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Power Armor able to harness power of the sun itself; grossly incandescent. (Outcast and W-T51b Glows unremarkably)

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BlackRaven117
Posts: 3
Joined: Tue Dec 10, 2013 4:35 am

Power Armor able to harness power of the sun itself; grossly incandescent. (Outcast and W-T51b Glows unremarkably)

Post by BlackRaven117 » Sun Dec 15, 2013 11:32 am


 


I've tried deactivating some .esp's, and a friend of mine has the same issues. Anybody know if it's a conflict or whatever?



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TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

It probably is "...or

Post by TrickyVein » Sun Dec 15, 2013 2:10 pm

It probably is "...or whatever" that's causing the armor to shine :)


This sounds like a familiar issue but I'm not familiar with the solution or know exactly which mod/resource is responsible for it. 


I noticed that you're running Mission Mojave Ultimate Edition which, as you will see from the FAQ is incompatible with TTW. It'd make sense to go through your list and remove any other mods which have been identified as being incompatible with TTW, to begin. 



BlackRaven117
Posts: 3
Joined: Tue Dec 10, 2013 4:35 am

 

Post by BlackRaven117 » Sun Dec 15, 2013 8:49 pm


 


Helped a tiny bit I suppose? Still florescent, sadly.



EDIT: Also, to note, it seems the upper half of the left arm is from the regular T-51b, not Winterized T-51b





reapman
Posts: 26
Joined: Mon Dec 09, 2013 2:17 am

did you invalidate the

Post by reapman » Sun Dec 15, 2013 10:17 pm

did you invalidate the vanilla files or not, because this normally happens when Archive Invalidation is Off



freakydoo
Posts: 232
Joined: Sun Nov 24, 2013 1:33 am

just found this:

Post by freakydoo » Thu Dec 19, 2013 2:09 am

just found this:


The light-bulb glowing effect is caused by the material property settings in the meshes for the outfit and helmet. They're set to give nice shine and contrast, works well with the dark green texture. Problem comes in when you have a lighter texture for the winterized version, resulting in high glow and contrast.



To fix this you need to make the winterized version use a different mesh. One way to do it:

1. Extract T-51b meshes from the meshes .bsa and place these in Data\dlcanch\armor

2. Use FO3Edit to copy over the winterized t-51 entries from the Anchorage DLC to another esp file like your merged patch file.

3. Still in FO3 Edit, change the biped model (mesh) file to point to the one in Data\dlcanch\armor


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