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wastlander

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Everything posted by wastlander

  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
  15. upload all screen shots a to a site that host them and post a link here to it, the thumb nail shot here is so bad, I can not determine where in the games structure your at. As far as that place ? upload a zipped up copy of the saved game for inspection... a method used to inspect data you have installed. This will most of the time reveal the reason why a problem is there, if it can be solved easy or not. What is here is very little data to go on . I'll respond kitty. Thanks Kittty Below are screens of the issue of the cells not loading correctly effectively trapping me in the anchorage war memorial. https://www.flickr.c...s/69892771@N05/ here is link to the save file here http://www23.zippysh...iwZqj/file.htm Still wondering what might be causing this what i suspect is memory related issue. I have the Large address aware enabled. Intel® Core™ i5-4690K CPU @ 3.50GHz (4 CPUs), ~3.5GHz Memory: 16384MB RAMAvailable OS Memory: 16250MB RAM Page File: 2461MB used, 16219MB available My Install Path is on a Samsung 840 250 MB SSD C: Games/Bethesda Softworks/Fallout 3 Video Card is a NVIDIA GeForce GTX 760 Display Memory: 4033 MB Dedicated Memory: 1985 MB Shared Memory: 2048 MB Current Mode: 1440 x 900 (32 bit) (60Hz) FWE and MMM and an midhrastic ENB with ENBoost installed. any suggestion on how to further trouble shoot appreciated. thank you
  16. You bet. Large Address Aware Enabler Enabled but m running win 8.1 so i have no idea if was still applicable. Running 16GB ram so Sumpin is taking up a a bunch of resources, now leading to occaisional crash in heavy combat situations, in addition to this unsolved cell not loading. User Purr 4/kitty recommended uploading a save file as this can be used to trouble shoot. link to save file here http://www23.zippyshare.com/v/i4CiwZqj/file.html Question : I m wondering if as User 2much 41 has suggested earlier this is a memory shortage how does one definitely check this? and then how to know if its is possible to fix. thank you Wastlander
  17. Hello M48A5 and thank you for the tip and the other F03 forum troubleshooting link . My Install Path is on a Samsung 840 250 MB SSD C: Games/Bethesda Softworks/Fallout 3 Video Card is a NVIDIA GeForce GTX 760 Display Memory: 4033 MB Dedicated Memory: 1985 MB Shared Memory: 2048 MB Current Mode: 1440 x 900 (32 bit) (60Hz) Load order ...I am running Midhras ENB +Sweet FX , 45 active mods at the moment and the NMC medium texture pack but in order to share a the full list can you please advise on how to copy n past from the NMM in text format my load order? It appears I am unable to ctrl C and ctrl V from the Mod manager. Below is a link 3 screens of the issue of the cells not loading correctly effectively trapping me in the anchorage war memorial. https://www.flickr.c...s/69892771 kind regards, Wast
  18. Hello 2much thanks, I will have a look at this massive new modding guide. I am using Win 8.1 so who knows if Cleanmem is the way to go. I will of course have look. Or just cut back on my rampant mod abuse. Below are screens of the issue of the cells not loading correctly effectively trapping me in the anchorage war memorial. https://www.flickr.com/photos/69892771@N05/ if anyone has any further suggestions as to solve or how to educate myself to solve this I am all ears. kind regards, Wast
  19. Kitty and 2 much 41, Thank you for your replies. That is kind. I tried uploading to imagur but my .bmp uploads are uploading all white. ugh. I'll work on that suggestion of finding good upload site for screenshots.as you kindly suggested please find attached here is zipped save of just after I entered the anchorage war memorial. http://www23.zippyshare.com/v/i4CiwZqj/file.html I do hope its not a memory issue it is a new custom PC w 16 GB RAM and I have installed the large address aware fix.But it would just be nic to more about how F03 can less tempermental. if at all helpfull myspecs are as follows : Intel® Core i5-4690K CPU @ 3.50GHz (4 CPUs), ~3.5GHz Memory: 16384MB RAMAvailable OS Memory: 16250MB RAM Page File: 2461MB used, 16219MB available Windows Dir: C:\Windows DirectX Version: DirectX 11DX Setup Parameters: Not found User DPI Setting: Using System DPI System DPI Setting: 96 DPI (100 percent) DWM DPI Scaling: Disabled DxDiag Version: 6.03.9600.17415 64bit Unicode In the mean time will try and find this backdoor. Thank you again both for you assistance kind regards, Wastlander
  20. Hello I have entered the anchorage war memorial on Moira's Mirelurk wasteland research quest but I am unable to leave. The room exit is but a opaque grey doorway that when I pass through I drop down into the same area. Is this a known bug? I have loaded and unloaded this save as well as exited the game a couple times. How can I get out and complete this quest? Is this solved by using a specific console command? User Purr 4/kitty recommended uploading a save file as this can be used to trouble shoot. link to save file here http://www23.zippysh...iwZqj/file.html
  21. Hi is there console command or spell that will allow you to change into a creature, deer , rabbits, mudcrab etc...? anyone?
  22. hi glad to see Gopher and MGE 's Cinematech back on the nexus. I love all the skyrim mod advice this guy gives ... Trouble is have it loaded with FOMM. FOSE is active, and the mod appears within my inventory and i can select the types of grain BUT there are NO effects. Archive invalidation is on, as well as mabye 6 other mods that don t require FOSE. No crashes but no visuals for this mod either.agh. Any suggestions? anyone? thanks
  23. hi does anyone know if mod makers Gopher's and my good eye (MGE's) Imaginator and dynavision mods on the new vegas nexus will work in fallout 3. I woud like to mod my fallout 3 with these two mods but nexus wont host those mods on the regular FO3 site for some reason. so really it is two questions: 1- will these mods work with FO3, and 2-why have they been removed from the FO3 nexus? Thoughts, opinions, random speculation and cold hard facts are all welcome. thx wastlander
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