I have determined it wasn't an issue with the mod itself. I am running with quite a few of your mods, and after posting, I realized all the ones that stopped working with this patch were at the end of the load order. Moving them earlier stopped other mods from working. I ended up having to split my mods between sResourceArchive2List and sResourceArchiveList2 in order to get them all to work.
I'm wondering if the new patch put a limit on the size of any [archive] section subcategory, or possibly just pushed things past an existing limit.
I updated descriptions of my mods with explanations about character count limitations for each string of the ini file. Also made the installation instructions more generic to accomodate future patch changes.
In case with lots of mods your best bet might be to shorten mod filenames to the absolute mininum of 1 character per name. I hope the devs will put all the recently added content in one big archive with one of the next patches, otherwise there won't be any space left for our own archives in that sResourceArchive2List string one day.
Instead of renaming, I've moved all my mods to "sResourceIndexFileList", which is far less populated. Eventually, renaming might be necessary, but this makes it a lot easier to identify mods when one needs to be removed. (For example: Perk Loadout Manager needs to be removed until it gets an update. The Nuclear Update reacts with it quite amazingly badly.)
PS: have a kudos for your wonderful textures and for solving this! <3
Ty for kudos -)) Yeah, I moved some of my mods to sresourceindexfilelist a while ago too (edited corresponding mods' descriptions as well). Generally mods for old graphical content (assets from fo4) go under this section and cosmetic mods for newer content will only work under sresoursearchive2list.
I'm glad you resolved the issue without much problems -))
Have you considered adding an intermediate version between the vanilla decrepit and the 100% clean? On it's own the clean plaster walls are a bit TOO clean to fit the game plus as others have mentioned any world structures sharing the texture also end up looking too pristine.
In response to post #67661821. #67688486 is also a reply to the same post.
Spoiler:
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Farscape1001 wrote: Have you considered adding an intermediate version between the vanilla decrepit and the 100% clean? On it's own the clean plaster walls are a bit TOO clean to fit the game plus as others have mentioned any world structures sharing the texture also end up looking too pristine.
Rigell wrote: Well, that's an interesting idea, I'll see what can be done here. Thanks for suggestion!
··I second this for the same reason. ·Thank you for your mods Rigell. ·To be sung to the tune of "Making Plans for Nigel"... Please hold Ctrl (= in new tab,or Shift = in new window) & click the link above to listen to the first few lines of the song before clicking on [Show]
Spoiler:
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"We like making clean·(er)··plaster walls, by Rigell, We just want the best mods, like his..."
I'm aware of this issue. But while we don't have the ability to edit in-game meshes, I don't see any way to implement the usage of clean textures for camp and ruined wall textures for other outside world models at the same time. So yeah, right know the only way is to ruin immersion in one game aspect while maintaining it in another.
This makes my House look So Much Better! Thank You! I just wish there was a Gimp Plugin to work on 76 .dds files as there are a few texture changes I would like to make but I can't use Photoshop. I would especially like to change the cursor from Yellow to Red for both the Map Screen and in Workshop Build Mode.
P.S. A nice Stained Wood Paneling would look fantastic as well
That's great my mod made a big difference for you! I'll take your ideas in consideration for future mods. Right Now I'm busy making a 4k version of Mistress of Mystery outfit and I also feel the urge to get back to PA paintjobs retexturing (which I miserably failed to do a month ago. Somehow it didn't show up in the game no matter what). But after all this I guess I could try to do something simple like cursor retex so stay tuned -))
Get the Intel dds plugin for Photoshop, you can find it by searching Google and it's free. I have the nvidia plugin, but that doesn't work for this game.
I assume they somehow don't have access to photoshop anyway. The plugin's free but Photoshop is a professional tool that's not that available to everyone.
Well, I don't know about these walls, never had 'em in my camp, but I suppose it should affect 'em. What I know is it definitely affects the walls of some ruined buildings (like the one near the trains in Harper's Ferry for example), which some people may find immersion-breaking. But damn, I'd rather have clean walls in my camp and close my eyes to couple places in the world with the same texture that looks out of place... :D
Sadly, it requires mesh editing and there are no public tools to work with FO76 nifs right now. I'd gladly fix it myself if these tools were available...
Jesus, I didn't realise how bad the wall conditions are until I saw those before and after screenshots, haha.
I love the run down look of Fallout, but it never made sense in 4 and 76 how things you built yourself post-apocalypse just start crumbling and damp. I'll be tracking this and install when I'm tempted back to Fallout 76. Look forward to seeing what else you replace in future.
I do not promise much, but as long as I play the game, I guess, I will continue to do some minor tweaks (like this little mod) from time to time -)) Stay tuned!
42 comments
I'm wondering if the new patch put a limit on the size of any [archive] section subcategory, or possibly just pushed things past an existing limit.
In case with lots of mods your best bet might be to shorten mod filenames to the absolute mininum of 1 character per name. I hope the devs will put all the recently added content in one big archive with one of the next patches, otherwise there won't be any space left for our own archives in that sResourceArchive2List string one day.
Instead of renaming, I've moved all my mods to "sResourceIndexFileList", which is far less populated. Eventually, renaming might be necessary, but this makes it a lot easier to identify mods when one needs to be removed. (For example: Perk Loadout Manager needs to be removed until it gets an update. The Nuclear Update reacts with it quite amazingly badly.)
PS: have a kudos for your wonderful textures and for solving this! <3
Yeah, I moved some of my mods to sresourceindexfilelist a while ago too (edited corresponding mods' descriptions as well). Generally mods for old graphical content (assets from fo4) go under this section and cosmetic mods for newer content will only work under sresoursearchive2list.
I'm glad you resolved the issue without much problems -))
· Thank you for your mods Rigell.
· To be sung to the tune of "Making Plans for Nigel" . . .
Please hold Ctrl ( = in new tab, or Shift = in new window ) & click the link above to listen
to the first few lines of the song before clicking on [ Show ]
We just want the best mods, like his. . ."
great work
So yeah, right know the only way is to ruin immersion in one game aspect while maintaining it in another.
P.S. A nice Stained Wood Paneling would look fantastic as well
I love the run down look of Fallout, but it never made sense in 4 and 76 how things you built yourself post-apocalypse just start crumbling and damp. I'll be tracking this and install when I'm tempted back to Fallout 76.
Look forward to seeing what else you replace in future.