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Werid grainy screen bug

General help and troubleshooting.
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GMansBriefcase
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Joined: Fri Oct 20, 2017 2:10 pm

Werid grainy screen bug

Post by GMansBriefcase » Fri Oct 20, 2017 3:55 pm

http://wiki.step-project.com/User:Themagicteeth/TTWOverEncumbered


 


I'm not good at English, sorry about that. I am a Japanese student studying abroad...


I have been modding the game with the help of the "TTWOverEncumbered" guide. But I encountered some weird bugs...it causes the pip-boy, character creation, computer terminal screen and in-game popups to have this grainy effect appear.





At first, I think it may be caused by DYNAVISION 3, so I disable the mod in the left panel of MO. but it wasn't...


 


My mod load order: https://pastebin.com/w9AMkBQY



GMansBriefcase
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one thing I forgot to mention

Post by GMansBriefcase » Sun Oct 22, 2017 10:53 am

one thing I forgot to mention...I'm using the GOG version, not steam version.



GMansBriefcase
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Found the mods that are

Post by GMansBriefcase » Sun Oct 22, 2017 1:08 pm

Found the mods that are causing the problem..."Fallout 3 Textures Optimized" and "Fallout NV Textures Optimized"



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RoyBatty
Gary
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"Optimized" texture are more

Post by RoyBatty » Sun Oct 22, 2017 2:20 pm

"Optimized" texture are more like "Destroyed", throw away.


Image

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jlf65
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I should have thought of that

Post by jlf65 » Sun Oct 22, 2017 2:54 pm

I should have thought of that as I ran into it myself quite some time back. People with pathetic systems very often use these "optimized" textures for Fallout and Skyrim. I'm talking about systems like mine was - an AMD APU with shared memory for the video... 384 MB shared, to be exact. I found that using textures cut in half, or even a quarter, could really help the game. However, you need to look at the textures first and not copy the scaled textures for either the interface/hud, or for the notes/books (as they become very hard to read at a quarter size, and look bad at half). It's not as much of a gain in Fallout as it is in Skyrim.


 



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RoyBatty
Gary
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They need to have mipmaps too

Post by RoyBatty » Mon Oct 23, 2017 3:44 am

They need to have mipmaps too and not have the texture compression method changed. There's really no automated tool for this that doesn't break something, sadly.


Image

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jlf65
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RoyBatty wrote:They need to

Post by jlf65 » Mon Oct 23, 2017 3:58 am

[quote=RoyBatty]They need to have mipmaps too and not have the texture compression method changed. There's really no automated tool for this that doesn't break something, sadly.


[/quote]


I'd probably write a script that called Image Magic. Would be simple enough. But it's even more simple to takes someone else's scaled textures and remove the problematic ones.



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RoyBatty
Gary
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A script would be good, would

Post by RoyBatty » Mon Oct 23, 2017 12:31 pm

A script would be good, would take a good long while to write it though checking every texture by hand.


Image

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jlf65
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Yeah, there's sooooooo many

Post by jlf65 » Mon Oct 23, 2017 2:55 pm

Yeah, there's sooooooo many textures and meshes! I can't believe how many you guys have fixed for the upcoming 3.0, and there's tons more! A script to properly scale every texture that could be would be a VERY long list indeed. smiley



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FiftyTifty
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Now that xEdit has script

Post by FiftyTifty » Wed Nov 01, 2017 10:02 pm

Now that xEdit has script support for editing nif files, you could instead pull the textures from the meshes, and output two text files; the first with the paths to the textures that will be downscaled, and the second with the resultant resolution.


Then take those text files, run them through an ImageMagick script, and you're golden.


Would be much better than going through it all manually.



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