Fallout New Vegas Getting Started

04.11.2019by admin
Fallout New Vegas Getting Started Average ratng: 8,5/10 233 votes

Fallout 2 Guide. Fallout 3 and New Vegas Modding Guide. Fallout Network Discord Server /r/falloutlore - The lore of the Fallout series. Picture I started fallout new vegas ultimate edition for the first time and im stuck looking at doc Mitchell's stupid forehead (ps3) (self.Fallout).

  1. Fallout New Vegas Walkthrough
  1. For Fallout: New Vegas on the Xbox 360, a GameFAQs message board topic titled 'Started New Vegas' - Page 2.
  2. /r/fo4-Fallout 4 community /r/falloutmods-Everything Fallout Modding /r/falloutlore-In-depth discussion of Fallout lore. Helpful Tools: Complete Modding Guide. Fallout fixes and performance guide. FNV Map - courtesy of NurfHerder. A Guide to Playing Caravan. New Vegas Nexus. Official Fallout New Vegas Website. New Vegas Wiki Nukapedia.

Contents.OverviewNew Lands from the Fallout: Project Brazil Mod for New VegasIf you are not certain you properly understand the distinction between VWD and LOD data files, please see the page on 'The Elder Scrolls Texture Guide (TESTG)' site. Though written from the perspective of Oblivion, the information still applies to other games.This tutorial is going to teach you how to generate LOD for your new Fallout 3 and New Vegas Worldspaces.

Since the New Vegas and Fallout 3 GECK are remarkably similar, notes will be made when they differ. The first thing you need to know, whether you are planning to make a new World Space, or you already have one, is that the GECK we have in the consumer world is broken compared to the professional GECK that Bethesda & Obsidian used, so we'll have to do a few workarounds to get this to do what we want. The first thing we need to do is 'fix' the GECK using community tools and resources. And then, we wait.This tutorial is made with the years of knowledge of EMH, Chucksteel, TrickyVein, Sesom, FastFreddie, Thaiauxn, RickerHK, Paul Halliday, Mathew Seddon, RoyBatterian, Fallout4AM, Nimboss, Dave Finch and many others.

After ages of feeling our way through the dark, we can present this knowledge to you here.Getting StartedThis tutorial is going to assume that you have all the basic knowledge of how to create your own plugin, generate and import a heightmap, and get yourself to the stage where generating LOD is necessary to continue your project.It's really very important that you have your worldspace's heightmap 100% ready. Generating LOD is extremely time intensive, and you don't want to have to do this twice. Generating an LOD mesh in GECK requires many hours or even many days depending on the size of your map. A map with hundres of Cells will only take around 6 to 12 hours. One with thousands, like the Fallout 3 or Project Brazil worldspace, can take 336 hours (14 days.)Once your newland is fully designed, you must not change Border Regions, x-y parameters, land height, or water height in 'worldspace' or regions border settings, ever again. It will cause much grief, rending of clothes, and gnashing of teeth.

Fallout New Vegas Walkthrough

So again, make sure all these settings are right before we proceed.You will be leaving your PC running for quite a while, so ensure that it is well ventilated, you have safe power supplies, and you have time to not use the device. If your PC crashes, you won't pick up where you left off, it will have to start from the very beginning, because the GECK is a #&!#$^!($ - anyway, let's get set up.Getting Your GECK ReadyYour PC is going to have to sit back and relax while your processor crunches the numbers.

Because the GECK doesn't make use of hyperthreadding, you'll only be able to use 2GB (max) of your RAM, and one of your processor cores. If you're on a dual or quad core (or more) motherboard, make sure you have at least 2Ghz on each core.This tool will allow you to access 4GB RAM with GECK:GECK Powerup is here:?To generate Terrain Textures, you're going to have to unpack the Terrain Textures from your Textures.BSA and place them in your DATA folder, under - Data/Textures/Landscape/.(See the Skyrim thread for details about the pros and cons of 'Bethesda Software Archives' (BSAs), but bear in mind such files in previous games, like Oblivion, FallOut3 and Fallout New Vegas, don't have 'strict order' like in Skyrim.

Games prior to Skyrim don't support overriding of assets in archives using other archives; only loose files can. If the same resource is contained in several BSA archives, those games won't use it from the last BSA on 100% of occasions. They may grab the resource from a random one of the BSAs containing the same file.)WARNING! Do not unpack BSAs directly into your game 'Data' folder; potentially overwriting any mod files.

Fallout

The tools don't ask you to confirm the overwriting, either. All the hair textures unpacked to 'loose files' will go through the head models in that case; because that's what happens when hair is not packed in a BSA. 'Best practice' is to unpack to a unique folder (they are large: 1-2GB) and manually drag the desired files to the appropriate 'Data' folder as needed.To generate World Objects, the GECK needs to be repaired.

Consumer GECK shipped without any of the DATA required to generate LOD textures, but the Meshes are there. You need to download the resources, and place them in the diffuse folder under /Data/Textures/Landscape/ yourmodLOD.Grab these file here:?Or Here for New Vegas:?Chuksteel did not upload these with in-tact ALPHA channels, so we have to make them.

I'll address that later.Generating LOD with an esm uses less than 1 GB of RAM, where trying to do it with an esp can max the GECK(around 1.8 GB) unless you have LAA set (4GB Injector) on Geck.exe. You should create an ESM file for your mod if possible before going through this, using this tutorial:Supplemental tools and information. generates LOD only for worldspaces that have an existing file LODSettings.dlodsettings, which is created when building terrain LOD in GECK. It containes the cell coordinates of the south west corner of worldspace and they are needed to properly name generated LOD files to align with terrain LOD files. This tool allows generating Objects LOD for worldspace(s) by scanning all mods in load order that add 'visible from distant' objects. Trees LOD generation (which includes 'billboards') is also available, though not recommended to use (read technical description in the FNVLODGen description page.)From the FNVLODGen description page. Fallout LOD is divided into 3 parts:Terrain (landscape) LOD - the shape of landscape in the distance, contained in files.

MeshesLandscapeLOD.NIF. TexturesLandscapeLODDiffuse.DDS. TexturesLandscapeLODNormals.DDSwhere is the name of the worldspace in the game or mod.Those files are rarely updated since mods almost never change terrain shape or changes are minimal and would be hardly noticable when far away. Terrain LOD files are generated by GECK; FNVLODGen doesn't create them.Objects LOD - any static object: houses, shacks, rocks, cliffs, etc contained in files.

MeshesLandscapeLODBlocks.NIF. TexturesLandscapeLODBlocks.DDSBoth terrain and objects LOD files are actually large nif macromeshes that can be opened with.

FNVLODGen generates objects LOD files from separate small lod meshes for each static object in game that have them. They have the same name and location as the full detail model with '.lod.nif' suffix.Trees LOD - images of trees in the distance, contained in files. MeshesLandscapeLODTrees.DTL. MeshesLandscapeLODTreesTreeTypes.LST. TexturesLandscapeTreesTreeDeadLod.DDS (atlas texture)Unlike previous LODs, DTL files are not meshes, but just a binary data that tells the game what tree type, where to display, and with what scale. File with LST extension defines tree types: width and height in game, and position of a particular tree LOD image on atlas texture. 'Atlas' means that there are several separate images located inside a single image.

Trees in the distance are just flat images of trees displayed from atlas texture. The usage of single texture in Fallout for all trees is performace friendly, but unfortunately very problematic for mods that change tree models or add new ones. To update LOD images, even if it is only a single tree, the mod must include the whole atlas texture along with images for all other trees even if they are unchanged. The other problem of trees LOD is that a single atlas texture is used for all worldspaces. Also trees in the distance disappear briefly when you approach them, making trees LOD system in Fallout redundant.Read for more info since trees LOD system is the same in Skyrim if you are really interested.Billboards pack for some vanilla flora is provided in optional files. You need to install them if you want to generate Trees LOD.

creates LOD meshes, color and normal maps based on landscape heightmaps as generated by ESP/ESM files. Therefore, it can be used to replace the meshes of Oblivion/FalloutNV (Fallout3 is under preparation) including all the additional changes added by landscape and texture mods. The TESTG page includes an example 'process sequence' to help explain how to use this tool.Getting Your Map ReadyYou need to have your worldspace terrain textures fully painted before we start. I know it's hard to see the world you're painting since the GECK has no tools by which to preview it, but with a lot of imagination it's not so bad.

Getting

Again, the professional GECK had a utility to paint a texture for the heightmap and combine it with terrain textures in the editor, but this feature is also broken, so all your painting must be done by hand before we proceed.It's vital that your heightmap be SQUARE, 256, 512, 1024, or 2048 pixels. Going to 4096 will break the consumer GECK. It's just too much to handle. The professional GECK was able to do it for New Vegas, but our copy probably won't.To ensure that your heightmap has a square number of cells, we need Fallout New Vegas Edit:?Using the GECK cursor to navigate your landscape will generate new cells if your brush accidentally raises terrain or you place an object out of bounds, and because the GECK doesn't warn you of this or indicate it in any way, the only way to find out what you've done is to use FNVEdit. The GECK chokes on boarder regions if they are flat, for whatever reason, so ensuring that you have some kind of height variation along the edges of your map is also important.Go ahead and load your mod in FNVEdit.Now, select your mod, navigate down to worldspace-'YourWorldspace. Now in the right hand side, check out where it says MNAM Map data and Usable Coordinates.

Ensure that those integers are set to a square value. If they are not, you're in trouble. Right click, set them to the area you want, and there you go.Now, on the left hand side, you see a list of Blocks. These are how the world mesh is set up in various Levels of Distance. The World Mesh is the top level, followed by Blocks, Chucks, and Cells, which is where the player scale finally is.If your Map has a non-square form factor, you'll see an odd number of Blocks there. You should identify what you have in those cells by loading that area in the GECK and investigating whether it is essential or not.

Today

If your map was set up smart, you will have some kind of mountains or fluff terrain outside your usable coordinates to make the far off terrain look natural, so it won't appear as though the 'edge' of the earth is out there to fall off of.A Square map's Blocks look like this:0,01,00,11,1ETCA non square map looks like:0,01,00,11,11,2You should be ready to sacrifice that extra bit of fringe LOD to get GECK to behave. So let's go ahead and delete it.Again, most of the time you wind up with excess terrain just by accident. Any objects placed outside the bounds when you delete it will now have orphaned records. You will have to delete those errors the next time you run GECK Powerup, which is tedious, but easy enough.

Or you can delete those references using FNVEdit if you know which ones they are.Now we can jump back into the GECK and go to work.Round 1 - FIGHT!This is the part where environment artists tend to get stuck and come looking for this tutorial. I know I did.:p (It was because my world was too big and had non-square form factors.)Generate Terrain Meshes is the first thing we must do and it is the longest. Leave Detail Adjust at 1 - it really doesn't change anything obvious in our version of the GECK.

It probably adjusted mesh resolution & tessellation in the professional GECK, but in ours it does nothing I can tell.Go ahead and hit Generate Terrain Meshes.You will get a pop-up that will look like this:Yours will probably hang up at 4, and then stop responding for a good long time. If you click the window, it will appear to be frozen, and it will say, 'the programme is not responding.' Ignore that, it's just what the GECK does.

Go grab a book, binge watch a TV show, go climb a mountain - whatever takes 2 hours.If you're in doubt, check your process monitor:You'll see one core going nuts, and if your used LAA, you'll see 4GBs of RAM used. GECK will show activity.Keep an eye on your Data/Meshes/Landscape/LOD/ yourworldspace folder. If it is working, you will see new meshes appear every few minutes. If nothing appears after a long wait (4hours), you want to try closing the editor and restarting the process.ReferencesProvide links/citations to any and all resources you used to create your article or tutorial.