FlaconOil Posted March 30, 2016 Share Posted March 30, 2016 Hello, I'm on an update for my mod, with greebs textures and nif replacement (cause UVW and mesh modification).I can replace an existing prop without any error or bug (see this screen of the "RedRocketGasSign01.nif" replaced by my "WallGreeb1x1_01.nif") just for visualisation and test : http://image.noelshack.com/fichiers/2016/13/1459364646-01.jpg Both mesh and UVW are modified, New texture too. File correcty converted in LOD format with triangle number in "LOD 2". But when i want to replace the vanilla's one "WallGreeb1x1_01.nif" in the good folder (data Meshes SetDressing Greebs) it show the old nif but the good new texture. See below : http://image.noelshack.com/fichiers/2016/13/1459365113-2.jpg In the new nif (first image), i've corrected alpha bugs, many cables overlapping, and add a few vertices for more bended corners. Is there any other nif or data information to add ?? or LOD building with all greebs already on it that i need to modify too ??For info, i've done the 2 screens in the same session of game, just sprinting to the other location. Thank for any help ! Link to comment Share on other sites More sharing options...
FlaconOil Posted March 31, 2016 Author Share Posted March 31, 2016 Searching for an other nif but nothing for the moment... I really don't understand why this happens.I have search onver the land other greebs and ducts and there's all the same. Only the texture is used, not the nif. Link to comment Share on other sites More sharing options...
FlaconOil Posted April 1, 2016 Author Share Posted April 1, 2016 Think it can be done with an .esp creation ? I don't know how it works but did it do the trick for a replacement of the id ? Link to comment Share on other sites More sharing options...
speedynl Posted April 2, 2016 Share Posted April 2, 2016 (edited) i have played with nif replacements but the only way to get them working was using spring cleaning (for)in settlements it allows the game to load separate nifs, or use ( bUseCombinedObjects=0 ) in custom ini under general, otherwise game will over ride any loose nif with those damn combined meshes/nifs i don't know any other way to get separate nifs to work, maybe when geck is there there could be a easyer way Edited April 2, 2016 by speedynl Link to comment Share on other sites More sharing options...
FlaconOil Posted April 2, 2016 Author Share Posted April 2, 2016 @speedynl : I just don't know how to thank you ! This simple "bUseCombinedObjects=0" into "fallout4.ini" and "fallout4Custom.ini" Just solve the problem !It's now clean of cables overlay, get smooth edges of cables, and good alpha.... : http://image.noelshack.com/fichiers/2016/13/1459614933-1.jpg I can now finish to texturing and update a lot of work ! PROBLEM SOLVED !Thanks, Again :wink: Link to comment Share on other sites More sharing options...
speedynl Posted April 2, 2016 Share Posted April 2, 2016 well there is a downside for this, disabling the combined will have impact on your frame rate in boston arena or high dense arena's sample game load 20 combined, but when combined disable it have to load xx.x 20 mesh/nifs and or show, lets hope the geck have a solution for this Link to comment Share on other sites More sharing options...
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