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Semi-transparent Door Glass
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- Joined: Fri Dec 07, 2018 9:38 am
Semi-transparent Door Glass
Murilognt requested a conversion and merge of the FO3 and NV versions of this mod over in the Mod Talk subforum. He posted a screenshot indicating that he received permission for someone here to do so, so I thought I would try my hand at it.
I just used the conversion script here and a merge script for FNVEdit because the mod seemed pretty simple. The result seems to be working perfectly both in the Capital Wasteland and Mojave. Criticisms welcome.
Please endorse the originals over at Nexus Mods:
https://www.nexusmods.com/fallout3/mods/22663
https://www.nexusmods.com/newvegas/mods/63742/
Here is a link to the conversion:
*removed*
I just used the conversion script here and a merge script for FNVEdit because the mod seemed pretty simple. The result seems to be working perfectly both in the Capital Wasteland and Mojave. Criticisms welcome.
Please endorse the originals over at Nexus Mods:
https://www.nexusmods.com/fallout3/mods/22663
https://www.nexusmods.com/newvegas/mods/63742/
Here is a link to the conversion:
*removed*
- Murilognt
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- Location: Brazil
- Contact:
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Re: Semi-transparent Door Glass
Thanks, this is awesome.
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Re: Semi-transparent Door Glass
looks really nice.Thanks
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- Joined: Sat Dec 08, 2018 9:56 pm
Re: Semi-transparent Door Glass
There are a number of edits to "Water Height" that put it at 0.00000, is that intentional?
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- Posts: 20
- Joined: Wed Sep 26, 2018 10:45 pm
Re: Semi-transparent Door Glass
There are a number of wild edits in this plugin. Converting the file for TTW doesn't role over changes made in TaleOfTwoWasteland.esm into STDG.esp. Using this plugin could possibly break the game because there are a number of quest flags added by TaleOfTwoWasteland.esm that are removed by STDG.esp. Nearly every record that conflict with TaleOfTwoWasteland.esm with the exception the "NAME - Base" records in placed objects need to be need to be imported into STDG.esp. Regarding the Placed Objects, be very careful not to edit the "NAME - Base" records, those are what make the Transparent windows work. A few of the door models also need to be changed to the mods counterparts to fit in line with changes made by both TaleOfTwoWasteland.esm and YUPTTW.esm. If you don't know what you are doing, do not attempt fixing this mod. I fixed it all myself already. If I can get the OK, I could send it to you.Amjeerih wrote: ↑Sun Dec 09, 2018 4:09 amMurilognt requested a conversion and merge of the FO3 and NV versions of this mod over in the Mod Talk subforum. He posted a screenshot indicating that he received permission for someone here to do so, so I thought I would try my hand at it.
I just used the conversion script here and a merge script for FNVEdit because the mod seemed pretty simple. The result seems to be working perfectly both in the Capital Wasteland and Mojave. Criticisms welcome.
Please endorse the originals over at Nexus Mods:
https://www.nexusmods.com/fallout3/mods/22663
https://www.nexusmods.com/newvegas/mods/63742/
Here is a link to the conversion:
https://drive.google.com/open?id=1pZ3Cc ... 3AdGJs7UhE
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- Posts: 4
- Joined: Fri Nov 23, 2018 10:06 am
Re: Semi-transparent Door Glass
There is also a version edited by Qolore that removes edits to certain cells that caused transparency issues, if you want to check it out and incorporate those changes into your fixed version. The download is on this page: https://hackmd.io/s/SkWDyxNo7#theicedevil wrote: ↑Tue Dec 25, 2018 11:11 amThere are a number of wild edits in this plugin. Converting the file for TTW doesn't role over changes made in TaleOfTwoWasteland.esm into STDG.esp. Using this plugin could possibly break the game because there are a number of quest flags added by TaleOfTwoWasteland.esm that are removed by STDG.esp. Nearly every record that conflict with TaleOfTwoWasteland.esm with the exception the "NAME - Base" records in placed objects need to be need to be imported into STDG.esp. Regarding the Placed Objects, be very careful not to edit the "NAME - Base" records, those are what make the Transparent windows work. A few of the door models also need to be changed to the mods counterparts to fit in line with changes made by both TaleOfTwoWasteland.esm and YUPTTW.esm. If you don't know what you are doing, do not attempt fixing this mod. I fixed it all myself already. If I can get the OK, I could send it to you.
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- Posts: 20
- Joined: Wed Sep 26, 2018 10:45 pm
Re: Semi-transparent Door Glass
Thank you for pointing that out. I spent the majority of Christmas day working on this thing (I had my family Christmas a few days prior so the whole day was free). I literally made the plugin from scratch, taking both FO3 and Qolore's FNV version, converting and fixing conflicts with TTW individually, and then merging them into a new plugin. I cleaned up the plugin too, removing the duplicate Door and Static references that pointed to the same models. This last part is what took the longest, but luckily I know some xEdit tricks to make the job easier. Double checked the plugin for errors and breathed a sigh of relief that there were none. Unfortunately, I don't think I'm able to share this. Need permissions you know.PHANTASM wrote: ↑Tue Dec 25, 2018 1:38 pmThere is also a version edited by Qolore that removes edits to certain cells that caused transparency issues, if you want to check it out and incorporate those changes into your fixed version. The download is on this page: https://hackmd.io/s/SkWDyxNo7#theicedevil wrote: ↑Tue Dec 25, 2018 11:11 amThere are a number of wild edits in this plugin. Converting the file for TTW doesn't role over changes made in TaleOfTwoWasteland.esm into STDG.esp. Using this plugin could possibly break the game because there are a number of quest flags added by TaleOfTwoWasteland.esm that are removed by STDG.esp. Nearly every record that conflict with TaleOfTwoWasteland.esm with the exception the "NAME - Base" records in placed objects need to be need to be imported into STDG.esp. Regarding the Placed Objects, be very careful not to edit the "NAME - Base" records, those are what make the Transparent windows work. A few of the door models also need to be changed to the mods counterparts to fit in line with changes made by both TaleOfTwoWasteland.esm and YUPTTW.esm. If you don't know what you are doing, do not attempt fixing this mod. I fixed it all myself already. If I can get the OK, I could send it to you.
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- Posts: 4
- Joined: Fri Nov 23, 2018 10:06 am
Re: Semi-transparent Door Glass
Permission was given to convert the mod. So you can post it here. It is just up to Amjeerih if he wants to replace his version in the OP with your fixed one.theicedevil wrote: ↑Wed Dec 26, 2018 12:41 pmThank you for pointing that out. I spent the majority of Christmas day working on this thing (I had my family Christmas a few days prior so the whole day was free). I literally made the plugin from scratch, taking both FO3 and Qolore's FNV version, converting and fixing conflicts with TTW individually, and then merging them into a new plugin. I cleaned up the plugin too, removing the duplicate Door and Static references that pointed to the same models. This last part is what took the longest, but luckily I know some xEdit tricks to make the job easier. Double checked the plugin for errors and breathed a sigh of relief that there were none. Unfortunately, I don't think I'm able to share this. Need permissions you know.
- RoyBatty
- Gary
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- Location: Vault 108
Re: Semi-transparent Door Glass
Post your fixed version please. I removed the other as it will break TTW.