Fallout 4
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throttlekitty and Caliente

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throttlekitty

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16 comments

  1. neokio
    neokio
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    Is there a way to swap these out in realtime, or do all textures require a total quit to desktop before a new _d or _s will load?
    1. User_2530535
      User_2530535
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      Texture swaps usually require total QTD first, haven't seen a situation where that isn't the case.
    2. neokio
      neokio
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      Thot so.. thx for the confirm :)
    3. throttlekitty
      throttlekitty
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      such is life
    4. Mr. Dave
      Mr. Dave
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      Older games allowed for on the fly editing of pretty much everything. So much for 'better living through modern technology' lol.
    5. Millenia
      Millenia
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      I find you can just quit to the main menu and they'll reload.
    6. DemWaifus
      DemWaifus
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      I wonder if the Script Extender could save us here.
    7. UlithiumDragon
      UlithiumDragon
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      Actually, I've been noticing some things (textures maybe, but what I noticed were HUD elements) were updating without quitting... I made a few changes out of the game with it still open, and I noticed after the next load screen that they had changed.

      I know that Bethesda way playing with a "beta" feature near the end of Skyrim for "hot loading" plugin changes, so I guess they must've expanded on that.
    8. MurdermiesteR
      MurdermiesteR
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      When I do mesh and texture stuff I find that I can just alt+tab out and do my changes. When I alt+tab back in I will have to switch between two others and then it will apply. Meaning: When I make changes to a gun, I have to equip two other weapons before equipping the weapon with the changes. Then they are there. If it is a change to a weapon mod I only have to remove the mod at the workbench and exit the workbench. After my cahanges I can hop back into the workbench and reequip the mod with changes.
    9. MurdermiesteR
      MurdermiesteR
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      *double post*
    10. MurdermiesteR
      MurdermiesteR
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      • 102 kudos
      *triple post*
    11. MurdermiesteR
      MurdermiesteR
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      When I do mesh and texture stuff I find that I can just alt+tab out and do my changes. When I alt+tab back in I will have to switch between two others and then it will apply. Meaning: When I make changes to a gun, I have to equip two other weapons before equipping the weapon with the changes. Then they are there. If it is a change to a weapon mod I only have to remove the mod at the workbench and exit the workbench. After my cahanges I can hop back into the workbench and reequip the mod with changes.
    12. MurdermiesteR
      MurdermiesteR
      • premium
      • 102 kudos
      When I do mesh and texture stuff I find that I can just alt+tab out and do my changes. When I alt+tab back in I will have to switch between two others and then it will apply. Meaning: When I make changes to a gun, I have to equip two other weapons before equipping the weapon with the changes. Then they are there. If it is a change to a weapon mod I only have to remove the mod at the workbench and exit the workbench. After my cahanges I can hop back into the workbench and reequip the mod with changes.
  2. UlithiumDragon
    UlithiumDragon
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    I've actually been trying to figure this out - how did you turn off the world reflection effect...?

    I.e. on the bottom right ones, they are acting as mirrors and see what's behind you.

    I ask because I've been trying to make a glowing version of the Nuka-Cola Cherry, but when "inspected", it seems to have that mirror effect:

    1. throttlekitty
      throttlekitty
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      Check out the spec/gloss map for the matballs. Each sphere has offset UVs corresponding with the location on the texture. In the default spec that I supplied, lower left is 0/0 for gloss/spec and upper right is 255/255 gloss/spec. The environment map is used for the whole set, but you can experiment with the different maps to see how they interact with reflection and its blurriness.

      *gloss is technically 'roughness' in PBR, but Bethesda's PBR is a little bit different, but the concept is still the same between the two. There's a difference in some of the shaders when Inspected vs viewed in the world as well from what I've seen.
  3. icemage24
    icemage24
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    Wow! This is really nicely done. Thanks for this!