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ManehattanProject

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Posts posted by ManehattanProject

  1.  

    The OP already indicates awareness of the filenames to be replaced. It Does work (as long as ArchiveInvalidation is working). We do it in Project Brazil. I belive the OP is asking if the screens before the main one can be suppressed so there isn't a 'slide show' of different screens before the main menu?
    These screens show up before the main menu:
    loading_screen_bethsoft.dds
    loading_screen_bgs.dds
    loading_screen_legal.dds
    loading_screen01.dds
    In Project Brazil, we've changed all of these (Our new version, not released yet).
    These screens don't show up in the Geck under the loading screen group so I assume they are hard coded in the exe. You could try just copying the main dds to all of them to get the static effect but otherwise you probably need an NVSE plugin to accomplish it.
    As far as the load screens in the Geck, I don't see a global or a gamesetting to disable these either.

     

     

    Yeah, we found it they were indeed hardcoded into the game itself. So we'll likely just change all the loading screens to variants of various screenshots, concept art and other such things for GoE.

     

    Thanks for the help folks!

  2. I already have a new custom main_background.dds. I'd like to make it a static image without the various "loading" .dds files cycling through.

     

    I know I can't simply delete them, as they're in the Textures2.BSA and the game will just pull from those and I'd really rather not have to create a new .BSA without them or extract the .BSA, remove the files and then remove the .BSA.

     

    Any suggestions?

  3. I'm surprised at how frequently people still ask about this. But anyway: using the Intel plugin for Photoshop, BC7 for the diffuse (_D), BC5 with inverted Y for the normal (_N), BC5 with spec on the red channel and gloss on the green for the _S. No alpha on anything unless actually using transparency on the diffuse, and irrelevant blue channel for the _N and _S.

     

    Our own research into the problem has lead to a lot of contradictory solutions without a consistent resolution.

     

    This is exactly what we were looking for so now we can start writing our automation scripts.

     

    Thank you kindly!

  4. We are attempting to port a series of original textures from Fallout: New Vegas into Fallout 4. (IE, one's we've built for Fallout: New Vegas internally).


    A little about our studio: We are using primarily Blender, NifSkope, GIMP, Photoshop, and Substance Painter.


    We had initially intended on exporting OBJ with textures from the original game files for importation into editing software such as Substance Painter for PBR-based editing. The addition of the new (pseudo-PBR) format of Fallout 4's version of the Gamebryo engine has proven to be somewhat elusive, however. Some folks have reported success but have not reported how they were able to get the system set up.


    It looks like the original RGB specular textures in New Vegas are now being presented as RBGA for Fallout 4. In addition, with research it appears that conflicting information exists about exactly how the specular and gloss mappings are supposed to be set up, channel-wise, and what the compression should be.


    Questions:


    Does anyone have a decent Substance Painter workflow for Fallout 4 yet?

    Are there any tools that can help automate this process other than doing object exportation via Nifscope 2.x, and then re-importing directly by hand?

    Are there any other textures that we need to worry about, or channels, other than RGBA for Specular + Alpha, Normal, and Spec+Gloss?

    When porting, do we need to extract all alpha transparency into its own channel?

    What is the proper order for Spec+Gloss channel storage? Is the third channel used for anything?

  5.  

    In the Geck, under the Audio section 'music type' - IGNORE THIS SECTION - doesn't do anything in FNV. If you make a cell, make sure it's set to 1NoMusic
    Here's the wiki but all the screen shots are missing:
    There's a few pieces to this:
    1. Put your MP3 file under Data\Music\yourmusicfolder (can't be in a BSA. Needs to be loose). Remove all the metadata from the MP3
    In the Geck, under the 'Audio' section:
    2. Create or copy a Media Set and add your MP3 to it. It's better to copy one that's similar to what you want.
    3. Create or copy a Media Location Controller and add Media Set(s) to it.
    4. Place an Audio Marker in your cell
    5. Add the Media Location Controller to your audio marker in the editor: Double-click on the marker, then click on the 'audio Marker' tab. Then click on the big 'AudioMarker Dialog' button. Then use the drop down to pick the Media location controller you just made. Change the radius to cover the area you desire. Just leave the rest default.

     

     

    Will this avoid the intermittent looping-at-random-interval issue? We went through this, but never got the music to successfully loop.

  6. This has actually been an ongoing problem since day one, something we suffered through in Smuggler's Run because Obsidian decided to make massive changes to the music system from Fallout 3. To the best of my knowledge, no one's actually cracked it yet, but I have my team working on it. If we get any traction, I post it in this forum.

  7. We did a series of vertical screenshots all stitched together and then used the rough terrain outlines with the roads done by hand.

     

    My Creative Asset Director informed me that a most horrible death awaited me if he ever had to do it again.

  8. When doing worldspaces like this you have to go bottom up and change the children first before doing the parent.

     

    No dice. Still won't come over.

     

    Okay, so here's the full data.

     

    V575.esm is the current master (the one with the corrupted worldspace block) which is at load order 04.

    This file has a Block -1, -1 and Subblocks with the following: -4,-4; -4, -3; -4, -2; -4, -1; -3, -4; -3, -3; -3, -2. Everything in these subblocks is empty/blank. (I have tried copying with these intact and removed)

    V533.esm is the master with the good worldspace block in it which is at load order 05.

     

    Here are my steps (I've also reversed these steps, but there was no impact)

     

    I first add V575.esm as a master for V533.esm.

    I then go into Worldspace until I reach "Block -1, -1" and alt-click the button to fully expand out the tree.

    I select the first of the Temporary items (in this case 0501ECF1 - Landscape), then select all.

    Change FormID to 04 V575.esm. It runs through and redoes all the FormIDs.

     

    After that, I go up and select the FormID directly beneath the "Subblock -4, -4" header (in this case 0501E8B0) and then select all. [Note: This is the FormID with the "Worldspace - GoEAppleloosaValley "Appleloosa Valley" [WRLD:050212A6] header]

    I repeat the process above and change FormID to 04 V575.esm. It runs through and redoes all the FormIDs.

    At this point, it still shows "Worldspace - GoEAppleloosaValley "Appleloosa Valley" [WRLD:050212A6] in the header.
    After the FormIDs of the children are changed, I still cannot Deep Copy or Copy as Override.
    I've done the following variants of the process.
    1. Change FormID of the Worldspace from 050212A6 to 040212A6. This causes Worldspace - GoEAppleloosaValley "Appleloosa Valley" [WRLD:050212A6] to become [050212A6] < Error: Could Not Be Resolved >.
    2. Select multiple Worldspaces and create a new FormID entirely. When Deep Copy as Override is selected, I get the error "Load Order FormID [WRLD:050212A6] cannot be mapped to file FormID for the file V575.esm."
    3. Do not change the FormID of the Worldspace. Select the entry directly under the Sub-Block headers and select all and then Deep Copy as Override. I get the same error as above, only one each for each entry.
    4. Do not change the FormID of the Worldspace, Select the lowest level children under the cell temporary entries and select all. Copy as Override (Deep Copy is not available). Error: "Required Master V553.esm" can not be added to V575.esm as it has a higher load order. The same occurs if I do change the FormID of the Worldspace.
    5. Change the FormID of the Worldspace. Select the entry directly under the Sub-Block headers and select all and then Deep Copy as Override into 04 V575.esm. I get the error "FormID [050212A6] references a master which is not available in the file 04 V575.esm."
    It's all pointing back to that header. Is there a script that can change FormIDs referenced in Headers?
  9. I've run into a rather surprisingly problem. An entire block of data for the Appleloosa Valley worldspace has been corrupted, showing flat land, no items and no textures. I thankfully have an older iteration I can use to restore the data, but I cannot figure out how to do change the Worldspace FormID to properly bring in the block (-1, -1) to the new .ESM.

     

    After adding the newer (and messed up) file as a Master to the master with the correct worldspace, I can change the FormID of the Worldspace (050212A6 to 040212A6) and can easily tell all the Cell FormIDs (such as for -28, -32) and the temporary item FormIDs (Landscape, rocks, etc).

     

    However, when I change the Worldspace FormID (see above), the "Worldspace" header line changes from "GoEAppleloosaValley "Appleloosa Valley" [WRLD:050212A6] to [050212A6] < Error: Could Not Be Resolved >.

     

    Normally in this situation I would simply use the command "Change Referencing Records" but that's not available when going through Worldspace cells.

     

    While I know a solution would be to simply to rename the worldspace in the old master and then import it as an entirely new worldspace, that would require me to fix all references, links and a dozen other things, something I'd very much like to avoid.

     

    Any suggestions?

  10. Had to setup some dialogue last night for the first time since building my new computer with Win 10. I notice it's suffering from all the Topic and condition fields being collapsed. I can expand them no problems but it doesn't stick and having to repeatadly do that gets annoying.

     

    Does anyone know the .ini settings I can adjust to fix this, or is it a Win 10 issue and I'll have to run in different compatability mode?

     

    I know this was caused by an update to Windows in 8 or 8.1. There's tons of great guides on how to remove said update! Which are completely useless for WIndows 10, since it's baked in as far as I can see.

     

    However, if someone does manage to pull this off, I would be eternally grateful for the knowledge myself.

  11. Hi everyone. Is there any way to show player's cursor in gamemode so player can move it? Also - does anyone knows a path to it so I can change it's color\texture if needed?

     

    My instinct for moving the mouse cursor on its own is that it's probably a no. I know even for basic programming that GUI movement is a nightmare (I've tried it...it didn't turn out well).

     

    As for the cursor, the only thing I could find was the following in "Fallout - Textures2.bsa"

     

    textures\interface\icons\misc\cursor.dds

    textures\interface\icons\misc\glow_cursor.dds

     

    These may be controlled by the HUD color controller though. I'd have to experiment to be sure.

  12. Look in Lunette (in my files) - I have 3rd person cutscene there (LunettezLabSceneBoomRoomScript). First you create a player clone, then you use player as camera. But this method sucks because creating player clone CTDs for some people (I haven't found the reason - it just does). Moreover clone can crash game even after many frames after spawning.

     

    For users who have CTD on creating player clone I have special "CTD fix" option in MCM menu - it brings game into console mode so no CTD happens (only way I found.)

     

    Another way if to force player into 3rd person and hold middle mouse key. (LunettePhotoLunetteQuestScript)

     

     

    EDIT:

    To see what 3rd person cutscenes can do:

     

    https://youtu.be/GwAoxqAwpIA?t=2m10s

     

    2:10-2:15 cinematics happen in-game and captured without using additional commands (TFC or else).

    Also making 3rd person cutscene is tiresome because you need to chose a good angle and sometimes it's difficult to achieve.

     

    Oh this is simply perfection. Exactly what I was looking for. This would be fantastic for multiple character conversations as well. I'm definitely going to be studying this in-depth. Thank you so very much. (Actually, I'll have my Technical Director study it in-depth because he's a hell of a lot smarter than me, but the sentiment remains!)

  13. I have been trying to setup the GECK's version control software to ease working with a group on a mod. I have managed to get it mostly working except for the checking in portion. The GECK successfully creates the new esm file and the associated fid fud and fvd files so it has write permissions to the folder that is setup. But when I go to check in a change the program throws an error CreateFileMapping failed to open file with error access is denied. After this when I try to checkin again it says the esm has been changed so the program is touching the file in some fashion. Any ideas as to what could be causing this? Is it some kind of compatibility issue with windows 10?

  14. So I've got a crazy idea. I have a scene in which a companion character, separated from the group, takes a missile to the chest. Originally, I was going to have the player character move to a very specific spot to see a very specific angle and then use the Disable command, but it would be a lot cooler if I could do some sort of "in-game cinematic."

     

    Is there a way to script TFC or a similar command within the game itself to allow the player to view something outside of the player's visual frame of reference?

     

    My real problem is that my original window I was going to use is simply too small (Overseer's window) to be used effectively as a picture to the events unfolding the in atrium below.

     

    Any ideas?

  15. Is the pipe supposed to rotate?

     

    It definitely has what appears to be completely junk NiTransformController data.

     

    Wherever a controller is used, keyed values override other transforms, at least in NifSkope - and maybe it sounds like in the editor, too. The root NiNode is being targeted, too, which I don't think I've seen before.

     

    Edit:

     

    Removing the transform data allows it to be scaled normally. Select it in the block list and delete the block and that should do it.

     

    Sounds like they didn't clean the asset before throwing it into the .BSA. I'll always wonder why MZ is in there.

     

    Thank you kindly! :D

  16. Okay, so I got a bit of a mystery on my hands. Thanks to Roy, we're back at running at full capacity.

     

    Part of GoE includes using the entirety of the Mothership Zeta kit from Fallout 3 that Obsidian conveniently left in the .BSAs. I've even managed to actually import three of the (also conveniently left) test levels from Mothership Zeta directly into FO:NV.

     

    Everything's working great...save for one model

    dlc05\dungeons\mz\pipe\dlc05pipebigbase01.nif
    This model seems to refuse to want to change from its default settings. When I attempt to scale the model, it will increase in size...and then snap back to 1.0 (while if double-clicked, it does indeed show the scale as 1.0+). When I duplicate it, it always snaps to vertical.
    I've never see a model behave like this and when inspected in-game, the model always reverts to a specific size and orientation. (1.0 and 0, 0, 0 rotation).
    Any ideas?
  17. Seriously, I could kiss you. Except you're using Gary and he's freaky.

     

    I never even considering the power management system of Windows. I was using the Gigabyte App Center to control things, but even then it wasn't running like I felt it should. But the instant I switched it to High Performance instead of balanced, I found that the minimum processor speed had been set to 5% and now was set to 100%.

     

    Now all the settings and results I'm getting make so much more sense. You nailed it. Windows was throttling me and I didn't even know it. It now runs perfectly.

     

    Thank you a billion times over! :D

     

    http://pinkie.mylittlefacewhen.com/media/f/img/mlfw352_8959%20-%20twilight_sparkle%20yes.png

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