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AusAllerWelt

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Everything posted by AusAllerWelt

  1. Oh, I'm sorry, I should have mentioned that there are also quite a lot of programs that can generate normal maps from diffuse maps. A google search will bring up the most populars, the result won't be much different than generating it in Photoshop for example, but generally these programs have a lot more options regarding the end result.
  2. It could be. Let the inis be for now and start a new game to check if you still encounter the problem. I would suggest to not change ugridstoload at all because it does more damage than good in my opinion. If you do want to use a higher value be aware that you won't be able to use your existing save game when you decide to go back to a lower value.
  3. Matrimelee, have you changed the ugridstoload during an existing save game or did you start a new game after making the change?
  4. Alphas are usually done manually, by copying the diffuse into the alpha channel of the normal map. Normal maps themselves can be done either from generating it from the diffuse texture or by baking it from a mesh. There is a .dds plugin for Photoshop which allows to generate a normal map from an image.
  5. The texture appears transparent because of the alpha channel. You have to load the texture with its alpha channel seperated. When it comes to normal maps the alpha channel specifies the specularity, the whiter, the more specularity. When it comes to diffuse textures the alpha channel specifies transpareny, here it is the opposite, the whiter the less transparent.
  6. Yeah but the screens that appear when starting up the game are also textures and they will be pink if the texture cannot be found.
  7. Pink indicates that you are missing a texture, so one of your mods did not install correctly or is broken. Also, why are you using FCO and NVR3 at the same time? Use one or the other. New Vegas Redesigned only needs meshes and textures from FCO and it specifically states that the .esms/.esps of FCO should not be used at the same time.
  8. If I remember correctly you have to collect all three parts (Gloves, Boots and Chestplate) of the Sealth Suit and upon collecting the last part the Suit is added to your inventory. The single parts don't count as armor.
  9. Unfortunately it's just an issue with AO. AO is a little funky with textures that have transparency. There isn't much that can be done about it.
  10. I'm on Windows 10 and ENB works fine for me. It's definitely not a problem with Windows 10. What ENB preset have you tried? I suspect it might be an issue with the files.
  11. I would make sure that both meshes have the same amount of vertices where they meet. The easiest way to have the vertices be in the same position is to use the seam mender script for blender. You can find it with a google search. The image you posted doesn't exist, so I can't say much more.
  12. Be aware that mods with MCM menus won't have its menu displayed in merged plugins because the menu relies on the plugin having a specific name. (Pretty sure that only the last plugin with a MCM menu will have it appear in game) For some mods this isn't an issue because several mod authors provide an additional config file that allows for tweaking though. I've been merging plugins with the approach of grouping them together based on category for quite some time and have not encountered any issues. It's best to make a backup of the plugins you are trying to merge so you can remake merges in case a mod gets updated so you won't have to install all mods over again.
  13. It is always helpful to let us know how you resolved the issue in case someone is having the same problem in the future.
  14. Select your mesh in Edit Mode and go to the UV/Image Editor. Under Image you can select open and load your texture. You might have to click New first for the UV of the object to appear and then load your texture again. Onve you're done with that you only have to change the Draw Type for the Render Window to display the textures.
  15. Having some experience in Blender is kind of neccessary for this. I usually convert any meshes into an .obj with Noesis. You can just drag your mesh into the gray window once the programm is open and convert it by going to Files and klicking Export from Preview. Noesis supports most file types but not all so some models can't be opened. I then import the .obj into blender and set it up for the game. Static objects don't need much work but anything that is clothing or character models needs skinning/rigging. This tutorial goes into some detail on how to work on clothing. The most important thing is that you have to add a material to all parts of the mesh otherwise your object will not show up in game. This tutorial explains how to add materials in blender. For the textures you need to have a programm that can save files in the .dds format. I personally use Photoshop but Gimp can also be used. You need a plugin for this but google can help you out for whichever programm you're using. You might have to do some work on the normal map and diffuse depending on what kind of model it is. PBR models have an Albedo map that is just a diffuse without any shadows, they come with an AO Map however which can be incorporated into the albedo to create fake shadows. Using just an albedo as the diffuse can look flat. Normal maps can be used as is but it is worth it to take the specular map and copy it into the alpha channel of the normal. NV reads the alpha channel of normal maps as specularity. This is not always necessary but it can make metallic objects look better when used correctly. I'm really rambling here, sorry. This is all I can remember right now but if you need any help just ask. :smile:
  16. These should be the right settings. Combine Materials to Increase Performance doesn't always need to be on. That setting will merge parts of the mesh that have the same material into one object.
  17. Ah, I think the issue is that you put your diffuse in the second slot and the normal in the third slot. Try putting the diffuse in the first slot and the normal in the second. I hope that will solve it.
  18. I don't know any reason why the texture shouldn't work. Maybe you have accidentally made an error in the texture path? The game can't seem to find the texture, that's why it's showing up like that.
  19. These parts are missing materials. You would have to assign a new material in blender. This tutorial explains how to do it. As for why this happens. Some outfits have merged materials. Once you remove part of the mesh in nifskope the material will be removed from the remaining parts. To circumvent having to add a material in blender you can just add a new material to the respective parts in nifskope. Another way is to first split properties in Nifskope under Spells/Optimize/Split Properties before you remove anything from a mesh.
  20. That's unfortunate. Maybe someone who has some knowledge might be able to take a look at circumventing this on an engine level or via script but I have no idea when it comes to any of that, sorry.
  21. It seems that you can edit when a sound plays. You could try and edit the time of the sounds that are part of the specific acoustic spaces. I don't know if that would work though...
  22. I took a quick look at one mesh in Nifskope. It seems to be this setting under collision but if it actually is responsible for the sound I'm not sure since I haven't really tested it. Small update: It seems to be it. I looked at a Vault Hall piece and that one had three parts that made up the collision mesh. Each part had a different material assigned, which corresponded to what each would sound like. I'm pretty certain this is it.
  23. I'm not really sure what exactly your problem is. Do you need help with setting up the model, or putting it in the game or something else?
  24. Ah, it is possible to do it that way but I'm not sure if the Player will be able to use it then. I think those markers are only able to be used by NPC if I remember correctly.
  25. I gather that you want to make it possible to sit on the toilet? For this to work you will have to edit the mesh and add a marker for the specific animation.
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