zippy57 Posted November 2, 2014 Posted November 2, 2014 While memory issues are a thing in FNV, they're generally not consistent unless you've hit your plugin limit, and if you had it would be every location in the game, not just certain ones. If you think it's an issue you should test by deactivating any mod except this one as it's very unlikely the base textures and a single plugin would be able to exceed memory limitations.
shardoom Posted November 6, 2014 Posted November 6, 2014 I've also opened up the .bsa and fixed a lot of the bad meshes (simple texture path errors) this fixes 99% of the flickering posters. (haven't seen all of the posters thus far so Z-fighting may still occur somewhere) https://www.dropbox.com/s/ujogd97nom9c482/meshes.rar?dl=0 You can either update the .bsa or add these as loose files, up to you.
zippy57 Posted November 6, 2014 Posted November 6, 2014 While you were doing that, did you happen to notice if there was any actual reason for all the different meshes? I've been curious for quite some time as to why the mod doesn't just use texture sets, but to be honest I've been too lazy to check.
shardoom Posted November 6, 2014 Posted November 6, 2014 Not really. Although if I'm honest I think it was probably about the same amount of work really. Either you make, copy and slightly adjust a mesh. Or you do something pretty similar inside the esp making texture sets. lol (Also I'm not 100% on all of the functionalities of texture sets either, so I'm not particularly qualified to answer that really)
zippy57 Posted November 6, 2014 Posted November 6, 2014 99.99% of the time if you're going to use the same mesh you want to use a texture set. The other 0.01% is if you want to add a glow map but the original mesh doesn't support it. Texture sets just change the textures to point to different ones than the ones set directly in the mesh. It has the same effect as copying the mesh but without actually needing to copy the mesh. It's not a large difference most of the time, but that filesize can add up so it's generally good practice to use texture sets instead. This is 2.4MB of disk space that just doesn't need to be used up. I'm looking through them now and not only are they all identical, they're copies of a vanilla mesh (clutter\posters\NCRPoster04.nif, which is itself a copy of other vanilla meshes because Bethesda) which makes the copying even more unnecessary than it already was.
shardoom Posted November 6, 2014 Posted November 6, 2014 I guessed as much zippy. I could never figure out the 3d index points for actually attaching the alt tex's. Creating the texture set is simple enough, it's adding them onto the base mesh that I never understood.
zippy57 Posted November 6, 2014 Posted November 6, 2014 If you're trying to create them in FNVEdit it can be difficult. Just make them in the GECK, where you get an immediately updated view of the mesh and can see if you've put it in the right spot.
shardoom Posted November 6, 2014 Posted November 6, 2014 I was afraid you were going to say that. lol I really, really don't like the geck. I'll keep it in mind though, although I don't plan on making and attaching tex sets for all of the posters in this mod. It's not even fuckin mine. lol
Arcturus7777 Posted November 16, 2014 Posted November 16, 2014 I am really liking this mod, especially the Legion in Nipton warning posters. I saw some posters that are anime, and say they are collectable, but I could not pick them up is this future stuff? great mod
Soplet Posted November 30, 2014 Posted November 30, 2014 Anyone fixed Kings place yet? It almost game me a heart attack damn...
fido11 Posted June 23, 2015 Posted June 23, 2015 To those of you who get the missing textures at the King's School, and the problem is not solved by uninstalling, use the New Vegas Save Cleaner found at the Nexus. It fixed the problem for me after uninstalling.
Payo0777 Posted June 27, 2015 Posted June 27, 2015 I have tried to download it mutiple times is it locked? Does anyone have a back up of this download.
starsnostars Posted July 3, 2015 Posted July 3, 2015 Nice work. A lot of these are well done. Personally I would have preferred 50s era playboy pin-ups (à la, Mafia 2) but I'm not complaining.
Ellewah Posted July 18, 2015 Posted July 18, 2015 Man if only they were in higher resolution... but awesome stuff nonetheless.
ChancellorKremlin Posted September 19, 2015 Posted September 19, 2015 Does anyone have V1.1 of this, or Keyser Soze's version? The download for his is broken, and I'm sure I have the pre 1.1 version as this breaks Hidden Valley L1 and L2" with the "Interior is too large for the havok world! World must be expanded or cell must be made smaller." error.
unzmo Posted September 19, 2015 Posted September 19, 2015 Causes the same Issue in "HooverDamIntPowerPlant" and makes the game nearly unplayable... To Bad - the idea is great.
shardoom Posted September 21, 2015 Posted September 21, 2015 Does anyone have V1.1 of this, or Keyser Soze's version? The download for his is broken, and I'm sure I have the pre 1.1 version as this breaks Hidden Valley L1 and L2" with the "Interior is too large for the havok world! World must be expanded or cell must be made smaller." error. The version on the nexus is the same as the one I did. Since I sent mung the updated file over there. Don't think I have the file myself any more though. Merged it into something else long ago. (if not you can crack it open in xedit and delete the roombound entries. Which might be better for you anyway, I removed quite a few placements that I found a little absurd.) Edit: Turns out I still have some of the fixed up poster meshes to hand, can re-upload them. Would have to pull the placements out of my bigass 'Sexy-Time' plugin so, that's not going to happen. As far as I can remember though I fixed the roombound problem in the update on the nexus. So you can just use that and overwrite with the updated meshes. FYI Keyser Soze (LoversLab) = Shardoom (Nexus) https://www.dropbox.com/s/6degjv1q70awksz/PrnoutPosters.7z?dl=0
Scifres321 Posted December 18, 2015 Posted December 18, 2015 Sorry about this, quick question, would anybody know why the posters in my game are super blurry?
Drunken.dx Posted August 8, 2016 Posted August 8, 2016 First, a little of thread necrophilia ;PSecond, this mod is great, I like how posters are lore friendly (NCR ones are recruitment, Legion ones are SM, H&H tools are sex toys, etc).Yet, this mod breaks some parts of game, Hidden Valley BoS bunker has invisible parts, Repcon building has posters on robot hideouts, etc... (another great mod goes on the same road as Estrus for Oblivion)I will keep track of this mod, but until it's bugs are fixed, I will not use it.
kaay Posted August 27, 2016 Posted August 27, 2016 Great selection! Too bad it causes issues with my Fear and Loathing configuration, e.g. in The King's School of impersonation.
ntblood Posted September 26, 2017 Posted September 26, 2017 Sorry about this, quick question, would anybody know why the posters in my game are super blurry? I think I found the answer to my issue of low resolution on the posters which this old post from 1.5 yrs ago also had. If you go to settings display from the Main Menu (not the Launcher, but there as well) , there should be an options that says "Texture Size" make sure it's set to high.
mobfigaz Posted January 9, 2018 Posted January 9, 2018 On 9/26/2017 at 4:20 AM, ntblood said: I think I found the answer to my issue of low resolution on the posters which this old post from 1.5 yrs ago also had. If you go to settings display from the Main Menu (not the Launcher, but there as well) , there should be an options that says "Texture Size" make sure it's set to high. Alright I know this is an old mod and post and nobody tends to post in this section of the forums but what its worth...The reason why these posters resolution are so low is because the mesh he used for them. For some reason the mesh he used for the poster compresses the texture to like 512x 512 or something like that. You'd have to go in the GECK and change each individual posters mesh with the vanilla posters that the game uses for its posters. Doing this would mean you'd to make whole new texture for it which takes way from the whole Uniquness of this mod with the homemade fonts, unless you want to make your own lol
Chewbcca69 Posted January 10, 2018 Posted January 10, 2018 4 hours ago, mobfigaz said: Alright I know this is an old mod and post and nobody tends to post in this section of the forums but what its worth...The reason why these posters resolution are so low is because the mesh he used for them. For some reason the mesh he used for the poster compresses the texture to like 512x 512 or something like that. You'd have to go in the GECK and change each individual posters mesh with the vanilla posters that the game uses for its posters. Doing this would mean you'd to make whole new texture for it which takes way from the whole Uniquness of this mod with the homemade fonts, unless you want to make your own lol you are actually wrong.. changing the texture size to high is the fix
shardoom Posted February 9, 2018 Posted February 9, 2018 On 10/01/2018 at 3:53 AM, Kristinn said: you are actually wrong.. changing the texture size to high is the fix Could you explain what you mean?
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