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SteelRat1962

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Posts posted by SteelRat1962

  1.  

    What maps are you editing? Try just editing the color maps. It could also be the color profile you're using in Paint. You need to be using a srgb color profile and you need to be outputting to an srgb profile as well. I use Photoshop. Gimp is probably better for texture editing than Paint but just guessing.

     

     

    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!

  2. 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?

  3. 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!

  4. It probably uses different U/V offsets in different BGSM files through material swaps that are applied at references or in base objects.

     

    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?

  5. 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!

  6. 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?

  7. "That looks like your quest(s) contains hello/greeting topic(s) that have no (or not enough) conditions, so most npc's say nothing, probably because they are actually saying such topic(s), overriding their original ones. Do you have subtitles enabled? that would help to identify if that is the problem."

     

    I haven't created any quests. Only changed the dialog in some, and random NPC dialog in other places. So I didn't change the flow of any quests.

  8. "Also, you probably meant CK instead of CC."

     

    Yes, I meant CK, brain fart. Don't know how to edit the subject line.

     

    As for Xedit, it took me a bit to realize you were talking about FO4Edit :)

     

    I don't use that much, since it's difficult for me to find what I need in there, and more difficult to change things. But I opened that up and got rid of a few things. Didn't make a difference.

     

    But I went back to an older save, before the problem occurred, and things have been fine so far. I've been saving a lot now.

  9. I see that Creation Kit will let you export a tab delimited text file of all the game dialog. But how do you import that file back in?

     

    Here's my scenario.

     

    I have a custom ESP with all the changes I've made in the game, including a LOT of dialog changes. Well, something in that ESP is is messing up the game, can't dialog with most NPCs any more. No idea why. But I'm pretty sure it's my ESP, since the problem goes away when I disable the plugin.

     

    I'm pretty sure it's not dialog that has caused the problem, but something else that I've changed, just no idea what it might be.

     

    So I've exported the dialog, now I want to import it back into a new ESP. But there's no option to do that in CK that I can see.

     

    Any ideas?

  10. Frustrating.

     

    A little more info.

     

    I liberated Sunshine Tidings Co-op. Before I built a generator and radio beacon, I could still dialog with everyone around me. I entered workshop mode, exited, and was still able to dialog. Built the generator and beacon, no more dialog. I had the Build High mod, disabled it and loaded a good save. Went through the same process and the same things happened.

     

    I thought maybe it had to do with an active side quest, needing to talk to Preston to complete. So I went back to Sanctuary, and Preston was the ONLY NPC I could talk to. I completed the mission, still can't dialog with anyone but Preston.

     

    If I had any hair, I'd be pulling it out.

  11.  

     

    So, between the time that the save that works where people still talk to you, to the saves where nobody talks to you, did you ADD or REMOVE any Mods?

     

     

    No. I'm not sure, but I think it has something to do with Sanctuary. If I start off at Starlight Drive In, and fast travel to Sanctuary, the dialog options cease. If I walk from Starlight to Sanctuary, the dialog options cease. They still worked at Red Rocket...

     

    I have made some modifications in Creation Kit, but they are things I've done before. I'll have to un-do them and see if that helps.

  12. I'm running a lot of mods. Most were added after I was well into the game, and things were running fine.

     

    I decided to start a new game, and things were running fine. Then, at some point, about 10 hours in, I lost the ability to initiate dialog with anyone. Not settlers, vendors, companions...

     

    I started stepping back through my saves and found one that started working, so I kept playing. Then at some point it happened again. No idea what's causing it. Anyone run into this before?

     

    Thanks!

  13. I've been trying to find companion random comments in CK, but am not having any luck.

     

    I'm talking about comments made when you pick something up, walk around in your underwear, etc.

     

    I found an event item CA_PlayerWalkAroundNaked, but there is nothing in it except one script reference, which seems to go nowhere.

     

    Any ideas?

     

    Thanks!

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