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Deleted1205226User

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Everything posted by Deleted1205226User

  1. Would it be an idea to tell us what game you're about?
  2. 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.
  3. Make sure the ShaderFlag SF_Skin is checked in BSShaderProperty.
  4. Then I would suggest to ask for help on the TTW forum where you most likely will find an answer.
  5. You are aware that TTW is not a mod for FO3. It's a mod that combines FNV and FO3 running on FNV engine. Possessing both games is required to make TTW running.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. Start here: https://www.youtube.com/playlist?list=PL0E5E8CA384409B11
  11. You don't use FO3 Geck with FNV. FNV comes after FO3 so the message make sense.
  12. Well, if it's a Staff decision I'm not going to debate over it...
  13. What a subtle way to disguise self promotion into a pseudo debate!
  14. 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.)
  15. 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
  16. 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.
  17. I remember seeing something on NifSkope Discord about .hkx not being of nif format while .kf are. I have no idea on how one would convert .hkx into .kf., don't even know if it's possible. NifSkope Discord would probably be the best place to have a hint.
  18. According to a friends who is turning pro in the business of Models & Textures, MindTex2 is one of the best app around, it even surpass fancy things like Substance & other alike in certain measurement of accuracy he had made, especially with Grey scale if I understood him correctly.
  19. Old age and intense use, I guess. https://www.nexusmods.com/fallout3/images/45273 (Let's not hijack BBourbon's thread)
  20. 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).
  21. I had the same problem with CS2. I used DXTBmp as workaround. Simple, clean, free. http://www.mwgfx.co.uk/programs/dxtbmp.htm But EPDGaffney might have another proposal.
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