mod doesn't work for me, installed by mod organizer, i even chose the colors for each deathclaw type but when i open the game, the eyes just don't glow
MO2 is not noticing or warning about any conflict... I even tried the other mod "glowing eyes for deathclaws" and it also didn't work, even tho I installed it just fine without any conflicts. Maybe I'm missing something but tbh I have no idea.
Can this mod be extended to the Gatorclaws from the Nuka world?
Thanks for sharing your mod!
PS: Technical question - Why 9x the same Glow Map? Wouldn't one Glow Map have been sufficient for the 9 BGSM files? That would have saved 8 x 5.33 MB = 42.64 MB. Maybe I am missing something but I would like to understand.
That for each individual color assignment also individual BGSM files are needed, was already understandable to me and was also not the question.
That every single BGSM also uses an independent Glow Map is not understandable to me, because all Glow Maps are the same.
So I tested it myself by entering the same Glow Map "Deathclaw_g.DDS" in all 9 BGSM files and saw in the game no difference in the eyes compared to the original installation, except of course the colors of the eyes, which are defined in the individual BGSM. (see screenshot)
You mean why I have an individual .DDS file for every Deathclaw variant? Well that's because you can choose which eyes are glowing: left, right, both, or the Wana colours which are set in the glowmap file itself. This mixing and matching requires individual glowmaps for each variant. I wouldn't have done it this way if it wasn't necessary
This is the answer I was waiting for to understand.
Since I have selected yes when installing all Deathclaws both glowing eyes, of course all 9 .DDS are the same, logical and there would thus be enough with my selection a .DDS.
But as soon as you select only one eye, left or right or other possible variants, of course the glow maps change, which then requires multiple glow maps.
Thanks for your patient responses. I have learned as a layman!
This helps me a lot with my little private project to have all 379 wall clocks (1, 2 and 3) in the game + DLC's not just simply light up the clock face, as I have already done (see screeenshot), but also vary it! (I haven't found a mod for my project yet).
... which seems odd (e.g., Why are Deathclaw materials incl. in a mod about Bugs?), but anyway...
For various other load order reasons, I had to load your Glowing Deathclaw Eyes mod before the latter, but I just deleted the conflicting .bgsm files from the arachnids subsurface scattering mod... and all seems to be working just fine.
Ah my bad. I looked at that mod's material files and there are just some very odd and specific changes that shouldn't make a huge difference if overwritten. If you want to look into it more feel free to.
Looks promising, will give it a try. One small complain is, when setting up the mod, there is a selection of eye colors for what I assume are the Deathclaw variants (default, albino, etc.). The thing is, there is not named visible for which variant are these selections supposed to be for, only "clue" are the Author's choice :/
I swear the type of Deathclaw up from the Eye color was not visible. But if the numbering is same as in the Eye type settings, then it's still possible to judge which Deathclaw's eyes those are.
You know XD, I have to get this mod to commemorate how I got scammed =) I like your MOD ,There is a new deathclaw power armor recently, I guess you will be interested in doing a patch for your mod?lol ANYWAY,Happy birthday BRO!
Yeah, I was inspired by that one, but the fact that it was only for the base variants and a single colour was annoying. Then someone else released a more in-depth version recently, but the problem was that it also forced colours and which eyes were glowing without any ability to configure them.
28 comments
I even tried the other mod "glowing eyes for deathclaws" and it also didn't work, even tho I installed it just fine without any conflicts. Maybe I'm missing something but tbh I have no idea.
Thanks for sharing your mod!
PS: Technical question - Why 9x the same Glow Map?
Wouldn't one Glow Map have been sufficient for the 9 BGSM files? That would have saved 8 x 5.33 MB = 42.64 MB.
Maybe I am missing something but I would like to understand.
That every single BGSM also uses an independent Glow Map is not understandable to me, because all Glow Maps are the same.
So I tested it myself by entering the same Glow Map "Deathclaw_g.DDS" in all 9 BGSM files and saw in the game no difference in the eyes compared to the original installation, except of course the colors of the eyes, which are defined in the individual BGSM. (see screenshot)
Since I have selected yes when installing all Deathclaws both glowing eyes, of course all 9 .DDS are the same, logical and there would thus be enough with my selection a .DDS.
But as soon as you select only one eye, left or right or other possible variants, of course the glow maps change, which then requires multiple glow maps.
Thanks for your patient responses. I have learned as a layman!
This helps me a lot with my little private project to have all 379 wall clocks (1, 2 and 3) in the game + DLC's not just simply light up the clock face, as I have already done (see screeenshot), but also vary it! (I haven't found a mod for my project yet).
FWIW, there's a modest .bgsm file conflict with this:
Subsurface Scattering - Arachnids at Fallout 4 Nexus - Mods and community (nexusmods.com)
... which seems odd (e.g., Why are Deathclaw materials incl. in a mod about Bugs?), but anyway...
For various other load order reasons, I had to load your Glowing Deathclaw Eyes mod before the latter, but I just deleted the conflicting .bgsm files from the arachnids subsurface scattering mod... and all seems to be working just fine.
One small complain is, when setting up the mod, there is a selection of eye colors for what I assume are the Deathclaw variants (default, albino, etc.). The thing is, there is not named visible for which variant are these selections supposed to be for, only "clue" are the Author's choice :/
Eye colour:
This will look awesome with the Darker Nights mod, now I need to somehow increase the Deathclaw population and I'm done! Thanks again!
I like your MOD ,There is a new deathclaw power armor recently, I guess you will be interested in doing a patch for your mod?lol
ANYWAY,Happy birthday BRO!
So now we have this mod that does everything.