Jump to content
⚠ Known Issue: Media on User Profiles ×

103Sakamoto

Premium Member
  • Posts

    7
  • Joined

  • Last visited

Everything posted by 103Sakamoto

  1. Thanks a lot! I really learned something new from you. Could use these knowledge you taught for some basic modding work.
  2. So recently I'm doing some modding work, patching all modded textures(Like vivid fallout all in one) into the original texture packs(Fallout 4 - texture1~9.ba2), because i thought that either using extra loose files or ba2 files would slow down the game, as there maybe two same files compared or loaded together, so why not just overwrite them? After these works using tools like BEA & Archive 2, I load the game, but didn't see any fps differences. Firstly I thought this might because my computer is too old to handle this game, or I'm using higher texture resolution that is higher than original in some parts. But today, I suddenly noticed that Fallout 4 use different weapon models for NPC and player, NPC use a low poly models while player get the detailed one, which is a very good way to enhance the performance. And I wonder if textures do the trick? So I looked into the original texture files, take Mini gun for example: Original one has diiferent resolutions And next is the modded one from Nexus: Modded one has only one resolution So here comes the tricky part: 1.Does Fallout 4 use same method as they treat models: High resolutions for player and lower one for NPC? 2.Or does Fallout 4 show higher texture resolution near the player and lower one for distance?(I know there is LOD but I wonder if normal textures would also do this trick), so if I replaced these original textures with modded ones, it will slow down the game as it force further objects to use the same 2k textures as the closer one. 3.Or these original different resolutions are only for different settings in the launcher? So if I replace them with the modded one, nothing strange happens as I selected extra texture option in the first place. Hoping for some answers, thanks!
  3. I got a very strange bug... When I enter the dawnguard fort, i noticed that the fireplace stright down to the end no longer cast lights and shadows. Firstly I thought maybe this is mod conflicts, cause I get Skyrim project optimization, RLO, RDO, Ember HD, Palace and castles enhanced and than Legacy of the Dragonborn, and all of them affects dawnguard fort. But when I disabled all the plugins and checked in game, the fireplace still not casting lights and shadows. I remember after installed PACE, ember HD and RLO, I especially went to Fort to see difference, at that time the fire place still normal. Then I thought maybe because I made a dawnguard clean through sseedit recently, but I tested this using oldrim(which got no mods at all), whether cleaning or not, the fire place still cast lights and shadows. Using console, I get the four fireplace's form ID, 0201148d 02011490 02011491 02011492. Checked inside sseedit, they were only overrided by emberHD and PACE, but only about location changes. Another one 02001148f is a lighting form, which affected by RLO,but nothing special, RLO only affect the color, shadow casting and so on still same as original. One thing strange is that I can not find them in the creation kit(the light, 0201148f could be found, but can not figure out anything wrong). I dont know what to do, can someone help me? Following picture which I shot in oldrim shows which fireplace I refer to
  4. I'm using a two hand weapon mod,The Fume Ultra Greatsword from Dark Souls. In Dark Souls,the normal attack animation of fume is familar to the two hand weapon power attack in skyrim.But unlike the effect in Dark Souls,when using the power attack,when I hit the air(because this is a very huge weapon,it's hitting ground actually),it's feels very weak,without screen shake and sparks.(I'm using TK hitstop mod so when hitting enemies,it looks acceptable)How can I add some effects to this specific weapon?Is xedit possibleï¼
×
×
  • Create New...