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Tree texture annoying me....


DaemonGrin

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  1. http://s26.postimg.org/rqw8kb24p/FOWE.jpg
  2. http://s26.postimg.org/cw7n64sjt/Vurts_and_FOWE.jpg

Now I am gonna Flip some monkey switches around and see what takes place Between these two mods.

EDIT: No go. masters mean nothing so it's in the files supplied with the mod. The tree tops textures or mesh files OR even the DTL files ? Something is missing or left undone.

 

  1. http://s26.postimg.org/stflubzpl/FLORWIP.jpg

Above is what was a result after passing the plugin through the gecks procedures in order to correct Items listed in the twin set of mods ......a compatibility compromise, this shot Shows the add on DEAD tree's as they are supposed to appear according to the Gecks view, not human wishes. It's exact.

Now, this new plugin has FOWE set as part of it's equation and has now a master file "FOWE"

 

it is only a test in one direction to try things out ,a shared View point of the data as it is presented to me by the programs Logic.

Kitty

Edited by Purr4me
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Looking at your load order revealed two errors. Streetlights.esm needs to load between ThePitt.esm and BrokenSteel.esm. You also need to disable and uninstall Streetlights-Wasteland.esp, it is included in Streetlights.esm.

Edited by M48A5
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Looking at your load order revealed two errors. Streetlights.esm needs to load between ThePitt.esm and BrokenSteel.esm. You also need to disable and uninstall Streetlights-Wasteland.esp, it is included in Streetlights.esm.

 

Son of a cracker jack you're right haha missed that! Thanks M48A5!

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  1. http://s26.postimg.org/rqw8kb24p/FOWE.jpg
  2. http://s26.postimg.org/cw7n64sjt/Vurts_and_FOWE.jpg

Now I am gonna Flip some monkey switches around and see what takes place Between these two mods.

EDIT: No go. masters mean nothing so it's in the files supplied with the mod. The tree tops textures or mesh files OR even the DTL files ? Something is missing or left undone.

 

  1. http://s26.postimg.org/stflubzpl/FLORWIP.jpg

Above is what was a result after passing the plugin through the gecks procedures in order to correct Items listed in the twin set of mods ......a compatibility compromise, this shot Shows the add on DEAD tree's as they are supposed to appear according to the Gecks view, not human wishes. It's exact.

Now, this new plugin has FOWE set as part of it's equation and has now a master file "FOWE"

 

it is only a test in one direction to try things out ,a shared View point of the data as it is presented to me by the programs Logic.

Kitty

 

 

Wow is that the DEAD version or the Total Devastation version? Hard to believe the geck striped the "lushness" off those trees! XD the gecks a perv whodathunkit.

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What can I do? it's not my code nor my mod, but at least I and now you know what is supposed to be there.

I looked out of curiosity in fo3edit and noticed that the data, DeasTree02 is not listed in Flora's esp, but is instead in FOWE's codes.

the game renders the data out of sync for some reason, here..... in this test, things are in sync. all Loose-data is still there and the games engine is no longer overriding the display because NOW, the esp is in charge of what gets rendered.

 

Logic ( "lushness") ???? ah, yeah, well there is no "lushness" in dead things.

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Well it's pretty awesome that you continued working on it. Just noticed the LOD is rendering the lush dead trees. Are you going to upload the patch to nexus?

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Sir, thsi is not a patch, it's vurts property and No , I can not upload his prooperty, but you can do the same using the geck and other tools.

 

Convince is not an issue. rights are,..... what is right verses what we want.

 

here, is just a discussion and show and tell sort of thing. we can discus the issue. I can't upload my findings, it's just not right.

I hope you understand this, not only is it one mod, it now is dependent on the other persons mod and data so it's now 3 mods; FOWE, Fellout and Vurts Floral.

 

naw, I can't do that. it's just a test on one direction only, I intend to see if I can install the "lushness" back with out the Ugliness rendering in a synced file.

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Sir, thsi is not a patch, it's vurts property and No , I can not upload his prooperty, but you can do the same using the geck and other tools.

 

Convince is not an issue. rights are,..... what is right verses what we want.

 

here, is just a discussion and show and tell sort of thing. we can discus the issue. I can't upload my findings, it's just not right.

I hope you understand this, not only is it one mod, it now is dependent on the other persons mod and data so it's now 3 mods; FOWE, Fellout and Vurts Floral.

 

naw, I can't do that. it's just a test on one direction only, I intend to see if I can install the "lushness" back with out the Ugliness rendering in a synced file.

 

Oh my bad misunderstood your FOWE master comment (it didn't register in my brain properly lol) Well I hope you figure it out and my brain can compute what you tell me to do if you feel so inclined to spill the beans :woot: :facepalm: :wub:

 

You're my hero,

Geoff

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It will be later on this evening, I need to finish My reports and some work here , then I can come out and play some more.

How this was done:

  1. Look at the picture, in it is the loaded mods that are part of the GECK operation, the Floral.esp being set active.
  2. In the geck with normal settings, NO bells or whistles at all. Click in the cell window drop down and select wasteLand world space
  3. scroll down to vault 101 exterior and double click it, This will show up in the window.
  4. At the top of the Lit, there are menus, select (Nav-mesh) and then select Force Finalize All spaces.
  5. Go to lunch as this will take a long time to complete.
  6. When it is done, hit the save button , touch nothing else. when that is done, close the GECK. Due to this being the very first time this data has had this done TO it, it will ask you to save the changes to the mod, you say YES
  7. Now, this file will be very Big as it contains all world spaces so it's now complete match to the game and all assets in use.You can load it but it will take a long time to compile the data. there is no difference between this finished package than there is one that has been cleaned.
  8. you will need to clean the mod so the game will load very fast, the instructions for setting up the tools are listed in links in my signature here for xedit "Fo3Edit. " it's in picture format cuz not every one speaks the same language, the pictures speak for them selves.
  9. set the tools up close and verify all settings are Enable and held. Right click Fo3edited loaded Floral esp in the editor and select apply filter for cleaning. wait.....right click it and remove ITM's "identical to master files" DO NOT Undelete things, please just do one edit at a time.
  10. when it has finished, save it CRTL +S. exit xedit now, run the game with just those listed in the shot. This is a step in a long process to testing data only, it is not a finished product, it is only step 1.

Once you have establish a match of my rendered shot, then we can set up the lushness for you , that is a a Lod thing, separate from the process we just did.

It may require you obtain Game source materials to use and some of this data with these 23 mods also are required to be in the source folder too.

There are Gifted mod authors here that can take over from this point and help you establish a game modding Environment as well as supply most of the required programing data you will need.

 

Then .....you are your own Boss and can do anything you want on your PC you want to do.

kitty

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