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The Guy
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What instructions where? I

What instructions where? I see no instructions . and the mis-matched heads that fallout has is driving me up the fucking walls, and these mods are the only way i can fix them so i need the instructions.

Lyndi
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What instructions do you need

What instructions do you need? All you have to do is download the archive of your choice and install it using FOMM. If you are referring to the BSA creation thing, you don't have to do that anymore. The needed BSA file is included in the download.

The Guy
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so literally just drag TTW

so literally just drag TTW redesigned.esm into my fomm mods folder, activate and play?

RoyBatty
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it comes with the esm and bsa

it comes with the esm and bsa... create fomod from archive

Lyndi
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Open FOMM, click Package

Open FOMM, click Package Manager, in the new window click Add Fomod, find the archive you downloaded and select it, this adds it to the list of packages, double click the archive in the package list and this will install it, check the esm file in the load order screen so the mod is active, run the game.

 

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You are a wonderful person.

You are a wonderful person.

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Lyndi
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I ran into an issue while

I ran into an issue while running this mod in conjunction with TTW Reputations. (Just thought I would post my solution here in case someone else had a problem.)

Redesigned has three of the Enclave Remnants tagged as being part of the Enclave faction. Needless to say you are not popular with the Enclave after everything that occurred in DC. The characters in question were Moreno (133955) Kreger (133956) and Doc Henry (133957). Basically they will be hostile to you when you first meet them which makes it impossible to complete Nothin' But a Hound Dog, For Auld Lang Syne, and preventing you from acquiring Lily as a companion.

The solution was to simply remove the Enclave faction tag from the three NPC's in FNV Edit so that each of the NPC's in question had faction tags that were identical to those that are listed in the TTW.esm.

After the enclave tag was removed the NPC's went back to normal and stopped chasing me around. I haven't had any other issues after making that change.

RoyBatty
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Are you sure you have the

Are you sure you have the latest version? They have their own faction now called Remnants. That's been fixed for a loooooooong time.

Lyndi
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RoyBatty wrote:

RoyBatty wrote:

 

Are you sure you have the latest version? They have their own faction now called Remnants. That's been fixed for a loooooooong time.

The TTW Redesigned with Project Beauty archive I downloaded from this thread about a week ago or so had those three tagged as Enclave in the esm. TTW.esm doesn't, but the TTW Redesigned.esm from the TTW Redesigned with Project Beauty archive did.

RoyBatty
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ahh, I don't update the

ahh, I don't update the project beauty one anymore, that explains. I only do the redesigned one.

Simply copy the faction relations from TTW into the records for those NPC's.

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RoyBatty wrote:

RoyBatty wrote:

 

ahh, I don't update the project beauty one anymore, that explains. I only do the redesigned one.

Simply copy the faction relations from TTW into the records for those NPC's.

That makes sense. :)

Yeah the factions list in the mod I had downloaded were all the same as TTW.esm except it also included the base Enclave faction. Removing that made the lists identical.

I'm having another problem that I can't pinpoint the cause. The Boomer children are invisible except for their hands, feet, and head. Could that be caused by the out of date Project Beauty version of this mod I downloaded or do you think it's something else?

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Sounds weird, that's a body

Sounds weird, that's a body or outfit issue.

 

Lyndi
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RoyBatty wrote:

RoyBatty wrote:

 

Sounds weird, that's a body or outfit issue.

 

Yeah, I assumed as much. I didn't think this mod altered the bodies of the children or anything in a way that would cause this but I figured I'd ask. :)

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Hello, I am not quite sure I

Hello, I am not quite sure I understand the instructions to install this mod.

 

Do I only have to download one of the two files linked in the download box, or do I have to download the original mod(s) as well? 

 

I've tried to download only TTW Redesigned and install it with FOMOD but I do not get any .esm in my load order.

RoyBatty
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All you need is the file

All you need is the file linked in the download box. It contains a bsa and an esm.

I ask that you download the original mods, and later give an endorsement to show your appreciation to Dracomies for his work.

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I know I am probably stupid

I know I am probably stupid or something for not understanding, But how do I actually install just project beauty for TTW? I plan on using FCO for new vegas, and I don't really see any instructions on the OP. Please help.

Edit: I looked a little more, I misunderstood the OP, thinking I needed the original mods and to merge them for this to work. I think I have it working now. Thank you.

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is there a version that doesn

is there a version that doesn't change or add the hair?

RoyBatty
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Nope.

Nope.

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Okay, I was just wondering. I

Okay, I was just wondering. I was gonna make a personal patch for myself and was just making sure I was not making something that already exists. Anyway nice work roy, so far I have no issues.

RoyBatty
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I do want to make a version

I do want to make a version that has the gloss removed from the hair.

The teeth are missing too... (vacuus.nif) , they weren't included in the mod that they were taken from either... BAH

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I just wanted to remove the

I just wanted to remove the anime styled hair that some npc's have, but yeah that gloss is annoying also

RoyBatty
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TTW Redesigned has been

TTW Redesigned has been updated with fixes and removed broken hairs (around 5), link is in first post.

I am not supporting Project Beauty by itself any further, but the link is still there.

Since I removed hairs, it's probably a good idea to see a barber in game and switch to a vanilla hairstyle before you update.

:EDIT:

Found original source of 2 of the removed hairs and restored them in full working order.

Also included the eyes and correct textures.

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In the Fallout 3 Redesigned

In the Fallout 3 Redesigned download, it says that I need to download a mod called ArchiveInvalidation Invalidated. Is this still required with the TTW version since I'm altering the files for New Vegas instead of Fallout 3

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A quick note: this mod has

A quick note: this mod has some minor incompatibilities with CotW2 because of the included RACE records (42BE, 42C0, 42C2, and 42C4).

 

Roy: does the mod require these record overrides? The only discernable differences that aren't adjusted at run-time are the voice types (which I don't think are used as filters anywhere that FNV's 01 voice types are not also accepted) and the hair lists (which will not work on the child races because they are all adult hair meshes).

If the voice types are an issue, I can easily switch to the 03 ones.

 

 

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I removed the child race

I removed the child race edits, there's no reason for them imo.

Mystical Panda
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I'll drop in the Redesigned

I'll drop in the Redesigned this test around. Does it need an updated compatibility patch or just drop and go? I'm currently using the "ttw - mmm - eve - redesigned" patch.  

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Patch should still be up to

Patch should still be up to date.

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Thanks Roy, I'll go ahead and

Thanks Roy, I'll go ahead and switch that in now. :)

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I found a strange graphic

I found a strange graphic quirk with the new version with Moira Brown, thought you might be able to point me in the right direction to troubleshoot it. Her head should be from redesigned, her hands are a mod that makes them smaller,her body is type 6m, and gear is type 6M; this is the same for both test runs. The first picture shows with the previous TTW Redesigned, the second with the new version. It's like theres a texture/layer missing from the body or something, not sure. 

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RoyBatty
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The glowing skin issue is

The glowing skin issue is because the outfit nif's texture is pointing to the child's skin instead of adult female. You'll have to fix those yourself.

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We've been having fun trying

We've been having fun trying to track down the problem with the glowing skin, learning as we go! I came across something interesting that might be the cause of the glowing skin. We're not sure, so we thought we'd pass it by you guys. Here's what we found:

-> The previous version of TTW - Redesigned has a .bsa file which contains the meshes and texture assets. It's called Assets.bsa.

-> The new version of TTW - Redesigned also has a .bsa file which contains the meshes and texture assets. This one is called main.bsa.

-> If we extract both using Mod Organizer, disable the .bsa by changing the extension to .bsa.save, then using the loose files, trying to isolate which texture might be causing the problem, we isolate this one in the updated version:

    female\upperbodyfemale_n.dds

The difference between the one version without glowing skin, and the one with, is the one with glowing skin has a dds "map" that looks like an inverted female\upperbodyfemale.dds (so to speak), while the one without the glowing skin is basically "empty" or blank. The other two look the same.

When I checked on the "_n.dds" naming convention, I came across something where someone had said the "_n.dds" was a "glow map". If that's the case, it would explain a "glow" problem on the skin when using the new texture. One had nothing as a glow map, the other shows an image with varying degree of glow or shine. Thus an inverted or negative image.

If I use the newest version of TTW - Redesigned and replace (manually) that single texture (female\upperbodyfemale_n.dds) with the one from the previous version, the glowing skin on Moira goes away and it looks normal.

Not sure if that's the problem. We'll keep testing things out on this end and see if something else pops up somewhere.

RoyBatty
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upperbodyfemale_n.dds has not

upperbodyfemale_n.dds has not changed, you have some other mod overriding it.

_n is means it's a normal map (3D lighting and smoothing).

If yours is different, open it in photoshop and delete the alpha channel (specular map).

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Yeah that's what's strange, I

Yeah that's what's strange, I'm using Mod Organizer and I just downloaded the TTW - Redesigned files from here and manually copied those files over to the download folder used by MO before installing them. The files I'm, listing are taken directly from those 2 archive files, not something that NMM has overwritten in the Data folder, since I don't use NMM.  I kept copies of both versions of the archives. I've attached text files from both versions as reference, so I'm pretty sure both came from here. There's definitely a file change that I can't seem to track as occurring on this end.

---

Both downloads (from the link in the first post - one from back in march, the other this month - I'm sure the new version points has a completely different download link than the previous one), have two different file names:

TTW - Redesigned.7z ... the one I previously downloaded from here.

TTW - Redesigned.fomod ... the new one I just downloaded from here.

I just re-downloaded the new version again to make sure I didn't pull one off the Nexus instead of using the the link provided the first post here.

---

Both files have two different .bsa asset file names:

TTW - Redesigned.7z ... assets.bsa

TTW - Redesigned.fomod ... main.bsa

---

The files from TTW - Redesigned.7z have:

textures\character\female\upperbodyfemale.dds ... filesize = 5462kb

textures\character\female\upperbodyfemale_n.dds ... filesize = 5462kb

---

The files from TTW - Redesigned.fomod

textures\character\female\upperbodyfemale.dds ... filesize = 2731kb

textures\character\female\upperbodyfemale_n.dds ... filesize = 2731kb

---

There's definitely a difference between both file versions as you can see.

---

The image I uploaded shows the upperbodyfemale_n.dds from both the previous and new archives. You can see the previous has a "blank" (so to speak), while the newest one has a lighting map of sorts. This is completely different than a regular texture map upperbodyfemale.dds (no _n on the file name). The regular one, which I didn't include in the image has skin tone colors, where the upperbodyfemale_n.dds is definitely different color wise. That has to be a lighting map, right?

---

The upperfemalebody_n.dds from the new version (2731kb) is what's causing the glowing skin. By coping over the one from previous version (which is larger kb wise by the way - 5462kb - Maybe DDSOpt was used to create the new one, not sure) everything is back to normal, no glow.

---

Oddly enough, the "glow" only seems to effect Moira's Jumpsuit that I noticed so far when using T6M. I'm still far early in learning the game engine, so it still could be something there. It's just that changing that one file back to the previous TTW - Redesigned version fixes the problem. Which, I'm glad we found it, and learned some things in the process.

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Mystical Panda
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We don't have photoshop here,

We don't have photoshop here, could we use Gimp instead?

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I don't see what NMM has to
  • I don't see what NMM has to do with anything.
  • I don't use garbage tools like DDSopt.
  • This is an issue between your body mod (which includes altered outfits) and Redesigned.
  • Don't unpack the BSA, it will break the hairs. EGM files will not be loaded by the engine unless in a BSA.
  • Futhermore, unpacking BSA's (ala MO) reduces performance.
  • I don't know if GIMP works or not, I have no experience with it.

There is nothing wrong with the skin texture and it was altered almost a year ago precisely to fix that problem.

This is how it looks with vanilla bodies, notice there is no problem. You have discovered already what the issue is between your body mod and this mod. I don't see any point in further discussion as you know how to fix the conflict between the mods already.

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Mystical Panda wrote:

Mystical Panda wrote:

We don't have photoshop here, could we use Gimp instead?

Maybe you could ask the other person who's with you?

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@Roy, Actually I was

@Roy, Actually I was addressing the fact that there is a difference between both archives in regard to that particular file that has nothing to do with any body mod since I was comparing files within those actual archives. Now, it could be a link to a child's texture in the T6M outfit mod, which is why I posted all that info in the first place. You guys have more experience at this than me. I was assuming you could look at the file name I posted and say "yeah... that's a the child's texture, etc.,.", though, based on my limited knowledge, I doubt that. If it was, Panda you  need to relink to something different, the correct texture. I'm not trying to assign blame or disprove anyone along the way. No trolls here guys. Sorry if it came off as that, but looking back at my post, I don't see how I came off as such.

@TrickyVein, we refers to me and my daughter. She was actually helping me troubleshoot this. She's really young, though in advanced classes and very, very smart for her age. She wants to be a graphic/game designer and mod stuff. She's played around with using the GECK more than me, well maybe about the same, though she still kinda needs dad to help out. :) There's no teenage frat trolling going on here, nor any defensive or combativeness. Merely trying to understand the problem, so we both can learn as we go. If it's something we've actually done on this end, I'm good with that. But if not, I'm sure not going to tell her it's something we did, when it wasn't. Simple as that. Again. I was addressing the differences in the upperfemalebody_n.dds straight from the archives taken from this site which do exist.

However, that being said, we did solve the problem. Now whether it's something we or someone else (being a mod author somewhere along lines) that caused the problem, I have no idea. Just glad it's working. :)

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I understand you're just

I understand you're just trying to solve a problem, but you're telling me things I already know, repeatedly. I've told you why the files are different, but it doesn't seem to be registering. I'm not trolling either or trying to be rude, but I get a little frustrated (I'm old and grumpy). I've posted a picture that it works fine with vanilla bodies and macintroll's wasteland clothing overhaul. I've run into the glowing skin issue myself and it was because of the path pointing to the childs texture which has a specular map in the normal. The adult texture did too which also caused the same problem, that I discovered over a year ago so I removed it. This is what causes the glowing. I don't know how to present this information in a clearer and easier way to understand.

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I understand your frustration

I understand your frustration, and the more things that tend to pop up the more overloaded things often get. I've been there many times myself and it still comes back to bite me. It usually gets to the point where anything that adds or even might add to an existing work load is met with unintentional "combativeness" or "defensesiveness", if that's the right word for it. Again I appologize if I was coming off as a troll, I wasn't. Speaking of trolling, me and my kinds love those phone trolls using Fallout and Skyrim soundboard files!

All of this is fairly greek to me. Programming and systems are not. I remember writing DLI's for the Atari 800, and programming mostly in 68000asm on my good old Trusty Amiga 2000! I go back a little ways too. Lol! That's why I seemingly ask completely arcane or what may seem to be irrelevant questions. It helps me to piece together how everything actually works. The biggest problem I'm having in applying information I'm given, is where a person replying with an answer, honestly doesn't know themselves. Not directed at you, just a general statement. They know it worked for this guy, who told this guy, and the list goes on. More often they defend the information chain, and those in it, rather than trying to understand the whys, the ins and outs while helping others. So when someone asks a question, the general reply is... "you did it. our stuff is fine." All my years programming, troubleshooting in a System department taught me that just because someone is the end of the chain, doesn't make it their fault or problem. Case in point:

Data entry had approached me once and said, did we cause this? Apparently there was a  problem with data being put in wrong which led to some managers not getting what they were supposed to.. and you know how things flow down hill. Well I told her, no, that's not necessarily her fault. They enter thousands of items each day, and things are going to go in wrong. The real problem was in the program's editing. It didnt' edit out bad data. Period. My boss on the other hand, didn't want to be bothered with it, so he told her, it was entirely her fault. The same applies to mods. Just because something can be fixed on the users end, doesn't mean it's something they caused it. Most of the time, from what I've seen, the problems exist in both the modders and users camp. Though, to be honest, I have no idea where some people get their load order from. Lol! Another is that old "my mod works fine by itself, so it must be you or another mod" addage. Those that take that position, to me, are the problem. How many people just runs a vanilla game with a single mod. Lol! Mods should work together best they can. At least imo. Though some conflict can't help but occur, and in  a few rare cases the user must either choose between specific mods or  modify them themselves.

On the body files, I have no idea what each one really does. is the _n a specular/ lighting map? the _sk a detailed map? Which program do you use to re-create a BSA? 'll need that in the near future to pack some of these things back up.

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_n   is a normal map, in this

 

_n   is a normal map, in this context it means it's usually a simulated/approximated combination of bump map or various other maps combined && with specular hidden inside, or gloss/matte.  Skin is different though, an has it's own shader, that's probably where the _sk comes in, as a mask I'm guessing, because I don't remember, similar to a environment mask in greyscale to tell the asset to be gloss/reflective here an matte there.

Keep in mind though, this is all pre-composite imaging, it's after raw asset an moved toward streamlined workflow in order to produce more assets, but it was never all that accurate IMO, just an approximation or estimate, stuff to save time.  There's more tools now so composite imaging became more of a thing I'd say after Skyrim, but you know it's always a little at a time vs hardware requirements of the time an project budget an deadline.

The reality is that each player wants it to look a certain way an it's on the order of an approximation of what Oblivion looked like for characters once it was modded.  The engine changed though, so it became more difficult to do that, an as noted in our history, there were not that many people willing to do the expeditionary learning work of creating these types of assets for race/clothing/armor an such.  Asking that to be user friendly, isn't possible.

 

Sorry,

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Thanks GS! That was some very

Thanks GS! That was some very helpful information. Maybe in time, as I get more experience with the engine and it's assets I'll be able to help with some of that.

It almost sounds like they created different "masks" to determine how "bright" or "reflective" areas should be- an approximation that's rendered (though pre-rendered in the mask) on they fly by the engine, as an adjustment to the main texture map. Kinda like a "poor" mans HDR emulator (for pre-calced speed during frame rendering).

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I wouldn't say there was

 

I wouldn't say there was anything "poor" about it.  It's 10 years old at least.  Just the next evolution of Oblivion era art/design/development.  Since it was mentioned.  I've only ever seen skin maps that worked using a Nvidia Normal Map Plug In, for Photoshop.

It's a little silly though.  For one thing stuff like this isn't even needed unless the person has recently played hundreds of hours of FO3 or FNV.  Most of the actors are made up from the FACEGEN data in shape/shade which is studio quality.  The most recent mod like this was nice, but broke eyes/hair I think.

DC Delight an Mojave Delight were easy to use, then Roberts body I believe for males (depending on what male clothing/armor mods say)  Then there's plenty of vanilla enhancement that would also be easy.  I only mention it because it's a huge time sink on a old game now.  Idk if it's worth it anymore.

Something cool enough is that it's possible to remove all FACEGEN skintone data, by setting it to the same amount of data, only using zeros, ROFL, then the player character is whatever is drawn on the texture maps.  Which hopefully suggests the huge time sink that the practice of changing this stuff is.

If you wanted to know I just installed an ran Vanilla TTW, an maybe installed a single mod or two a day.  Then to make the games look good pretty much I set a -2.00 LOD bias with a video card driver editor "Nvidia Inspector" in this case.  So the vanilla game without ENB doesn't even look that bad at all.

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First off, thanks a lot for

First off, thanks a lot for the great mod, it's a must-have in any playthrough of mine and comparably makes the vanilla NPCs look quite derpy.

I'm having issues with the skin colour of certain females though as the head and neck is lot whiter than the upper body colour (however I'm not sure if it's the body that's supposed to be whiter or the face that's supposed to be darker). I've tried the EGT fix in all 3 .inis; turning ArchiveInvalidation on and off a few times; also extracting the vanilla BSA files and pasting the head and upper body .nif / .egt / .dds files in their respective directories (assuming they go in the vanilla directories and the file path hasn't been altered) but no luck at all. Males are totally fine though. Any idea what might be going wrong? I don't have any mods that affect NPC appearance aside this one (and Caesar's New Regime / Dragbody's Trooper Overhaul but they don't touch face files). Cheers, man.

RoyBatty
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Some vanilla outfits are

Some vanilla outfits are using the wrong path for the skin textures, I fixed this and submitted it to YUP. They appear to be super shiny or glowing.

EGT files will not load unless in a bsa.

Kinderblut
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I just tried using both the

I just tried using both the hotfix meshes in TTW Bugfixes and the meshes that come with YUP  (which seem to be the same), as well as switching over from the TTW Bugfixes plugin to the latest version of YUP just in case, but alas the females in my game still have some rather unsightly tan lines:

http://i.imgur.com/0idYUuZ.jpg

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That screenshot looks like a

That screenshot looks like a texture seam where the two textures meet up but just don't match correctly. I'd assume it's also happening on the wrists. I don't think theres any easy way to fix it which is why mods that give everyone a necklace exist. They are able to cover up the seam.

RoyBatty
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Yup, typical neck seam

Yup, typical neck seam problem. That is indeed why neck seam concealer mods exist.

baconcatbug
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So I am getting the issue

DISREGARD OP I AM A RETART

 

So I am getting the issue where the game locks up on the main menu with Project Beauty's Broken Steel and Point Lookout esp files. I have created a merged patch. I am using the Project Beauty alone version along with New Vegas Redesigned 3 loaded after (cause bigger numbers are better, right? :P)

Have I made a fundamental error in my load order?

tgspy
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The Project Beauty standalone
The Project Beauty standalone(And I presume the merged version) both conflict with TTW 3.0. I will post fixed versions of both when TTW 3.0 is released. In the meantime, carry on.
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Can you put New Vegas

Can you put New Vegas redesigned 3, and Fallout 3 redesigned 2 into this?

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