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NeilMC's Terrain Pack

General help and troubleshooting.
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Stevenw1234
Posts: 3
Joined: Mon Dec 30, 2013 6:26 pm

NeilMC's Terrain Pack

Post by Stevenw1234 » Sat Jan 11, 2014 8:40 pm

Hello so I am trying to get the NeilMC's terrain pack for Fallout 3 to work with TTW, but I not really sure how to get it  to work. Just dragging and dropping the textures in the folders doesn't seem to be working (it just keeps using the default textures), and I'm not sure really how else to get it to work. Do I need to convert the texture files somehow? Any help would be great, thanks.


(And for whatever reason if you would need my Specs here they are)


i7 2600k, GTX 770, 8GB Ram, 1TB HDD



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

Have you tried invalidating

Post by TrickyVein » Sat Jan 11, 2014 9:11 pm

Have you tried invalidating your archive?


FOMM does this for you, or you can get a tool to do it for you here


Specs don't matter. You don't need to convert. 



Stevenw1234
Posts: 3
Joined: Mon Dec 30, 2013 6:26 pm

Yes this worked, thanks, but

Post by Stevenw1234 » Sat Jan 11, 2014 10:28 pm

Yes this worked, thanks, but I tried the same thing with the Megaton Texture Pack (http://www.nexusmods.com/fallout3/mods/1662/?) and it would just use the default F3 textures, any insight on that?



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

Invalidation shouldn't revert

Post by TrickyVein » Sat Jan 11, 2014 10:34 pm

Invalidation shouldn't revert, to my knowledge so double check the file-paths?



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

here's a updated Invalidation

Post by freakydoo » Sun Jan 12, 2014 7:20 am

here's a updated Invalidation tool http://www.nexusmods.com/newvegas/mods/52402/?


if i had to guess id say you dropped the file into the wrong directory. the texture file should go into C:\Program Files (x86)\Steam\SteamApps\common\Fallout New Vegas\Data if your using 64 bit OS or C:\Program Files\Steam\SteamApps\common\Fallout New Vegas\Data if your using 32 bit OS


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

This wasn't covered above so

Post by TJ » Sun Jan 12, 2014 4:39 pm

This wasn't covered above so here's a tip. Anytime you change your replacers (any mod without an esp) you're supposed to toggle AI!. For FOMM it's turn it off then back on. NMM has an option 'toggle archive invalidation' Mod Organizer does this for you automatically if you're using the virtual data folder setup.


My project Dash is on Kickstarter!



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