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zlostnypopolnik

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zlostnypopolnik

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49 comments

  1. zlostnypopolnik
    zlostnypopolnik
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    The teleport fragment, not very visible, IS resolved.
    New versions uploaded.
  2. zlostnypopolnik
    zlostnypopolnik
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    All versions work, I downloaded and tested them. Thanks for the report!
  3. Qrsr
    Qrsr
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    I saw you added a reactor only file, great!
    You can add an image for the download description to perfectly show what it is about. If you add an 400px wide image it should perfectly match the download description. Try:
    [img]https://staticdelivery.nexusmods.com/mods/1151/images/88525/88525-1729948867-1335847844.png[/img]
    1. zlostnypopolnik
      zlostnypopolnik
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      I uploaded 4 images, 2 vanilla, 2 mod, that should be enough.
    2. Qrsr
      Qrsr
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      You can add the image directly to the download description, thats what i meant ..
  4. Qrsr
    Qrsr
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    Nice, i am missing some gradient images before/after, the detail comparison vanilla to mod.
    1. zlostnypopolnik
      zlostnypopolnik
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      Done... that is, at least some.
    2. Qrsr
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      Great this instantly shows the true power of this mod ;)

      PS: Maybe you can play around with some of the default Cubemaps, to let them cast a default light source rather than abstract Concord and Vault 111 3d maps.
    3. zlostnypopolnik
      zlostnypopolnik
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      Gradients - black magic, you put one pixel here, another there and it looks like diarrhea after eating a bucket of sour cream with pickles. A very tricky thing (for me).
      Cubemaps - I tried all kinds of mods from Nexus and stuck with vanilla, so I tried to improve vanilla and it was worse. It's a matter of taste anyway, some people like this, some people like that.
    4. Qrsr
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      Yes and no.
      Almost all of the Cubemaps are horrible, blanking these, replacing these with transparent .dds is much more powerful.
    5. zlostnypopolnik
      zlostnypopolnik
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      Natural Cubemaps
      TinyTweak - Cubemap Textures
      ajhakra's Cubemaps
      Vanilla Cubemap Fix
      In your opinion, what are they like? I don't know if I could come up with something new.
    6. Qrsr
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      From my experience, the cubemaps on any glass object is shit. It looks horrible and adds more unimmersive moments than anything else. For metal, why would anyone polish its metal weaponry till it shines and reflects the environment perefctly fine, crystal clear? There is zero sense in adding any cubemap to most of textures. In fact, i would say, you can perfectly experience the game without it. You simply dont need it.
    7. zlostnypopolnik
      zlostnypopolnik
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      The game uses only a few of the existing cubemaps. I'll try one trick, I thought of something, but I already know that I'll like vanilla cubemaps more
    8. Qrsr
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      It looks like s#*! with Dark Commonwealth enabled, since all the interiors are dark and cubemaps will make any object unable to hide based on lighting and thus all those textures glow in the dark. If you like that i dont know what to tell. :) You can mimic cubemaps by SSR using ENB and some material swap here and there far better.
    9. zlostnypopolnik
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      Did you think something like this?
    10. Qrsr
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      Yes. In fact, much less wouldnt be bad either. I never saw so much gloss and shine IRL on any metal surface. Its just toooooo much ingame.
    11. zlostnypopolnik
      zlostnypopolnik
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      This is what a weapon looks like when there is no cubemap. The shine is from another source. I tested some painted metal things at home and the shine is quite realistic, even as far as other weapons are concerned. Institute glass is better with Cubemap, without it is just a transparent area. Bloatfly does not look so good without cubemap, blood as well. This needs to be tested really well so that the whole game does not look like a PS1 disaster.
  5. Issues.  If one uses this alongside your Fire mod, the smoke textures go plain white.  Also, some weirdness with the teleport effects.  Can't imagine why you'd fiddle with thoes to begin with.

    Otherwise, solid work.  Tracked and endorsed.
    1. zlostnypopolnik
      zlostnypopolnik
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      Thanks for the feedback, but:
      - White smoke - which smoke, when? I have both mods installed, haven't seen plain white smoke yet.
      - Weirdness with the teleport effects - what weirdness, describe it or send a picture - I tried teleporting, I didn't see anything weird
      - Why you'd fiddle with thoes - I do what I want, it's a modder's privilege
    2. Gunrunner66
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      In some situations, specifically torches/burning synth skulls/ect, the smoke has no texture.  Plain white mesh.  Assuming it's a mesh and not a particle effect.  Either way.  Come to think of it, if it were a blank mesh it'd be purple.  But I digress.

      When you teleport, there's a blue diamond left behind after you move.  Only there for a few moments, but noticeable.

      Umm... ooookay.  If it ain't broke don't fix it, is all I'm saying.
    3. zlostnypopolnik
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      Could you tell me more precisely where the synth skull torches are located? I want to look into it and check if it happens to me too. Thanx.
    4. Gunrunner66
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      That would be The Fens Sherrif's Department 2.  The department itself is full of 'em.  Spotted a couple more scattered around from diffrent mods.  So it may just be a mod conflict.  Flamethrowers seem to render fine.
    5. zlostnypopolnik
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      Crap, that's a mod I don't use. Sorry, but I can't solve conflicts with other mods, especially ones I've never used. If it appeared in a vanilla game, that's different.
      Just to make it clear. If you use this mod together with Fire and Smoke, you get white smoke. What happens when you use only this mod or only Fire and Smoke?
      I'll take a look at the teleport effect.
    6. Gunrunner66
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      I'll check.  The white did not show until I installed this, so I assumed.  Y'know what happens then.  I will make sure.

      Edit:  After extensive testing, I have come to the conclusion that it's a conflict with Fens.  On further inspection, only isolated instances of fire from that mod are affected.  

      The teleport diamond is solely an artifact of this mod, but since it has literally zero impact on anything, I'm just ignoring it.
    7. fbiwestin
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      White Flame Pic.

      Just showing what me & Gunrunner66 probably saw in-game. I don't mind it personally but yeah it's there, hope this helps ~

      "The Fens Sherrif's Department 2" mod at the Salem location, with just your Fire & Smoke mod at the bottom of my list.


    8. zlostnypopolnik
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      White flame - I will solve this on ZP's Fire and Smoke page, as it is a problem with ZP's Fire and Smoke. I think it's a gradient texture problem (99.99%). I will upload textures there without gradient textures - optional files.
      Teleport fragment - I solved it, I will upload an update, hopefully today
      You have to excuse me, I have very little free time, if I don't upload the fixes today, then definitely tomorrow, in any case it will happen ASAP.
    9. zlostnypopolnik
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      fbiwestin
      White flame - Thanks for confirming that this is a issue with ZP's Fire and Smoke. I will solve this ASAP, if not today, then tomorrow.
    10. zlostnypopolnik
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      Gunrunner66
      New versions uploaded, you shouldn't see the teleport artifact anymore, I personally don't see it. 
      I'm waiting for confirmation. Thanks for your report.
    11. Gunrunner66
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      Confirmed, tp artifact gone.  Thank you for your prompt response to the issue and your diligent work.  Kudos and stuff.
    12. zlostnypopolnik
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      Perfect. Thanks for the confirmation, not many people tend to do this.
    13. zlostnypopolnik
      zlostnypopolnik
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      I have uploaded a version without gradient textures, that should help. You won't lose details, you might not even notice that it looks a little different.
    14. adamndirtyape
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      The Fens Sherrif's Department 2 has tons of custom or altered textures and the mod permeates the game so you might encounter some conflicts with it. It's a well-built and interesting mod but it is a big one that can touch on lots of other things no matter how careful the mod author was.
    15. zlostnypopolnik
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      damndirtyape
      Yes, both of my mods handle a lot of things that I couldn't test myself, I was a bit worried about what the result would be, but so far it's fine. I was most afraid of the gradient textures, because they are very tricky and to tell you the truth, it's the last time I did them
  6. MaxyNexus
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    Nice work man, very talented.
    1. zlostnypopolnik
      zlostnypopolnik
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      Thanx!
  7. MaxDrechsler
    MaxDrechsler
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    Ооооо, не перестаешь радовать... Пошел тестить.
    1. zlostnypopolnik
      zlostnypopolnik
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      I will write you back in English so that others can understand it
      Test it and write here what the result is.
  8. Hairballtea
    Hairballtea
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     These are a great improvement and very nicely done, thank you for your great and creative work and for sharing it with the rest of us.
  9. Shadow0fTheWind
    Shadow0fTheWind
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    The zip file for your most updated loose textures is corrupted. Both winrar and 7zip throw errors when trying to open the archive. The Ba2 version is fine tho. 
    1. kcissicknasty
      kcissicknasty
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      same here. getting "Extraction failed: data error" in MO2 when trying to install the loose files.
    2. zlostnypopolnik
      zlostnypopolnik
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      Crap, not this again. For the record, this is not my fault, I will upload a new thing immediately. Thanks for the report!
  10. OMandias114
    OMandias114
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    Is the packed version compatible qith old gen?
    1. zlostnypopolnik
      zlostnypopolnik
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      Yes.
  11. IcewaterKat
    IcewaterKat
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    This will be in my load order PERMANENTLY!!!
    1. zlostnypopolnik
      zlostnypopolnik
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      Thanx! I just hope everything works, testing this is a nightmare - a lot of things. If you see something off, write.
  12. grandvil
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    Cool, thanks for the upload
    1. zlostnypopolnik
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      You're welcome. Enjoy.