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SteelRat1962

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  1. BC3 seems to work fine. I can't tell a difference, in-game, between BC7 and BC3.
  2. I'm mostly editing the color files for posters and paintings. I had been using Bc3 Linear Dxt5, for no real reason except that's what I used to used to Fallout 4. I saved a couple with BC3 SRGB DX10+, and it makes a HUGE difference! Thanks!
  3. Thanks for the reply. It was my understanding that Normal maps were akin to displacement maps. I didn't realize they change multiple aspects of an image. What do you do to strip away the whole overlay? Can I make an essentially blank normal map?
  4. Bethesda didn't learn from Fallout 4, with companions constantly getting in the way. I'll be using the cutting laser, and they'll walk right in front of me.
  5. Hello All, I'm very familiar with making texture replacements in Fallout 4, but the ones I'm doing for Starfield all seem either too dark, or washed out. I'm using paint.net, and tried messing with the exposure and saturation settings, but still cannot get them to look as vibrant as the original textures. Any tips on how to do these Starfield textures properly? Thanks!
  6. Ok, what fixed this for me was a suggestion by user @mwo1480.
  7. I'm unable to get any texture modifications to show in-game. So it could be that they've already locked it down.
  8. I have the same problem. Here's one that won't work: https://www.nexusmods.com/starfield/mods/367?tab=description But really none that I've tried will show in-game. I'm very familiar with editing dds files for Fallout 4, this looks very similar, except for the location of the files. But nope, nothing shows.
  9. Sorry, late to reply, but just getting back into this. I don't see the option "Right click the Trishape in question. Texture->Edit UV." in the version of Nifskope I'm using (2.0.0 Prealpha 4) EDIT: Never mind. Apparently I didn't have the right version. I needed 2.0 Dev 7
  10. Yes you can change the offsets, and I tried fiddling with that, but saw no change whatsoever. And the swaps I looked at all have UV offsets of zero. So that means, as mentioned above, the UV mapping of the objects is different.
  11. That's what I've done in the past. I was just trying to understand what was happening. Thanks all for the replies!
  12. I didn't see a material swap on any of them. I tried changing the UV offsets in the BGSM using Material Editor, but didn't see a change at all. Also tried in Nifskope, but also didn't see a change. Though I'm not very familiar with Nifskope, so I could have been totally off base. How do I see if there is a reference that's changing the BGSM that's used?
  13. So I'm trying to figure out how BGSMs work in relation to texture files. My conundrum example: In the CC, there are 6 objects called AdvertsPoster, 01-06. Each one seems to use the same BGSM, AdvertsPosters01.bgsm, but display different portions of the texture file AdvertsPosters01_d.dds, which has 6 distinct areas of the image intended to represent 6 different posters. How does that work using the same BGSM?? I would think that each object would use a variant of the BGSM with different U/V offsets, but that clearly isn't the case. Can someone explain how this works and how I can gain control over which portion of the texture file is displayed? Thanks!
  14. When I try to start GTA V through Vortex, it brings up the Rockstar launcher and wants me to sign in. It says it's in offline more, connection can not be established. But hitting "sign in" is the only option. If I hit that, it brings up a games menu with GTA V as the only one. I hit play, it greys out for a few seconds, then comes back, but never launches. Any ideas?
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