/// THANK Y'ALL FOR GETTING ME INTO THE HOTMODS!!! :OO YOU PEOPLE ARE AWESOME!! <3
Version 1.1 is out to fix the missing texture for "Addictol", because I originally made that in another ESP and it missed the reference. For the ESL I need some more time unfortunately as I will have to redo some models (':
Oh, and since apparently writing it a few times in the description wasn't enough: THE BA2 FILES ARE NEXTGEN. FOR OLDGEN USE LOOSE-FILES. PLEASE, BEFORE I GET TENDINITIS :DDD <3
FAQ: "WHAT ABOUT 4K TEXTURES?!" Not trying to sound arrogant but I've been doing texture-modding since the early 2000s and modded over 20 games. 4K textures come with massive amount of extra work in upscaling base-objects' textures and redoing them from scratch (as AI ruins upscaling by a lot), on 1K objects that hence look horrible, and require additional optimization (as too many intense high resolution textures can become problematic for a game's stability). As a free agent in texture-, level-, environment-, and light-design, I see no reason in doing this for free. That would be so much extra time I'd have to invest to merely fulfill a small portion of requests without guarantee it will work properly too. While I appreciate the enthusiasm about my work, it is important to also understand I am doing this for free when I could make it a job. <3 Good Graphics do not come from high resolutions, they also come from great shading and optimizing. Which is 2 things I *could* do, but not in my spare free time just to fulfill a few requests <3
As a many year-long texture designer I have a lot to say about 4K textures, I will update the pinned message for that as this suggestion happened a few times :) <3
All my mod does is replacing the model-paths for some chems, replacing the texture for others. Therefore, if IAF is merely new animations that uses the items without specific model-paths, it should technically work together. If it does use model paths it will just merely use the old models instead in the animations itself (presumingly).
From your comment I presume you are using Fallout 4 in Old-Gen (Pre-"Next-Gen")? As pinned at the very top and written in the description page too, I recommend using the "loose files" version then, as the BA2-files are "Next-Gen". I hope this could help you figure it out :) Have a fun trip! ;D
oh, so this is just an esthetics mod? i was hoping it was something interesting, like changing the drugs to work differently or adding effects to them to make them more interesting, but if it's just a texture replacer, i will track for now, keep an eye on it if it changes into something more than just textures.
That mod is a Texture & Models mod. I will not force everyone to deal with suddenly different effects as the goal was to make the Chem variants more distinquishable from another. The great thing with that is that you can choose whatever mod you want that changes the Chem Effects and then combine it with my Models & Textures lower in the load order.
yeah i suppose you have a good point there, the name of the mod just suggested that it might be something else in regards to the effects of the drugs, the word "Variants" didn't communicate to me as a texture mod lol.
they look good, just it wasn't what i was expecting when i came to look at the mod.
Thank you for your great work. I just want to tell other users that the ba2 version cannot be read by Old-Gen, so they need to use the Loose version. I hope you read this post before writing a bug report.
42 comments
Version 1.1 is out to fix the missing texture for "Addictol", because I originally made that in another ESP and it missed the reference. For the ESL I need some more time unfortunately as I will have to redo some models (':
Oh, and since apparently writing it a few times in the description wasn't enough:
THE BA2 FILES ARE NEXTGEN. FOR OLDGEN USE LOOSE-FILES. PLEASE, BEFORE I GET TENDINITIS :DDD <3
FAQ: "WHAT ABOUT 4K TEXTURES?!"
Not trying to sound arrogant but I've been doing texture-modding since the early 2000s and modded over 20 games. 4K textures come with massive amount of extra work in upscaling base-objects' textures and redoing them from scratch (as AI ruins upscaling by a lot), on 1K objects that hence look horrible, and require additional optimization (as too many intense high resolution textures can become problematic for a game's stability). As a free agent in texture-, level-, environment-, and light-design, I see no reason in doing this for free. That would be so much extra time I'd have to invest to merely fulfill a small portion of requests without guarantee it will work properly too. While I appreciate the enthusiasm about my work, it is important to also understand I am doing this for free when I could make it a job. <3
Good Graphics do not come from high resolutions, they also come from great shading and optimizing. Which is 2 things I *could* do, but not in my spare free time just to fulfill a few requests <3
As a many year-long texture designer I have a lot to say about 4K textures, I will update the pinned message for that as this suggestion happened a few times :) <3
All my mod does is replacing the model-paths for some chems, replacing the texture for others. Therefore, if IAF is merely new animations that uses the items without specific model-paths, it should technically work together. If it does use model paths it will just merely use the old models instead in the animations itself (presumingly).
From your comment I presume you are using Fallout 4 in Old-Gen (Pre-"Next-Gen")? As pinned at the very top and written in the description page too, I recommend using the "loose files" version then, as the BA2-files are "Next-Gen". I hope this could help you figure it out :)
Have a fun trip! ;D
edit: wow i literally didn't register the red text on the description page lmao
I don't know what I'm doing half the time either xD <3
they look good, just it wasn't what i was expecting when i came to look at the mod.