Damn, you responded to my 2015 post. Let's see if I can remember how this works... If you're using MO2, click the "Install a new mod from an archive" button (looks like a CD with a plus sign), pick the ZIP file, and let MO2 do its thing. If there's a FOMOD installer, just follow the prompts, then enable the mod in the left panel. After that, make sure it's active in the "Plugins" tab (if needed), and launch the game through MO2.
For Vortex, just drag and drop the ZIP file into the Mods tab, install it, enable it, and you're set. If textures don't show up, hit Tools > Purge Mods, then Deploy Mods to refresh everything.
If you're going the manual route, just drop the Textures and Meshes folders straight into your Fallout 3\Data folder. Also, double-check that Archive Invalidation is on—both MO2 and Vortex usually handle this automatically, but if something looks off in-game, give it a refresh. After that, just launch Fallout 3, and you should be all set.
after figuring out how the glasses work, it kinda boggles me, is my mod running correctly? i'm not sure if all misc items is supposed to light up or i can specify it on the terminal (example i want Fission battery to light up but not toy car) because the V1 version are able to do that albeit with some random colour(i don't mind the brightness)
Because in the terminal i go like Open->Misc-> items-> On or Off is it supposed to be like that? i was expecting if i press "items" it will show me which Misc Items i wanted to light up rather than lighting them up as a whole
what about combining it with the V1? so just like when V1 activate in FOMM there will be checklist of items under its subgroup. and add the V2 control terminal that control all the subgroup(misc, ammo,etc). So it's like a 2 step......filtration/if-then/checklist process thingy. hope you get what i mean T-T
What is difference between V1 and V2? If I understand correctly V1 is custom Retexturing and V2 is SCRIPT??? Have some problem with putting and removing glasses, when color is changed on terminal it is NOT changed immediately on items only when glasses are equipped and removed and equipped again. If glasses are for seeing items why when glasses are removed item steal glowing??? In V2 version are there some conflicts with EVE like in V1?
Great mode specially when you need to find items for repair or craft. Thanks!!!
You're right about the difference between V1 and V2. The glow continues after the glasses are removed for all items. I can't seem to get the glow to stop when they are removed. I'll work on this when I get the mod working the way I want it to. As far as I know their shouldn't be any conflict, but I'm not an expert at modding.
The glow is too much in my opinion. It almost looks like missing meshes. It's an eyesore. I think you had it right with V1. It wasn't as harsh. We just want a slight glow so when you walk into a room the items stand out slightly above others.
Great mod! Big thanks to the author. Endorsed. I prefer first version because its more customizable. Btw, to people who are wondering why Med-X is missing - its called Syringe.
i can't find the control terminal..... i already checked beside the burn out car just like the picture and i don't see anything other than the dead water beggar is it removed? any other way to choose colour for specific item?
Just noticed you downloaded the V1 version. that doesn't use a terminal it is a model replacement version. V2 uses the terminal and adds the color to the items in game.
OOOH okay2 omg i'm stupid! i see it as the "main files" and the most highly downloaded one. didn't realize it is the newer version updated recently! thanks for the help!
oh and for the V1 i remember it replaces some texture when i activate it in FOMM. what should i do when i deactivate it? do i need to reactivate something? because if i deactivate it while not recovering the original texture, does it mean things will be dissapearing?
Just deactivate it. the new models should be removed and the game will use the normal models like usual. the only time you might have trouble is if you use another model replacer mod then my mod would have replaced those and you'll need to reinstall that mod, otherwise you'll be fine.
102 comments
For Vortex, just drag and drop the ZIP file into the Mods tab, install it, enable it, and you're set. If textures don't show up, hit Tools > Purge Mods, then Deploy Mods to refresh everything.
If you're going the manual route, just drop the Textures and Meshes folders straight into your Fallout 3\Data folder. Also, double-check that Archive Invalidation is on—both MO2 and Vortex usually handle this automatically, but if something looks off in-game, give it a refresh. After that, just launch Fallout 3, and you should be all set.
i'm not sure if all misc items is supposed to light up or i can specify it on the terminal (example i want Fission battery to light up but not toy car)
because the V1 version are able to do that albeit with some random colour(i don't mind the brightness)
Because in the terminal i go like Open->Misc-> items-> On or Off
is it supposed to be like that? i was expecting if i press "items" it will show me which Misc Items i wanted to light up rather than lighting them up as a whole
I would like to add all individual items, but that would be a lot of work.
hope you get what i mean T-T
I just cant get it to work, anyone have clearer instructions for the manual install?
Have some problem with putting and removing glasses, when color is changed on terminal it is NOT changed immediately on items only when glasses are equipped and removed and equipped again. If glasses are for seeing items why when glasses are removed item steal glowing???
In V2 version are there some conflicts with EVE like in V1?
Great mode specially when you need to find items for repair or craft. Thanks!!!
The glow continues after the glasses are removed for all items. I can't seem to get the glow to stop when they are removed. I'll work on this when I get the mod working the way I want it to.
As far as I know their shouldn't be any conflict, but I'm not an expert at modding.
V2 is the dimmer one. too me it looks like they are wrapped in construction paper.
OK Thanks for letting me know, im glad you made a Fomod Installer Version, this officially makes your Glowing Items Mod the best for FO3.
Oh before i forget can you make a Fomod Installer for your FNV Glowing Items Mod.
Thanks
I prefer first version because its more customizable. Btw, to people who are wondering why Med-X is missing - its called Syringe.
i already checked beside the burn out car just like the picture and i don't see anything other than the dead water beggar
is it removed? any other way to choose colour for specific item?
didn't realize it is the newer version updated recently! thanks for the help!
oh and for the V1 i remember it replaces some texture when i activate it in FOMM. what should i do when i deactivate it? do i need to reactivate something? because if i deactivate it while not recovering the original texture, does it mean things will be dissapearing?