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how to remove grass bushes tumbleweed dust and other stuff?

General mod discussion and requests.
tawatabak
Posts: 79
Joined: Sat Aug 23, 2014 11:09 pm

how to remove grass bushes tumbleweed dust and other stuff?

Post by tawatabak » Wed Oct 21, 2015 2:27 pm

im not asking for someone to do it for me just to point me in the right direction


there are mods like 


http://www.nexusmods.com/newvegas/mods/43169/?


that remove bushes and grass


but its hard to find an fo3 equivalent 


i want to make a performance mod for ttw


that removes grass, bushes, tumbleweed , dust and firebarrels


but i have no clue how to do it , without damaging the game too much


maybe suggest other stuff that could be removed to clean ttw and boost fps without harming


like read somewhere that there is a stone that that is used a damn lot times that could be removed 


please, you modding overlords of the tale of two wastelands forum , help me


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

Very simply, you disable or

Post by TrickyVein » Wed Oct 21, 2015 2:39 pm

Very simply, you disable or delete the references which you believe are detrimental towards game performance. This can be done in the GECK or in xEdit, though you'll probably want to take advantage of searching for objects in xEdit instead of removing references by hand. Generally it's better to disable references rather than deleting them for stability and compatibility.



tawatabak
Posts: 79
Joined: Sat Aug 23, 2014 11:09 pm

xedit doesnt semm to work on

Post by tawatabak » Wed Oct 21, 2015 2:45 pm

xedit doesnt semm to work on windows10


how can i disable and find that stuff in geck



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

There's some really good

Post by TrickyVein » Wed Oct 21, 2015 3:13 pm

There's some really good information here about what references are. A reference can be selected from within the render view or from within the cell view. Once the reference is selected, you can view its properties (by double clicking on it or right clicking on it and selecting 'edit,' respectively). The 3D data tab, which is open by default inside of a reference's properties includes the flag 'Initially Disabled.' Checking this box will disable the reference but will have no effect if the selected reference has already been loaded in a save game.



tawatabak
Posts: 79
Joined: Sat Aug 23, 2014 11:09 pm

omg this will take decades

Post by tawatabak » Wed Oct 21, 2015 3:45 pm

omg this will take decades until i finish that



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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Someone made a FO3

Post by Risewild » Thu Oct 22, 2015 4:59 am

Someone made a FO3 performance mod and then converted it for TTW, maybe it will make your work easier or something. You can find it here:


http://www.nexusmods.com/newvegas/mods/59774/?


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TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

write a refwalk script that

Post by TJ » Thu Oct 22, 2015 5:30 pm

write a refwalk script that looks for those items and disables them on a per cell basis. Would take like ten minutes to do for someone who can script.


Hell, steal one of my refwalk scripts and modify it for your use. You can find an older one in PANZER and a newer version in any of the newer neck seam concealer mods (the refwalk script is made by me, and is open source as far as I'm concerned)


I'd even be willing to help you make it work if you can find me around these parts (I've been pretty crunched for time lately.)


My project Dash is on Kickstarter!



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Disabling them doesn't

Post by RoyBatty » Fri Oct 23, 2015 12:53 am

Disabling them doesn't prevent them from loading, they are still loaded just not being rendered. A way to actually keep things from loading would be a refwalk script like TJ suggests, and then moving all the objects into an entirely different cell or worldspace which is never loaded, with a moveto script and an xmarker to use as a reference to move them to.


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tawatabak
Posts: 79
Joined: Sat Aug 23, 2014 11:09 pm

woah thanks guys 

Post by tawatabak » Fri Oct 23, 2015 1:50 am

woah thanks guys 


but to tell the truth i have no knowhow to script


 


iam basictly just the dumb geckmodder trying to learn while messing around


i think my skills still leg


i only know that there is a tumbleweed in vegas that should not be removed


 


 



tawatabak
Posts: 79
Joined: Sat Aug 23, 2014 11:09 pm

btw you guys are great

Post by tawatabak » Fri Oct 23, 2015 10:19 am

btw you guys are great


I did not expect so many answers in such a short time


 



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