Fallout New Vegas

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zzjay

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zzjay

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27 comments

  1. thecourier115
    thecourier115
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    hi, know any mods that change the pitcher and glasses on the bar in the prospector saloon?
    1. zzjay
      zzjay
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      No, sorry.
      However it's one of the planned items.
  2. HarukaSaigusa
    HarukaSaigusa
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    horry sheit big spoon retex
  3. Brochet666
    Brochet666
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    Hello very nice work as always.

    I have a question on screeshot though.

    What is the mod for the "empty soda bottle" in the first and second pictures ?
    1. zzjay
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      no clue, ask the guy who took the picture, and he'll let you know. send a private message.
      His profile:
      https://www.nexusmods.com/users/5253568?tab=user+images&BH=0
  4. ConnieandMike
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    was the problem Lead reported fixed? just wanted to know before I downloaded.
    1. zzjay
      zzjay
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      Lead?
    2. ConnieandMike
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      lol Leadrainpbh below. read his post. I don't know anything about Geck or modding. I'm just an old lady gaming.
    3. zzjay
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      well the post itself says the issue is in vanilla game. Anytime you touch an item in this game, it'll rise a bit above its original position.
      it's how the game engine works.
  5. Leadrainpbh20
    Leadrainpbh20
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    The stack of plates at Mohave Outpost just exploded soon as I touched them. lmao, tried using collision meshes, but that didn't do anything. 
    1. zzjay
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      tha seems to be related to the fnv.esm., if you have a precise screenshot of the location, i can fix the position of hte plates in GECK, and include them in the esp, like i did for the 3 gourmand plates that also have this problem. it's unknown whythe collision doesnt get loaded only in certain places, but there are a few suspects, and its all engine related, so all i can do is replace them in the esp i made for the mod.

      I'll try changing the plates colision and keep its original mesh ( believe i already did so tho) in the next update as well, and see if that does anything.

      Another thing i noticed is that GECK placed items ignore colision bounds, and can clip through surfaces, and stay in place, when you touch them s#*! happens, so it may be some items need to be repositioned properly to accomodate the new models, which is why i'd like toget a picture of said plartes location, so i can go in geck and change them too.

      Won't be able to update too soon tho, there are a few other tweaks planned to the models in this mod.
    2. Leadrainpbh20
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      https://imgur.com/a/Ymb70uQ
      They didn't explode this time, but they do float way more than they used to. Other picture is in the Sloan mess hall kitchen. Figured you could maybe do something about the plate that's stuck inside the shelf.  There's more plates inside that mess hall directly next to the girl behind the counter. and they also expand like crazy when you touch or interact with them. the collision without the mod is acceptable, not looking for perfection. 

      hope to see some more kitchen remodels, these are great lore-friendly pieces!
      edit. The cutting board could be a bit more hirez. id like to see a nice, clear woodgrain texture on it if possible.
      And some range ovens have static cooking pans on them, not sure if you can replace those with these models, or if you'd have to redo the entire stove model.  
    3. zzjay
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      the collisions are bugged in vanilla game. any item you touch raises, and sometimes weirder stuff happens. i have played a bit in vanilla and i have the gourmand plates issue even in vanilla, so it's probably a fault on the game's level.

      The model holds no space in the game, it's the collision that gives space to the model, since  i try not to change collision meshes, well i don't realy have an easy solution.

      For the plans yeah, theres more pans, and revisiting some iem shapes like spoons.

      And yes ideally all models should be entirely remade to look good, but i'll never have the time to do all the things i'd want to do for this game, so i'll try to save whats salvagable, and redo the irredimable, and outsource whatever is not important enough or cool to work on.
      Most of this mods consist of "garbage items" that do not really interact in the game,and models in tis mod are either vanilla + fixes, or from free to use downloadable clutter packs from other sites. (the models look superb, but you gotta be careful in picking only those with acceptable polycounts, and well amke sure they look good in this engine).

      I really do want to have good consistent clutter in this game, but you have no idea the amount of work that actually is XD
      SO slowly everythign will be pieced together, as well as all the other projects for this ame and more i'd like to complete in that part of my free time that is relegated to mods.

      sometimes i havemore time, sometimes less, the beginning of this year is not really leaving me much for mods, but won't mean that stuff won't happen, i very much look forward to be able to continue these projects.

      Also yes, the pans will all need to be redone as next gen as possibl, and the oven will be added.
    4. Leadrainpbh20
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      awesome. you do make really great mods, wish I could help, but idk the first thing about working the GECK.  Many other's mods end up looking shiny in dark settings, or over saturated, or they don't fit well with the environment; there was another kitchen utensil mod that did that --and everything floats from the start regardless of collision mesh mods. 
  6. JoeCasaubon
    JoeCasaubon
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    Thanks for this! Love these little improvements, they always get me better immersed.

    Wanted to let you know that "MeadowTrail2b.dss" conflicts in MO2 with the one from the CZ805 Bren weapon mod found here https://www.nexusmods.com/newvegas/mods/57356: a desert scene with palm trees is relected on your platers. Shouldn't be recognizable though. ;=)
    1. zzjay
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      Those are cubemaps. it's not a conflict. it's the same file. See it like a windows redistributable.
      Cubemaps are used by videogames to add reflections, and terefore repackaged into mods.
    2. JoeCasaubon
      JoeCasaubon
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      I know they are cubemaps and I know what these do. As a developper myself I thing it might be possible to render actual surroundings into a cubemap (via a xNVSE plugin) in real time, but then again the resolution and size of relevant surfaces (in your case: a plater, e.g.) would not be big enough to make a difference for the player. I just had to laugh when I discovered the palm trees. Any
  7. KresoX
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    Very nice!
  8. Asterra
    Asterra
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    Any possibility of getting our hands on the missing meadowtrail2b texture?
    1. zzjay
      zzjay
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      Is it not from the vanilla game cubemaps?

      in any case if you want it to do anythign, this thing is required:
      https://www.nexusmods.com/newvegas/mods/69135?

      Added a loose version just incase.
    2. Asterra
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      Thanks.  Makes a nice difference on the utensils.

      I had the shader, but disabled it at some point.  Apparently, it's incompatible with ENB in some manner I've long since forgotten.  Its absence doesn't seem to prevent the texture from being utilized properly, though.
    3. zzjay
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      the hshader was fixed from the millenia version, and reuploaded. use it with enb., if you use it with vanilla shader the normalmap will have less details.

      the first version made by millenia had wrong orientation, you can see the explanation in the mod description better than i could ever explain
  9. verzhby3
    verzhby3
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    I ask you, where did you get this dog? where can I download it? or please send me a mashes and textures of this dog!
    1. zzjay
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      i wouldn't have any idea, since I'm not the person who took pics.
  10. Nymphonomicon
    Nymphonomicon
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    What texture resolution are you working with?
    Are the new meshes compatible with default textures and retextures for the default meshes?
    1. zzjay
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      Meshes have their own textures, so they wont interfere with anything vanilla.

      I believe it's all 1k
      No need to go up it'll just cause framerate drops.
      4k clutter is just dumb.