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Proletarian Mango
May 21, 2011



v1ld posted:

The shadows were fantastic, yeah. If they can get that to work in a stable fashion, mods like ILO that inject real lights into the game will be tremendously atmospheric.

The sun seems to be the single major light source though I didn't test extensively. It was great to see even the flag outside Doc Mitchell's place casting a dynamic moving shadow as it flapped in the breeze. Conversely, the pip-boy light isn't a real light source and casts no shadows.

A real flashlight mod like FrancisFukyomama says would be tremendous for this game. I did Vault 34 a couple days ago and it would be even more atmospheric with real lighting and a flashlight. STALKER lab level creepy at that point.

NVR is much lighter than ENB in terms of GPU - hugely so, it's not even close. I hope it can be made to work well with this game.


Playing with NVR yesterday got me to try out some actual ENBs for a change. The ENB of the Apocalypse looks pretty - the desaturated and chilly look is a nice contrast for now, gonna keep it for a bit. The Skyrim ENB manager makes it easy to add/switch/remove ENBs.

Apparently glitchy shadows in NVR can be worked around by disabling actor shadows within NVR and then using ENB to handle them.

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v1ld
Apr 16, 2012


^^^ good to know, though the white/transparent bodies is still sadly a deal breaker on my AMD card.

Green mold skin tones fixed: Mostly Fixed FaceGen Tints (NV or TTW)

quote:

Dislike seeing faces being eaten by mold spawned from a cosmic horror? A lot of characters (usually with darker skin) are affected by an unsightly green tint, though it can affect characters with lighter skin as well. This mod gets rid of those tints. Mostly, hence the not very catchy title.
The one big regret from using vanilla faces, fixed! Well, green mold and shadow lines on (mostly) women's upper lips, but can't have it all.

Actually, Character Expansions Revised would fix the lip problem I guess, so maybe it's time to install that but vanilla faces are so cool too.

There's a helpful comment on how to apply the green mold mod to CER:

robot posted:

Yeah, it would be nice, but in case the autor won't bother, here is a simple tutorial, I'll assume you use MO2:

Install and enable EGT files like any other mod.
Launch GECK from MO2, double click on NVCE esm file and click 'choose as active file' button.
After GECK loads the mod, pick from 'character' menu 'Export NPC face textures'.

You'll have to wait a long time, don't know how long since I went afk.
Don't change the window focus to another program, since GECK became unresponisve when I did it and I had to kill it and start over.
Just don't touch anything and wait until you get a popup confirming it's done. Quit GECK, don't save changes.

You'll find face textures in the MO2 'override' folder and it'll already work if you launch the game.
For convenience create in your MO2 'mods' folder a 'Mostly Fixed FaceGen Tints NVCE Revised" folder and move textures folder there.
Refresh the mod list in MO2 and it'll show up at the bottom, enable this mod and you are done.

Fair Bear Maiden
Jun 17, 2013




Very confused at this 'improvement'.

v1ld
Apr 16, 2012


More food coming up the I-15, outpost gets first pick looks like.

Proletarian Mango
May 21, 2011



Fair Bear Maiden posted:



Very confused at this 'improvement'.

Every character redesigned mod goes way too overboard. The vast majority of characters look fine and not every single one needs to be changed. Honestly, the only character appearance I would change is Ghost's, and only because her glasses clip with her cheeks when shes talking.

Fair Bear Maiden
Jun 17, 2013


I swear every single character overhaul mod looks at the distinctive ranger with the mustache in the Mojave Outpost and goes 'that's too out there, let's give him a goatee instead'.

v1ld
Apr 16, 2012


The mutton chops guy? Yeah - that seems to be a constant alright. (I always pick mutton chops Latino guy as the PC - the chops say he's seen some poo poo but he and his mustache prevailed over all.)

Why do they all tweak iconic characters like the companions? They all look great as is. Even the textures are fine with today's higher pixel density monitors.

Or Trudy. Why was this haircut necessary?


The green mold thing is an engine bug - though even that's not common enough for me to install that mod I linked.

Fair Bear Maiden
Jun 17, 2013


Pretty sure the Trudy changes come down to her having that haircut in some pre-release gameplay and people fixating on that being the original vision.

v1ld
Apr 16, 2012


Some games have a large number of mods with names starting "E3 ...", I'm glad this is not one of them.

E: Should clarify that it's great to have all those mods and the choice. It's that they're considered more legitimate somehow than the final release that's weird. And the same attitude pervades the discords you have to go to get some of the mods that don't make it to Nexus, mostly because they do oftentimes neat tweaks to existing mods.

v1ld fucked around with this message at 16:24 on Sep 24, 2021

Proletarian Mango
May 21, 2011



A little off topic but that reminds me of all the mods for San Andreas that make the game like the PS2 version, worse graphics and all, and it's like... Just play the actual PS2 version what are you doing

Arc Hammer
Mar 4, 2013

I Love Satan


Question about NVR's ambient occlusion. ENB has issues with transparency settings which makes certain hairstyles really blocky. Does NVR's AO have the same issue?

Arc Hammer fucked around with this message at 16:22 on Sep 24, 2021

v1ld
Apr 16, 2012


There was a STALKER player very active in the community a few years ago who would play every version released by the devs and report on changes between patch versions. "Did you know in v22.23 there are only 2 ghouls in front of the REPCONN test site?!" The ugly side was bashing on mods and people recommending mods that dared to tweak vanilla mechanics because they destroyed the ~vision of the holy developers~. That included bug fix mods, because how do you know that was a bug and not developer intent?

STALKER patches as fine wine, each sip to be savored.

Proletarian Mango
May 21, 2011



Arc Hammer posted:

Question about NVR's ambient occlusion. ENB has issues with transparency settings which makes certain hairstyles really blocky. Does NVR's AO have the same issue?

It's been a minute since I've used NVR's AO but I don't remember any issues with it. If you have an nvidia card you can force AO through the control panel without any glitches, which is how I roll.

Fair Bear Maiden
Jun 17, 2013


v1ld posted:

Some games have a large number of mods with names starting "E3 ...", I'm glad this is not one of them.


There's a few lmao. Although, to be fair, the E3 build had an uncut Strip and Freeside, so I kinda get why they exist.

Bogart
Apr 12, 2010

Time to button mash!


I like Tales From the Burning Sands from afar, but some of these puzzles are just nonsense. Okay, so the code to proceed is the local postal code. The post office I'm in is called Blue Diamond, I check the listing of codes in-game, it's not there. I google up Blue Diamond Nevada, enter that post code, no, nothing. Okay, I'm kinda close to Goodsprings, postal codes can be big especially in a desert, put that in, no. I check online, there's all of one guide available and the guy gave up halfway through (and he's doing so much Youtuber Wacky voice I want to die). Conceptually interesting, realistically I'm never gonna reinstall this.

AND the terminal to put in the password is outside of the station where Deathclaws are within VATS distance and this is not good.

v1ld
Apr 16, 2012


Less Flickery City of New Vegas is a pretty neat mod. The comments thread recommended these settings to max out LOD rendering and it's kinda crazy how far you can see stuff:

quote:

[TerrainManager]
fBlockLoadDistanceLow=125000.00
fBlockLoadDistance=300000.00

VNV updated its LODGen section, points to a bunch of more recent LOD mods.

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moot the hopple
Apr 26, 2008

dyslexic Bowie clone

This is pretty slick

https://www.youtube.com/watch?v=liaRCMLIcJY

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