Several Issues and a Question or Two

Post » Tue May 17, 2011 2:57 am

First off I've been experiencing some more than irritating distant LOD issues in Downtown and Underground cells where the distant LOD is blocked off by a grey wall of nothing, I set the object fade distance to max as well as the distant LOD fade and it shouldn't be doing this, I'm curious if it's a mod issue or not since the only mods I had installed at the time in which this issue started occuring have no effect on the game's graphics at all.

Second my Pipboy's glove is missing, I believe it started when I installed Hectrol's Pipboy retexture and simply thought it was an issue with that mod but I just installed a different Pipboy retexture and the glove is still gone so there has to be something more to it.

I also have a question about the Excalibr Munitions shop. How does it judge when to offer new "pimpings" and other such items to me. Some of the pimping options have disappeared as I've picked others, is this part of the mod or is it something else. I'm really itching to get my Barret done up.

And of course, here's my Load Order for you good folks to work over, as sorted automatically by FOMM.

fallout3.esmanchorage.esmthepitt.esmbrokensteel.esmpointlookout.esmzeta.esmnapa.espzl-acr.esppartical magnum.espmm6u.espcalibr.esmenhanced weather - rain and snow.esmconsole key binder.espdarnifieduif3.espcalibrxmerchant.espgalaxynewsradio100[m].espgalaxynewsradio80[m].espgalaxynewsradio60[m].espgalaxynewsradio40[m].espgalaxynewsradio20[m].espweaponmodkits.espweaponmodkits - operationanchorage.espweaponmodkits - thepitt.espweaponmodkits - brokensteel.espweaponmodkits - pointlookout.espweaponmodkits - zeta.espmarkb50k_wasteland_patrols.espcoltanaconda.espxcalibr.esmxcalibrmunitions.espxcalibrmunitions_fosenhancements.espsteinercombatgear.espsr25rifle.esp3efdrg.esp20th century v5 alive (brotherhood_outcast).esp20th century v5 alive (chinese ghoul).esp20th century v5 alive (containers).esp20th century v5 alive (npc_settler).esp20th century v5 alive (raider).esp20th century v5 alive (rivetcity).esp20th century v5 alive (slaver).esp20th century v5 alive (talon_regulator).esp20th century v5 alive (test container).esp20th century v5 alive (vault 101).esp20th century v5 alive (vendor).esp20th century weapons.esm20th century v5 alive (supermutant).esp1alexscorpionsnipergear.espenhanced weather - rain and snow in fallout.espenhanced weather - radioactive rain and snow plugin.espenhanced weather - weather sounds in interiors.espenhanced weather - sneak bonus during storms.esp

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joeK
 
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Post » Mon May 16, 2011 11:41 pm

First off I've been experiencing some more than irritating distant LOD issues in Downtown and Underground cells where the distant LOD is blocked off by a grey wall of nothing, I set the object fade distance to max as well as the distant LOD fade and it shouldn't be doing this, I'm curious if it's a mod issue or not since the only mods I had installed at the time in which this issue started occurring have no effect on the game's graphics at all.


It's not a mod issue, it's the game itself. I ran into the same thing and had to make a number of adjustments in the GECK to get rid of that grey. I found it very ugly. You need to find out what the Lighting Template is that the area uses and increase the clipping distance. Many of those areas are quite short, like a value of 2000 or so, then the cell view gets replaced by that ugly grey blob. Increase it by maybe 10x that amount and any area that uses that template won't clip any longer. You'll find the Lighting Templates under the World tab in the GECK.
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Elle H
 
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Post » Tue May 17, 2011 1:27 pm

I understand everything you said, but I have a problem there as I don't know how to use, nigh have never used either the G.E.C.K. or the TES Construction Set so I have no clue how to do any of that.

Is there a tutorial somewhere which could set me on the path to being able to do that?

EDIT: I'd also like to mention that I'm having trouble installing NMC's Texture Pack Performance Version. I followed the instructions outline for installation in the youtube video, go into the game and don't see any change in the textures.
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Leonie Connor
 
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Post » Tue May 17, 2011 8:18 am

This won't fix your issue, but I noticed you have all five GNR plugins in your load order. You only need one - depending on how many track packs you downloaded.
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Claire Mclaughlin
 
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Post » Tue May 17, 2011 6:37 am

I understand everything you said, but I have a problem there as I don't know how to use, nigh have never used either the G.E.C.K. or the TES Construction Set so I have no clue how to do any of that.

Is there a tutorial somewhere which could set me on the path to being able to do that?




It's not as hard to make those fixes as you think it is. Just download the GECK, open it up and have a look. I'm sure you'll be able to figure it out in no time. As I mentioned, the Lighting Templates are under the World tab at the top of the screen. And it's the clipping distance you want to adjust. If you can't figure it out, come back here and I'll lead you through it. I've fixed all those areas myself already so I know the procedure.
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Matt Terry
 
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Post » Tue May 17, 2011 5:50 am

You need to move all of your .esm's to the top (placed after zeta.esm) or you will run into more problems :) All esm's should be placed before any of the .esp's.
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Clea Jamerson
 
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Post » Tue May 17, 2011 11:39 am

The GNR one reads like that, but I've only got the 100 track one checked since I've got 100 tracks installed.

My problem with the GECK/CS is that whenever I open it up there's nothing loaded, it doesn't let me view any cells or anything, it's just all blank and greyed out. Don't know if there's something I need to load or what, but... yeah.

And my other two issues?
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Amber Ably
 
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