Optimizations and fixes for a large selection of meshes in the base game and DLC.
Requirements
This mod does not have any known dependencies other than the base game.
Permissions and credits
Author's instructions
Open Permissions, but please do not bundle in mod packs.
File credits
RoyBatterian, SciRika, Mindboggles, the rest of the TTW Team Weijiesen for the fixed Dead Money effect meshes and robot blood mesh Throttlekitty for head mesh UV fixes
Donation Points system
This mod is opted-in to receive Donation Points
Changelogs
Version 1.11
Added whiskeybottle03.nif (filled version of the scotch bottle) and changed the file path for the consumable so you're not drinking from an empty bottle
Fixed texture filepath for neonsignbarrierconnector02_lod.nif
Version 1.10
Merged everything into the main file
Fixed excess collision in shelveswooden01broke01.nif
Reduced excess draw calls and did general cleanup in dlc03runwayconnector01.nif, dlc03runwaycor01.nif, dlc03runwayend01.nif, dlc03runwayend03.nif, dlc03runwaysrt01.nif, dlc03runwaysrt05.nif, and dlc03runwaysrtflat.nif
Fixed collision alignment in ssroom.niv
Fixed collision data in dlcpittslavewallpillar01.nif
Fixed window grate thing UV in nvnellisquonsethutint01.nif
Added envmap_light_fade flag and separated collision for nv_mo-chp-admin-building01.nif
Removed 3 KB worth of extra vertices from v13canteen.nif because I can
Added transparency to Car01, Car02, and adjusted UV for Car03, Car03a, and Car03b
Patched a lot of holes (triangles facing the wrong way) in vault19booth
Cleaned up repconcheckpointgate and separated the collision into proper materials
Gave up on reducing the file size for that 64MB Mothership Zeta cryo lab SCOL for TTW because 3DS Max started outright refusing to export sections and actively started mangling one part so I'm gonna assume that mesh is cursed. Nothing's wrong with it besides theoretically being able to shave several MB off of the size anyway. Just needed to vent, thank you person reading these changelogs.
Minor fixes to industrialmachine02's UVs
Updated tangents in tablevault01 and tablevaultr01, and applied the same fixes to nvdlc03tablevault01, TO DO: replace the box shape collision with the nvdlc03 normal collision
Removed stencils from nvpinto_fruited, nvpinto_healthy, and nvpinto_withered, making the leaves properly double sided
Cleaned up v13canteen a little out of boredom
Cleaned up smoothing and collision in enclavetable01.nif, and added undersides to two little bits in case you wanted to flip an Enclave table over
Super minor optimization to barge.nif, smoothed the metal loop thing I know has a name
Cleaned up motorcycle01 and motorcyclestatic01, tried to remove the UV stretching from the handbrake bit
Removed unnecessary properties from aorake.nif
Cleaned up cookingstove.nif, removing duplicate collision and merging the cooking pan shapes to reduce draw calls, also removed unnecessary flags and added an env map fade flag
Fixed oldmormonfortint.nif's collision data type thing
Hopefully finished fixing and cleaning up nvdlc01_tskit-addbalc02.nif
New plugin-based fix: Added a SCOL to replace the 40+ TVs in the Camp McCarran Concourse, I made the collision mesh all by myself
Removed two placed static locker doors in Dead Money to fix an issue caused by collision being fixed
Plugin now requires Dead Money so I made a non-DLC copy of the plugin. Fixes that require the plugin should be limited either way.
Finally finished cleaning up nv_redced02.nif and removed the stencil property
Fixed degenerate normals and collision material in draglinebase.nif
Fixed degenerate normals in dumptruck.nif
Fixed degenerate normals and collision material separation in repconhq.nif
Removed environment mapping from tombstone07.nif (01 through 06 will be in TTW), made the collision line up a little better
Fixed collision material and alignment for nvnellisbordersign (a through f) and nvnellisdangersign (a through e)
Corrected collision in offdoormetaldoublestatic and offdoormetalframestatic from wood to metal, and fixed degenerate normals in the latter
Removed duplicate collision from offdoormetaldoor01exterior
Added envmap_light_fade flag to nv_chp-patrol-car.nif
Fixed messed up vertex colors in otbldgdestroy01top01nv, otbldgdestroy01nv, hospital, hospital02, electricbox1hulk, jukeboxclean01, htlhallsm1waybrokeceil01, nvdlc01_tskit-addbalc02
Edited alignment of camper01.nif UV, allowing removal of car05.dds
Deleted and remade the UV for the floor of htlrmcorin01, hopefully fixing that one issue one person had
Version 1.09
Actually For Real merged in the plants (still not done with all of the trees)
Optimized the rest of clutter\signnv\nvhighwaysigns and corrected the collision material
Optimized satellitefacilitydishhut01 (and the unused copy of it in OWB's meshes)
Replaced NiStencilProperty with proper backfaces for nv_redced03.nif
Optimized draw calls in ecvresearchlab01.nif which won't even be uploaded here only in TTW but it took several days so I'm mentioning it
Fixed UV (to make up for a bad normal map) in LampPost01, LampPost02, BrokenPost01, LampWallMount01, TrafficLight02, fixed collision material
Tried to fix some gaps in BldgCorner01
Re-fixed nvdlc02_parkrangertruck.nif, unfortunately reintroducing lighting issues on the roof. Don't look too closely?
Fixed collision type and optimized deathclawcage.nif
Fixed collision alignment in nvstagelight01off.nif and nvstagelight01on.nif
Generic optimization stuff to starlanterngreen.nif and starlanternorange.nif
Filled in some holes in anvil01.nif so if you want to have it knocked over you can do that now
Fixed spearhead alignment in nv_caesarthrone.nif, a mesh I remember attempting several times, a testament to how far I've come that this seemed easy this time around
Made a static version of vrmoverseerdeskr to fix issues with the animated version not working properly in that one powder ganger vault I forget about
Added a plugin so the aformentioned overseer desk fix works
Re-smoothed ultraluxhotelfront.nif
Cleaned up some UV stuff and patched some holes in boxcarwall02.nif (note to self: do the rest of the box car walls too)
Cleaned up nv_chp-patrol-car.nif, nv_nhp-patrol-car.nif, and nv_nhp-patrol-caraltc.nif and fixed some issues with the transparent window bits
Adjusted the alpha properties of mobilehomeasnv.nif and nvdlc04mobilehomeasnv.nif
Fixed transparency holes in trucktrailer01.nif, 02, 03, 04, 05, 06, and 08
Version 1.08
Merged double sided plants in, fixed MOPP collision, and merged in that stupid truck mesh I kept fumbling
Made proper double-sides and removed stencil properties to fix shading on maize_healthyp.nif, maize_healthyp_group1.nif, maize_healthyunp.nif, maize_withered.nif, maize_withered_broken.nif, maize_withered_group1.nif, nvaloevera.nif, nvfalsespireaplant.nif, nvfrailejon.nif, nvgoldfingerbanana.nif, nvsagebrush.nif, nvdatepalm01.nif, nvdatepalm02.nif, nvdatepalm03.nif, nvitaliancypress02.nif, nvqueenpalm01lights.nif, nvsassafras02.nif, carrot01.nif, nvdlc02_sacreddatura.nif, nvdlc02_sacreddatura_big.nif, nvdlc03westjunlow.nif
Version 1.07
Cleaned up UVs and such for bldgcorner01.nif and bldgcorner03.nif
Optimized metalplank01.nif somehow? I forget, Roy just told me to clean it up
Cleaned up ufofort01.nif and gave translucency to the plastic dome at the top and edited the texture (delete "textures\clutter\playground\ufofort.dds" if you don't want this, I have an NMC patch too)
Added collision to nvsignhighway157_01.nif (and optimized it)
Optimized nvsignhighway159_01.nif (half the file size now), will do the rest of the highway signs for the next release
Optimized and cleaned up nvdlc02_complanecrashed.nif and nvdlc04_complanecrashed.nif, added missing normal maps
Cleaned up boat01d.nif
Fixed collision for yuccaanv.nif
Fixed degenerate normals in nvdlc03spine.nif (now if only fixing real spines was that easy)
Cleaned up genericbookcase01.nif and genericdisplaycase01.nif
Cleaned up nv_signthorn.nif and westsidebuildingtop.nif
Fixed degenerate normals for jukeboxclean01.nif
Fixed degenerate normals for conveyorbeldwallmount.nif
Fixed degenerate normals for dlc03abhelipad01.nif which was made entirely of degenerate normals
Fixed smoothing and cleaned up metrogate01.nif
Cleaned up smoothing for workbench.nif
Cleaned up camera01.nif
Fixed collision and stuff for nvdlc01_craftinghotplate.nif, the other nvdlc01_craftinghotplate.nif, and nvdlc03_crafting-hotplate.nif
Tried to make smoothing consistent with nvdlc01_tskit-arch01_broken01.nif and nvdlc01_tskit-arch45-02_broken01.nif with mixed results
Fixed smoothing on the Animated Object nv_guitar.nif to make it match the clutter version
Fixed the collision size on nvdlc02_parkrangertruck.nif (in the update files because reasons, will be merged in 1.08 same as the plants)
Version 1.06
Fixed collision materials for novac_giftshop_sign.nif
Fixed collision materials for nv_grinder-workbench.nif
Gave proper collision to westsidebuildingtopdes01.nif
Added missing details to hoteldesk02.nif
Optimized robotthing.nif a little
Fixed UVs and collision for tllamppost.nif
Did stuff to dlcpittentrance01.nif?
Cleaned up nvdlc04westsidebuildingtopdes01.nif (which I used to give proper collision to westsdebuildingtopdes01)
Version 1.05
Added the xander root dirt texture with the fixed specular
Recreated the fix for gardenlight.nif to have the correct rotations applied (and included textures)
Fixed nv_mccarran_terminalint04.nif collision
Added collision to the front step in novac_motel.nif
Minor collision material optimization to casinoboarded01.nif as well as smoothing and UV fixes
Fixed collision, collision settings, degenerate normals, and smoothing for bucketloaderbase01, bucketloadercabin01, crusher-bed-512x512, crusher-crusher-512x512, crusher-impacter-512x512, draglinebucket, and draglinecabin from the QuarryJunction folder (a few more left)
Improved collision on bld03column02, bld03corner01, bld03corner02, bld03cornerrd01, bld03endl01, bld03endr01, and bld03mid01 (thank you Roy)
Optimized draw calls and fixed some stretched UVs in NV_YangtzeWarMemorial.nif
Optimized draw calls and did a few collision material fixes in campfire02, 03, and 04
Optimized draw calls in MuseumRubblePile01
Fixed degenerate normals in Clipboard01, 02, 03, and 04
Fixed collision alignment in NVDLC04EDEInterfaceConsoleButton
Replaced collision in the NVDLC42 no animation version of the consoles with the better quality collision in the animated variants, and did minor draw call optimizations
Version 1.04
Updated MOPP for all Dead Money TownSquare meshes (should fix crashes)
Fixed Nipton Town Hall collision around door
Optimized draw calls corrected texture paths, fixed holes in UV for crucifixes
Version 1.03
Removed dlc04shackcabinet01doorsingle.nif (hit replace in MO2 for this update) and nvnelliscratesmall - test.nif
Fixed a few more oldtown building degenerate normals
Optimized draw calls in the Mojave Outpost statue
Fixed flipped texture in truckarmy01.nif and truckarmy02static.nif
Smoothed acousticguitar.nif (lowering vertex count) because I can and I noticed it didn't look good
Optimized draw calls in campfire01.nif (other campfires next update)
Fixed degenerate normals in mammoth.nif. I don't think it's used in the Mojave but it's in the game files?
Make collisions more complex (too many incompatibilities and heavier on the engine)
Make collisions smaller to allow close item stacking (the bigger collision is on purpose to prevent bugs)
Anything that would require a plugin (this will change when hats are sorted out)
Any meshes that are exclusive to Fallout 3 (These are in Updated Unofficial Fallout 3 Patch)
Installation: Use your favorite mod manager, or manually extract the files. Have these files load after YUP (or any other bug fix that contains meshes) and before the rest of your mods.
Uninstallation: Use your mod manager's method of uninstalling mods, or delete the meshes folder if you installed it manually and hope none of your other mods used meshes. Please use a mod manager.
Requirements: The base game. DLC fixes are included but not required for the fixes to work.
Incompatibilities: None? Just make sure mesh replacers overwrite these.
Tale of Two Wastelands: After 3.3 I'll try to maintain an optional file that only includes meshes not included with 3.3. Currently works with TTW, it'll just become redundant with 3.3 (that means uninstall it when you update, then keep an eye out for the future updates).
Bug Reporting: Use Stewie's Tweaks with "bMeshPath = 1", open the console with "~", click on the mesh, and take a screenshot, and include that in your bug report.