I'm getting some weird visual bugs for the XOF replacement where their texture will be swapped out to any prop nearby. Is it an issue with my game or did I mess something up post-installation?
Edit: I'm probably stupid and it was conflicting with other things I didn't know were enabled. Checked to see if the outfits worked, and they do, so maybe I just screwed up.
I released a patch for this issue. However, due to v1.3's incompatibility with the XOF replacer, I've moved Version 1.2 and XOF Replacer to Old Files so that they remain available. After Zeta r23 is released, I will be updating VBSS again to reimplement the XOF replacer.
I'm getting some weird visual bugs for the XOF replacement where their texture will be swapped out to any prop nearby.
This needs a proper explanation: I've been working on SnakeBite Mod Manager and IHHook for over 2 years now, experimenting with how TPP loads assets. What usually causes this issue is improperly packed assets. In V1.2 of Visit Board Search and Seizure, most textures were packed correctly into PTFXS files, but some of them were packed "loose" so that the XOF Replacer could work without duplicating assets. When textures are loose, they're loaded into the game regardless of whether any assets require them or not. Meaning that, even if you're not using the mod, its textures will be loaded in. Whereas with textures partially packed into a PTFXS file, they're loaded only when the assets that require them are handled first. Before Zeta existed, it was commonly advised to pack textures loose in hopes of solving it. However, during the development of Zeta and Uncle Jimbo's Gun Pack, it became clear to me that textures must be packed properly to prevent it. I intend to release an article about this to help modders avoid this altogether. What I've described above was just one way to improperly pack assets.
It's a bug that pops up if you have too many mods installed or your PC isn't super powerful.
While PC specs appear to play a factor in how often it occurs, TPP still requires immediate access to the more crucial assets, such as terrain, foliage, buildings and props. If every mod you install has loose textures, it will slow down the game's access to other textures, particularly any that are commonly required. That's why it's recommended to use Zeta ports instead, as their assets should be packed correctly in order to work. Because of how TPP vanilla textures are packed, I made an experimental tool that repacks all vanilla textures in TPP. I've experienced no crashes with it, but I believe it the game needs to be stress-tested before that tool's made available to the public.
In short: Assets must be packed appropriately. Otherwise, they're going to conflict with other assets. VBSS v1.3 fixes these texture issues, but only for the player parts for now. For v1.4, I will reimplement the XOF replacer for the main mod, so that it can be optional instead.
Has anyone else had any issues with the models not replacing the vanilla models? I have the mod active in Zeta and have developed it but when I equip it in the sortie menu for a DD male it's still the default model...
The mod seems to be working for the most part for me however I am having an issue with the headgear, instead of the proper textures applied to the helmets it seems that the texture of a face is stretched over it. Any idea what might be causing it?
Actually, Snake doesn't have support for it yet, so it's not broken but has yet to be implemented. This is mentioned in the mod page's summary. I'll definitely look into this in the next month or so, with this mod getting updated again.
PLEASE give us the old naval outfit back please...I loved that one, I do have an old file on it on my external hard drive but I would love to see it again on nexus. Also...is there a way to remove the gloves that are attached to the belt of the old one or is that like baked into the model?
The old one is broken because of numerous script updates to various dependencies. I didn't take it down because I hate people enjoying things but because people were hounding the comments sections complaining that it doesn't have full functionality while I don't have the time to fix it. This one is updated, higher quality, and has substantially more effort put in.
Ah alright I see and totally understand that..this one is much better looking and better quality, I just personally liked the old one. Liked the aesthetic of it a lot more! Other than that I really do like your mods and the quality of them!
The old one is broken because of numerous script updates to various dependencies.
Unfortunately, this is correct, albeit it was an easy fix. Prior to the forementioned Zeta update, I updated mods to support the latest version, including Naval Outfits. After doing so, 401k followed-up with a content update that contained an outdated version of the script. While a hotfix was released, 401k teamed up with other modders to create new and improved versions instead of polishing the original models.
PLEASE give us the old naval outfit back please...I loved that one, I do have an old file on it on my external hard drive but I would love to see it again on nexus.
Personally, I still play with Naval Outfits myself, alongside VBSS. If 401k allows it, I can update the mod once more, if necessary, and enable the mod page. Both mods have a different feel, so I understand preferring one or the other at times.
Ahhhh that would be awesome to get an update for the naval outfit pack, 401k...PLEASE ALLOW ZIP TO UPDATE THE OLD MOD, it's one of my most favourite mods that you have released on here and I loved everything about that mod, PLEASEEEEEEE OR I WILL GROVEL AT YOUR FEET
@ZipfsLaw you're always allowed to update and unhide mods. If you have a fix for the old Naval Outfit mod you are 10000% allowed to implement it and unhide it.
game likes to freeze from time to time whenever im wearing this outfit also for some reason some textures on certain objects freak out and it doesnt happen when im not using the uniform. is it because of jimbos gunpack or something?
Unfortunately, I've found that Uncle Jimbo's Gun Pack can interfere with player mods under rarer circumstances. Rest assured, I'm working every day to get the next version of Zeta out, along the Zeta port of Uncle Jimbo's Gun Pack, which resolves such issues. Not only that, but I will be personally updating all of Your401kPlan's ports.
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I'm getting some weird visual bugs for the XOF replacement where their texture will be swapped out to any prop nearby. Is it an issue with my game or did I mess something up post-installation?
Edit: I'm probably stupid and it was conflicting with other things I didn't know were enabled. Checked to see if the outfits worked, and they do, so maybe I just screwed up.I've been working on SnakeBite Mod Manager and IHHook for over 2 years now, experimenting with how TPP loads assets. What usually causes this issue is improperly packed assets. In V1.2 of Visit Board Search and Seizure, most textures were packed correctly into PTFXS files, but some of them were packed "loose" so that the XOF Replacer could work without duplicating assets. When textures are loose, they're loaded into the game regardless of whether any assets require them or not. Meaning that, even if you're not using the mod, its textures will be loaded in. Whereas with textures partially packed into a PTFXS file, they're loaded only when the assets that require them are handled first. Before Zeta existed, it was commonly advised to pack textures loose in hopes of solving it. However, during the development of Zeta and Uncle Jimbo's Gun Pack, it became clear to me that textures must be packed properly to prevent it. I intend to release an article about this to help modders avoid this altogether. What I've described above was just one way to improperly pack assets.
In short: Assets must be packed appropriately. Otherwise, they're going to conflict with other assets. VBSS v1.3 fixes these texture issues, but only for the player parts for now. For v1.4, I will reimplement the XOF replacer for the main mod, so that it can be optional instead.
Edit: Nvm found the issue
I was wondering does this mod work on snake or only DD soldiers.
Hope this helps!