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LivewareCascade

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Everything posted by LivewareCascade

  1. Hey, that link is dead, is there any chance of an update?
  2. Yeah, it really changed the wasteland for me, it was an amazing mod. Shame about it bugging out on me, but it happens.
  3. Unfortunately, they were all already there :( Try lowering the overall settings from ultra high to high, or High to Medium. Watch for overheating as the GPU will start cutting back on its load if it gets to hot. Nothing. :( I tell you what, I sorted one of the problems out though - the trees. They were caused by a small change Vurts Fertile Wasteland made, and he released a compatibilty patch that fixed that particular issue. However, The rest, such as buildings, roads, pylons etc. still have poor LOD meshes. Not every one, mind, but enough that it's really annoying.
  4. Good evening ಠ_ಠ. I have an idea regarding the following mod: http://www.newvegasn...le.php?id=42522 This mod is called placeable lights and places a small selection of toggleable lights into the game, including lamps, tubelights, lanterns and floodlights. However, I have noticed that when turned on, the lamps themselves are still fully havokable objects, and so, with my character floundering about the place like a blind bull driving a tractor, my lights tend not to stay in the same place for very long at all. So I thought of an idea: Why not introduce a small addition to the on/off script controlling the light source that will lock the location of the lights in place, similar to Feng Shui? (Which for some reason, doesn't seem to work with this mod, maybe because the lights are activators). Let's say we drop the light from the inventory. Currently, pressing "use" to pick up the light triggers a menu to either turn the light on, pick it up, or do nothing. Upon turning the light on, why not lock the light in place, and then upon deactivation, allow it to be havokable again? I tried looking at the Feng Shui lock script, but I'm a bit new to programming, so I didn't get very far, especially with the syntax. Certain things like variable declaration, etc. are clear, but the scipt to halt movement isn't. Can anyone make any recommendations regarding this issue? The author has given express permission to use the mod as long as the original author(s) are credited, so hopefully nobody will have any issues regarding editing the work of another.
  5. If I find one, I'll let you know, but no luck so far. It's annoying though, but it didn't happen on my first couple of playthroughs. It probably is related to either a mod or an ini settings change in some way.
  6. Naw sorry mate, I've got an nVidia GTS 250. No crossfire (or SLi for that matter) here, boss.
  7. A picture would better explain it, or rather a series of. http://imgur.com/a/bGX73 Anybody have any ideas what's going on?
  8. resolved, thanks for the reply - found out it was some gash shapesdata. Stripified everything and overwrote the old data and it worked out well.
  9. It's resolved now, thanks. It was a mesh issue, not a texture issue in the end, but thanks for the assist.
  10. OK, I will do this - however, the mesh in nifskope definitely has diffuse, normal and shinybright effect texture set. Would this still then be the case?
  11. Anybody willing to help? I've been playing around with some weapon mods that I downloaded off here, and I've got a few bugs with the specularity of weapons, etc. I've made a youtube video here that should show the bugs I'm having http://www.youtube.com/watch?v=2MvbPq3lumw If anybody is half decent at texturing or with nifskope, I could really use a hand. Thanks.
  12. Question Mark in the title is there because I'm not really sure if it is or not, but I know that the effects ultimately affect how the texture acts. Basically, I ported a weapon over from a Source model to OBJ, and then to NIF using 3DSMax09 with the second method (dealing with NiTriShapes) mentioned here: http://geck.bethsoft...ram_to_the_GECK The model appears just fine in game, and I successfully applied the textures, but there is no change in how the light reflects off the weapon - I'm not sure what the technical term is or what governs this since I'm new to modding, but I mean normally if you were standing under the sun and turned, the light would play across the metal of the weapon - in mine, there is no change in the light levels whatsoever. The texture appears the same colour and doesn't reflect light at all. Is this a problem with the textures, or the meshes that I used? How would I go about fixing this?
  13. OK will do, although both nskies and fellout will be sorely, sorely missed. I thought fnv toolkit was just the required plugin for nvse? EDIT: Good call man, it was one of those mods. I've got the dirtiest feeling that it's Fellout, which I'm going to do some more advanced testing with, since it's one of the few must-haves for me. I'll let you know how that goes, in the meantime - many thanks mate. EDIT 2: Tried again with Fellout 1.4 - similar stability. One minor crash in an hour or so of very intensive testing, with high physics/graphics event (multiple bodies being chucked using a nuka grenade). MUCH better results, I think I'll keep it at this now. Many thanks once again.
  14. I'll try this for sure and report back - thanks for the advice. However, the problem does seem to be tied to the mods - before I installed any and patched the game (including adding the DLC), I didn't experience a single crash. Would the codecs still make that much difference if it was a mod related issue? EDIT: Sorry mate, no joy on the codec thing. Still got crashes within five minutes, one during zone transition (Wasteland>>McCarran) and the other in combat with a few fiends.
  15. Hey guys, yet another person experiencing very frequent CTDs (every 5-10 min or so). I really hope someone can help me with this - here's my load order: Additional steps taken: I'm using the FNV4GB.exe for NVSE I've also JUST installed Wyre Flash but the bashed patch seems to be doing sod all, still crashing and even more frequently. Also disabled Autosave on travel/wait/sleep Running V1.4 of New Vegas with a custom ENB series (which doesn't seem to have any effect on crashing). My system is as follows: Quadcore 9400 @2.66 GHz 8 GB DDR2 Ram nVidia GTS 250 7 Pro x64 Crashes occur in combat sometimes, when transitioning between large open worlds (e.g. Mojave, McCarran, Freeside, etc) and sometimes just randomly. HELP! Please?
  16. Is that the "large address aware" EXE? EDIT: I tried this, it works like a charm. Stable game, problems solved (as far as I can presently tell). Word of advice though: Go to NMC's page and look for the links there. He's posted links to the normal version and the version compatible with NVSE. Weirdly, I didn't see the NVSE link on the actual large address aware mod page.
  17. I'll second these problems. I too experience these crashes often, sometimes randomly just after leaving combat or the pipboy, but most typically when entering or leaving large open cells (like McCarran or Freeside or of course, the Wasteland). Strangely, if I save manually before entering the cells, and then reload fom THAT save after the game inevitably crashes, I can enter the area just fine - the crashes become more prevalent the longer I've been gaming. They occur for me roughly about 10 minutes, 20 if I'm lucky, 5 if I'm not. I've also tried the measures suggested by the OP, including BOSS sorting, merged patch creation, etc. Oh, and yes, my game is patched to 1.4.whatever, no DLC and my graphics drivers are just dandy.
  18. If by "his", you mean the original author, then no, I just need...well, I thouth I needed UV's. I'm new to this scene, so I apologise if I mess up Basically, I know that once I've got some kind of reference points that allow me to look at a texture and work out what different parts of the gun are, I am happy to use Photoshop there. I'm comfortable with the actual painting of the textures to give the final textured finish. I just don't know how I'd go about getting from the absolute mess that I currently see when I use Nifskope to auto-generate the UVs to something where I could actually be at a point where I'm saying "Oh, that's the receiver, I can see that from the texture map, that's the fire selector" etc. Now, in Millenia's video, he's shown quite clearly that he has a simple enough map where the parts are easily identified by eye (it's the point where he says he's seen so many of them that he's gotten used to it, owtte). That's kinda the stage I'm wanting to be at, I guess.
  19. Hey all, I've gone out of my mind trying to find a decent G36E for FO3 or NV, the only one I could find was Chambermade's offering here. While the model seems really good, I was thinking of doing a retexture of the model. I'm alright with photoshop, so I reckon I'll be alright with the actual texturing, but the problem is I don't really have a baseline to start off with. The dds provided in that file is extremely flat and smooth. Basically, it's impossible to tell where the parts of the weapon are because it's just all...grey. Uniform grey, apart from a few highlights for the knobs and screws. So I figured what I need is a decent UV map export and this is where I'm completely defeated. I have no idea how to make one, and for some reason, Blender keeps crashing. I really need some help with this, and I was hoping one of the experienced modellers/texturers would be willing to help me out with my predicament. I'd like to retexture from scratch because Chambermade hasn't been active since May, and provided no reply AFAIK to the last modder who tried to fix his nif. Therefore, I don't have any permission to directly modify his texture, and I'd rather just make my own texture and then send it to him to see if he'd like to include it in his own release. To give you an idea of where I'd like to get, I was thinking of getting to a UV map at the beginning stages of this tutorial
  20. Hey all, I've gone out of my mind trying to find a decent G36E for FO3 or NV, the only one I could find was Chambermade's offering here. While the model seems really good, I was thinking of doing a retexture of the model. I'm alright with photoshop, so I reckon I'll be alright with the actual texturing, but the problem is I don't really have a baseline to start off with. The dds provided in that file is extremely flat and smooth. Basically, it's impossible to tell where the parts of the weapon are because it's just all...grey. Uniform grey, apart from a few highlights for the knobs and screws. So I figured what I need is a decent UV map export and this is where I'm completely defeated. I have no idea how to make one, and for some reason, Blender keeps crashing. I really need some help with this, and I was hoping one of the experienced modellers/texturers would be willing to help me out with my predicament. I'd like to retexture from scratch because Chambermade hasn't been active since May, and provided no reply AFAIK to the last modder who tried to fix his nif. Therefore, I don't have any permission to directly modify his texture, and I'd rather just make my own texture and then send it to him to see if he'd like to include it in his own release. To give you an idea of where I'd like to get, I was thinking of getting to a UV map at the beginning stages of this tutorial EDIT: Never mind, this is the wrong forum, I'm going to go post it in the right one. I'd be grateful if a mod could lock this.
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