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Everything posted by twizzOr
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F4SE won't launch with new 1.10.40 update
twizzOr replied to Sunguguy's topic in Fallout 4's Discussion
fwiw, after upgrading to the new F4SE, iâd get the loading screen and the ENB version info and then CTD. I could lainch the game with F4SE with no mods. My fix was to deactivate a F4SE dependent mod, reinstall it and then activate it. DEF_UI was a bit tricky (make sure you have the latest translation file), but otherwise, this method worked on all of my F4SE dependent mods, updated ot not. Hope this helps someone :) -
Converting mod to loose files for merging
twizzOr replied to thrax7545's topic in Fallout 4's Discussion
i think Matorâs Merge Plugins Tool handles assets as well as ESPs if you wanted to go that route: https://www.nexusmods.com/skyrim/mods/69905 -
Should be ok. As long as youâre not changing the FormID of the NPCs in question, FO4 wonât care.
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FROST Black Terain Bug Fix
twizzOr replied to twizzOr's topic in Fallout 4's Creation Kit and Modders
Regenerated precombine/previs and updated the dropbox link if anyone wants to test. Looks good here. https://www.dropbox.com/s/0usmt8hyxoangf5/ussc-black-terrain-fix.7z -
FROST Black Terain Bug Fix
twizzOr replied to twizzOr's topic in Fallout 4's Creation Kit and Modders
I still need to regenerate precombine/previs for that cell, but I'm pretty sure that fix is a done deal. :cool: -
I'm not sure this answers any of your questions or helps in any way ( :teehee:) but have you been following this thread over at AFK Mods? https://afkmods.iguanadons.net/index.php?/topic/4370-wip-fo4lodgen-now-included-in-xedit/
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FROST Black Terain Bug Fix
twizzOr replied to twizzOr's topic in Fallout 4's Creation Kit and Modders
fun fact: you can put the statics back and the fix remains: -
FROST Black Terain Bug Fix
twizzOr replied to twizzOr's topic in Fallout 4's Creation Kit and Modders
oh snap! I fixed it. I removed some statics to purposely break precombine, replaced the extraneous landscape textures with ones already in the quad, and then removed a few NULL landscape alpha textures in FO4Edit. So: 1. Not a FROST bug, correct? I think we already proved that, but this is more confirmation. 2. What does this mean as far as UFO4P goes? Safe to say seven texture quads exist and could be plentiful. Here's the plugin if anyone is interested: https://www.dropbox.com/s/0usmt8hyxoangf5/ussc-black-terrain-fix.7z -
FROST Black Terain Bug Fix
twizzOr replied to twizzOr's topic in Fallout 4's Creation Kit and Modders
So I couldn't fix the bug near the USS Constitution. There are three quads there with seven landscape textures, but replacing them and then editing the vertex normal record in the new plugin didn't work. I even intentionally broke the precombine and still no luck. There's an obvious landscape texture problem there but i'm not sure why my fix didn't work. Going to give it a fresh go later on. gah. -
FROST Black Terain Bug Fix
twizzOr replied to twizzOr's topic in Fallout 4's Creation Kit and Modders
Sent Naugrim a note asking about this. Going to hunt down that vanilla issue and see if my fix doesn't work there too. Thanks! -
FROST Black Terain Bug Fix
twizzOr replied to twizzOr's topic in Fallout 4's Creation Kit and Modders
It does. FROST touches a lot of cells...mainly for minor things like swapping out one type of static for another: so we know the precombine is broken, correct? Why does that result in these texture bugs tho? Again, that seventh texture is vanilla, put there by Bethesda, not a mod. Also bizarre is what happens when I replace the least used (seventh) texture with another one from the quadrant (now we have six textures there): things like VNML -Vertex Normals and VTXT - Alpha Layer Data records get changed when the CC (its the new one argh!) saves the landscape changes to a new ESP. I'm sort of out of my depth here, but why does swapping a texture change these records? The fix from here is to swap the original VNML data into the new plugin's record: The only place this bug appears (i think) is in a cell with seven textures in a quad AND one that FROST touches. Going to have to hunt them down one by one. -
I think i have a method to fix the black terrain bug that crops up in FROST, but I'm not sure why this happens in the first place: Seems like Bethesda broke their own 6 textures per quadrant rule: What i can't figure out is why this is only an issue in FROST. I've loaded FROST without its texture files and the bug persists. If load my game without FROST, the black textures are gone. Vanilla or replacement textures, the bug doesn't appear without FROST. So NOT a texture issue correct? Is it possible that by editing the cell's contents, FROST breaks sth (like a precombine maybe) which in turn breaks whatever magic Bethesda applied to get seven textures to load in a quadrant without issue? This is 0000DFCD if you're playing at home.
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Sweet. FROST is all I'm playing right now (well except for that jaunt i took with Terror Billy :smile: Been knocking around some small quest mod ideas for Frost, tho i want Naugrim to get a bit farther along before i make an attempt.
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No you had it right..i was confused early on but figured that out as i went,. thanks :)
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and success! (i think :) https://www.nexusmods.com/fallout4/mods/28240 Thanks for all of the help!
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Just wanted to say thanks for the help. All of it on the mark. having a new issue: i'm changing the DC graffiti...texture works no problem. I've edited the UV maps in the NIFs that display the graffiti to match the new texture. When i load up the CK, everything looks great, but when I test things in-game, my edited NIFs aren't loading. Any hints? All i did was open the NIFs in Nifskope, edit the UV map and saved them. Did i miss a step? Launching the game by itself or through MO makes no diff...textures show up but they are using what i assume are the stock NIFs. Loose or archived makes no diff either.
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By “turning off” all the lights “inside” Diamond City, do you mean the DC cells in the Diamond City Worldspace? And by “viewed from outside” do you mean the external DC cells in the Commonwealth worldspace? Not following exactly what you’ve been editing based on your wording. If you mean you are still seeing a light source while looking at the exterior of DC from the Commonwealth cell (DiamondCityExt, etc.) you might want to take a look at the DiamondCityCloudGlow01 reference in the middle of the LOD models for the interior of Diamond City. That cloud mesh has light source and emission set in the shader flags if you take a look at it in Nifskope. That might be the light you are seeing, but I’m just guess that is the “outside” you are talking about. I've edited the stadium lights so that they no longer glow or emit, yet when viewed from outside of DC, the glow that would be their reflection IRL persists. I think that cloud glow is what i want to edit next. Thank you! :)
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I'm trying to get Diamond City to go dark. I've turned off all of the lights inside DC, including the stadium lights, but when viewed from outside, there is still a bright glow coming from inside the stadium. What am i missing? Some kind of ambient light i can't find in the CK? Is it an LOD issue? TIA for an help!
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You'd think that a simple mod would have already been written for this. hmm. kinda/sorta: http://www.nexusmods.com/fallout4/mods/22198/? overkill: http://www.nexusmods.com/fallout4/mods/10399/?
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Relief graphic on light/shadow sources
twizzOr replied to Mortadella's topic in Fallout 4's Discussion
This may help with GR FPS: http://www.nexusmods.com/fallout4/mods/15211/? -
what happened to True Eyes SE and True Brows?
twizzOr replied to ethruria's topic in Skyrim's Skyrim LE
According to his post, it wasn't just the lack of donations but more the lack of appreciation. His mods have been downloaded over 1M times...how many other mods use or reference or credit his work...thousands? More? Sad to see him go, but If he felt that he wasn't getting back what he was putting into the community then good for him. Always show mod authors (well everyone really), appreciation for what they do.