[WIPz] Recovering Wasteland

Post » Sat Feb 19, 2011 8:41 am

Now you can Download http://www.fallout3nexus.com/downloads/file.php?id=15468 on the nexus.
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Vera Maslar
 
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Post » Sat Feb 19, 2011 2:08 am

Can you explain what the differences are between the various esp?

Any other mods you recommend to use with it?

thanks
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Ernesto Salinas
 
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Post » Fri Feb 18, 2011 11:43 pm

Can you explain what the differences are between the various esp?

Any other mods you recommend to use with it?

thanks

Per the description and readme file:

Requirements
============
- Fallout 3
- Use only one of the included ESP plugin files*

+ I use a 'Real World Lighting' mod to bring out the colors.

*See the screenshots folder for a view of what each one will make your wasteland look like.


You can also look at the images on the download page to see the differences.

I prefer version 0 since it uses a small bush and a thin, tall tree. This gives me color plus good sight through the trees.
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KIng James
 
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Post » Sat Feb 19, 2011 9:15 am

Ahh screenshots - right, sorry. Pictures worth a thousand words.

From the looks of it I may prefer 5, we'll see.

Do the trees have collision?

Where in the load order would you want these - I can edit BOSS.

[edit] hmmm - also mergable into bashed patch - thinking of any needed tags.

[edit 2] No mesh/collision on these trees

The one mod that does add Mesh/Collision to these trees is called http://fallout3nexus.com/downloads/file.php?id=2525.

I looked at this and it in edit and see that both edit this file: \WastelandUndergrowth01.spt

Greenerworld adds the ability to hide behind trees and use them as cover but the trees are sugarmaple and white - I don't know if they are indigenous to the DC area but they do look out of place in the wasteland being white trees and all.

Have you considered adding mesh/collision to these trees?
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Trevor Bostwick
 
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Post » Fri Feb 18, 2011 8:53 pm

Tree collision is dependant on the 'size' of the tree, and the game engine determines if it 'gets' collison or not.
Since these are small trees, they get no collision. The trunk is smaller than a mans arm, so I doubt they would afford much cover.

See the notes on this page: http://cs.elderscrolls.com/constwiki/index.php/Tree
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Natasha Biss
 
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Post » Sat Feb 19, 2011 3:45 am

I did not know that - learn something every half hour with these games. Though there are burnt out husks of trees that are vanilla that are bout the same size and do have collision.

Well I added these to BOSS master list and in the same area as other environment overhauls in the section called added places right before game play overhauls.

I use FWE and load this prior yet merged into bashed patch and it works fine.
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Jade Muggeridge
 
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Post » Fri Feb 18, 2011 8:00 pm

Now you can Download http://www.fallout3nexus.com/downloads/file.php?id=15468 on the nexus.


Excellent! I've been looking for a mod like this for awhile now. I thought about creating my own at one time but the amount of work it required would have been too much. I'm glad you found an easier way to do it than what I was trying.
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Rodney C
 
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Post » Fri Feb 18, 2011 10:07 pm

Though there are burnt out husks of trees that are vanilla that are bout the same size and do have collision.

The burned out trees are not 'speed trees', they are static NIFs and that is why they have collision.
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Motionsharp
 
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Post » Sat Feb 19, 2011 9:34 am

I just uploaded a small texture patch for the bamboo tree and ficus bush to make the textures look more damaged from the radiation.
You can find it here: http://www.fallout3nexus.com/downloads/file.php?id=15468
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Lew.p
 
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