My suggestion may seem stupid, but it’s probably better if the screenshots with example still contain information about which version a particular sample belongs to. At the very beginning I was a little confused which option was really dirty and which was old. In addition, as you know, glass, due to its strong structure, practically does not decompose and does not enter into chemical interaction with the external environment, so calling the version old is not very correct. Most likely the versions should be marked as dirty and very dirty. =)
added: Although you may have named the versions because of the label. For some reason, my main attention was focused entirely on the can itself, its shape, and I paid attention to the label only at the very last moment. Because, probably, the mesh itself is more important, not the texture.
The condition name is not important thing. I use 3 condition category normally. Clean / Dirty / Old The unified naming style seems more clean and organized in the inventory. That's the reason.
Thank you. This will be much better than just a picture without a name.
And by the way, I don’t want to write unnecessary comments, but I use your plugin to replace the barrels. Could you check out the Park Street subway station. Closer to the entrance to Vault 114 there are two barrels with fire; for some reason they are located significantly below floor level and the fiery part simply hangs in the air.
I always make the 3 variation for the people's preference. Clean (New), Dirty, Old (Rusted). Unfortunately, fallout 4 engine has terrible rendering system especially with glass texture. My original glass texture is more high quality, but I can't show it in fallout 4 because of the poor engine.
Have no idea. That bug can be happen when the collision of replacer model has more big or small collision then original. Or when modify the location information in the plugin. But I made the barrel myself to prevent that bug and didn't modify the location data in the plugin.
It seems to me that I don’t have any plugins that could somehow affect this cell, and I’ve been using your work for so long that I probably saw all the barrels in the game and this error was only in one place. Although at the very beginning, when you just published the plugin, there was one problem related to the barrel. Quest "Agency work". A room with an elevator to exit the tunnel. Jumping barrel. Inside it was a water pipe located against the wall. The barrel was trying so hard to get out that the game started to freeze. Although I dealt with this problem by simply deleting barrel it using console commands. I don't think your work is bad and similar problems arise with almost all plugins that replace objects located everywhere. For example, a plugin for replacing traffic cones appeared relatively recently, but I had to completely abandon it because many cells became almost impossible to visit. Freezes due to object collision.
These problems with the barrels are not so important for me to start looking for the reasons for their occurrence here. I just wanted to convey this information to you so that you can check this cell yourself. After all, if this problem is confirmed in your game, it means that other users of your work may also have it, and then you will need to solve it somehow. Therefore, it will be much better if you check the possible problem cell yourself rather than waste time on me. =)
Got it. It seems because of the collision problem.
When I started to make the replacer series, I made these things. https://www.patreon.com/posts/68560653 https://www.patreon.com/posts/fallout-4-hot-1-68560344 https://www.patreon.com/posts/fallout-4-alarm-67195080
And I realized the bug that if the replacer model collision size is not fit to the original object collision size, the object cause the position or collision conflict bug. Now I have made almost the replacer by myself to make it fit to the original object and to prevent the bug. Even I make mod like that if I don't use the original collision, there must be little difference between replacer collision and original collision.
It seems your problem is the one of that case. If I don't use the vanilla collision, I can't fix it. But I don't have that plan, my custom mesh has more detail and high polygon. So vanilla collision is not matched the new mesh. Making the model size as similar as vanilla size is my best choice for the balance between quality and stability.
11 comments
added: Although you may have named the versions because of the label. For some reason, my main attention was focused entirely on the can itself, its shape, and I paid attention to the label only at the very last moment. Because, probably, the mesh itself is more important, not the texture.
The condition name is not important thing. I use 3 condition category normally.
Clean / Dirty / Old
The unified naming style seems more clean and organized in the inventory.
That's the reason.
And by the way, I don’t want to write unnecessary comments, but I use your plugin to replace the barrels. Could you check out the Park Street subway station. Closer to the entrance to Vault 114 there are two barrels with fire; for some reason they are located significantly below floor level and the fiery part simply hangs in the air.
Clean (New), Dirty, Old (Rusted).
Unfortunately, fallout 4 engine has terrible rendering system especially with glass texture.
My original glass texture is more high quality, but I can't show it in fallout 4 because of the poor engine.
That bug can be happen when the collision of replacer model has more big or small collision then original.
Or when modify the location information in the plugin.
But I made the barrel myself to prevent that bug and didn't modify the location data in the plugin.
These problems with the barrels are not so important for me to start looking for the reasons for their occurrence here. I just wanted to convey this information to you so that you can check this cell yourself. After all, if this problem is confirmed in your game, it means that other users of your work may also have it, and then you will need to solve it somehow. Therefore, it will be much better if you check the possible problem cell yourself rather than waste time on me. =)
It seems because of the collision problem.
When I started to make the replacer series, I made these things.
https://www.patreon.com/posts/68560653
https://www.patreon.com/posts/fallout-4-hot-1-68560344
https://www.patreon.com/posts/fallout-4-alarm-67195080
And I realized the bug that if the replacer model collision size is not fit to the original object collision size, the object cause the position or collision conflict bug.
Now I have made almost the replacer by myself to make it fit to the original object and to prevent the bug.
Even I make mod like that if I don't use the original collision, there must be little difference between replacer collision and original collision.
It seems your problem is the one of that case. If I don't use the vanilla collision, I can't fix it.
But I don't have that plan, my custom mesh has more detail and high polygon. So vanilla collision is not matched the new mesh.
Making the model size as similar as vanilla size is my best choice for the balance between quality and stability.
All these replacers you make are so nice and well made.
It's a pleasure to go scavenging now.