I've converted Fellout but am getting blackouts at noon, any suggestions?
I'll hack away at it when I get home but I had read that other users encountered it so I thought I'd ask
Fri, 04/12/2013 - 14:50
#1
Fellout 2.0 Coversion - Blackout at Noon
I think it is an issue with FO3 weather info not matching up one to one with FNV weather. Let me convert it and try to see if I can create a script to fix it.
I created a script, its attached. Unfortunately, FNVEdit doesn't seem to read ALL the weather info appropriately. You will still have to go through and manually fix it in the GECK. Specifically set the type to "Cloud Layer" and cycle through the textures. If the text box above "Edit" shows as anything EXCEPT "Sky\Alpha.dds" then you need to copy/paste the day/night values into noon/midnight. Also make sure that the day/night Imagespace Modifier is the same as the noon/midnight one.
With the script, open your already converted mod, click on the Weather section, run the script and then Save and Close FNVEdit. The script makes a copy of the weather and then removes the original in order to rebuild the weather record. Removing a record can cause issues in FNVEdit, so like I said, apply the script, save and close, then do the rest in the GECK.
Note: Download the attached .txt file and change its extension to .pas and put it in your FNVEdit Edit Scripts folder.
File Attachments:
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Sorry for such a late reply; I got carried away with some new hardware! I'm going to continue to work on the fellout mod for TTW tonight ^.^
Similar things happen with similar weather mods. One of them being Nevada Skies. There is a way to fix it using FNVEdit if you haven't yet. But Jax uploaded a fix so I don't know why you would need to.
I'm not alright, I'm an equal amount of left.
I'm hoping to package a single "TTW- Fellout" mod that will encompass all of Capital Wasteland, Mojave wasteland, and surrounding areas.
I already explained how a couple posts back. The clouds HAVE to be fixed in the GECK.
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oh okay; sorry >.< I fixed all the image space stuff in the GECK and just was unsure what to do next :P
All good. Each cloud layer has its own color values for each time of day, and FNVEdit never learned how to read that data (or I never found where it is).
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I finally found the drop down menu I needed. I feel like such an idiot.
I'll have fellout done by tonight.
I can confirm those step by step instructions did not work :'(
Or uh, I'm starting from scratch to confirm for realzies.
From what I can tell, the types in the Geck: ''cloud layer' , and 'clouds (unused)' are in the PNAM subrecord, which is flagged as 'unused' in the FNVEdit record definitions. For example, the first 3 bytes of the PNAM record are the RGB colors for 'cloud layer - sunrise'. The rest of the record matches up with the other times of the day.
I defined PNAM as an array of 4 clould layers with 6 colors per layer (sunrise, noon, etc), and it displays ok for most weathers, but some of them are incomplete http://i.imgur.com/FyyUJjZ.png
That's probably why Elminster decided to leave PNAM as unused and undecoded.
zilav wrote:
The fallout 3 weathers don't have 'High noon' and 'midnight'. That's why you see those errors for that Tenpenny weather. the subrecord is too short.
I don't see how to differentiate between FO3 and FNV weathers except hardcoding a list of Falllout3 weathers.
You shouldn't need to. The Fallout3 engine expects 4 times (Sunrise, Day, Sunset, Night) and FO3Edit should match that. The FalloutNV engine expects 6 times (same as above plus High Noon and Midnight) and FNVEdit should match that.
Fixing the records is our job and I do that by using copy as new record, delete the old one, change the form ID of the new one to match the old one. When I copy as new record it does a perfect copy and it copies it to the proper length.
Of course if you can think of a way to handle stuff like that natively it would be awesome...
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Nah, I just updated PNAM definition in FO3Edit and FNVEdit, will be in 3.0.30.
Those old FO3 weathers will show errors, but who cares? They already show them in NAM0 subrecord anyway :)
Awesome! Thanks, that will make life much easier!
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zilav wrote:
I made a test plugin and for every RGB value I made unique, starting from 1,2,3, etc.
So actually in NAM0, the 'Clouds-Lower' appears to be just junk, and 'Clouds-Upper' says 'Not used' in the Geck. The PNAM record is the only place I could find the cloud layer colors that I programmed in my test plugin.
I made a readable layout of the hex dump:
https://dl.dropboxusercontent.com/u/55759080/FalloutNV/Weather-Type-Colo...
I mark them both as unused.
Are they unused in FO3Edit too?
Rows 7-10 are ALL information for Cloud layers, there are 4 of them.
In the GECK you have to set the type to cloud layer, and then change the Layer dropdown box (0-3). It would be nice to have some way to view the texture for that layer in FNVEdit, but I have no idea how to help.
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Oh man I think I figured out what I have to do.
I have to set the colours for High Noon and Midnight for *each* cloud layer.
Lol okay I'm going to get to work.
JaxFirehart wrote:
Ah, I forgot about the other layers! Not a very intuitive interface :)
I've been puzzling over this weather thing on and off for awhile, and this thread got me worked up over it again. It all makes sense now. The 'Clouds-Lower' from the TES CS was renamed to 'cloud Layer', and the RGB values diverted and stored to a section in a new subrecord - PNAM according to both the 'Layer' and the ' Time' pulldown. The 'Clouds-Upper' was just renamed to 'Clouds (not used)'.
It will be great to have it fixed in FNVEdit :P
From what I can see, Fallout 3 is the same, with the exception that there are no 'high-noon' or 'midnight' time periods.