I'm sorry but I don't understand. In the video, and the screenshots here, they don't have the black bars on the side, in my they do, how could I remove them? Just want to take some shots like the End-Game slides.
EDIT: Disregard, I'm dumb, It's the Widescreen option, specifically the 21 9.
Yes, it works flawlessly, screenshots look nice and crisp. Thanks for the mod, I am actually planning to be a "bit more cinematic" on my next playthrough with screenshots and s#*!, and this is gonna be a Godsent.
"Yep, when I saw that SUP NVSE saved screenshot in the texture folder and that you could export them as DDS I knew it was possible. This might become a feature in the next update but it may take a while though"
any work done for this so far? this is an idea that sounds SUPER cool. id love to be able to take phots of me and my companions and decorate my lucky 38 fridge with them.
for some reason i can't find the screenshots folder, i don't know what i've done wrong. i have all the requirements and the different kinds of film and lens work. i don't see any folder in my data or textures that is named "SUPSScreenshots". i used FOMM to install if that helps. otherwise this is a great mod, and i appreciate someone looking out for all us wasteland shutterbugs!
First off, stop using FOMM. It install mods directly in FNV's installation folder and it's really not a good way to mod your game, use Mod Organizer 2 instead. If you're new into modding, follow this guide: Viva New Vegas, do everything in the INITIAL SETUP, MO2 and UTILITIES section and you should have everything you need for my mod to work? (except SUP NVSE which is not mentioned in the guide so don't forget to get it).
As awesome as this would be, it would require some form of complicated NVSE plugin to add render-to-texture support -- and for that method to be application stable at runtime without causing driver-level bugs that in a worst case scenario can even brick your hardware. There have been a few attempts to do something like this in newer Bethesda and Rockstar games, but it's definitely in "Challenge Level: Nightmare" for New Vegas. I'm sure there's a programmer or two who likes a challenge, but I'm not sure there's a programmer or two who'd like this challenge. =)
Theoretically it would be doable if there were a pre-allocated set of textures that the mod would then simply overwrite -- i.e., you'd have a fixed limit of, say, 24 textures stored in your game folder that start out blank by default and which are then loaded by the game automatically. The mod could then overwrite the texture file and then forcefully draw the updated texture over top of the texture atlas in game memory. But that's a huge amount of relatively dangerous low-level processing, using renderer hooks that might not exist, requiring some even nastier code injection and such. "Captain, engineer reports 105 percent on the reactor possible... but not recommended."
Yep, when I saw that SUP NVSE saved screenshot in the texture folder and that you could export them as DDS I knew it was possible. This might become a feature in the next update but it may take a while though, I have less free time and other mods I'd like to work on.
It would be cool if the screenshots could be added as Notes to the Pip-Boy (presumably without needing development, as per "instant" cameras since the Polaroid Model 95 in 1948).
Tested in full screen mode and it worked fine. Make sure you got the requirements up to date (xNVSE, JIP LN NVSE, SUP NVSE) and remember that if you use Mod Organizer 2 the screenshots will be in the Overwrite folder. If you still have issues, please be more precise about what part of the mod isn't working correctly.
1 - Make sure the requirements: xNVSE, JIP LN NVSE and SUP NVSE are installed and up to date. 2 - To take a screenshot with the CODAC you have to aim first then fire. 3 - The screenshots are either in: (FNV Installation folder)\Data\textures\SUPScreenshots\CODAC R9000\ or (M02 Overwrite folder)\textures\SUPScreenshots\CODAC R9000\
Fantastic mod! For a second there, I thought there was a bug and Sarah wasn't selling films, but it turned out I just had to wait for her shop to restock. Using the switch ammo hotkey breaks the Pip-boy for me (the Pip-boy screen becomes blank) but going into the Pip-boy to change the film manually works just fine so I have no complaints :)
So I tested the quick ammo hotkey and got no issue but I did find another which might have been what you encountered. The UI would turn off when pressing the aiming button while the CODAC is holstered, this is because I didn't add a condition in the script to only work when the CODAC is drawn, I didn't think it was necessary at the time, turned out I was wrong lol. Anyway, version 1.3.1 fixes that issue :)
Thank you for this mod! Definitely a more seamless way to take screenshots in game than the intrusiveness of steam.
I'm not sure how complex or time consuming this idea would be but Had the thought of talking to your companion(s) or perhaps most npcs and asking if you could take their picture
I don't think asking NPCs will be possible as I don't add new dialogs in my mods unless I can re-use existing voiced lines. I was thinking of a way to make 'selfies' possible (similar to how you use the camera in Red Dead Redemption 2), just gotta figure out a way to implement it in a seamless way.
36 comments
EDIT: Disregard, I'm dumb, It's the Widescreen option, specifically the 21 9.
any work done for this so far? this is an idea that sounds SUPER cool. id love to be able to take phots of me and my companions and decorate my lucky 38 fridge with them.
First off, stop using FOMM. It install mods directly in FNV's installation folder and it's really not a good way to mod your game, use Mod Organizer 2 instead. If you're new into modding, follow this guide: Viva New Vegas, do everything in the INITIAL SETUP, MO2 and UTILITIES section and you should have everything you need for my mod to work? (except SUP NVSE which is not mentioned in the guide so don't forget to get it).
Theoretically it would be doable if there were a pre-allocated set of textures that the mod would then simply overwrite -- i.e., you'd have a fixed limit of, say, 24 textures stored in your game folder that start out blank by default and which are then loaded by the game automatically. The mod could then overwrite the texture file and then forcefully draw the updated texture over top of the texture atlas in game memory. But that's a huge amount of relatively dangerous low-level processing, using renderer hooks that might not exist, requiring some even nastier code injection and such. "Captain, engineer reports 105 percent on the reactor possible... but not recommended."
totally possible with SUP.
Ha! You and me both.
It would be cool if the screenshots could be added as Notes to the Pip-Boy (presumably without needing development, as per "instant" cameras since the Polaroid Model 95 in 1948).
2 - To take a screenshot with the CODAC you have to aim first then fire.
3 - The screenshots are either in:
(FNV Installation folder)\Data\textures\SUPScreenshots\CODAC R9000\
or
(M02 Overwrite folder)\textures\SUPScreenshots\CODAC R9000\
I'm not sure how complex or time consuming this idea would be but
Had the thought of talking to your companion(s) or perhaps most npcs and asking if you could take their picture
Again thanks bunches for this!