Quick Note: The masonry kit retextures drawbridges, and when inspected closely you may notice visible texture seams. I did my best to alleviate this with my textures, however it truly just boils down to a base game issue - if you compare my textures to the base vanilla ones, you'll notice Bethesda didn't even attempt this, as the textures abruptly end in places. When inspected closely it's noticeable, however when used in normal gameplay you'll barely notice. There's unfortunately no real way to fix it without editing the meshes, and therefore redoing precombines for many major areas, which simply isn't worth it for some textures.
Then why use a plugin? Any reason I can't just put the texture file in my data folder and delete the plugin? I'm just confused bc I modded fallout a few years back and I just finished skyrim and most of skyrim's nexus texture mods were just the file with the file tree and I just added it to the data folder. Is that not recommended for some reason or is this just to make it easier for people? Ty. Always looking for more info on how to mod my game better. Ty.
Many Fallout 4 mods are compressed into BA2 archive files. In fact, all Fallout 4 mods that can be, should be, since BA2 archives mitigate visual bugs, assist in performance, and load times. There are 2 ways to load a BA2 archive in game. It is either tied to a plugin, which is great when your plugin utilizes assets in the BA2 or if you want user convenience. The other way is to write the BA2 into the games ini files, which is a tedious process with a large margin of error. Of course, you can always extract BA2s and use loose files but then you don't benefit from the previously mentioned things. This is generally true of all Bethesda titles, however Fallout 4 is the worst offender when it comes to outstanding bug or issues with too many loose file mods.
Ultimately, mods that use dummy plugins with no data to load BA2 archives should utilize ESL format as it does not take a load order slot, and allows textures and replacers to be loaded before other mods.
Good to know. So if I unpacked all my ba2's and repackaged all Ina single ba2 or took all my loose and packaged them into a single ba2 this wouldn't work correct? I've never done this before but I have the tool to do it. I've extracted ba2s before to edit dds files and just left them loose without issue but since I dont use f4se (personal preference, ID rather not go into it) c++ has a hard limit 512 files and ba2 count toward this total as do esl/esp/esm files. So just trying to pack as much as I can into that 512 limit without my potatoe exploding lol
Also can I erase your esl or is that required for it to work? Ty.
I tested, now load Vivid Fallout 4 then NMC's Bundle, what NMC's never touches on Vivid Fallout will, so I have NMC's road replacing Vivid Fallout's while Red Rocket has the nice bricks of NMC's since Vivid Fallout never do those walls, while keeping Vivid Fallout's rocks and so on.
I am also exploring FlaconOil's texture mod, not sure what that covers. I am interested also in your work and see how to cover or replace what has been and not been done by other texture mods.
Thanks.
Since you are still around, maybe you will like to enhance your work? Then I don't need to add so many mods for textures but yours?
All texture mods are "compatible" with each other in the sense that nothing will crash or not work, however texture mods lower in the load order with conflicts will overwrite those higher in the load order. In Skyrim/Fallout modding it's normal for people to use entire batches of textures and have them overwrite each other so they have a texture for most things in the game to cover everything that needs retexturing.
In Fallout 4 the only comprehensive texture mod is the HD Overhaul which is like 60+GB for the lite version? 90GB I think for the 4K one. Just download that if you want to be done with it.
Otherwise just mix and match texture packs at will nothing bad will happen and if you don't like how something looks just uninstall and see what happened. Nobody will have a complete list of all textures for you, you'll need to learn that yourself. One way is to unpack the texture mods with BAE and see which files are being overwritten. If you really want to know exactly what textures are covered with each mod this is the probably the only real way to do it. No one's gonna hold your hand through the process.
I don't want to sound as self-entitled as some others, but would it be possible to combine these assets into one, maybe making it a FOMOD? I tried combining BA2 archives before and screwed up textures, causing textures and meshes to become invisible. I took the advice of another modder, combining them into an archive, and then using the name of the archive of an original so that it is referenced in game, but evidently didn't work out for me. If you don't want to, that's fine. Life is certainly more important that a game.
You have no idea how many reports I get like this about literally all my xbox mods. All I've done is upload the file - there's nothing differently I can do. This falls on Bethesdas service.
If I am using luxor's textures (replaced the ba2 in data for base game and DLC in F4 data folder), do your textures overwrite his if I am using yours in MO2? Or do I need to take any further steps to have yours overwrite his?
Thanks so much for this and all your other mods by the way. Inspired to get into Fallout for the first time from how confoundingly bad my two hours in Starfield were, as well as how much nostalgia I have for Oblivion formula of atmospheric and lore-heavy exploration and sandbox style gameplay. I knew the F4 mod scene was active but thought it was largely NSFW stuff, subpar quests, tacticool overhauls, and reshade. Didn't realize what awesome work is being done at the engine level, as well as textures and even locations, and high quality custodial work improving or fixing older mods.
Can't wait to hit up FNV next with your work, Stewie's, WallSoGB's and others...
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Ultimately, mods that use dummy plugins with no data to load BA2 archives should utilize ESL format as it does not take a load order slot, and allows textures and replacers to be loaded before other mods.
Also can I erase your esl or is that required for it to work? Ty.
I am using NMC"s Texture Bundle, and not very sure if his/her work will be compatible with yours.
Kindly verify soon, cos I have already downloaded your texture files and am eager to try. Thanks.
I tested, now load Vivid Fallout 4 then NMC's Bundle, what NMC's never touches on Vivid Fallout will, so I have NMC's road replacing Vivid Fallout's while Red Rocket has the nice bricks of NMC's since Vivid Fallout never do those walls, while keeping Vivid Fallout's rocks and so on.
I am also exploring FlaconOil's texture mod, not sure what that covers. I am interested also in your work and see how to cover or replace what has been and not been done by other texture mods.
Thanks.
Since you are still around, maybe you will like to enhance your work? Then I don't need to add so many mods for textures but yours?
...perhaps you guys can... ...think deeper?
In Fallout 4 the only comprehensive texture mod is the HD Overhaul which is like 60+GB for the lite version? 90GB I think for the 4K one. Just download that if you want to be done with it.
Otherwise just mix and match texture packs at will nothing bad will happen and if you don't like how something looks just uninstall and see what happened. Nobody will have a complete list of all textures for you, you'll need to learn that yourself. One way is to unpack the texture mods with BAE and see which files are being overwritten. If you really want to know exactly what textures are covered with each mod this is the probably the only real way to do it. No one's gonna hold your hand through the process.
edit- I shoould add, your very prompt response.
Could you look in to it ? Really love these textures but it's kinda annoying to activate it everytime you start up the game.
I guess I just dont use this one then
Thank you for your response.
Thanks so much for this and all your other mods by the way. Inspired to get into Fallout for the first time from how confoundingly bad my two hours in Starfield were, as well as how much nostalgia I have for Oblivion formula of atmospheric and lore-heavy exploration and sandbox style gameplay. I knew the F4 mod scene was active but thought it was largely NSFW stuff, subpar quests, tacticool overhauls, and reshade. Didn't realize what awesome work is being done at the engine level, as well as textures and even locations, and high quality custodial work improving or fixing older mods.
Can't wait to hit up FNV next with your work, Stewie's, WallSoGB's and others...
Hey, what was added with the new bunker files?