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Everything posted by Deleted1205226User
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The main problem in fake high-res (=upsizing image) is the loss of details in the upsized image. Upsizing always incurs quality loss and blur. So basically you will clutter your V ram with a bigger, blurrier image if you do so.
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Custom creature is invisible in the GECK
Deleted1205226User replied to RGsPREDA's topic in Fallout 3's Mod Troubleshooting
Make sure the ShaderFlag SF_Skin is checked in BSShaderProperty. -
Anyone else often clicking the wrong quote button?
Deleted1205226User replied to dikr's topic in Site Support
I can relate to this too. -
Difficulties with sound in GECK
Deleted1205226User replied to Asterra's topic in Fallout New Vegas's Discussion
You seem to be right with your best guest. My experience is with FO3 mainly but I suspect the problem hasn't been solved in NV. Containers and doors with animations will have a doubled sounds when opened while static ones don't. The double sound isn't occurring at the first activation, that's why it isn't noticeable in game (you often activate these only once). When the door or container is activated several times, the doubling sound occur. In these nif there's a sound referenced, the same sound is also referenced in the GECK Edit window. If you remove one of these reference, the sound isn't playing. At least, that's how it reacts in FO3. The workaround is, indeed, to play the sound via script OnActivate. For some reason, in my experience, the sound isn't playing at the first activation but play fine after that. So it's one annoyance or the other ... (and not the only one sound related) I can't wait for a Wizard to fix it. Maybe in JIP there's is a function that could help, but that's not my field. -
Adding Collision to Static Objects?
Deleted1205226User replied to SignedName's topic in Fallout New Vegas's Discussion
Ah yes, didn't thought of that, sorry. I Can't find the bar, could you give me the path or post the item here, I'll see what I can do. -
Adding Collision to Static Objects?
Deleted1205226User replied to SignedName's topic in Fallout New Vegas's Discussion
A present the bars have a Static Collision.You would have to make them turn into Havok Collision and it's done in NifSkope. If you reverse the procedure explained in Jokerine's Misc NV Resources - PDF Tutorial - Havok Removal you should able to make it. -
Fallout 3 Crashing after a couple of minutes
Deleted1205226User replied to rrexx's topic in Fallout 3's Mod Troubleshooting
Not an expert here. Suggestions are: getting rid of BetterGamePerformance (which delete items that might be required by other mods), order the mods with DLC variants in the same order as the DLC. Maybe have a look at the comment section of the two Light mods and see if they might conflict. -
Very Interesting...
Deleted1205226User replied to Vault86Overseer's topic in Fallout 3's GECK and Modders
You don't use FO3 Geck with FNV. FNV comes after FO3 so the message make sense. -
Well, if it's a Staff decision I'm not going to debate over it...
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What a subtle way to disguise self promotion into a pseudo debate!
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Would probably best for you to ask the question on the mod page, directly to the Mod Author. If the Mod Author is not active anymore, try to ask in the relevant forum: https://forums.nexusmods.com/index.php?c=4040,4045 Don't forget to give all the info needed (load order, computer specs, Game installation folder, etc.)
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Make NPC AI attack objects
Deleted1205226User replied to Mktavish's topic in Fallout New Vegas's GECK and Modders
Here's some notes about Destruction Data, let me know if it does help you in any way. http://www.mediafire.com/file/8naoqiis6djqqx7/Destruction+Data-Pixelhate.pdf -
I'll speak for myself. I've been using PS CS2 for more than 10 years with satisfaction, mainly for texturing, I'm pretty used to it now. I had all the free filters & extra tools I needed. I had the opportunity to try higher version (CS4) but it wasn't worth the money for my simple needs. Great tool for more professional use, though. I gave several try on Gimp but it was more frustrating than anything because even if it looked similar the logic and workflow was quite different and I felt I had to (re)learn everything. There's a huge library of plug-ins that can extent the program and it would take me months to try them and see if they can be of any use to me. I gave a shot to Paint.net, it was quite intuitive to use but I still preferred my old CS2 because it's hard to change habits. Paint.net is a bit simpler but quite sturdy. Lately, I've been working on very large texture (8196²)and CS2 choked when trying to save as .dds. (could be due to my computer reaching it's limits.) Paint.net did the job on saving without problem.
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Thanks for sharing your solution. I was quite satisfied with the DXTBmp workaround because I could come back to the Specular map I created and modify it after testing, everything being present in the .psd file. Here's how I was working; exporting the Spec map in .bmp, opening the .dds Normal Map in DXTBmp, importing the Spec map into the Alpha channel, saving. I don't have any working computer now, it died two weeks ago (hence the use of past tense).
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Learning to optimize and lessen crashes.
Deleted1205226User replied to redadair21's topic in Fallout 3's Mod Troubleshooting
These are made for FNV but the Engine are very similar and the advices given are most of the time valid for FO3. https://wiki.nexusmods.com/index.php/FNV_General_Mod_Use_Advice https://wiki.nexusmods.com/index.php/Fallout_NV_Mod_Conflict_Troubleshooting