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wastlander

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  1. Hi I have done hours or research on setting up the creation kit properly but have been unable to set up the material editor button to work. I have figured out that I have to set up a file path from the Creation Kit ini file. to the tools folder in the I have set a file path in my .creation Kit.ini sMaterialEditorPage=file:///X:STEAM/steamapps/common/Fallout%204/Tools/MaterialEditor/htdocs/index.html However this still does not enable my browser to open CK the material editor. Others have such suggested avoiding this problem by just using the Nexus material editor but I am trying to follow a tutorial on you tube that exclusively uses the CK. I am looking to add custom posters/paintings in F04. via creation kit I see other users ( link below)have had simiilar issues with the CK set up without results https://community.bethesda.net/thread/90123?q=material Can anyone advise on how to activate or properly set up the Ck material editor ? Thanks!
  2. Hi I am looking to begin creating a few custom replacements for the various paintings in Fallout 4. I would like to create some normal maps and specular maps to make a FO4 dds texture files that modifies the various Bethesda originals textures files from the Cabot house,specifically the portraits of the family to look like more like old oil 19th century paintings. I have managed to locate and extract a couple textures via the B.A.E. I have also found appropriate image resources to layer onto the original in order make painting surfaces look aged and varnished. I have installed Gimp 2.8 with normal map and .dds plug- ins and Blender installed. I have found a few tutorials on youtube that were ok but they could be more precise as to how to mod all three dds files Question 1-Can any one suggest any really good absolute beginner guides, or make any detailed suggestions as to how to create normal and specular maps in Gimp 2.8 or Blender and covert it back to dds. Question 2-: the texture files for all the paintings appear throughout various texture BSA. When modding/replacing the texture of specific in game images for example the paintings of kittens, or other in game framed pictures do the 3 moded replacement textures ( _d_dds ,_ n_dds and s_dds ) files need to be put back in the exact same file for example Textures6 .BSA/ Textures/ SetDressing /PaintingsGeneric? Or can these replacement files just be put back in to the DATA folder and marked only with their Original file name in a textures folder? many thanks wastlander
  3. Hi I am looking to begin creating a few custom replacements for the various paintings in Fallout 4. I would like to create some normal maps and specular maps to make a FO4 dds texture files that modifies the various Bethesda originals textures files from the Cabot house,specifically the portraits of the family to look like more like old oil 19th century paintings. I have managed to locate and extract a couple textures via the B.A.E. I have also found appropriate image resources to layer onto the original in order make painting surfaces look aged and varnished. I have installed Gimp 2.8 with normal map and .dds plug- ins and Blender installed. I have found a few tutorials on youtube that were ok but they could be more precise as to how to mod all three dds files Question 1-Can any one suggest any really good absolute beginner guides, or make any detailed suggestions as to how to create normal and specular maps in Gimp 2.8 or Blender and covert it back to dds. Question 2-: the texture files for all the paintings appear throughout various texture BSA. When modding/replacing the texture of specific in game images for example the paintings of kittens, or other in game framed pictures do the 3 moded replacement textures ( _d_dds ,_ n_dds and s_dds ) files need to be put back in the exact same file for example Textures6 .BSA/ Textures/ SetDressing /PaintingsGeneric? Or can these replacement files just be put back in to the DATA folder and marked only with their Original file name in a textures folder? many thanks wastlander
  4. The Scroll mouse did work at one point but stopped. also Ctrl key allowed me to enter workshop mode as well as first person. "v "does not work . strangely it these two functions appear to working again but intermittently as in after about 30 minutes of the returned functionality of Ctrl and mouse scroll . its very weird. i disabled non texture related mods to trouble shoot but suspect this issue coincides with the new steam F4 update . if you have any suggestions i am all ears... thanks wast
  5. i USED THE WORK AROUND FOR THE NEW PATCH .and i can get in game and the few mods I am using are loaded. However I AM UNABLE TO SWITCH TO FIRST PERSON VIEW, I DISABLED MY MODs and tried to remap the" Ctrl" KEY but the view remains in 3rd person,. is ther an .ini fix for this? Or might this be an issue with the "lowered wepons" mod conflicting with the new patch? any thoughts? thankswastlander
  6. 1. My GPU is a Ge force GTX 760 DirectX version: 11.0 GPU processor: GeForce GTX 760Driver version: 347.25Direct3D API version: 11.2Direct3D feature level: 11_0CUDA Cores: 1152 Core clock: 1071 MHz Memory data rate: 6008 MHzMemory interface: 256-bit Memory bandwidth: 192.26 GB/sTotal available graphics memory: 4096 MBDedicated video memory: 2048 MB GDDR5System video memory: 0 MBShared system memory: 2048 MBVideo BIOS version: 80.04.F0.00.60IRQ: 16Bus: PCI Express x4 Gen2Device Id: 10DE 1187 27653842Part Number: 2004 0010 4. "Where I am with the game at this moment?"Do you mean Number of hours into it, geographically or installation wise? 5 "all tests performed , and duplicated, I can duplicate the doors being missing here on a system not the same and not using the same data." I think i missed a step here. I thought you could NOT duplicate the missing doors, your computer was running the save game fine. Hence we thought there was problem with my configuration or hardware.Or xlive or a driver or ... 6.I have not reinstalled the ENB or Sweet Fx . There is no d3d9.dll in my Data folder. I'm just running Vanilla and wondering why in the name of Atom when I load up that save the doorways in large underground areas still will not render. Do you still suggest I use F0 edit to find the # code for the door way sin the larger underground areas? Thanks
  7. what part , or whole? The part about how to Run Mod Org and with the Extracted bsa data to see if Fallout will read all these extracted files in the same way as the archive. As per the numbered step sequence in my post.
  8. Whoo hoo. You can please disregard that last message I think i figured it out. 1 1.Make a blank folder with a name 2.put it in the Mod folder of MMod organizer 3. and extract the bsa into it . 4.check it off and hit Run. Well after scrutniizing your most recent screenshots a little more I extracted the bsa files INTO the Mod Organizser "Mod" folder. Not my desktop. So that was added to Mod Org. and as you say I was ready to rock. When I load up that test save file... wait for it... blank grey in the doorway. No I do not use F03 Edit. Although I am aware that it contains #identifiers for all the game items and locations . All of this is new to me. That seems like a good suggestion althought the time it takes to figure out the ID # of every underground doorway to locate the problem ones seems considerable. I thought CFF was one of the applications that makes the Fallout 3 Large Address Aware? How can this be used to test the engine? Honestly I still think it might be RAM. You mentioned that it might be drivers so I updated my Nividia driver but the issue persists. Meow :)
  9. Hello Kitty Black, Thanks you for the additional pictures and remarks about the old games and creativity. Yeah I m usually a pretty creative individual when I am not tinkering with stuff I know nothing about. I think the second pic today at 5:15 that "adds mod" pic is unclear to me. I have the extracted bsa data in a folder called like in your shots "Extracted test" folder with meshes textures trees. But in order to add it to Mod Organzier, it looks for for archived extension files, fomod, 7z. I guess I am unclear on how to add it without archiving it again. If i just drop these extracted files into the Fallout Data folder how will ModOrg know to load them as a mod? I cant tic anything off unless its an archives file extension. Your guide on the use ModOrg to extract data is clear but I was a bit lost at first as it seemed counter intuitive to launch the game via Mod Org. since you emphasized that we were testing an unmodded game , only Vanilla functions. 1 "you create a mod name," Ok yup i wil you , it says extract test. 2 "Place that folder , the mod name into the mod folder" and launch mo, the folder will be empty." Sorry I do not understand that "the folder is empty" as it has the extracted data meshes textures trees no? Do i just make an empty folder with the same name "extract test" and archive it and load it as mod? "and move the extracted files you need to use int it" Move 'em where? " now when you launch Mo, it will now see and use all the files you need to use as if it were a mod." Ok were making a fake mod. Sorry I think part this confusion stems from not using MOD Org. kind regards wast
  10. Kitty Black , Sorry I ment to write "just TO be Clear", this was not an admonishment for lack any of clarity. Thank you , as instructed am using Mod Organiser to unpack. The next step was manually putting these 3 unpacked folders named Meshes, Textures and Trees into my Fallout 3 Data folder. I did this and some files copied into the Data folder then I was asked if i want overwrite about 2 000 files. I just wasn't sure if I am supposed to say yes. I expect that is the idea I am just not 100% on this, as you know i will be duplicating all the bsa data and I cant undo it after. if i do overwrite these files, do then launch the game from the Launcher to test whearther all these unpacked files have loaded? Thank you
  11. thanks Kitty can you please clarify your advice . I have The nexus Mod manager installed. But you are suggessting FOMM or Mod oraganizer to unpack or extract the data from what file or folder exactly? Could you be more specific on how to proceed with this method? Thank you wast
  12. T I will second this, as it is very correct. if all data and only the main master file are installed, and you still have this issue, then you look outside of the game. The saved game file is in fact flawless, the data is not carried over from what ever the cause is there, so that only leaves things from the system, the PC or it's drivers. How ever...it can be also xlive data, anti cheat in overdrive...missing data for it or it was triggered and will not or is trying to shut down the game. Thank you both M485 and Kitty Black. Yes let us suppose that it is an issue with not enough RAM to load the larger underground areas. Shouldn't the Large Address Aware Enabler that I installed a while ago remedy this? I wondered about it because it is the only modification i cant really check if its working. For example following installation of FOSE, and checking it with the commmand"get fose version" lets me know its working . Even Load let s you know right away order I mean the game just crashes if there is an issue there but How I do I check that the 4GB is actually working? Kitty , I took your Xlive remarks in to account and installed the Xlive disabler application from the nexus. I reloaded that i save and it and grey doorway was still present. So Xlive appears not be the culprit. I also thought It might have been a driver corrupted by Sweet FX ( it does not appear to function reliably well with Win 8.1) or some aspect of the formerly in stalled ENB , so I reinstalled the new Nvidia drivers reloaded the save and well that wasn't the problem. So lets say The 4GB ennnabler is not working. Question: How can I check if the cells are not loading as a result of lack of available RAM.? kind regards wast
  13. M48A5 thank your input on my load order and observations. I am not sure how user Kitty Black obtained the list load order from my save game file but its nice to have it posted. I suspect that since I am still having the same issue with the blank grey doorways in the larger dungeons areas even in a new Vanilla install of F03 that this issue may have little to do with load order. kind regards wastlander Kitty Black, Thank you for loading my saved games having a look . No screen shots will be necessary I am sure it looks fine on your end. Mabye it is the disc itself? My DLC disc is no longer readable a big scratch I think, as a result i hav enot in stalled it in a few years, so mabye Disc one got a scratch too and this isssue is a physical disc reading problem, or my GTX driver? I hardly think that the discovery of two basket balls was compensation for your time but I am glad I can give something back, in some small way:) It is possible that I may just popped a tweeked .ini file in the folder just before I loaded up this new install. Could some ini instrcutions really be causing the larger dungeon cells not to load? Mabye I'll try it again or I just re install New Vegas, a game I never finished much of. kind reagrds wast
  14. Hello Kiity Black, Thank you for your suggestion and offer and views on some technical aspects of F03. I have tried a few things to fix the issue of grey doors or cells not loading, tweeks to the the ini , redid the Large Address aware 4GB install, deactivating the Wanderes edition and associated compatibility Mods and Mart Mutant Mod and NMC texture packs, but the dungeon cells not loading appears to be a bug even in my new Vanilla install. I have no DLC. Please find below as requested 2 test files. I did a fresh install of F03. and loaded up a save file from previous play with the 40 or so installed mods, with an ENB and sweetFX . Below you will find two Vanilla (except for a reinstalled FOSE) save game files. Unfortunately the grey doors or cells not loading are still appearing in more than one dungeon area. http://www.2shared.com/file/aaZoZxh8/F03_NoMods_noENB_M_No_SFXs__sa.html my install path is an SSD , C: games \Fallout3 I realize you requested a save file with ENB enabled and *dll removed from the game directory, but was unsure if you ment the ENB dll or the original dll that getts over written when adding an ENB. Please advise if you have any thoughts on how to fix this issue. Thank you Wastlander
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