hello i use a Fallout 4 mod that has similarly garish shiny overglossy textures, i know the file formats and engines for both games are similar is there a quick tutorial you could link me to on removing shinyness?
To do it: ->open each road mesh with NifScope; ->look at the floor part of the mesh: if it looks overly shiny then continue with the procedure, if not then close the file and continue with the next one. Most need fixing but about 3 or 4 don't; ->left click to select the floor part of the mesh; ->you'll now see on the left pane called "Block Details" that a block called "NiTriShape" is highlighted. That block and the 3 subsequent ones ("NiTriShapeData", "BSLightingShaderProperty", and "BSShaderTextureSet") hold the properties of what you selected; ->select "BSLightingShaderProperty" and expand it to see its sub-blocks; ->go to "Shader Flags 1", on its right you'll see a list with properties such as "Specular|Vertex_Alpha|Receive_Shadows|etc...". Double-click on that list and you'll now see an arrow pointing downward appearing on the right end of the list; ->click on that arrow and now you can tick or untick those properties. Untick "Specular" and click anywhere else to confirm (don't press Enter/Intro) ->now just close the file and you'll be prompted to save or discard changes. Save it, overwriting the old file.
That's it! It may seem complicated at first sight but on practice it really isn't, and once you've done one file you'll do all the rest in 5 minutes.
I also use Really Blended. Technically, the difference is that you will be replacing parallax maps with high poly meshes. Those who can't handle high poly may experience some performance impact.
But thanks for the fix. No more shiny roads at sunrise and sunset :-)
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Hi,
Is your patch for Blended Roads or Really Blended Roads? I ask because the first use parallax maps, while the second has 3D stones.
I also use Really Blended. Technically, the difference is that you will be replacing parallax maps with high poly meshes. Those who can't handle high poly may experience some performance impact.
But thanks for the fix. No more shiny roads at sunrise and sunset :-)
I've added some notes to the description referencing the used version :)
You're welcome!