It's still really amazing that modders have to do instead Bethesda what he should have done, and which I immediately noticed/thought when I saw those vanilla cartoony meshes the first few times I played Fallout 4... shame on them...
any idea why only some of them would change in my game? i'm getting some vanilla and some yours
Because most of these objects in FO4 are part of precombined meshes. Just like all other models in this game. Fallout 4 is 90% precombined meshes.Precombined meshes cannot be changed in a traditional way. Mesh replacers do not work for precombined meshes. They only work for objects that are standalone and not part of a precombined mesh. That's why in your game you only see my replacer for standalone meshes, while all precombined meshes remain vanilla.
Thank you for the great mod. I have one question. Can you tell me how to make the dials not glow? I tried using the Material Editor but it didn't work for me.
The material has no any connection with glow. To disable glow, you must use NifSkope. You must remove the glow map "hfs_diagcart01_indikatori_g.dds" from the "HFs_DiagCart01_Indikatori" branch. (Also you can delete hfs_diagcart01_indikatori_g.dds file from the "Textures" folder if you wish, because from now it's just useless trash). Then you must switch the Shader Type from "Glow Shader" to "Default". Also you must change the Emissive multiple value from 0.85 to 1, Specular Strength value from 2 to 0.1 and change Emissive color to white. That's all.
i just wanna say thank you for being one of the only fallout 4 modders doing asset remodels... there are countless retexture mods out there but you're the only one i've seen remastering fo4's old ugly models... thank you!!!
also i wanted to ask... are your models compatible with retexture mods like luxor's hd overhaul for example?
also i wanted to ask... are your models compatible with retexture mods like luxor's hd overhaul for example?
If you are asking if my model will use luxor's textures (for example) then the answer is "no". It is absolutely incompatible. My model uses only my own textures. If you mean if my model will conflict with retexture mods like "luxor's hd overhaul" (for example) then the answer - "there are no any conflicts". It is fully compatible with any retexture mods. Since my model ignores any other textures except its own. Accordingly, my models have no connection with retexture mods from other authors. My models and retextures from other authors do not affect each other and work great together.
Seems to conflict with your 'Dentist' mod, the one that does screwdrivers, hammers, etc. They work no matter which is told to load first/last in Vortex, but this one doesn't change anything.
There are no conflicts between my mods. What you call a "conflict" is just the use of the my own same cubemap in my own different mods. Accordingly, your mod manager perceives overwriting the same file as a conflict. In fact, this is completely natural, it is absolutely not a conflict and does not affect anything. Just ignore the message of your mod manager about a conflict between my mods. The load order does not matter. UPD. There have never been conflicts between my mods. There can be no conflicts between my mods in the future. Overwriting the same cubemap from my different mods is not a conflict at all.
I'm not offended by you. I just wanted to explain to you that what your mod manager shows you as a "conflict" is not really a conflict. Overwriting the same cubemap is a completely normal occurrence that does not affect anything, so you should not pay attention to it. That's all. I just wanted to clarify that to you. There are no any offence.
As for this
...this is the only mod of yours I can't seem to get to work
maybe you're just trying to see my model on pre-combines meshes. However, this mod does not affect the pre-combine meshes. It only works on "non-static", that is, meshes that you can scrap (for example). The easiest way to check if my mod works in your game is to look at this model in settlements. For example, at the beginning of the game this model present in Sanctuary and Red Rocket, if you didn't scrap it. And also many other settlements. Look at them and you will understand whether my mod works or not.
Ah, gotcha. I'll poke about and look at different ones. Danke.
Edit: So yeah, the one in Red Rocket is working, the ones in Corvega are vanilla. Interesting how it does that, but still a neat mod and staying in my listing, thanks.
Once again: all my mods, as well as similar mods of other authors who make remesh, do not work for precombine meshes. Because precombine cannot be replaced with a standard method. It would take me a lot of time to explain this to you, especially considering the fact that I do not speak English well. So you better read in Google what is precombine mesh in FO4. Maybe then you will be able to understand "... how it does that,". Anyway, I'm glad that you saw that my mod works in your game. Enjoy. Thank you for liking my work.
It would require halffaces to literally rebuild the precombined meshes with his remesh included, which I understand would be a pain and even then still might have conflicts with other mods that use modified precombines. All that said, you can still see the remeshed versions in settlements (Red Rocket, Sanctuary, etc) if you didn't already scrap the object. There may also be some random cases as mods that add the normal static object in a mod-added Cell or just randomly in the worldspace.
64 comments
https://fallout.fandom.com/wiki/Tool_case_(Fallout_4)
your mods are a breath of fresh air...
any idea why only some of them would change in my game? i'm getting some vanilla and some yours
I have one question. Can you tell me how to make the dials not glow?
I tried using the Material Editor but it didn't work for me.
To disable glow, you must use NifSkope.
You must remove the glow map "hfs_diagcart01_indikatori_g.dds" from the "HFs_DiagCart01_Indikatori" branch. (Also you can delete hfs_diagcart01_indikatori_g.dds file from the "Textures" folder if you wish, because from now it's just useless trash).
Then you must switch the Shader Type from "Glow Shader" to "Default". Also you must change the Emissive multiple value from 0.85 to 1, Specular Strength value from 2 to 0.1 and change Emissive color to white.
That's all.
I was able to stop the luminescence.
Thank you so much.
https://i.imgur.com/4dXIFv1.png
also i wanted to ask... are your models compatible with retexture mods like luxor's hd overhaul for example?
If you are asking if my model will use luxor's textures (for example) then the answer is "no". It is absolutely incompatible. My model uses only my own textures.
If you mean if my model will conflict with retexture mods like "luxor's hd overhaul" (for example) then the answer - "there are no any conflicts". It is fully compatible with any retexture mods. Since my model ignores any other textures except its own. Accordingly, my models have no connection with retexture mods from other authors. My models and retextures from other authors do not affect each other and work great together.
What you call a "conflict" is just the use of the my own same cubemap in my own different mods. Accordingly, your mod manager perceives overwriting the same file as a conflict. In fact, this is completely natural, it is absolutely not a conflict and does not affect anything. Just ignore the message of your mod manager about a conflict between my mods.
The load order does not matter.
UPD. There have never been conflicts between my mods. There can be no conflicts between my mods in the future. Overwriting the same cubemap from my different mods is not a conflict at all.
As for this
Edit: So yeah, the one in Red Rocket is working, the ones in Corvega are vanilla. Interesting how it does that, but still a neat mod and staying in my listing, thanks.
Once again: all my mods, as well as similar mods of other authors who make remesh, do not work for precombine meshes. Because precombine cannot be replaced with a standard method.
It would take me a lot of time to explain this to you, especially considering the fact that I do not speak English well. So you better read in Google what is precombine mesh in FO4. Maybe then you will be able to understand "... how it does that,".
Anyway, I'm glad that you saw that my mod works in your game. Enjoy. Thank you for liking my work.