Do you think your edits will work fine with Type 4? That neck seem fix is extremely nice to have.Sessine wrote: ↑Fri May 31, 2019 7:11 pmNo. TTW does not just edit things within ESP records, it also edits and corrects mesh and texture data.
If the lead developer tells you it is not and will never be compatible, then it isn't and won't be, end of.
I continue to work on TTW redesigned, but progress is slow; its' a big mod with many edits to correct. I know it's disappointing to have things like FCO be incompatible, but that's just the way it is.
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NPC Overhauls that work with TTW
- IAreBob
- Posts: 105
- Joined: Wed Sep 19, 2018 6:37 pm
Re: NPC Overhauls that work with TTW
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Karakwraith
- Posts: 3
- Joined: Thu Feb 14, 2019 4:14 pm
Re: NPC Overhauls that work with TTW
That's awesome! I'm glad that you're taking your time and effort working on it, can't wait for the release. Keep up the good work!Sessine wrote: ↑Sat May 25, 2019 11:58 pmDo not use TTW_Mojave DC Makeover, and DO NOT use Qwinn's Refined FNV Redesigned 3.
It might not initially seem broken, but trust me, it is.
I'm LivewareCascade, I'm converting TTW Redesigned. It will take time but that's because I'm trying to make sure I do it right and don't mess up all of Roy's painstaking work. Do NOT use other NPC overhauls, they are out of date and might not have even worked correctly in the first place.
- Sessine
- Posts: 34
- Joined: Wed May 01, 2013 3:36 pm
Re: NPC Overhauls that work with TTW
No idea, I don't use Type 4 buddy. We'll have to figure it out at the endIAreBob wrote: ↑Sat Jun 01, 2019 6:55 amDo you think your edits will work fine with Type 4? That neck seem fix is extremely nice to have.Sessine wrote: ↑Fri May 31, 2019 7:11 pmNo. TTW does not just edit things within ESP records, it also edits and corrects mesh and texture data.
If the lead developer tells you it is not and will never be compatible, then it isn't and won't be, end of.
I continue to work on TTW redesigned, but progress is slow; its' a big mod with many edits to correct. I know it's disappointing to have things like FCO be incompatible, but that's just the way it is.
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junkacc
- Posts: 44
- Joined: Thu May 16, 2019 2:59 am
Re: NPC Overhauls that work with TTW
@Sessine,
Do you by any chance have a list of things Roy has changed or fixed on the meshes? I want to check them against Type4. Thanks.
Do you by any chance have a list of things Roy has changed or fixed on the meshes? I want to check them against Type4. Thanks.
- Sessine
- Posts: 34
- Joined: Wed May 01, 2013 3:36 pm
Re: NPC Overhauls that work with TTW
Nah, you'd have to ask him directly - I'm just working on cleaning up the esm, I think Roy is handling the meshes and textures but we're leaving that to the end. I'd be happy to muck in with mesh and texture cleanup at the end, but right now I know no more than you do
- FiftyTifty
- Posts: 493
- Joined: Tue Apr 09, 2013 7:36 pm
Re: NPC Overhauls that work with TTW
One thing that will need to eventually be done, if the neck seam is to be solved, is recreating the .egt files along with the skin and face texture. Which is a nightmare, because .egt files contain a butt-load of textures, and there's a one for every race.
I'm willing to help, as I've got 3DS Max and Photoshop, though texturing is not my strong point.
I'm willing to help, as I've got 3DS Max and Photoshop, though texturing is not my strong point.
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Re: NPC Overhauls that work with TTW
.egt files are for tint, nothing else. no textures.
As for seams, this is an issue with tangent space alignment along the seams, not fixing all the armors until they are all properly fixed for all the problems in them. So that's not going to happen any time soon as it's even more work than the weapons.
The textures are generated by GECK, no manual work is involved.
As for seams, this is an issue with tangent space alignment along the seams, not fixing all the armors until they are all properly fixed for all the problems in them. So that's not going to happen any time soon as it's even more work than the weapons.
The textures are generated by GECK, no manual work is involved.

- FiftyTifty
- Posts: 493
- Joined: Tue Apr 09, 2013 7:36 pm
Re: NPC Overhauls that work with TTW
Ooh, I swear I read that the .egt was used for face textures. If they're just for tint, then we should be able to modify them to get rid of the green and blue tint around African American NPCs, right?RoyBatty wrote: ↑Fri Jun 07, 2019 5:31 pm.egt files are for tint, nothing else. no textures.
As for seams, this is an issue with tangent space alignment along the seams, not fixing all the armors until they are all properly fixed for all the problems in them. So that's not going to happen any time soon as it's even more work than the weapons.
The textures are generated by GECK, no manual work is involved.
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Re: NPC Overhauls that work with TTW
Possibly, I don't know how they work or how to edit them and I cannot afford to buy the facegen software.

- FiftyTifty
- Posts: 493
- Joined: Tue Apr 09, 2013 7:36 pm
Re: NPC Overhauls that work with TTW
Did a refresher, and now I remember everything.
.EGT files are a collection of tinted textures, that are applied to their respective mesh. There's around fifty in every .egt file, and there is documentation on them here: https://www.nexusmods.com/oblivion/mods/44360/?
So we extract them with EGTPacker, modify/recreate them with Photoshop, and then repack them with the tool, which can be obtained here: https://www.nexusmods.com/oblivion/mods/18566?tab=files
What we'll need to do, is figure out which sliders affect the intensity of a texture in the .egt file.