Search found 31 matches
- 09 Apr 2024, 01:10
- Forum: The Elder Scrolls V: Skyrim Special Edition
- Topic: xEdit - Copy Unenchanted Armor Records
- Replies: 4
- Views: 85
- 09 Apr 2024, 01:10
- Forum: The Elder Scrolls V: Skyrim Special Edition
- Topic: xEdit - Copy Unenchanted Armor Records
- Replies: 4
- Views: 85
Re: xEdit - Copy Unenchanted Armor Records
In your Skyrim\Edit Scripts\ folder, you'll find a lot of .pas files. These are text files that contain Pascal source code, which is the coding language that xEdit uses to automate actions via script. You can open these with any text editor, like the basic Windows Notepad, or the better software Not...
- 09 Apr 2024, 01:10
- Forum: The Elder Scrolls V: Skyrim Special Edition
- Topic: xEdit - Copy Unenchanted Armor Records
- Replies: 4
- Views: 85
Re: xEdit - Copy Unenchanted Armor Records
Near the top left of the window, you will see two text entry boxes: FormID , and Editor ID . FormID is MUCH faster and should always be used when possible. Since we have that FormID from earlier 10DFB8 , type or paste it into that FormID entry box and then hit enter: images/_MyPosts/Tutorial - xEdit...
- 09 Apr 2024, 01:10
- Forum: The Elder Scrolls V: Skyrim Special Edition
- Topic: xEdit - Copy Unenchanted Armor Records
- Replies: 4
- Views: 85
Re: xEdit - Copy Unenchanted Armor Records
Let's have a look in the CK what we're trying to get from the game's data, and see if there is anything different between various armor records. images/_MyPosts/Tutorial - xEdit Copy Unenchanted Armor Records/01.png Let's take a look at the Hide Helmet record: images/_MyPosts/Tutorial - xEdit Copy U...
- 09 Apr 2024, 01:10
- Forum: The Elder Scrolls V: Skyrim Special Edition
- Topic: xEdit - Copy Unenchanted Armor Records
- Replies: 4
- Views: 85
xEdit - Copy Unenchanted Armor Records
This tutorial assumes 3 things. 1. You have the Creation Kit installed 2. You have SSEEdit installed 3. You have created an .esp or .esm plugin The cool thing here is that the syntax for each xEdit version is the same. All that differs between them (TES4Edit, FO3Edit, FNVEdit, etc.) is that some rec...
- 11 Jan 2024, 14:30
- Forum: Fallout: New Vegas / Tale of Two Wastelands
- Topic: [Release] New Vegas Reloaded - All In One (Natural Atmospherics port)
- Replies: 12
- Views: 58939
- 14 Nov 2023, 07:21
- Forum: Fallout: New Vegas / Tale of Two Wastelands
- Topic: [Release] New Vegas Reloaded - All In One (Natural Atmospherics port)
- Replies: 12
- Views: 58939
Re: [Release] New Vegas Reloaded - All In One (Natural Atmospherics port)
a new nightly is out, fixing an old memory leak and adding tonemapping. would be great to see your fork updated as well! When I have functioning internet, I'll get right on it. I moved two weeks ago, and it's gonna take at least 2 more weeks until my place gets hooked up to the internet exchange th...
- 21 Oct 2023, 21:41
- Forum: Fallout: New Vegas / Tale of Two Wastelands
- Topic: [Release] New Vegas Reloaded - All In One (Natural Atmospherics port)
- Replies: 12
- Views: 58939
Re: [Release] New Vegas Reloaded - All In One (Natural Atmospherics port)
There probably is some way through Github and branches, but it's very opaque and the terminology is all jargon. If there's a proper coder person out there that knows this stuff, I'd be more than happy to let them work their magic.
- 02 Oct 2023, 17:32
- Forum: Fallout: New Vegas / Tale of Two Wastelands
- Topic: [Release] New Vegas Reloaded - All In One (Natural Atmospherics port)
- Replies: 12
- Views: 58939
- 02 Oct 2023, 17:23
- Forum: Fallout: New Vegas / Tale of Two Wastelands
- Topic: [Release] New Vegas Reloaded - All In One (Natural Atmospherics port)
- Replies: 12
- Views: 58939
Re: [Release] New Vegas Reloaded - All In One
images/_MyPosts/Mod%20-%20NVR/NVRForum01%20%2810%29.png images/_MyPosts/Mod%20-%20NVR/NVRForum01%20%2811%29.png images/_MyPosts/Mod%20-%20NVR/NVRForum01%20%2812%29.png images/_MyPosts/Mod%20-%20NVR/NVRForum01%20%2813%29.png images/_MyPosts/Mod%20-%20NVR/NVRForum01%20%2814%29.png images/_MyPosts/Mod...
- 02 Oct 2023, 16:48
- Forum: Fallout: New Vegas / Tale of Two Wastelands
- Topic: [Release] New Vegas Reloaded - All In One (Natural Atmospherics port)
- Replies: 12
- Views: 58939
Re: [Release] New Vegas Reloaded - All In One
(reserved for tutorial)
- 02 Oct 2023, 16:47
- Forum: Fallout: New Vegas / Tale of Two Wastelands
- Topic: [Release] New Vegas Reloaded - All In One (Natural Atmospherics port)
- Replies: 12
- Views: 58939
[Release] New Vegas Reloaded - All In One (Natural Atmospherics port)
Ever played Oblivion, or Skyrim, with the Natural Atmospherics ENBs created by L00ping? They look *fabulous*, and I ported the post processing to the New Vegas Reloaded project! It was good fun learning how to do this, with guidance from the main dev Mathieu. Unfortunately, he insisted on coddling a...
- 26 Sep 2023, 20:58
- Forum: General Discussion
- Topic: Welcome to the T0's
- Replies: 0
- Views: 3719
Welcome to the T0's
The forum is now open! -- After encountering yet another case of bad people being allowed to continue their shenanigans, I've decided it's time to get this community going. And with that, comes the following rules: 1. No harassing users. Being mean = ban. No second chances. 2. No racism, sexism, abl...
- 13 Sep 2023, 16:59
- Forum: Fallout: New Vegas / Tale of Two Wastelands
- Topic: New Vegas Reloaded - Porting a basic HLSL shader
- Replies: 10
- Views: 6204
Re: New Vegas Reloaded - Porting a basic HLSL shader
Chapter 3.5 - Editing ShaderManager.cpp Now this is where it will get intimidating, as we'll be doing more than just declaring some properties and adding variables. We have to: - Add if checks - Is the player in the exterior or interior? - Make lerp (blending) between day and night values - Tell NV...
- 09 Sep 2023, 23:23
- Forum: Fallout: New Vegas / Tale of Two Wastelands
- Topic: New Vegas Reloaded - Porting a basic HLSL shader
- Replies: 10
- Views: 6204
Re: New Vegas Reloaded - Porting a basic HLSL shader
Chapter 3: Adding our effect to NVR Now we're going to be touching C++ code. Scary? Yes. Annoying to read? Also yes. That's how the language got its name in the first place. Just saying it is annoying. We have several things to do here. Luckily, we can just copy paste from things nearby to do must ...
- 03 Sep 2023, 11:32
- Forum: Fallout: New Vegas / Tale of Two Wastelands
- Topic: New Vegas Reloaded - Porting a basic HLSL shader
- Replies: 10
- Views: 6204
Re: New Vegas Reloaded - Porting a basic HLSL shader
With that done, it's time to create our various settings. There are several things to do here. 1. Open the NewVegasReloaded.dll.defaults.toml file in Visual Studio (can be done in notepad++, but easier and nicer to have the text in the same program for easy copy-paste and comparing) images/_MyPosts/...
- 03 Sep 2023, 11:15
- Forum: Fallout: New Vegas / Tale of Two Wastelands
- Topic: New Vegas Reloaded - Porting a basic HLSL shader
- Replies: 10
- Views: 6204
Re: New Vegas Reloaded - Porting a basic HLSL shader
Chapter 2: Adding our shader and variables to NVR Brilliant, we've ported the source code of the LiftGammaGain shader. Now, we will prepare the settings file first, and THEN add it to the framework. We'll create Day/Night/Interior variables, so we have some sweet, juicy time of day settings. Rather...
- 03 Sep 2023, 11:14
- Forum: Fallout: New Vegas / Tale of Two Wastelands
- Topic: New Vegas Reloaded - Porting a basic HLSL shader
- Replies: 10
- Views: 6204
Re: New Vegas Reloaded - Porting a basic HLSL shader
After all is said and done, here is the shader with all our changes. With comments: /** * Lift Gamma Gain version 1.1 * by 3an and CeeJay.dk */ float4 TESR_LGG_LiftGamma; //.x = LiftRed, .y = LiftGreen, .z = LiftBlue, .w = GammaRed float4 TESR_LGG_GammaGain; //.x = GammaGreen, .y = GammaBlue, .z = G...
- 03 Sep 2023, 11:12
- Forum: Fallout: New Vegas / Tale of Two Wastelands
- Topic: New Vegas Reloaded - Porting a basic HLSL shader
- Replies: 10
- Views: 6204
Re: New Vegas Reloaded - Porting a basic HLSL shader
Now, for the last code block in the shader, we have this: technique { pass { VertexShader = compile vs_3_0 FrameVS(); PixelShader = compile ps_3_0 GammaGain(); } } Luckily, since this is a simple shader, we don't have a mess of things here. And this is identical to what we need for NVR's shader. The...
- 21 Aug 2023, 21:27
- Forum: Fallout: New Vegas / Tale of Two Wastelands
- Topic: New Vegas Reloaded - Porting a basic HLSL shader
- Replies: 10
- Views: 6204
Re: New Vegas Reloaded - Porting a basic HLSL shader
Chapter 1: Understanding the shader we want to port We got Visual Studio, we fixed the package so we can compile the code, now we need to understand what we're porting. Let's do something basic. Remember SweetFX? That old grandaddy of ReShade that was all the rage back in the early Twenty Tenties? ...
- 21 Aug 2023, 21:04
- Forum: Fallout: New Vegas / Tale of Two Wastelands
- Topic: New Vegas Reloaded - Porting a basic HLSL shader
- Replies: 10
- Views: 6204
Re: New Vegas Reloaded - Porting a basic HLSL shader
Step 0 - Fixing up the Visual Studio Solution Now before we get into the dirty innards of the code, we need to do a little fixing: Adding the DirectX 9 package. The reason this isn't bundled in properly after downloading from Github, is because it's a big lump of code that takes up a few hundred MB...
- 17 Aug 2023, 16:39
- Forum: Fallout: New Vegas / Tale of Two Wastelands
- Topic: New Vegas Reloaded - Porting a basic HLSL shader
- Replies: 10
- Views: 6204
Re: New Vegas Reloaded - Porting a basic HLSL shader
For this tutorial, because I'm only interested in doing stuff for New Vegas, we will be making modifications to the NewVegasReloaded project. The process should be similar for the other two, but I'm no authority on that. We have several things we need to do: 1. Port the HLSL parts that rely on ReSha...
- 17 Aug 2023, 16:30
- Forum: Fallout: New Vegas / Tale of Two Wastelands
- Topic: New Vegas Reloaded - Porting a basic HLSL shader
- Replies: 10
- Views: 6204
Re: New Vegas Reloaded - Porting a basic HLSL shader
Requirements We will need 4 tools: Git: https://git-scm.com/download/win Visual Studio Community 2019: https://visualstudio.microsoft.com/vs/community/ HLSL Tools for Visual Studio: https://marketplace.visualstudio.com/items?itemName=TimGJones.HLSLToolsforVisualStudio ( pick either of the two below...
- 04 Aug 2023, 22:58
- Forum: Fallout: New Vegas / Tale of Two Wastelands
- Topic: New Vegas Reloaded - Porting a basic HLSL shader
- Replies: 10
- Views: 6204
New Vegas Reloaded - Porting a basic HLSL shader
Preface New Vegas Reloaded is a great piece of software, which hooks into New Vegas' renderer and adds some new effects. Such as making many statics cast shadows, darkening shadows, adding AO for nice object shading (fake mini-shadows), rain puddles during rainy weather...And colour adjustment with...
- 10 Jul 2023, 15:25
- Forum: Total War: Warhammer III
- Topic: Making your first scripted mod: High Ranked Chaos Armies
- Replies: 6
- Views: 10101
Re: Making your first scripted mod: High Ranked Chaos Armies
And with that, all that is left is to create an image for the mod before you can upload it to the workshop. Pretty simple, it just needs to have the same name as your .pack file. It has to be a pretty small image, as anything over a couple hundred KB will cause the launcher to throw an error. Lucky ...
- 10 Jul 2023, 15:06
- Forum: Total War: Warhammer III
- Topic: Making your first scripted mod: High Ranked Chaos Armies
- Replies: 6
- Views: 10101
Re: Making your first scripted mod: High Ranked Chaos Armies
Now it's time to make use of our effect bundle. Remember that script we made earlier? Here's it with the code to add our effect bundle to chaos factions with specific subcultures. Commented version: --We define a variable, that can only be referenced inside this .lua file --Unless you know what you'...
- 10 Jul 2023, 15:03
- Forum: Total War: Warhammer III
- Topic: Making your first scripted mod: High Ranked Chaos Armies
- Replies: 6
- Views: 10101
Re: Making your first scripted mod: High Ranked Chaos Armies
Now that we have: 1. Created a .pack file 2. Properly added a script to it 3. Created a basic framework for our code 4. Added logs to make sure our code is running 5. Enabled logging 6. Checked the logs to see if the code is actually running It's time to create our Effect Bundle ! These are a type o...
- 28 Jun 2023, 19:44
- Forum: Total War: Warhammer III
- Topic: Making your first scripted mod: High Ranked Chaos Armies
- Replies: 6
- Views: 10101
Re: Making your first scripted mod: High Ranked Chaos Armies
When you save it to your data folder, you will need to look at your mod manager (either a 3rd party one, or the launcher built into the game) and enable the mod. But before you click that big play button, we should enable the console log so we can see our script actually run. To do this: In Steam, r...
- 28 Jun 2023, 19:27
- Forum: Total War: Warhammer III
- Topic: Making your first scripted mod: High Ranked Chaos Armies
- Replies: 6
- Views: 10101
Re: Making your first scripted mod: High Ranked Chaos Armies
Now the next step is to copy it over to your pack file. Although our code won't actually change anything, it will output a message to the console log file that's created every time you play the game. Let's do that now. Copy the script into your my_new_script.lua file, by using the good ol' copy-past...
- 28 Jun 2023, 19:17
- Forum: Total War: Warhammer III
- Topic: Making your first scripted mod: High Ranked Chaos Armies
- Replies: 6
- Views: 10101
Re: Making your first scripted mod: High Ranked Chaos Armies
Now we actually need to add the code. Daunting? Yep! But we'll get it done, and I'll add comments throughout. So first things first, let's make the basic framework which we'll pad out in the next post. Since this is a lot for a first time modder, I've made sure to comment everything so it's as clear...