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NMC texture pack

General mod discussion and requests.
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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

As promised there is now "A

Post by chucksteel » Sun Mar 03, 2013 11:21 am

As promised there is now "A Guide to creating an .esp .bsa Version of NMC's Texture packs" 


All other official TTW tutorial will go on that page. My next one will be "A guide to Professionally Convert a FO3 mod to TTW"



tizerist
Posts: 235
Joined: Mon Sep 17, 2012 10:24 am

Are there performance

Post by tizerist » Sun Mar 03, 2013 12:32 pm

Are there performance benefits to using an esp?



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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

slight but, this method keeps

Post by chucksteel » Sun Mar 03, 2013 12:38 pm

slight but, this method keeps your data folder clean and you can easily remove NMC (or any other mod that you create a .bsa for) 


 



Thatchor
Posts: 389
Joined: Tue Oct 15, 2013 10:31 pm

Yup, there's nothing to

Post by Thatchor » Fri Nov 08, 2013 12:39 am

Yup, there's nothing to overwrite. Just make sure Archive Invalidation is on in someway or another. Chuck can comment better on his BSA method. I was personally always too lazy to wait for the BSAs to pack with BSAopt, so I usually just make a FOMOD out of it an activate it with FOMM. It's good practice to use BSAs as it keeps your folders clean though.



Thatchor
Posts: 389
Joined: Tue Oct 15, 2013 10:31 pm

Hard for me to tell as I

Post by Thatchor » Fri Nov 08, 2013 4:40 am

Hard for me to tell as I usually run with an ENB. Judging solely by the road in Goodsprings though, I'd say no as NMC tends to make it a tad darker. Are you dumping the actually textures into the Data folder, or are you putting the Textures folder into the Data folder. You need to do the later.


Check your Fallout INI too and make sure bInvalidateOlderFiles=1 and not 0. I'm not sure if you need to do this with  Archive Invalidation, but it doesn't hurt either way. If you having trouble making a BSA, don't bother. It makes things tidier, and is especially nice when making mods managing textures, but as an end user, it's not really necessary.



Thatchor
Posts: 389
Joined: Tue Oct 15, 2013 10:31 pm

Then they should be working.

Post by Thatchor » Fri Nov 08, 2013 6:47 am

Then they should be working. Remove the Textures and Meshes folder, load the game and take a screenshot. Put them back in the game and take another screenshot in the exact same area. The best place to do this is outside during the day facing a long stretch of road (outside of Goodsprings works nicely). Check to see if it looks different.



Thatchor
Posts: 389
Joined: Tue Oct 15, 2013 10:31 pm

Glad to here you got it

Post by Thatchor » Fri Nov 08, 2013 9:20 am

Glad to here you got it working!



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