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Everything posted by AbyssDragonModding
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O.K. What Are Your Thoughts So Far?
AbyssDragonModding replied to DirebearCoat's topic in Oblivion's Remastered Discussion
I played the original back on 360 and then pc as a kid, in fact oblivion is the game that kickstarted me into learning to make mods. I haven’t played the original in over 15 years (god I feel old lol) so here’s my take from what I remember about the original. 1. Ui is much better but still needs some adjustment for keyboard and mouse. but I would like to figure out how to make ui mods for the remaster and make some adjustments to it inspired by skyUi and DarnifiedUi. 2. Leveling system/scaling in the remaster seems much better than the original game. With the mix between og system and Skyrim. The only thing I found odd is the huge spike in difficulty when going from just adept to master like it seems a little unbalanced comparatively. It even feels harder than I remember it being on expert. So I’m thinking of downloading that difficulty slider adjustment mod to balance it a little bit more. 3. Sprinting is a huge addition and modernization of this classic game. I kinda figured they would do some adjustments like that and I’m personally happy with the adjustments they have made in the remaster. Third person also feels really good to play. 4. Can’t relate to minimum hardware specs as both my test systems are above the recommended. Here’s my experience on high end systems tho. Running everything maxed out even hardware RT with both systems running at native resolution (with DLSS at quality and frame generation on) both test systems monitors are 144+hz and both have VRR (gsync) My desktop is rocking a Ryzen 9 9950X, RTX 4080 Super, 64 gb of ram, 3840x1600 ultrawide monitor. Outside areas since they are the most intensive average around 80-90 fps with some dips to 60 occasionally. My laptop rocking an intel core ultra 9 275HX, RTX 5080 Laptop GPU, 32 GB Ram, 2560x1600 screen resolution. In performance mode plugged in obviously it gets around 90-120+ fps outside on average. 5. I mostly play in third person to be honest unless it’s super tight space like a cave corridor then I switch to first person if I’m in combat to be able to see better. 6. Complaints nothing so far besides the crashing issues. 7. In my opinion the game is very faithful remaster (let’s be honest it’s a remake lol, they just don’t say so for marketing) 8. I’m not actually running many currently mainly just upgrading the DLL files to their latest versions for example DLSS4 dlls and such. -
Any fellow modder could help me out and write a guide on how to Extract, Edit and package UI Edits for oblivion remastered. Currently I have tried extracting them with FModel and UE5 doesn't seem to be able to read them as they are extracted as a UAsset. I have made a empty project and created a new plugin to put the UI content into. But UE cant read the files. Please any help is much appreciated on the tools to use and the process, really wanna dive into interface editing. Especially since I know more C++ now than I did a few months ago (if that is even used in UE interfaces) I am currently using UE 5.5.4 but any version I can download in a few minutes with my internet that's not a problem for me.
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I had the idea to make a customizable UI mod. I have never done UI stuff so its a bit of trial and error, but I have programmed in other languages like C#, C++ and Pyhon (where python is my main language of choice) so the general coding skills transfer over to ActionScript3. Right now probably do something simple like a customizable Console and main menu, then move over to other elements like the player HUD. I think I have a general Idea now of how to properly compile them to work in the game. I have spent days just doing trial and error on how the process is done. the current INI settings I have are (UPDATED: 9/12/23) [Global.ini] [UserInterface] iFrameRate = 60 ;Default: 60[Fonts] iFontSize = 14 ;Default: 14 iFontFamily = 4 ;Default 4 ;Valid Fonts: ;0 - Handwritten Institute ;1 - NB Architekt ;2 - Arial ;3 - Consolas ;4 - PT Serif (Diablo style) ;5 - Trajanus Bricks (Skyrim Style) [Console.ini] [Console] bUseFullscreenConsole = false ;Default: false bUseGlobalFontSize = false ;Default: false bUseGlobalFontFamily = false ;Default: false[Font] iFontSize = 14 ;Default 14 iFontFamily = 4 ;Default: 4 ;Valid Fonts: ;0 - Handwritten Institute ;1 - NB Architekt ;2 - Arial ;3 - Consolas ;4 - PT Serif (Diablo style) ;5 - Trajanus Bricks (Skyrim Style)[CurrentSelection] sCurrentSelectionAnchor = "top" ;Default: Top, Valid Values: top, bottom sCurrentSelectionAlignment = "left" ;Default: left, Valid Values: left, center, right sCurrentSelectionColor = "FFFFFF" ;Default: FFFFFF[CommandHistory] sCommandHistoryColor = "ADD8E6" ;Default: ADD8E6[CommandEntry] sCommandEntryColor = "FFFFFF" ;Default: FFFFFF
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I am getting a headache trying to figure this out. There's some Ideas I have but the interface editing is not easy they either crash the game or they have those placeholder text and not the text its supposed to be. Anyone that modded the interface from their previous games have any pointers on how to do this. I have used this https://github.com/jindrapetrik/jpexs-decompiler to decompile them to "Flash CC" files and then I open them inside adobe animate. If I directly export with or without edits using any of the flash versions 11.3-11.9 none of them work in game they crash or just don't have the texts like they should. I have manually extracted the fonts from the fonts_en.swf and installed those as TTF Files to my system. I have tried adding the fonts_en.swf to the directory where I extracted the other swf too so it can find it on import into JPEXS I have tried to not have the fonts swf in the directory where the extracted vanilla swf is and then I tell it to ignore the font imports I just dont understand how to do this. I have even tried to export the SWF as a Flash CS6 project and use CS6 and that doesn't even work, I would prefer using Animate since it has a dark mode and isn't blinding when using lol
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WIP Mod - Swimming Pool Retexture
AbyssDragonModding replied to AbyssDragonModding's topic in Fallout 4's Discussion
Can you build pools in the workshop its been a while, or you just saying in general having a clean one , I think these are mainly assets for the open world unless I add some to the build menu but not sure how to do that. I have a mod that allows me to build pools. I *think* they are vanilla assets, but, couldn't swear to that... Is it this mod by chance? He just has water markers for that one https://www.nexusmods.com/fallout4/mods/13316/ Yep, that would be the one. :D Looks like hes just using whatever is in the build menu and placing water markers. For these retextures they are under the "Architecture" Folder so probably just static meshes out for the open world -
WIP Mod - Swimming Pool Retexture
AbyssDragonModding replied to AbyssDragonModding's topic in Fallout 4's Discussion
Can you build pools in the workshop its been a while, or you just saying in general having a clean one , I think these are mainly assets for the open world unless I add some to the build menu but not sure how to do that. I have a mod that allows me to build pools. I *think* they are vanilla assets, but, couldn't swear to that... Is it this mod by chance? He just has water markers for that one https://www.nexusmods.com/fallout4/mods/13316/ -
WIP Mod - Swimming Pool Retexture
AbyssDragonModding replied to AbyssDragonModding's topic in Fallout 4's Discussion
Can you build pools in the workshop its been a while, or you just saying in general having a clean one , I think these are mainly assets for the open world unless I add some to the build menu but not sure how to do that. -
WIP Mod - Swimming Pool Retexture
AbyssDragonModding replied to AbyssDragonModding's topic in Fallout 4's Discussion
Very easy to do just change a couple sliders in designer and it can remove the dirt, moss and scratches. That is what I love about designer for textures like these very easy changes. By clean I assume removing the dirt/moss from it but not the scratches? Planning on releasing them in these resolutions too 8K (Experimental, prob not recommended but its there) 4K (Standard Resolution for the mod) 2K (Good quality with better performance than 4K) 1K (Same Resolution as vanilla) -
Been learning Substance Designer over the last few months off and on, This is my first project not in a tutorial. As I am very new to Designer and have a lot to learn still, I will be posting here on progress. As I can only work on this on my free time and it takes hours and hours messing around and getting the effects I like until I get much more familiar with common nodes that I use for certain effects. Substance Designer is very non destructive so for instance, I can make a version of the stairs texture with moss and a version without moss with a single simple slider change, or even reduce the effects of the said moss, scratches, dirt. First one I am satisfied with is the texture for the SwimPoolStairs01. My first iteration of the "SwimPoolStairs01" (which images are at the bottom of this first thread you can see) was pretty basic with just scratches and dirt, and a friend I sent images of this first iteration too said "I should add more like moss and stuff since it is in Fallout and change the colors to make it look older and not like normal concrete since its 200 years old." I will have a comparison of the original iteration and the newest one [some cool Designer facts] - Substance designer can export up to 8K (8192) Resolution, but I can have a working resolution of like 2K or lower without quality loss on export, making iterating performance much faster than if you where working in 4K. - Substance Designer is all node based so materials are all non-destructive - Substance Designer is the Industry Standard in material authoring for pretty much all studios now days along with its other software Substance Painter in the Substance 3D Suite None of this has been tested in game yet, just Nifskope and other 3D viewing programs like Marmoset Toolbag to see what the actual PBR maps look like before the conversion over to Fallout 4. I have no Idea when I will finish this, since designer takes hours and hours to iterate and mess with to make textures for me since I'm new to the program [iMAGES] [swimPoolStairs01] [iteration 1 - No longer valid] [Variant 2 - Current version - Moss covered version] [Vanilla vs Moss covered version] *As always constructive criticism is always welcomed :)
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I would like to add the HDT-SMP physics for Skyrim Special Edition/Anniversary Edition creation club mod Adventures backpack. But I don't know how to or if its even possible with blender. Anyone got some resources I could look at for adding the HDT-SMP Physics to models within blender? I know theres the ones for 3DS max but I do not have access to that otherwise I would use it. Or if anyone has 3ds max could they make a mod to add the physics to the backpacks and upload it, would love it?
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Vortex doesn't support MHRise?
AbyssDragonModding replied to Flambeau83's topic in Monster Hunter's MH Rise
It doesn't have support yet, You gotta use fluffy mod manager for some mods and others that are in the Pak patch format you drag over to your main directory and make sure that theres no dupes of the final 3 numbers.