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Posts
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Joined
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Days Won
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Everything posted by Qrsr
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Latest update to the site concerning game icons and covers is horrible to say the least. Here is some feedback following the advices of Soanfriewack: Fallout 4 https://dvdcover.com/fallout-4-2015-ntsc-xbox-one/ https://dvdcover.com/wp-content/uploads/freedvdcover_fallout-4-cover-700x385.jpg Fallout 3 https://dvdcover.com/fallout-3-2008-pc/ https://dvdcover.com/wp-content/uploads/2020/02/2020-02-03_5e38a1ad39030_ObalDVD-CZ-700x456.jpg Fallout 3 GOTY https://dvdcover.com/fallout-3-goty-2009-us-pc-dvd-cover/ https://dvdcover.com/wp-content/uploads/2020/02/2020-02-03_5e38a26966d95_ObalDVD-US-700x466.jpg the icons you use looks like it was made for a 5 year old.
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I have certain mods which host hudnerds of images to showcase and or to cover all what the mod is about. Its a nightmare to realign and order new images in case of an update or else. Whould you kindly add an option to sort images by name, this would help so much. Thank you and kind regards
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I just wanted to let you know, that having the more advanced "code" option is a super big plus from me. ITs so handy for communication. Thanks ! Technically speaking, with the option to drag drop images if supporter or premium or else is another big plus. Its almost close as handy to some extend to discord or other chat programs, like matrix. Maybe one day, your entire site and concept will be a metaverse which combines all of this.
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Request a search bar on the mod authors mods landing page, like this: Reason for this is, if the author has certain mods sorted by a certain naming logic, it would help very much to search by name in this regard.
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Who ever made this was a true masochist. Its horrible to edit, its difficult and super annoying due to the tight space. Enlarge it to the window size of used browser, your page. What is this? Its approx. 640px wide was this programmed to use by a palm (PDA) or what? Good lord.
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+1 that would be nice feature to have
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Im pretty sure you can disable it at some point once the Customise feature is unlocked, ready for testing. Disabling collections is the first thing i will do.
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Looks like you changed the matrix ... I never paid attention, in this moment i have a task, task is "upload/uploading", and hardly multi task, when im on task "browsing" the landing page, i pay attention to the elements on the landing page. Due to your post im condititioned. Now im probably paying attention to this at some point.
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New landing page looks MUCH better! Another pov... your entire concept is about mods, and you support mod authors. Put this one here directly infront of every modders face everywhere like a super advertisment. It will surely make people to think twice about modding. Eventhough nobody will ever buy their own island, safe house or hot tub it is a nice thing! It is buried somewhere in the middle of your landing page. Thats a true waste. Make it appear more. Maybe even on the left and or right panel ...
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Hi, im asking myself if it would be possible to add specifci game fonts to the game categories on your end? For example, Fallout uses many different fonts, such as: Gothic 821 Condensed JH Fallout i really would love to have these fonts as option on my mod description page. it would look almost like something put out of the game itself. it would mean so much. thanks.
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Commenting Converting a comment to a bug should include replies
Qrsr replied to kundrun's topic in Suggestion Board
its delayed, since the last port, or major port, the feature still works but very delayed, on my end. EDIT: It doesnt work anymore totally. To bad. in this regard, nexusstaff you should think about not only moving comments into bugs and store and collect them there, which is an awesome feature btw, but also should you add the feature to the forum tab. i would like to move a user comment to a specific forum thread on the mod page. thanks. -
I have created a unique skin for that, MaterialActorQuantum ... hmmm all of the race records are patched and updated. Should the _n and _s also equal to Quantum? The blood on ground work perfect, its just the melee weaponry decal. I cant find any information in the game for that. It seems its a special shader, which might be hardcoded.
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Thats it, either im dumb and cant figure it out or its hardcoded, example: The blood on the Ripper should be blue, quantum. Any ideas? Cant find anything in time, on the www. I was assuming i added all the material files and impact data sets, such as here: https://skyrimck.uesp.net/wiki/ImpactDataSet https://skyrimck.uesp.net/wiki/ImpactData etc. all is net, but i cant figure out how to swap the red decal Its just a texture on the melee weapon. Why BGS WHY
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Texture size depending on model bounds
Qrsr replied to Qrsr's topic in Fallout 4's Creation Kit and Modders
I understand. I call by Color Remapindex correct? If thats so smart which im pretty sure it is, why TF is this not more used in the base game? Limitations with rendering at some point? It sounds to good to be true. I noticed that hard loaded textures such as landscape and the architecture like i said, are not UV. The impact in having them merged would be enmore, correct?- 13 replies
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- optimization
- mesh
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What size would be ideal if we keep model bounds as reference concerning meshes and textures. Or Which ratio if we keep model size and texture Like a baby bottle should use 256x256 a terminal 512x512 a machine kit 1024x1024 a wall 2048x2048 In other words, if the shape of object X has measurements of Y it should no bigger than texture size Z. Any ideas? Im asking because im doing some texture work and FO4 has many oversized, to high detailed textures for very small objects which in turn doesnt make sense especially if its junk objects, the game is full of it, which turn keep load on the renderer for no reason.
- 13 replies
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- optimization
- mesh
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(and 3 more)
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Go into the Radroach Race record. Disable all animation except one at a time, test ingame, with only one animation applied. You must always close restart game since the game cannot change animation done by race edits in real time. Then name the animations once you know in the race if you want. Thats the only way i know.
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Open xEdit, remove the Navmesh, do it again in CK and test. Make sure to never merge, renumber, or else or anything with xEdit when the mod of interest has and uses Navmesh. Do it with CK only.
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I dont know either, sorry for the confusion, without you i would have never bothered with it (for a long time probably). Now it works, before i compared i started from scratch. I must haved messed something up in the first NIF. It works the better.
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Wow, what did i missed?
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Possible and most certainly true. Also check if your Triangles snap to ground, use "F" key for triangles to snap to ground. Also watch this video: Its by far the best video out there.
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Go into your Fallout4Custom.ini and type into: [General] sStartingConsoleCommand=bat nameofyourfile nameofyourfile you dont neet to add .bat use a simple .txt file
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I recommend whenever you test, use a bat file to prompt directly from the game window into an interior and or exterior worldspace and remove all other mods Example BAT tdetect coc SanctuaryExt
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Just add a BsValueNode to Nuclear Material (Component) and attach AddonNode 420 for example. I dont have the option to see any crash log unfortunately.
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Today i noticed, adding a BSValueNode for light for one of the Junk/Misc items, will crash the game once moving to the PipBoy tab "Junk". Someone an idea how to solve this?
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How to Remove Precombined and vis from my mod
Qrsr replied to F4llfield's topic in Fallout 4's Creation Kit and Modders
Use FO4Edit and click on your plugin, then do this: Then you will see only the CELL headers and you can cleanse the headers