work on them like regular normal maps.

     

    Once you are done you must save them as a DDS with 3Dc compression, you will notice that once saved like that if you open them again they will look faded like the Vanilla textures.

     

     

    To each their own..

     

    I save as a TGA then convert to BC5 using the nvidia texture tools.

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