Fallout 4

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ossumpossum

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ossumpossum

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37 comments

  1. ossumpossum
    ossumpossum
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    So after thinking some more, I'm a bit curious..

    Since the flickering problem is solved, assigning material files and editing the options could prove interesting. Changing specular intensity, assigning a good cubemap for blood, maybe even screen space reflections?

    Gonna try this out at some point and update if it's fruitful.
  2. 425321962
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    I used "EBT" and "Bloody Mess - EBT ADD-ON", and there was an silver blood in my game. and I downloaded this and it was fixed. Simple but powerful mod, great work!
  3. BingusBoy20
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    Hopefully I can get this to work, something in my LO doesn't like it and keeps making it crash. Will update if I find the culprit and don't forget.
  4. Hoboken90
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    Cant imagine the amount of effort and tries you had to do in order to get these results. I remember back then this was the reason i stoped playin F4 , i got too distracted trying to photoshop it and edit it until i got burnt
  5. 7OVO7
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    Bugthesda XD
  6. Garymmorris5976
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    I've been running around testing this (killing spree) I have EBT, Excessive Blood Spray Overhaul and Bloody Mess - Enhanced Blood all installed this works great no flickering silver so far, if you use this kind of combo use the Loose version so you cover all the textures correctly.

    Endorse this Bloody great mod. : )
    1. ossumpossum
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      Thanks, but you should use Ablaze666's mod, much better imo!
    2. MurdertheH
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      Ablaze666 joined the slew of people deleting all their mods. :(
  7. deleted127669558
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    despite what you say about checking out Ablaze666's mod, your mod actually worked for me and Ablaze666's didn't. LOL. I unpacked EBT, manually hand picked stuff myself, randomly would get the flicker, but then your mod loaded after it would fix it. It seems i have more success this way, because that FOMOD included with it genuinely is hit or miss. It sometimes worked with no flicker, or plain out doesn't matter what happens with any option you pick. 

    All in all, i'd probably recommend people to unpack EBT and use your mod. As reinstalling and troubleshooting is more fast and efficient without the hassle of EBT's fomod not correctly installing(or just the process of going through it to experiment) - you just gotta be sure you're gonna be satisfied with what cubemap you choose from it.

    Also, i wanna leave this here for folks: EBT on its own seems to f*** up with things changing in your games data files sometimes. Uninstalling mods, or simply changing your load order can cause a completely 100% functioning EBT with no flickering to become a flicker hassle yet again. I've seen some folks mention that weather can cause the cubemaps to have issues, but i never had that issue. For me, personally, uninstalling something like a simple mesh edit can cause EBT to suddenly screw up. It's weird how this engine works.
    1. ossumpossum
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      Thanks, and I hate to say it - but this mod doesn't fix it 100% either. I'm not playing FO4 anymore, but when I last checked I still noticed slight flickering, but it's tame enough to deal with.

      I never got around to editing the files in photoshop when I wanted, because I'm certain the problem can be fixed with enough tweaking. I used the old version of gimp, and now that I think about it, the new version should work like photoshop.

      Also a shame Ryan never got to fix it via Buffout 4, but it's likely a total pain in the ass.
  8. Ojref
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    * post removed. *
  9. Jacksonelhage
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    i fixed this with puddles by just swapping the cubemap for the one most weapons use. fixes the issue and looks better than vanilla, because the puddles end up actually reflecting the sky
    1. RequiredUsername
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      Hold up, are you saying you just copied, like, "mipblur_DefaultOutside1" over "mud_e" or "mudground_e" or something?
    2. Jacksonelhage
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      nah, just swapped the envmap it uses in the material file with material editor. it was some other thing, i just renamed it to the defaultOutside envmap
    3. katattax
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      I'd like to do this myself but I'm not sure what files I'm looking for - could you tell me which ones? Edit: Changed the environment material in the puddle BGSMs to Shared/Cubemaps/mipblur_DefaultOutside1.dds and wow, it looks a lot better. These files in particular:

      Materials/Landscape/Puddles/PuddleBloodDecal01.bgsm
      PuddleTownDecal01.bgsm
      PuddleTownDecal01_NoSSR.bgsm
      PuddleTownSmallDecal01.bgsm
    4. jvc86
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      Uhm yeah not to step on anyone toes, but do you guys use ENB ? I tried the material swap thing and this wont work (offcourse) There are pages long discussions on the enb forum's on this subject and boris thinks (knows) it's something weird in the game.

      That being said, this mod works as advertised and makes the blood problem less obvious. Btw, i love to get proven wrong on above, because it drives me just as mad ;)
    5. ossumpossum
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      If your goal is to make puddles look better, sure, that will work; but it won't fix the flickering, which is what this mod addresses.
    6. ossumpossum
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      @jvc86 Yeah, I've brought it up to Boris and he's even tried to fix it in the past, but doing so caused other issues. He says it's unfixable, which means it actually is unfixable or a total pain in the ass to truly fix.
    7. Jacksonelhage
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      it fixed the flickering for me man. i don't use enb though so who knows. give it a shot.
  10. HH511
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    Hi Ossumpossum. Between Sunshine Tidings settlement and the bridge/dam that leads up to it, there's a dirt pathway that connects the two. There seems to be tire marks that look similar to the puddles. However, with/without ENB, they never suffered from flickering issues. I was wondering if you can look this up as it may point to a solution.
    1. ossumpossum
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      Those models with tire tracks have a decal mesh, so I imagine it's either hard to replicate the flickering or they don't actually flicker. The meshes use the same puddle materials that flicker though.

      I actually thought about using meshes for blood decals, but I don't have the skills to do so.
    2. HH511
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      I tried investigating it a while back but never got far. I thought because they were static, that it was probably part of the whole dirt road texture. I'll check and see if somebody mentioned this to the UF4P team. Either way, thanks for checking this out and for sharing a workaround.
    3. ossumpossum
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      Well, blood decals and puddle decals are static too - but they of course have the flicker. See, the pathway with tire marks is comprised of multiple meshes, the tire tracks being one of them, with its own texture separate from the dirt road. The blood and puddles are texture decals projected on terrain, with no meshes whatsoever.

      I'm thinking it may be the difference with how Fallout 4 renders a mesh with decals vs just decals alone, but of course I don't know why..
  11. Balx2
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    Good work on this and thanks for sharing.
    1. ossumpossum
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      I'd hate to solve the problem with the main thing that kept me from playing FO4 and NOT share it