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Pixelhate

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Everything posted by Pixelhate

  1. NVAC just tells the game to not crash, it does not fix anything, so you have to live with any side effects of game not crashing when it should have. So it will allows you to play with a bad conflicting mod list by preventing crashing till game is unplayable or save is corrupted beyond repair. On the other hand, it will prevent a correct set up to work flawlessly. That's why it's not recommended anymore in those guides. That said, if you plan to make a play-through with mods that are known to cause crash and have no fix, NVAC is a must CASM is replaced by fucntions found in Stevie's tweaks which is a must have. https://www.nexusmods.com/newvegas/mods/66347
  2. This is the place to start any serious setup: https://vivanewvegas.moddinglinked.com/intro.html
  3. Pl is indeed very heavy on perf. I believe RoyBatty has done some scolling work on Pilgrim's landing in TTw, at the engine level it has been discovered that water has a major impact even if invisible, I remember someone doing some optimization work on the tree nif, probably some attempt has been made with occlusion planes as well. Despite all this PL still is very heavy and it's not totally clear why to this day (blame Bethseda). I don't want to discourage you but seasoned Modders have tried to tackle this with only a little fps gain.
  4. The way it's already done in game with fake elevators, for instance, is like how it is done in movie: the player will be in a fixed environment with some windows/see thru and the whole decor around would be moving.
  5. You are very welcome! I see people using the very last version or the ones just prior but I see also a lot of them having issues with it (especially with collisions) because Niftools aren't updated as fast as the Blender versions. The best place to find the latest Niftools development would be the Discord Nifmania https://discord.gg/3tCn572S Even if it's regularly mocked, I still use 2.49b without problem but I'm old school. Discord has become a standard in Modding communication, many little fixes & patches can also be found over there. I can be reached there as Pixelhate and I would be very happy to help you find your marks again if you want it.
  6. Hello chuck, nice to see you again. Geck PowerUp is deprecated now. I strongly suggest to use the Geck Extender Your issue will likely disappear.
  7. DXT1 for plain diffuse textures or textures used with Test Alpha (visible or not). DXT5 for texture used with Blend Alpha (see through) and for Normal map (the Alpha channel being the Specular map) Don't use DXT3, it brings the worst of two worlds.
  8. I would dwld this mod https://www.nexusmods.com/newvegas/mods/38190 study how they did and reproduce it.
  9. No, cloth physics from movement is not possible in NV. The mods you mention are made with looping animations, Ashens2014, the mod author has made two of these: https://www.nexusmods.com/newvegas/mods/78579 https://www.nexusmods.com/newvegas/mods/74462
  10. To be interacted with (activated) the nif needs a collision, to be picked the note will need another type of collision. Which Nif are you using?
  11. Blender tend to change the Alpha flags. Compare to the original version and restore the values. If you want more details about how Alpha works in this game, check part 03A of this guide: https://www.nexusmods.com/newvegas/mods/76374?tab=files
  12. Loot shouldn't be used on FO3 - FNV as the list of mods it relies on is not maintained for these games. It will make a mess of your load order.
  13. Loot shouldn't be used on FO3 - FNV as the list of mods it relies on is not maintained for these games. It will make a mess of your load order.
  14. To be selectable in Geck, your static nif must have a BSFadeNode as a root node. There is a Blender setting on export to choose that. If you are customizing static and you're not super comfortable with the nif structure, I suggest to read these guides: https://www.nexusmods.com/newvegas/mods/76374
  15. For an overview of the nif structure, I suggest https://www.nexusmods.com/fallout3/mods/25252
  16. About 10% of the humans don't care about others or will even enjoy to see their pears suffering. Another 10% will go an extra mile to help other or will even sacrifice themselves to do so. The remaining 80% are in the middle of these extremes, balancing and can be dragged into one or the other with propaganda or proper education.
  17. Don't worry about the double side on collision, that's how blender manage them and it's perfectly fine. Have you tried to flip Normals in NifSkope? (select NiTriStrips > Mesh > flip Normals)
  18. Hi, There's 2 things going on with the lighting inside the NukaClock: - There's a flickering animation going in loop every 11,6 seconds, day & night. - the clock is set with External Emittance flags which makes it brighter when ambient lighting goes dark (night time). The flags are located in the BSX Flags and in the BSShaderPPLightingProperty of the NiTriStrips. If you remove these flags, the clock won't light up at night any more and will be forever unlit. To have the clock constantly lit, one has to remove the External Emittance flags and to remove the flickering animation, leaving only the Emissive Color with a pumped up Emissive Mult. Here's a version, that's always lit, with the changes mentioned above. https://www.mediafire.com/file/k1h75amkjtv8i4i/nukaclock01Lit.nif/file
  19. https://forums.nexusmods.com/index.php?/topic/319060-mods-and-assets-from-stalker/
  20. Load up GeckCustom.ini located in your documents/my games/FalloutNV Find the line "bUseMultibounds=1" Change that "1" to a "0" Save and fire up the geck...
  21. Everything you want to know about Normal Map, Specularity and Glossiness is in part 03B of this tutorial: https://www.nexusmods.com/newvegas/mods/76374?tab=files
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