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zilav

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Everything posted by zilav

  1. BSAs can't override each other in Fallout 3, this feature was added only in Skyrim. Previous games require custom xSE extensions to implement that. For New Vegas this is done by JIP LN NVSE extension (read about .override files) https://geckwiki.com/index.php/BSA_Files#Notes_2 No idea if something similar exists for Fallout 3.
  2. Can't be fixed unless someone will manually readjust positions of troublesome cliff refs in the entire worldspace (there is a mod for that for Skyrim). And even then it will lessen z-fighting, not remove it completely.
  3. Regenerate terrain LOD https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-85-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/
  4. xDump, you'll have to compile it yourself or ask someone in xEdit discord https://github.com/TES5Edit/TES5Edit
  5. 2GB for games prior to Fallout 4. Unlimited (technically) in Fallout 4.
  6. This is an engine bug when LOD doesn't switch off up close. The selected object is not LOD but the fully loaded mesh for which the LOD got "stuck".
  7. Objects LOD consists of merged macromeshes covering 4x4, 8x8 and 16x16 cells depending on distance, there are no separate objects and hence nothing to select. No idea what screenshots you've seen, but it was not selected LOD for sure.
  8. Use xLODGen version from the STEP forum, generate LOD4 terrain meshes with quality=0.
  9. Use hex editor to replace a single letter like "BstomaCompanion.esp" for example in the plugin's header, create an empty plugin with the same name to server as a fake master.
  10. "Is it really THAT hard to just duplicate a worldspace with EVERYTHING in it?" Yes, everything involving a new worldspace creation (either from scratch or duplication) is one of the hardest tasks. You can't just copy worldspace in xEdit and expect it to work as is. This requires a lot of additional clean up postprocessing by someone who knows very well how the engine works.
  11. It does, but it works in the UI thread. So if your system suspends UI of background apps for whatever reason then it will stop obviously.
  12. Those are visible. There are also invisible ones that you'll never see without a hex editor.
  13. That ENotSupportedException and it's message are not xEdit errors, but errors issued by Windows when opening plugins.txt which xEdit just prints. Quick googling... https://stackoverrun.com/ru/q/10821835 So you most likely have some invisible special chars in the path (or in the file itself).
  14. Install FO4LODGen resources (link in the STEP forum thread) and run generation, xLODGen works the same for all Beth games.
  15. They both do the same. Report masters script has selection UI for a master plugin, the other script requires load order index as input.
  16. No. This is like asking how to cheat CPU to get 9 bits in a byte instead of 8.
  17. Downscale in any editor capable of handling dds or other tools. Normal map is not needed for terrain noise, this is a "mask" texture.
  18. This is a matter of taste. I personally use this one from New Vegas https://www.nexusmods.com/newvegas/mods/46451 Need to rename to "textures\effects\terrainnoise.dds" for Oblivion.
  19. This is hardcoded terrain noise texture textures\effects\terrainnoise.dds Some texture packs replace it.
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