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RoyBatty
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NMCs Texture Packs Cleanup and Combine

Here are some scripts to clean up and help combine NMC's textures packs with minimal clashes between the two wastelands.

YOU MAY NEED TO DISABLE YOUR ANTIVIRUS BEFORE RUNNING THE SCRIPTS TEMPORARILY.

A copy of this tutorial is included in the archive.

This tutorial is a quick guide on how to install and clean up NMC's texture
packs for use with Tale of Two Wastelands.

In the script package that has been provided are scripts for any version of
the packs you wish to use.

1.  Choose which Fallout 3 pack you want to use and download it from the
    Nexus: 1.Performance, 2.Large or 3.Maximum.

2.  Download the New Vegas pack that is the same size as the one you chose
    for Fallout 3. 1.Small, 2.Medium, or 3.Large.

3.  Decide if you want any optional packs and download them. I recommend
    you download the corresponding Washed out Wasteland pack, and the
    Large Texture Pack Patches if you are using the Large/Maximum combo.

4.  Extract the Fallout 3 pack.

5.  Extract the script package.

6.  Select the script that corresponds to the Fallout 3 pack you downloaded
    and copy it into the TEXTURES sub folder of the extracted pack.

7.  Double click on the script to execute it. It will remove textures that
    do not exist in the Fallout 3 BSA's and remove textures that are
    duplicates of the files contained in the Fallout 3 BSA's. When the scrip
    has finished, delete it.

8.  Extract all the files of the New Vegas Pack (1 - 3 archives). If you've
    chosen the Medium or Large versions, you need to copy the TEXTURES
    folders into the same place. I recommend you copy 2 and 3 into folder 1.

9.  Select the script that corresponds to the New Vegas pack you downloaded
    and copy it into the TEXTURES sub folder that you moved the other
    TEXTURES folders into.

10. Double click on the script to execute it. It will remove textures that
    do not exist in the New Vegas BSA's and remove textures that are
    duplicates of the files contained in the New Vegas BSA's. When the script
    is finished, delete it.

11. If you downloaded Washed out Wasteland extract the archive and continue
    to step 12. If you did not download Washed out Wasteland skip to step
    15.

12. Select the script that corresponds to the Washed out Wasteland pack that
    you downloaded and copy it into the TEXTURES sub folder of the extracted
    pack.

13. Double click on the script to execute it. It will remove textures that
    do not exist in the New Vegas BSA's and remove textures that are
    duplicates of the files contained in the New Vegas BSA's. When the script
    is finished, delete it.

14. Copy the TEXTURES sub folder of the extracted Washed out Wasteland
    extracted pack to the New Vegas pack directory where the other
    extracted textures are.

15. If you downloaded the Large Texture Pack Patches continue to step
    16. If you did not download the Large Texture Pack Patches skip
    to step 18.

16. Extract the Large Texture Pack Patches pack.

17. Copy the TEXTURES sub folder of the extracted Large Texture Pack Patches
    to the New Vegas pack directory where the other extracted textures are.

18. Copy the MESHES and TEXTURES folders of the combined cleaned New Vegas
    pack to the extracted and cleaned Fallout 3 pack folder and overwrite
    any files.

19. You now have a cleaned and combined NMC texture pack which you can
    pack into an fomod or archive to install with your favorite mod
    management application.

 

File Attachments: 

TTW Version Compatibility: 

v2.4
v2.6
v2.7
v2.8

Rating: 

0
Your rating: None
4.966665
Average: 5 (30 votes)
Edited by: RoyBatty on 03/22/2015 - 02:40
Symist
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Roy,

Roy,

Couldn't be simpler - followed instructions - does exactly what it says on the tin!

Nice work bud!

"Time you enjoyed wasting, isn't wasted time" - Beatrix

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Awesome, thanks man!

Awesome, thanks man! Appreciate the script to clean up these wonderful texture packs.

|CPU - Intel Core i5-4670k @ 4.4GHz| |GPU(s) - EVGA GTX 970| |Motherboard - Gigabyte Z87X-D3H| |CPU cooler - CM Hyper 212 Evo| |16GB Crucial Ballistix Sport XT 1866MHz RAM| |PSU - Corsair TX750| |Case - Cooler Master HAF-X| |Storage - 1TB HDD/256GB SSD|

RoyBatty
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Just a heads up, NMC has

Just a heads up, NMC has released a small update which fixes a couple broken textures I let him know about. The textures are actually broken in the vanilla game too. He also included a bonus texture for the wall clocks. The textures are large size, but you can resize them easily enough if you use the smaller packs. They are compatible with both Fallout 3 and New Vegas as these particular ones are shared between the two games.

 

 

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How do I know which NMCs

How do I know which NMCs texture pack from FO3 matches NV size?

FO3 are labeled "Large, Lite, Maximum, Performance"

and NV are labeled "Large, Medium, Small"...

 

which one is medium?

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Performance = Small

Performance = Small

Large = Medium

Maximum = Large

The Lite one is very very lite indeed.

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Thank you.

Thank you.

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Hi, just want to say thanks for this work. I love NMC Textures especially around Megaton. All that metal takes on a completely new look. My question is this, do you recommend the purge cell buffer program that is on the fallout 3 page? Will it even work with TTW? I also would like to know if you use an optimizer program on you textures?

Thanks

Charliemc

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PurgeCellBuffers doesn't work

PurgeCellBuffers doesn't work with TTW since it's on the New Vegas version of the engine. You can use ZanAutoPurge instead.

You can optimize the textures after combining the packs if you wish, that's totally up to you.

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Thanks for the help!

Thanks for the help!

charliemc

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Being using these textures

Being using these textures for a two days now and they look and work great. Only problem is I've had a dramatic  hit on FPS. I am going to try the Large = Medium combo instead of the Maximum = Large to see if I can boost my FPS. I'm only getting between 12 to 20 now. 

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Thanks a bunch for these Roy,

Thanks a bunch for these Roy, worked perfectly and not only cleaned my look but increased my performance as well.

[insert clever quote here]

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On the Fallout 3 nexus there

On the Fallout 3 nexus there is Performance, Large, Maximum, and Lite. Which corresponds with which when it comes to the New Vegas Large, Medium, and Small.

 

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Tylerinco1 wrote:

Tylerinco1 wrote:

 

On the Fallout 3 nexus there is Performance, Large, Maximum, and Lite. Which corresponds with which when it comes to the New Vegas Large, Medium, and Small.

 

https://taleoftwowastelands.com/comment/26170#comment-26170

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Help! For some reason, the

Help! For some reason, the Fallout 3 side of the textures aren't working at all. Its just the vanilla textures, which is really annoying. :( But the New Vegas textures are working just fine. 

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If it's preferred, I can make

If it's preferred, I can make a separate thread since this is a "vanilla" NMC texture pack issue, but I have noticed an issue in my testing/comparing of vanilla/nmc/ojo bueno textures in making my own "combined and cleaned" pack of my preferred textures.

Outside of silver rush, during the day, the windows look like this. There is a minor issue of the rowhousetrim01_g.dds glare file being used (which has a 3x4 window instead of a 2x3 as NMC has) being vanilla and not lining up, though I could easily enough just make my own glare file.  The main issue is that at night, the texture of the window reverts to vanilla FNV textures, like this.

Because of the number of things like this that I'll stumble upon I'll probably make a separate thread dedicated to these texture pack issues, but I was wondering if anyone knew what causes this particular behavior.  I intuit that there's a separate day/night texture for this (and other?) texture, but I don't know what would be the "best" way to address it whatever it is.  I could just remove the NMC texture (thus avoiding the day/night inconsistency and also the vanilla glare file not matching)

Additionally, is there a more elegant way of comparing textures than manually opening and looking at each one (ie, with an image viewer) or starting the game up and then restarting it with the other texture?

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There is a DDS viewer in the

There is a DDS viewer in the NVIDIA's texture tools (That's actually the exe that gets removed from the F3 pack). This is much more handy for looking at DDS files... however I wish there was something like ACDSEE where you could quickly scroll through them via mouse wheel.

As for the texture thing, there is probably an enable parent that swaps the windows during night time and they have a different texture altogether. You might want to post on NMC's nexus thread about it as he's been around the last couple of months and he might fix it.

 

 

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I don't know if the feature

I don't know if the feature was included in the nvidia photoshop plugin, but on my system it lets me open any .dds (that isn't 32bit color) in the image viewer.

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yeah but opening up photoshop

yeah but opening up photoshop to view textures is slow and cumbersome, there's a stand alone quick tool.

 

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RoyBatty wrote:

RoyBatty wrote:

 

yeah but opening up photoshop to view textures is slow and cumbersome, there's a stand alone quick tool.

 

No i mean it lets me open them in windows image viewer now

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Oh, I don't use that because

Oh, I don't use that because I hate it. :D

I use ACDSEE (very old version) or Photoshop.

There's also a texture compare thing on the skyrim nexus, but I found it cumbersome to use.

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For some of the issues, I'd

Removed all reference.  Don't ask me.

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Please do NOT link that

Please do NOT link that russian site full of illegal stolen mods and assets INCLUDING TTW.

Thank You.

 

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Great work, thank you!

Great work, thank you!

A tiny thing though - maybe the next time you update the scripts, you could add a pause at the end, so one can check if the script found/deleted everything it was supposed to. Just for convenience, you know. Otherwise, great. rep+

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just open a cmd promt, and do

just open a cmd promt, and do nameofscript.bat >log.txt

:)

 

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NMC says he'll include fixes

NMC says he'll include fixes for what I found in a patch, perhaps within a few weeks :).

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Hrm I should let him know a

Hrm I should let him know a couple more then...

There is a big black square on the passenger cars.

The back wall of quonset huts has a transparent square in them too.

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Don't know if you've seen,

Don't know if you've seen, but NMC replied to you on Nexus.

 

"Hi Roy, I'm struggling to find the exact texture in-game- could you post a screenshot or direct me to an area of the map where I could find it? Thanks in advance "

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Yeah I check Nexus daily, no

Yeah I check Nexus daily, no worries. He already fixed it.

 

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This was great.... Thanks for

This was great.... Thanks for all of the work you put into this stuff Roy. One question I have is that when I got to step 18 and combined the textures and meshes it says to overwrite any files. Well I only had one file that was required to be overwritten. Is that normal?  I expected to see more than 1.... Just want to be sure this is correct. Or maybe I screwed something up somehow...

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Roy, I can only recommend

Roy, I can only recommend IrfanView for browsing DDS or pictures - http://www.irfanview.com/

Kill me again or take me as I am, for I shall not change.

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I seem to be having an issue

I seem to be having an issue with this. I get the packages to combine just fine and the game loads. I can walk around for about 4 min before it crashes. I uninstall the textures and everything is fine. I've combined the FO3 Ultra textrues with the Large textures from the New Vegas pack. Am I doing something wrong here?

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Are you using FNV4GB to

Are you using FNV4GB to extend the games available ram? Does your video card have at least 3GB of ram (needed for large packs) ?

 

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My GPU has 3GB. I wasn't even

My GPU has 3GB. I wasn't even aware of FNV4GB until you mentioned it. I've just been using the NVSE loader that came with the  TOTW installer for maximum compatability. I attempted to use FNV4GB using the command "fnv4gb -laaexe .\
temp\FalloutNV.exe" to create a 4GB launcher but get "Application Load Error 3:0000065432" when I attempt to load it in my Fallout TOTW directory.

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You don't have to specify a

You don't have to specify a path, it will make one by itself in a folder called "exes". You only need -laaexe if you want the file in the current directory with a different name, like FalloutNV4GB.exe

Application load error is usually caused by the wrong SteamAppId , try the switch -SteamAppId 22490

I think you have the enplczru version.

 

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I'm using the verion I

***EDIT: I didn't understand what enplczru was. I'm using the American version that came in the collectors edition along with all official DLC.***

 

I'm using the version I believe you helped to write found at:

http://www.nexusmods.com/newvegas/mods/55061/?

 

I'll try it again tonight with the command line augment you mention.

 

I don't have to have to do this to the Steam folder of the game do I? I ask as I have two copies of New Vegas on my machine currently, the vanilla Steam installed one I have not modded and uses as a reference (C:\Program Files (x86)\Steam\steamapps\common\Fallout New Vegas\), and (C:\Fallout\Fallout New Vegas) that is my TOWT install with FOMM mods applied to it.

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You have to use the default

You have to use the default path that's in the registry, which is applied when you install the game. It won't work otherwise, it's an issue with the steam wrapper.

I keep mine on a different drive entirely, I link to it with a symlink junction from the original installation directory.

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AHHHHH. That explains a LOT.

AHHHHH. That explains a LOT. Ok, new plan. I'll try that. I was also reading on a Steam forum about this issue that it might be solvable by simply placing a copy of the Steam executable in the root folder of the game, in my case (C:\Fallout\Fallout New Vegas). I'm going to try that first. If that doesn't work, I'll make a backup copy of the Steam Fallout folder and move my TOTW version into the Steam folder and see if the problem persists.

Just to make sure I understand what's happening here correctly. I have two option, launching from the FNV4GB.exe itself, or using the command line to inject the LAA option into a new FalloutNV.exe file. I'm assuming I'd want to inject the LAA into the original executable if I wanted to launch the game from FOMM correct? Otherwise I need to make a link to FNV4GB.exe and use FOMM only when applying mods?

I'm sorry to have threadjacked but feel this info should be here for future users who are having the same problem with the texture packs I am. I truly appreciate the help.

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Do you have the 4gb.exe in

Do you have the 4gb.exe in the main game directory? If so all you need to do is in FOMM go to the file menu and select launch game and you will see the option to use 4GB Fall Out New Vegas. When you do this is will remember the selection and offer it on the main fomm window as launch FNV4GB until you change the way you want to launch. You don't need to do anything else. But you can make a shortcut of the FNV4GB.exe from the game folder and put it on your desktop and it will work the same launching it from FOMM.

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Just wanted to report that

Just wanted to report that putting the TOTW and FNV4GB files in the Steam installed folder fixed my issue completely! Thanks Roy and Royhr.

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Great to hear..... I knew it

Great to hear..... I knew it was a pretty  simple fix but sometimes it can seem more complicated than it really is the first time you do it. But the 4gb exe is a great tool. And we have RoyBattey to thank for being part of the team that developed it. And of course the rest of that team.... Make sure you endorse it in Nexus if you haven't done so already.....

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MonochromeWench developed it

MonochromeWench developed it all by herself, we just updated it a tad.

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Roy, Since you have provided

Roy, Since you have provided scripts for every single file that NMC has made, I had one question on install overwrite order.

I wanted to try the smallest of all his textures, so I got myself the Performance Landscape file as well. However I like the overall look of the Washed out Wasteland when its combined with FO3.

Would the best way to do this is use FO3 Textures as the base folder, followed by overwriting with the NV Textures, then overwriting with the Performance Landscape, and finally the Washed out Wasteland? I know very likely some of the Performance Landscape will be overwritten by Washed out textures, Since NMC doesn't exactly have a "Performance Washed out" file.

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Won't know till you try it.

Won't know till you try it. Does your video card have a small amout of ram?

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It's an older Radeon 4890 1GB

It's an older Radeon 4890 1GB, so by modern standards its old. I do want to replace my video card, however I don't want to have to replace the bulk of my PC either, since I really don't have the money for it. (But that's not a discussion for this thread, so I wont try and derail here.) :)

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I was curious because texture

I was curious because texture pack size is limited by how much vram you have. Small should be fine, and performance won't make much difference I think. You could resize washedout wasteland with DDSopt.

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I am experiencing the same

I am experiencing the same issues as alec95minto, I followed the guide and successfully made a FOMod and installed. the textures are active for FNV but not FO3.
I even copied and installed my FOMOD seperately for FO3 and it didn't help.

What's going on here?

EDIT: The solution is to disable archive invalidation, (it will prompt you, hit ok), then re-enable it immediately after.

 

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So I was redoing my textures,

So I was redoing my textures, and then I thought "Well, this script eliminates BSA dupes and textures not used in BSAs... but what about the custom meshes that come with NMC's packs?" so I went through the meshes and searched for any referenced textures removed by the cleanup scripts, and I actually found two textures that NMC uses in his .nifs that are deleted by the NMC New Vegas LARGE bat.

The two are:

"architecture\repconhq\nvofficebldg_p.dds"
"dungeons\hotel highend\hthrmwall01_n.dds"

 

Edit:

Also, for anyone using the Large fix pack for New Vegas, use the old version of "architecture/urban/ottrim01.dds".  The first for that area was for the other "ottrim____" files in the fix pack, and he accidentally put a old ottrimwindowglow.dds copy from vanilla floating on top of the working ottrim01.dds from the un-patched pack.

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I'll check the scripts for

I'll check the scripts for the missing textures.

Can you explain the second part clearer? I don't understand what you mean, or which file is the newer one.

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Here's a picture illustrating

Here's a picture illustrating what I'm referring to:

When he created a new normal map and environmental mask, (as well as the more major night version of the window, since it was vanilla and diferred largely from the day one in his pack), he accidentally put a copy of the old night window onto the texture that didn't need changing (as you can see, other than that window in the middle, the texture is the same).

 

Edit: derp, the windows in the right hand corner are different.  In my personal copy of this texture I just pasted from the original ottdrim01.dds the middle part that's covered by the old night glow map that was erroneously included in this texture.

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You can post the texture(s)

You can post the texture(s) here, I'm not going to complain or worry about it.

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