Crazy frame drops in combat with a 3080ti. I disabled this it made a major difference, but it doesn't make sense since I don't have anything else effecting bullet effects and textures. I do have EXE but that's for fires and explosives, strange. Guess I'll give the low performance version a go.
Your hardware is literally irrelevant as long as it's modern. 1080ti will have the same performance in NV as 3080ti. All drops are related to the engine limitations.
Chainsaw decals on npc are some black charred decals, is it because of this mod or does some other mod edit chainsaws decals? edit. Seems to be vanilla thing.
little confused about which esp to use, I picked the michael bay, and I thought I read it would keep brass for like 3 mins?
but they disappear in about 10 seconds.. but there is a optional extended brass life set of esp's..
I don't think there any conflicts in FNV.. I see a entry "fGunShellLifetime" it appears to be impact specific? no overwrites of the main game, noconflict.
it's got a value of 10, is that seconds or minutes?
Is anyone else having an issue wherein almost every NPC who wears clothes/armor never shows any wound decals? I only ever see wound decals when shooting naked NPCs.
For me it is nearly the opposite. Wound decals appear fine on practically all armours I've tested, and even also on naked bodies, but in FNV a lot of armours (mostly ones that were not legacy from FO3) do not show them at all. It is really strange, and it does not seem to be due to any settings, since I keep pretty good parity between my versions of FNV and FO3.
Some armours, like combat armours, show decals fine in FO3 (regarding the male mesh, since I am using Breeze's in both FO3 and FNV, female works fine in both, since I am now using Type 4 Seamless), but show none in FNV. It makes no sense, since it *should* be the same mesh.
A lot of default NV armors were lazily done and dont have the proper data on them. Some armors like legion ones are so broken its a miracle they dont crash the game. Keep in mind you also need to tweak the ini settings - otherwise you'll only have 5 wounds on a NPC at most, and often they wont render. However I advise against all the ini settings this old mod offers - your game will start lagging after an hour of gameplay since particles won't get unloaded despite travelling across the map. Also old breeze conversions are all kinds of f***ed up too and its unlikely you'll see any bullet holes. Your best chance is either getting YUP for some fixed meshes or use dragbody's overhauls since his stuff has proper wound data etc despite being asset ports. Also here's the ini tweak that doesn't break anything like the original does: [Display] bDecalsOnSkinnedGeometry=1 iMaxSkinDecals=12 bAllowProfileDecals=1 bProfileDecals=1 fDecalLifetime=200.0000 iMaxDecalsPerFrame=20
I tried finding a couple of these in both fallout.ini and fallout-defaulkt.ini but they were all ea\ither already the value you gave or just non existant in either ini. i used the ini provided with this mod, does that remove some values or something? I feel like that doesnt make sense but its all i could think of
figured out somewhat of a fix, using nifskope its pretty easy to fix the npc meshes that dont show bullet holes, unfortunately tho its incredibly hard to access those files specifically because theyre packaged in a .bsa, using dragbody tho you have access to each npc mesh file, what ive been doing is adding each npc overhaul mod to my game, and then going thru and editing the meshes to display the proper bullet holes for each npc mesh, its time consuming but it works and you get a full npc remaster pretty much while you do it lmao, thank you canyon runner for suggesting dragbodys, if anyone needs more specific instructions with this process please let me know it took me a while to figure this out and it adds so much to the combat experience.
You open each armor in nifskope, click the body, select it in the dropdown in the tab on the left, and then press ctrl+up on keyboard until the whole body model is first in the list, above the breakable parts. It's easier than it sounds, here's a guide I used: https://forums.nexusmods.com/index.php?/topic/725582-adding-wounds-for-dimonized-females-and-breezes-males/ ? Thanks everyone for help and tweaks and .ini settings! Remember that you need to add them in modmanager's falloutcustom.ini for it to work, another tweak that fixed a lot of issues with mods was setting bLoadFaceGenHeadEGTFiles=1 otherwise some body models get broken.
So when I use this my Power Fist impact textures have a black box around them :S I think maybe the transparency is messed up or something. Can anyone help?
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edit. Seems to be vanilla thing.
but they disappear in about 10 seconds.. but there is a optional extended brass life set of esp's..
I don't think there any conflicts in FNV.. I see a entry "fGunShellLifetime" it appears to be impact specific? no overwrites of the main game, noconflict.
it's got a value of 10, is that seconds or minutes?
I think they mismarked the archives cause the one I was using was the "Michael bay" was set to 50 @ 10sec which is pitiful.
Some armours, like combat armours, show decals fine in FO3 (regarding the male mesh, since I am using Breeze's in both FO3 and FNV, female works fine in both, since I am now using Type 4 Seamless), but show none in FNV. It makes no sense, since it *should* be the same mesh.
Also here's the ini tweak that doesn't break anything like the original does:
[Display]
bDecalsOnSkinnedGeometry=1
iMaxSkinDecals=12
bAllowProfileDecals=1
bProfileDecals=1
fDecalLifetime=200.0000
iMaxDecalsPerFrame=20
[Decals]
uMaxSkinDecalPerActor=25
bProfileDecals=1
bDecalsOnSkinnedGeometry=1
iMaxSkinDecals=12
bAllowProfileDecals=1
bProfileDecals=1
fDecalLifetime=200.0000
iMaxDecalsPerFrame=20
?
Thanks everyone for help and tweaks and .ini settings! Remember that you need to add them in modmanager's falloutcustom.ini for it to work, another tweak that fixed a lot of issues with mods was setting bLoadFaceGenHeadEGTFiles=1 otherwise some body models get broken.