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- Today
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Sorry, I should have worded stuff more clearly. I have done that, and setting bUseMultibounds in GECKcustom.ini to '0' fixes the maps in GECK perfectly*. I tried putting it in the fallout.ini and falloutcustom.ini to see if it has the same effect but no luck. Probably for the best it doesn't work though, because of the Lucky 38 needing it. *The glitchy parts of the cells in GECK when it wasn't off were 1:1 with the glitchy parts of the cell in game. Still, I am now even more confused now that you say that only the Lucky 38 uses multibounds. I was thinking about removing all portals/multibounds in FreesideKingsHouse, 2CCampGolfResort, etc., in GECK and see if that works. But if they don't actually use multibounds then that probably wont work.
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Rover16 joined the community
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You had the fix but you put it in the wrong ini file. Multibounds is only used in one cell; the Lucky 38. The devs tanked the entire GECK just to get that one cell to work, but you can fix it. Go to Documents\My Games\FalloutNV and find geckcustom.ini. Make a copy of it as a back up. Open the orginal with NotePad. In the [General] section find the line bUseMultibounds. Change it to bUseMultibounds=0. IF you have problems with the Lucky 38 set it back to bUseMultibounds=1.
- Yesterday
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I am almost certain the problem is not a textures or meshes problem, and instead it seems to me to be an issue with multibounds in certain cells - but exactly what, I don't know. Regardless, thank you for taking the time for helping. Despite me being almost certain, I am still willing to try other solutions.
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butterednoodles joined the community
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I stopped watching him many years ago. I just looked up his channel. Boy, he really went downhill. I almost didn't want to believe this video.
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LOL, Styx. I used to watch this guy's videos.
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vakejo5765 joined the community
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Wht joined the community
- Last week
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Liminalspacer changed their profile photo
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When I enter certain areas in Fallout New Vegas, the interior is filled with a graphical glitch where walls, floors and other props don't appear but still have collision. Sometimes parts of these interiors appear when looked at from different directions, but not always and there will always be other parts that still remain completely transparent. Here is what I have done already (without any change): Uninstalling and reinstalling Test vanilla, this issue does NOT occur in vanilla (the only modification when I tested was the 4G patch), I feel as though that means it is a mod rather than a graphics card/driver problem Test mods: from my testing this is NOT caused by quest/location mods, lighting mods (I don't have any), interior redesign mods (I don't have any, though I did try one to 'duct-tape' over these issues - didn't work). Occurs with these mods active/installed: xNVSE, JIP, JohnnyGuitar, ShowOff (NVSE plugin), SUP & Plugin, Stewie's Tweaks*, BnB and Breeze body replacers. *I have adjusted the tweak that changes how far grey mist loads without change I have cleaned plugins I have double checked Archive Invalidation, and I only have the MO2 version on Had a look in GECK and found what I might be the clear reason (though I could well be wrong): I had a look at the affected locations via GECK and found that the glitch happened in GECK as well. After some looking up I have discovered that the problem in GECK can be fixed by turning off the bUseMultibounds option in the GECKcustom.ini file. For some reason, this problem is in my game too. I have tried putting 'bUseMultibounds=0' in the Fallout.ini file but that has not worked. As I said before, I did testing with mods and load order, but here is the load order I normally play with: And my mod list: Here are some screenshots of all the locations affected (potentially not exhausative). Firstly: School of Impersonation (aka Kings HQ): Camp Golf Resort: The Hidden Valley Bunker (aka the Brotherhood of Steel base): This was taken from the top of the stairs as soon as I enter the actual bunker, the rest seems to be not as bad, but I can't be certain - I only did a little bit of testing in the BoS base. I would be grateful for any help, but thank you for reading regardless.
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lbzsa55054 joined the community
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You read the mod authors page where you got the animations.
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NoOneYet joined the community
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Right now, I'm learning how to import textures into the mod, and after reading this thread, I've just realized how ancient the Creation Engine is. https://forums.unrealengine.com/t/what-image-format-do-i-need-and-how-do-i-implement-it/287448
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camele0ncatus joined the community
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Thank you. How do I check which animations I have?
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simonw98 joined the community
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Abyssal Artorias joined the community
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vegabado joined the community
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It's amazing how much difference a bigger monitor with a refresh of 144Hz makes playing TTW again. The detail just pops off the screen now and it allows for a much smoother frame rate. I can actually see explosions and gunfire in the distance and it looks fantastic (for such an old game anyway). It's funny how so many criticized these game for not following the lore and shit. Now, we'd fucking faint if Beth made a game this good, lol.
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https://store.steampowered.com/app/1943730/Wicked_Island/
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It's on sale for $26.24 until May 11, so I'll give it a try.
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Anime Corner (Movies & Series)
endgameaddiction replied to endgameaddiction's topic in Off Topic Talk
47:51 "Oh, god! How can I match that!" LOL - Earlier
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I modeled some proper collars for the jacket, which is much better than painting them. I also dug around in my ideas folder and found a few gems.
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