Fallout New Vegas

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Pommymax

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pommymax

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78 comments

  1. MadMarcy
    MadMarcy
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    Please don't ask me why/how but may have found a bug. if you are in the The Sink and you move the Mentats near the jukebox room they disappear visualy. but if you go to the garden area move those Mentats they are fine till you pick them up and set them on the coffee table in the jukebox room.  or im overthinking things merp.
  2. DeusExCoffeemachina
    DeusExCoffeemachina
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    Exact same issue with applied textures as guy before me having. Example on fixer and mentats. No conflicted mods (as far as I can judge) or settings that not activated.
    Proving pic:
    
    1. Geronimo86
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      I haven't been able to figure it out yet. In the meantime you could try Physically Based Chems

      Which seem to work fine for me
  3. Geronimo86
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    In my game the new textures only apply to the following:
    Anitvenom
    Superstimpack
    Cateye
    Fixer
    Steady
    Turbo
    Hydra
    Healing Powder
    Bloodpack

    Everything else does not function as intended. There are no obvious conflicts, I've tried disabling all but essential mods such as NVTF to see if it would work then but it has not made any difference. 

    Update managed to get it working, if you're using mo2 double check "Automatic Archive Invalidation" is active under "Profiles" somehow I had forgotten about this
    1. Leadrainpbh20
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      did you remember to enable bmodifydirectxbehavior=1 in NVTF?
    2. Geronimo86
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      Yes it's enabled. Other retexture mods do work properly including PMs ammo, legion and ranger. I don't understand what's happening here
  4. corbeanos
    corbeanos
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    For me this mod is just plain out not working... I mean i have tried installing it multiple times and still nothing has changed. Just thought i should mention it, but i really am not sure why it is not working, there is no other mod in my list that would conflict with it so i am not sure as to why it could not be working.
    1. Leadrainpbh20
      Leadrainpbh20
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      You could have a mesh from another mod interfereing with this one. Even if it is being overwritten. Meshed take priority. So without the right mesh, it wont work. 

      You should have NVTF and a setting in it should be bmodifydirectxbehavior=1. 

      You should also have the 4GB patcher already, as well as the script extender. 

      If you have none of these or even just one. You need to learn how to set the game up first before modding further. 
  5. Co187Um
    Co187Um
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    Beautiful. I needed this.
  6. Thechosencourier17
    Thechosencourier17
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    Some textures including med x, blood bag and rad x aren't working for me, can anyone offer any insight as to why this is happening? Thank you!
    1. Leadrainpbh20
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      Do you have a mesh from another mod that could be changing those items. I think neglected and micro clutter both do that. Have either one of those?
  7. crazydishonored
    crazydishonored
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    Did you forget the Doctor's Bag textures? There's one right next to the bed you wake up in at the start of the game and its the first thing I check.
  8. KresoX
    KresoX
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    Nice!
  9. Pherim
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    Great textures, they inspired me to improve the meshes for all chems and some other clutter, which I hope to release soon. I found one issue, though. The upper and lower parts of bloodpack_n.dds are completely transparent, and the color values in these areas were not preserved when they were exported (I know that some exporters do this, unfortunately), which means they are black. However, the lower part is used by the surgical tubing mesh, and the vanilla texture is somewhat opaque in this area to make it a bit shiny. With this mod's texture, there are visible artifacts where the texture is black, and it's not shiny any more. That reminds me, the base texture this mesh uses is "textures\clutter\junk\EmptyBloodPack.dds", which is not covered by your mod. The only other mesh that uses this texture is meshes\clutter\junk\ivstandempty.nif, which itself is only used in three places throughout the game. So it's not super important, but it would be nice if it were consistent with your bloodpack texture.
    1. pommymax
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      Hi Pherim, you're absolutely right. When I made this mod I had essentially no experience with Photoshop or texturing - I didn't understand alpha channels or normalmaps etc. When I look back at it, it's not up to my current standard. Since I noticed the issues a year or so ago I've been steadily working on a remake in the downtime from other projects. No promises since I've got other buns in the oven but it should release at some point :)
    2. Pherim
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      So is it alright if I use parts of this mod (to be precise, the bloodpack texture, which I have split up and edited) in my own mod? I'll give credit to you, of course, in fact your mod will basically be a requirement.
    3. pommymax
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      Sure thing, it will just be an outdated texture when my remake releases
    4. Pherim
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      That depends, because I made some changes to the texture and meshes that would make them incompatible with pure texture replacers, but I'll gladly update my mod when the time comes.
    5. Pherim
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      Hi, here is my mod: Enhanced Consumables and Clutter Collection

      Basically a collection of various mesh replacers and some textures I made during my recent playthrough.
  10. kat1004
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    Oh, my computer is going to hate me so much more than usual... but these textures are gorgeous and I need them all!