TTW redesigned (not supported)

Mod releases and conversions for Current versions of TTW
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jlf65
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Re: TTW redesigned

Post by jlf65 » Thu Jan 16, 2020 1:31 pm

BoostedBoi wrote:
Thu Jan 16, 2020 1:25 am
Around Megaton everyone looks good and it's working, but Shorty and Red and Big Town people really mismatch. I think it works just needs to patch some of the fo3 npcs probably
That's been my experience with it so far, too. Nice job, but not quite done yet.

junkacc
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Re: TTW redesigned

Post by junkacc » Sun Jan 19, 2020 4:53 pm

Red and Shorty
Image

Just need to change the ESP into an ESM.
Or get the updated file in OP.

bLoadFaceGenHeadEGTFiles=1

Load the two NVR2 files after YUPTTW.esm

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RoyBatty
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Re: TTW redesigned

Post by RoyBatty » Sun Jan 19, 2020 5:29 pm

bLoadFaceGenHeadEGTFiles=1 is bad, regenerate the face textures, convert them correctly and put them in a bsa so it doesn't waste memory regenerating every NPC at runtime.
Image

BoostedBoi
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Re: TTW redesigned

Post by BoostedBoi » Mon Jan 20, 2020 2:07 am

junkacc wrote:
Sun Jan 19, 2020 4:53 pm
Red and Shorty
Image

Just need to change the ESP into an ESM.
Or get the updated file in OP.

bLoadFaceGenHeadEGTFiles=1

Load the two NVR2 files after YUPTTW.esm
Which esp

junkacc
Posts: 44
Joined: Thu May 16, 2019 2:59 am

Re: TTW redesigned

Post by junkacc » Tue Jan 21, 2020 5:28 am

@Boostedboi Easiest way is to download the updated files from the original post.

junkacc
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Re: TTW redesigned

Post by junkacc » Tue Jan 21, 2020 5:29 am

RoyBatty wrote:
Sun Jan 19, 2020 5:29 pm
bLoadFaceGenHeadEGTFiles=1 is bad, regenerate the face textures, convert them correctly and put them in a bsa so it doesn't waste memory regenerating every NPC at runtime.
For you, bLoadFaceGenHeadEGTFiles will always be 1. Answer the questions I asked you over a week ago.

BoostedBoi
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Re: TTW redesigned

Post by BoostedBoi » Tue Jan 21, 2020 7:22 pm

I installed everything in order, also both fallout and falloutprefs I have that ini setting on 1. I still mismatch

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RoyBatty
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Re: TTW redesigned

Post by RoyBatty » Wed Jan 22, 2020 1:32 am

Not for ME, it's how the engine works.

1. Do I need ONAM in the file header?

Not unless you edited references in cells/worldspace

2. For TTW, the final and definitive bodymod/facemod textures for all NPCs are in TTW.esm?

For TTW yes, you need to regenerate them for any plugin you do.

3. What happens when bLoadFaceGenHeadEGTFiles=0 but a user installs a third party mod that doesn't come with bodymod/facemod textures?

It makes the game use more memory, it has enough problems with heap management, you don't need to add to the issue. There's a reason why GECK has this functionality.

4. You should ask an NVSE guy to make the engine fall back to bLoadFaceGenHeadEGTFiles=1 behavior when it detects that facegen textures are absent.

No, don't be lazy.
Image

junkacc
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Re: TTW redesigned

Post by junkacc » Wed Jan 22, 2020 2:07 am

BoostedBoi wrote:
Tue Jan 21, 2020 7:22 pm
I installed everything in order, also both fallout and falloutprefs I have that ini setting on 1. I still mismatch
No changes to red and shorty? or is it some other npcs this time?

junkacc
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Re: TTW redesigned

Post by junkacc » Wed Jan 22, 2020 2:11 am

RoyBatty wrote:
Wed Jan 22, 2020 1:32 am

2. For TTW, the final and definitive bodymod/facemod textures for all NPCs are in TTW.esm?

For TTW yes, you need to regenerate them for any plugin you do.
Ok your much belated answers, especially this one, gave me an idea. But for now, bLoadFaceGenHeadEGTFiles=1

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