#Fallout New Vegas
1 messages Β· Page 8 of 1
Steam glitches don't mean anything and never have
does this work?
im a bit confused about this:
Β΄ STEP 2: INSTALL SKURTYY'S FALLOUT: NEW VEGAS RTX MOD
Download this Fallout: New Vegas RTX mod.
Place "package" into your rtx-remix/mods folder (create the mods folder if one does not exist).
Launch the game using nvse_loader.exeΒ΄
ngl thats funny
please document this i got it working but a shitload of trouble in it
there are pinned instructions
is anyone willing to test a fix i just did for the pip boy?
Is there a way to completely seperate the ini files between gog and steam versions? Then I would be able to. Since my GOG instlal is fully caked up with mods and adding remix to that would be a really stupid idea. But I also own the game on steam
Method 1: Mod Organizer 2 (Recommended)
MO2 allows each instance of the game to use its own set of .ini files and saves, preventing conflict.
Install MO2 for both the Steam and GOG installations.
Create separate profiles for each version in MO2.
MO2 will manage the Fallout.ini and FalloutPrefs.ini within its own folders rather than the shared Documents folder.
Method 2: Manual Folder Swapping
Navigate to Documents/My Games/.
Rename the FalloutNV folder to FalloutNV_Steam.
Launch the GOG version, which will create a new FalloutNV folder.
Rename this new folder to FalloutNV_GOG.
Create simple batch files (.bat) to rename the folder you want to use back to FalloutNV before launching the game.
Important Notes:
Default Behavior: Without intervention, both versions will share the Documents\My Games\FalloutNV folder, leading to potential corruption.
Save Compatibility: While GOG/Steam saves are often interchangeable, using different mods or .ini settings on each version can cause issues if transferred.
Registry: The game relies on registry keys to locate the folder, so ensure that if you are doing a, "portable," installation that the registry points to the correct location.
All that is ai instructions... so do verify
installing fnv (Steam) now
i'll let you know if i get a working solution
ready to boot, just gotta take out the trash first
I see
time to relaunch the game, hopefully i can fix the SPECIAL menu machine. Also cursed Character Creator
and there is a brown dot attached to the mouse in that screen, wonder what that is about
is that german? wtf is going on bro
Why did it grab that version over the english one?
Mr. Stone
yeah weird really. You should be able to change it in steam by right clicking and then the language tab.
The rest of the game is in English though
it is just that texture
must just be remix shenanigans ig
wait... xoxor4d is German, right?
prob set from that maybe?
I assume your using his fix...
I am using his fix, could be but I dont know if the english version even shows up in remix
it is a little clunky to navigate with the keyboard (mouse doesnt work)
give me a sec I think I know where to find it in the files. pretty sure it's one of the fallout.ini though if you can beat me to it.
Looks like this and the background is completely black
(Taking an nvidia screenshot it closes my pipboy right before it takes a pic)
kinda stumbling my way through the fix. we'll see if i even get anyhwere
and yes same thing. it was black on mine too
i can't fix that part rn. i'm focusing on fixing the display
got it
we can try the holo pipboy menu mod
- Stewie's Tweaks
falloutprefs sLanguage
[General]
sLanguage=GERMAN
change that to english
it's in both actaully...
so FalloutPrefs.ini and Fallout.ini
https://www.nexusmods.com/newvegas/mods/86483 Will this work? I dont know since the vigor tester machine ui didnt work
i really doubt it
yeah i think I tried every mod I could find a few months ago. no dice. had to just do the intro without remix, save and then go from there.
yeah sadly i'm not really getting anywhere
think this game needs the auto pbr treatment
um found a mod that is VERY incompatible but I cant tell which one. One (or multiple) of the unchecked ones was causing the game to CTD
one of these
Enhanced FOV
And Pipboy Holo as well damn
GUYS
lets go
now if only the game didnt open halfway on my escreen and lock my mouse in so I cant use borderless gaming to fix xD
hmm... sounds like gamebryo jank. Might need to try the bridge.conf thing.
client.DirectInput.forward.mousePolicy = 3
client.DirectInput.forward.keyboardPolicy = 3
they are at 3
weird the defaults that xoxor ships with are at two I think
π€ if we can use dxwrapper before remix it'll fix this annoying behavior
]try 2 then
wondering why this is working in this specific instance. i had to close and reopen it a few times
what was the other thing that was broken?
the character creator?
using kim's bridge
and the vigor tester (special stats selector in Doc's house)
the thingy in german xD
switching the language didn't fix that?
trying to test that now
still havent gotten back into my save
game be crashing when trying to load
so there is another culprit
uhm
yeah it fixed it
sweet
Might want to change the language to English in the INIs
and one of these was preventing me from getting into my save
it crashed when i saved
if anyone wants to mess around with it. it's unstable rn (apparently) but it seems to work
might want to add that language fix in the pins for any new people coming in
uh.. and the launcher bypass trick
isn't this good progress though 
you don't need launcher bypass if you just run from nvse_loader immediately
will try the dll, but look at my pip BOY xD
true. I was just thinking about the noobs though
kay vigor tester doesn't work. it's just completely invisible
luckily you can go threw it without seeing it
just use the arrow keys
every stat begins at 5
btw for the pip boy, open, close, then reopen
then it works
also i'm not sure if i broke the sky or if it's just supposed to be black lol
you need to select the texture for your pip boy and select "ignore alpha channel"
it's supposed to be selected by default
π "no" to which one
kay yeah i def broke something
Sky is black, my hands are broke id imagine thats because of character kit
there's vats fixes for nv is what I'm trying to get at here. for some reason I'm failing to link that right now. brb rebooting My brain.
yeah I'd say the hands are from that.
vats was working when i tested it?
yeah it works but it has performance issues in some areas IIRC when used with remix.
How does one fix the sky
my sky just kinda magically fixed itself after being loaded in for a minute
so have either of you ever seen the black sky thing with xor's version of the fix??
uhh my game hella broken outside of this. I cant uncrouch, I can fire my pistol (and it is invisible)
π
#1106553248590090351 message see xoxor's comment below my vid
oh.. my... Yeah I had a lot of fixes installed. I'll do up a proper list.
bruh now i cant reload my save
for the sky try https://www.nexusmods.com/newvegas/mods/94521
my sky is working fine now. idk what the problem was
first i gotta get back into my save
i'm trying a fix rn to make the patch more stable
this will let you see the map at least with remix https://www.nexusmods.com/newvegas/mods/64596
Not as of yet. just reinstalled a few minutes ago myself. had this game back burnered for a while.
i'm cleaning up the patch now to reduce the lag caused by it and made it a bit more stable
i used up half of my monthly credits for claude for this π
For packs I'm not really sure. on my last run with remix though I had over a 100 mods and it wan't as jank as what you guys are showing Me now.
182 mods to be exact...
gonna eat dinner rq. ping me for anything
No
You can see from my small modlist that introduced many ctds.
yeah it really just depends. Spike You just got unlucky I think
prob remix version
i don't think i can fix the black background
there's simply nothing rendering anymore in the background
okay, good news
can confirm the black sky issue is unrelated to my patch
and claude optimized some of the older code. got ~4 FPS boost (27 FPS to 31) in the strip
lol the npcs going woo is fitting
when anyone else tests this please let me know how it works!
also i'm pretty sure the issues all of us are facing rn are from some kind of mismatch with textures vs rtx.conf. i'm not sure why it's happening
managed to fix black sky somehow
@ancient solar sorry to bug you but we can't seem to figure out what's going on. when you worked on this, you got the sky working. right now it's solid black or just some other color, no proper detail
what did you change to make it work? i'm adding onto the patch you made to fix more issues (fixed the pip boy already)
i think its a certain mod, because i disabled some and the sky went back to normal
i'm running the game without any mods and i have the black sky issue
either that or if i could release my remix files for you to check if thats the issue
it works fine in goodsprings but in the strip and various other places, the sky breaks
maybe an unassigned texture issue, i'm not sure
this problem with fake shadows baked into geometry is back again
need a permanent way to fix this
a lot of textures are just not assigned properly despite using the correct configs
okay
my code is on github now: https://github.com/Kim2091/NewVegasRTXHelper
and here's the release (i also fixed the german language issue): https://github.com/Kim2091/NewVegasRTXHelper/releases/tag/ff_v2
I'd try to open em in nifskope and remove them.
that's possible but i was hoping to do it in the runtime somehow so we don't need to ship a bunch of replacement meshes
π€ might be possible. I don't have any idea how though.
#1106553248590090351 message
someone had automated a fix but never shared it (despite persistent asking afterward)
ah i had no idea We were graced with such a big name in NV modding.
hmm. might be busy with something else.
when the world needed them most
i asked multiple times in the xnvse modding server and here and they said they'd share it but never did
i eventually gave up after a few months
well at least we know it can be done
unsure of what to do
yeah
i feel like it's kinda hopeless to keep working on this given the sheer number of issues it has, and just how buggy it is
with no changes other than remix runtime updates, almost every part of xor's mod broke
Yeah it is a tough one.
unless we can find a way to automatically tag all textures, fix LOD rendering, and fix those buggy shadows... we're fucked lol
terrain rendering is also completely broken for some reason. solid black
π’
my dreams of seeing Fallout 3 remastered in remix may be dead
was one of the first games i tried
genuinely upsetting lol
i'm only working on NV to get 3 working through TTW
I hear that. I love these games and would like them to work as well.
Morrowind is my bread and butter. but yeah.
we need someone with more knowledge of rendering to keep fixing it. i just don't know what i'm doing. i knew enough basic stuff about rendering to fix the pip boy, but with things like LODs just being completely invisible, or texture tagging... nope. beyond my knowledge and i don't have time to learn more
curse of being a remix pioneer imo. the burnout is real
π’
barnyard is still broken
needs someone to convert vertex shaders to fixed function
i attempted it multiple times, i just don't know enough
sadly there is too much that i'd have to do for all of the games i want to remix, and i just don't have enough time to learn it. so the projects lay dormant
If you can find the will to spare like 30 minutes a day or every few days that will still get you there little by little
Not quickly obviously, but eventually if you persist
problem isn't just time, but energy i guess
true that. when I started I knew nothing. I still know hardly nothing but the things I have learned I never thought I would. through both remix and the games I've learned quite a lot
i have way too much going on to even settle down enough to think and learn a new complex topic
i learn stuff in passing very well, but learning to reverse engineer a game doesn't just happen in passing π
hopefully another WallSoGB or xoxor comes along to save our asses.
can we ai clone them yet?
||kidding||
Like any skill, it happens with repetition. You'd first need to learn the prerequisites like C, x86 asm and how the cpu works in general. Then you could start with sideloading a dll, whatever one the game imports as little funcs from as possible, dinput8 or something like that is a good one for that usually. Get your dll to load in-game without crashing, then you can see about hooking d3d9 with the dummy device method, it's pretty universal. Minhook is nice for that. Could then try using that to hook up imgui or something, see if that works, or just test with drawing a rectangle on screen. Then you scroll through msdn for d3d9, then it's time to set shader program pointers to 0 where they get passed to SetVertex/PixelShader() whatever the name was, set FVF stuff, do transforms, would need to know how the vertex shader inputs look like for that to get the vertex buffers from that, might be compressed, would need to learn how that usually goes and whatnot, that's binary format reing stuff, you'd go to xentax for that, but it crooked, some stuff got backed up on reshax
Hello. I would like to share with you my private tutorial links collection. These are useful topics from Xentax, Zenhax and any other reverse engineering related sites that I was able to find in the Internet. I have put them into categories. You may encounter situation when one tutorial fits to f...
The first link has all the prerequisite comp sci knowledge in a pdf
okay
i'm doing it the lazy way
claude is writing a wrapper for barnyard rn that allows you to do a verison of [xor's hack](#1323392798963142788 message) using dxwrapper and is configurable. making progress! barnyard right now is rendering some parts in fixed function without issue
imgui to configure while runnnig the game
This is new Vegas kim
Xor and i talk about the same process there, just more detail in his post
Oopsie
Ohhh
the existing mod xor wrote does convert to FF, but i intend to test it on NV to see if it can provide better results
I'd imagine he gets the actual device pointer from the game reading his post, so you'd need to manually find that to adjust in that case
Altho if you say it already does things then that's covered already
i believe the wrapper is using a lot of stuff from dxwrapper to make it easier
someone should make a template for xor's hack
kinda what i'm doing
it's supposed to be a generic wrapper that can be configured per game to do the required modification, before hooking remix (the wrapper loads remix afterward)
sick
-# I've known where halo ce's matrices are for quite a while now
-# just been too lazy to put it all together
can i dm you regarding the matrices
sure
unfortunately
i give up on this for now
i made some progress and some things do kind of slightly work, but it's too broken to use
rip
you were able to find the matrices in the shaders?
even better
able to auto detect
still working on that. it looked like this a while ago lol
did you use the auto detect suggested in that blog?
a very WIP version of it
-# would also be helpful for luma if it works well
but you know also could be huge for remix :p
this verison of it doesn't rely on dxwrapper either
nice
idk how often people would use it but being able to give the wrapper a signature + offset to the matrices would also be nice
should make a post in open source projects when your ready
would you be willing to test it if i add this?
since you seem to actually know more about how it works
more than me π
I donβt remember any specifics about this game. Not even sure if Iβve done something with the sky or not π
There is a sky mesh included in Your mod.
which is def edited by someone since it's 100% an empty mesh. the default sky mesh is not empty
could be the case with the newer version of the runtime the empty mesh is not needed anymore.
That vigor test and german, doctor rock πͺ¨ happened to me too
German is because of xoxor4, his compat mod INIs are set to German, you need to change it in both Fallout.ini and FalloutPrefs.ini to ENGLISH
I did get it working on a Viva new vegas playset but the sky was very strange
And the pipboy wasn't working like always
The sky is a little buggy, i never got it to work on my end, it was just pitch black lol
That was patched by Kim
You need to sort out the textures to the sky
You just need to grab her patched dll linked in the chat
It's a lengthy process
This guy's a legend
Especially with the mouse not working in remix, navigating with keyboard makes things take so long
I think this is it, with the language fix too
That white thing seems to be an issue with blood, or clock textures
I can't test it currently but might be worth a try to move or delete the atmosphere.nif xoxor4 included in the mod. I'm thinking it's messing up the sky auto detect in remix
Skurrty was thinking it was some sort of fake ambient occlusion/shadow texture
If i remember correctly that is
I dont think we truely ever figured out exactly what it was and how to fix it
#1106553248590090351 message
someone did.. but yeah. he's gone for now
we know what it is and there is a fix
it's just annoying to implement
and yeah they didn't share it so it'd have to be done from scratch by one of us
that sky mesh is located in Data\meshes\sky btw
Sounds like something a bethesda modder would do lol
Pride and all that junk
i'll test tomorrow with it disabled to see if it's necessary atp
π hoi
yeah pip boy works now
gotta open it once, close it, then open it again. kinda funky but it works
pinned install guide has been updated for my patch
I pretty sure We used to have to do this with morrowind as well.. and Oblivion... but I don't do that anymore for morrowind ever since they fixed the sky detection in remix
If we had the real time pipboy mod, would that fix the black background issue?
maybe
yeah so in that case it might not be needed for fnv anymore. i remember helping set it up in oblivion like uh... 2 years ago π
time goes fast
How far did oblivion get anyways? Itd be nice to have a non-censored RTX Oblivion lol
into a brick wall with oblivion really as well
iirc WeRideForCoffee was working on it. i haven't touched it in a long time, but their work on it seemed solid
Didnt the TES Reloaded team look into it?
π was uh... quite a while ago: #showcase message
i will be honest, i don't keep track of any of the bethesda projects for remix other than FNV and FO3 because i want FO3 to work π
think ride said more stuff like water is broken now. wan't too long ago they posted about it though
I want fo3 to work aswell (i prefer it over fnv)
aha finally someone who agrees
the way FNV fans react when they hear that scares me enough that i never say it
π that's a shame. maybe the same things that broke FNV also broke Oblivion
even beth thinks fo3 is better. I'd agree as well
I know, kinda had someone unfriend me over it lol
that's one touchy person lol
i appreciate FNV but the setting never really did it for me, nor did any of the characters
I really love the dread and dispair the capital wasteland makes me feel as i look around what was my captial. Plus the connection to lovecraftian horror with the pier and dunwich building
more story paths/options doesn't really mean anything to me if i don't like the things that make it up
yus that too for sure
If Obsidian had more time to make FNV then they did have alotted I think it would have been a lot better
I've never really played fo3 or any other Bethesda games
From what the jsawyer mod was, i dont think they wouldve been any better for it
fo3 was my first fallout game so it makes sense that it'd be my fav (between fo3 and fnv at least)
i find fo4 more accessible and easy to enjoy, but i prefer fo3 in just about every other way
Real footage of New Vegas fans since the release of the Fallout Show.
Fo3 was also my introduction, i still remember being young (dont remember age) seeing the cool guy on the cover of the goty copy at gamestop and getting it for the 360. I still have the save, wasnt far in and for some reason my character was asain lol. Dont know why xD
Poor Obsidian. First the whole KOTOR II debacle and then Fallout: New Vegas. They just couldn't get anyone to give them time to make a damn game.
π€ still a shame that i didn't get any help with skyrim LE for remix. i spent a long time looking for someone to assist but no one showed up, and i didn't have the modding skills for the engine itself
i think it could look great if done properly
there's a good video I watched not that long ago about the development of New vegas. real eye opener
haha i played it on 360 first too. i got it for like $10 at gamestop iirc? in 2013 or 2014
you could actually mod it by using modified save files. a lot was possible just through that
For me id say Fo4 has the best gameplay out of all fallouts hands down. And typically i have the most fun on it these days
ik this is gonna be controversial but imo fo76 is actually better for gameplay (movement, shooting, vats). and graphics. buuut the rest kinda sucks
I think so too. You'd think that given how large Skyrim's community is, there'd be somebody with the knowhow and the inclination to mess around with it, even just "for the lols" as the kids say.
https://www.youtube.com/watch?v=B3rlbxyCgzQ this is the one I think
Fallout New Vegas should not have been as good as it is. In this video, I have never-before seen prototype footage of New Vegas, 16 months into development! This is the story of how Obsidian somehow managed to create an RPG masterpiece ALL within the timeline of 18 months.
Thanks to the @GamesPastOrg for recovering the lost prototype version of...
I wont be able to check when i got fo3, since i probably paid with cash and I was with my friend and his mom at the time (definitely shouldnt have been able to get the game but the worker mustve been hella chill)
π kids said that like 5 years ago
but yeah
i thought so too tbh
i was just goin based on memory
like it's a wonder they shipped the game (FNV)
Fo76 is just fo4 but with server lag, but it still has better gameplay than fo3 and NV. Just objectively
Probably since it wasnt for the specisl edition, i dont know how active LE modding scene is
What do you mean? We're in the year 2020 still, aren't we? ||Oh, God... π ||
it changed a lot of stuff, esp in the later updates. i played fo4 again recently, having played fo76 shortly before it. they feel very different
fo76 is a lot more responsive
I would love to see Fallout 3 with Remix as well. I love New Vegas as much as the next person, but I still think Fallout 3 was a fine game in its own right.
The wii u was nintendo's last console right guys?
i feel like seeing fo3's destroyed map in remix, fully remastered, would be amazing π
a lot more stunning than just a baren desert
fnv pulls off the look it was going for pretty well just in its vanilla state imo. fo3 struggles more because it's trying to do a lot more with its graphics
And (if you wanted) you could keep the green tint which would better mix with the world in remix
yeah i like the tint tbh
I dont know how to feel about it, though i usually disable it for my games since i get tons of graphics mods
But if we can have a slight tint of green in the air, thatd be nice.
And now with Remix logic, preserving stuff like that is now easily achievable.
Was about to say that we could use logic to introduce weather, and in some weathers it would increase or decrease the tint
That's honestly a great idea, actually.
kiiind of
I dont know how we would make it per location since it is one big map so i went for just dynamic global for the idea. Radiation pits increase the green tint the longer you are exposed to them
Well... relatively easy.
from my understanding right now remix logic can only adjust existing remix runtime settings on demand. the color tuning is pretty limited
at least if you don't want to ruin all color rendering (including highlights and stuff)
it's a problem GTA 4 is running into right now
Ah, so it may require a bit of expansion to its capabilities before it could really do this kind of job.
Even still, at least it is a large step closer.
weather would also be difficult. i wanted to use it for Barnyard for this purpose too. you can 100% adjust things like fog and turn on the particle system with specific settings when a certain weather is triggered, but you also need a reliable way to determine when it's supposed to be happening
definitely. it's exciting
It would have to be with a fnv mod attached. Maybe have some invisible thing spawn for a second that would change the weather depending in time of day and what month it is in game
we could make a mod for FNV that adds simulated wind. it'd affect foliage and stuff by pushing it in a certain direction, then pass the wind direction and strength value to remix and have it also simulate the weather particles being pushed in that direction
there are tons of possibilities
We would then be able to either salvage thr ingame date or whatever sky/weather mod we pair with (so we wont have to code one for remix ourselves heh)
Though that second option wouldnt have winter without some tweaks
we'd be able to have snow easily with remix, but actually having snow on the ground would require a game mod + remix being set up with the associated textures
as for the trigger for the weather, afaik it'd need to be a persistent thing loaded in the scene rather than a one time trigger. maybe a small block or something that's kept inside the character model?
texture on it would change. when a specific hash is matched, change the weather particles and fog in remix
After i saw the cod 2 3d snow mod, ive been fiending for it in other games π
Or something on the hud, maybe a weather/date indicater. If that woukdnt break the effects
idk if that'd work. maaaybe?
Im thinking if it was assigned to the UI category, it might break the rtx. But maybe not, if we can just link it there as just an anchor for it to control what appears
me rn. it's 5 AM
gonna sleep
as long as remix can monitor the hash it should work, but idk enough about the logic system to say for sure
i just skimmed the docs
yup
Nice. Also yeah it past 5 am, i shouldve slept long ago but i cant put down the phone
Can confirm, empty mesh is not needed (at least now).
Tag sky textures and set the lowest level one (iirc) to "ignore alpha channel", aaaand I think you need to set the sky untextured draw calls number to something in the 10,000s. Eventually it grabs the (presumably) clear colour draw.
Its not perfect, its not being tinted correctly BUT it doesnt have any issues so it wont look yellow enough in Goodsprings, for example, but is otherwise.. like.. fine.
Since all the fake AO is almost certainly being sent to a shader, we could patch it out there.
Not sure which shader is responsible; but might be able to trick Oldrim Oldblivion into de(and re)compiling NV's .shaders.
Not sure if making it insta-discard its own result will be enough, or if we might need to huild on the plugin to not pass anything for that(/those shaders) on to the rest of rendering.
I've got the water plane showing up again in Oblivion (and my Morrowind setup, just needed to turn pixel shading off in the launcher for that), but I am struggling to replace it with a translucent texture, skill issue probably since Ive done translucent textures for other things.
I didn't know there was a project π
or I just forgot (more likely)
I remember Xor(?) had some sick work on dx11/10>9 on Special Edition.
The base plugin that the FNV plugin is built on top of does have a Skyrim build too, which might be LE not SE ( https://github.com/llde/TESReloaded10/tree/master/SkyrimReloaded ) if the SE in the naming is script extender not special edition ππ¦
I was planning to check it out at some point but Ive been starved for time for all the other games already, and since FNV plugin actually compiles for me that's had (theoretical) priority.
Could be a cool place to look if you want another project π
nukem was the person working on remix for skyrim special edition
wonder how difficult it would be to get remix to just skip a shader, if you gave it the shader hash
assuming that the ao is rendered with it's own shader which I wouldn't be shocked if it is
honestly feel like that should just be built into remix
Its pretty stable on interiors, fps gets destroyed on open world
Nice. Thank You for confirming!
we'd need to ensure it's never passed to remix
@sterile turret just pinging you to make sure you use the new patch that fixes the pip boy. i saw your post on the subreddit (looks great β€οΈ)
Thanks! Yeahh I gotta try the fix, that'll save me sooooo much time, I'm currently using console commands to get around the map lol
also your game might be part german, did you get that fix?
my patch will fix that too if so π
Ah sorry but who's working on FNV?
oh it's you skurty
just saw your post on reddit, looks insane
is this autopbr'ed? Material look good
you should guys just disable vertex color rendering. that's how the fake ao is drawn in the meshes. they don't make much sense in a pbr pipeline anyhow. though the game relies heavily on coloring various assets through vertex colors (like rocks, etc.), there are texture packs that recreate the look without them. there are also pbr friendly texture packs for terrain and many assets already
could you provide info on how to go about disabling this, and link to some of those texture packs? i looked into this a while ago but wasn't able to find much
i'm not an engine modder myself, i'd assume it would make sense to ask for some of the shader decompiles over at xnvse discord
this is my terrain mod, which was made for new vegas reloaded pbr shaders. it's the closest approximation we have of a pbr implementation for the game https://www.nexusmods.com/newvegas/mods/88796
wouldn't remix provide control over how vertex colors are handled? otherwise they can easily be batch removed from the meshes
it does have rudimentary controls for vertex colors, but none that seem to fix this issue
otherwise they can easily be batch removed from the meshes
this seems like it might be the best solution atp
trying to modify the wrapper rn to disable vertex colors
I wouldnβt shy away from modifying the assets. The game has some weird βoptimization tricksβ that are best dealt with by outright removing them
only problem being that we'd need to somehow patch the meshes on each user's system, or ship all of the patched versions
Itβs a mod, right? You can ship the meshes
yes, it just bloats file sizes significantly
Guess you can write a batch file for it but I donβt think itβs worth the trouble. People are used to downloading mods. Also howβd you deal with the textures
right now textures are unmodified (outside of @sterile turret's mod). we're just trying to get the mod stable. then a proper remaster can happen
we very much need help from an experienced modder to do these things. i don't have a lot of time to spend on projects like this unfortunately
couldn't get it working sadly
Maybe could ask for help upstream? Some more control over vertex colors would surely be useful for other titles as well
Providing that is the solution, which we canβt guarantee
i haven't seen any other projects that really need this level of control tbh
i suppose i'll open an issue for it regardless
Someone should actively engage with the community to try and attract more people to the project. But yeah, since itβs not in any way playable yet, might be too early for that
i did before
asked in the xnvse server a few times and reached out in other places
no one was interested sadly
this is how the issue looks in remix
i'll reach out again when i have some time
does removing the vertex colors fix it?
i just tried to update the wrapper we have to removed vertex colors but was unable to get it working properly
if it is removing them, it didn't fix this issue
d3d9 sampler might be set to SRGB so doing dev->SetSamplerState(0, D3DSAMP_SRGBTEXTURE, 0u); before a drawcall might fix that
bioshock looked similar iirc
π xor randomly dispensing wisdom
thank you. i'll try that
sadly did not work, i may just be implementing it incorrectly though
From everything I've researched and tried personally I think "at the end of the day" We'll have to just remove them with Nifskope. I know You said you want to keep the package low but I can't find an alterative. Removing them on a few meshes this way works on My end and is simple enough albeit tedious. I don't know how many meshes will need the treatment but I mean it can't be that bad. shouldn't be a bunch of gigs or something...
I checked now and removing just colors creates the white faces. Itβs also using the nolighting shader. Iβll take a look and let you know if I manage something
hmm yeah I was thinking maybe a script or something. I'll see what I can come up with.
not sure how remix handles the nolighting shader is it mapped to something else?
try this mesh, i simply set alpha to 0 in the material property
if it can't be handled in the shader this would be the cleanest
I'm really surprised Sniff doesn't already have this feature...
you can directly contact zilav, the developer, he's super responsive and helpful. he added a few features on my request. just explain your use case
yea worth a shot
in any case the nolighting shader also doesn't make any sense in a pbr pipeline, so that would need to be handled in some way, and fake ao is part of it
hmmmm. where do i put this file?
.\Data\meshes?
meshes\dungeons\nv_goodsprings
heaven't checked yet but that's prob a flag in the nif as well that could be handled the same way
I'll ask zilav for imput on that as well.
it doesn't interact with the rest of the lighting shaders
weirdly enough, still present
should prob get a full list of problem shaders and flags before I ask I guess.
we had someone here before implement a fix but they never shared it
#1106553248590090351 message
yeah seems like an easy fix if you have the disasm
Yeah if We could get Wall back into the fold..
if we just had this one fix, i think it'd be enough tbh lol
i fixed the pip boy already which was a major problem
the sky seemingly fixed itself
I might try begging
fuck
i think it's worth a shot, he might have simply forgotten to answer
there is one major issue left imo. well 2 i guess
one is performance. it's horrible and i don't really know why
second one is that when terrain textures are marked and blending is enabled, the ground just becomes solid black and performance gets even worse
outside of these 3 issues, i think the game is in a good spot
What do you have terrain marked as? decal?
the baker I guess I'm talking about.. uh.. I'm on my phone.. give me a half hour to get home
decal works fine but it doesn't blend at all
we need to use terrain baker
it used to work fine, but it's broken now
ignore opacity enabled?
i tried all of the settings π’
unless you mean on the texture
ignore transparency? or ignore alpha
yea.. I'm not currently in front of pc sorry.
oh wait.. I think there is a lot of terrain in NV that has vertex color
I'll be home soon (I think) so I'll check on My install what I did. pretty sure I don't have that bad of performance.
yes, most of it
yeah that might do it then
hmmm
that explains it
an older build of remix also fixed the issue with the fake AO at some point. but it broke again. guessing terrain broke at the same time
I also may say something stupid at times. forgive Me as I'm spread between a bunch of Beth games.
so I asked zilav about adding the feature. It's right there in the vertex color painting section. ( i don't even know how I missed that)
the Universal tweaker section of the tool should be able change shader flags He says as well.
I'm still at work got called back in but yeah. looks like Sniff has all we need to batch process the problem nifs.

NO WAYYYYYY
Omg that would be so huge
I was working on the ultraluxe yesterday and everything in that room had the vertex color thingy 
Yeah Sniff is invaluable to modding these games. I've yet to point it at NV but it's proved indispensable with what I've done over in Morrowind. Here's the link to the tool if You'd like to take a look at it Yourself.
I wouldn't recommend pointing this at every single mesh in the game and some grunt work will still have to be done to figure out what Meshes we should point it at. I'll test more when I get the chance but at a very basic description of what Your workflow will prob look like here is:
1: extract the problem meshes from the bsa's with file folder structures intact( BSA browser has this functionality ) to a Input folder for sniff to work from.
2: remove the vertex colors completly in Sniff via the Vertex Color Painting section.
3: I've yet to mess with any of the shaders flags via the Universal Tweaker so I'll fill this in later
4:???
5: drop the fixed meshes back into the game folder keeping the file structures the same.
6: Profit!
For the issue streamlining the discovery process of any problematic meshes perhaps if there's anyone competent in NVSE scripting to possibly port or make a NVSE version of the MWSE mod "Selection Details" from Morrowind this would vastly speed up making a list with the right meshes. As By defualt I'm pretty sure the console on it's own won't actually show You what the name of the nif is, but the editor ID. Which can from My experience vastly differ from the actual mesh name.
you'd have to remove the whole block with the geometry holding the vertex colors, which can't be done with sniff. simply removing the vertex colors won't do it. that's what i tested the other day
you have something similar: improved console nvse
so after editing prospector i get these white meshes just showing up without a material
they show up under things like under stools and behind picture frames like on the last image
what are they? they're all over the game so running around hiding all of those meshes is gonna be a pain and they flicker too
like they only show from certain camera angles
it's the fake shadows from the original game
we tried patching them out but it's a pain
.
100% fixed function here
(pip boy works too btw)
the only things that remain in shaders are LODs (the rendering of them breaks if converted to fixed function sadly) and the light effect there on the pip boy
the fake shadow issue is resolved as well
pip boy works. all UI elements work flawlessly. there are none of the black distant terrain/LOD issues that were present before
most normal maps are filtered out automatically thanks to a script, added them to the ignoreTexture category in rtx.conf
lights from the original game are being passed through as well (though, i'm working on the colors of them. they're solid white rn)
β¨ lights are fixed
final touches before i move on:
- fix the initial thing where you make your character
- patch out frustum culling and increase render distance
i will come back to this game when CR releases his new sky code + Remix API support. then i'll implement a day/night cycle corresponding with the game's
weather will have to be done by someone else using the remix particle system
Normal maps can be detected?
Auto pbr for new Vegas when
dumped from game files, detected based on name, hashes computed to add to the ignore list for textures
trying to but it's pretty complex
okay, i don't think culling patches are worthwhile. they harm performance immensely. like 15-20 FPS at best
Impressive stuff @dusk rock
This is wild!
What is up with the aways overcast sky? Think it could be improved?
I mean, as far as capturing the game goes
in the hood
that's actually CR's atmospheric sky
it has no day/night cycle rn
after he releases the new version with API support, i'm going to connect the sun position and all that to the in-game time counter
Is there a moon in Fallout
Ah gotcha. Yeah it is the sun you're missing then. Gonna look a whole new game once you connect it
Yes. but it's not a light caster IIRC. Only the sun is. and when that goes "down" it still casts light. which did have weird effects at night in vanilla with shadows being cast that should not be casted.... never did get to the point to see if it affects remix in the same manner but I'd assume it does. There is a mod that makes the moon a light caster though I think. Not sure if there's a fix for the sun casting light when it goes down though. Maybe that same moon mod fixes it. be awhile since I touched this one so I might be misremembering a lil.
ugh ofc there's weird shit like that
lol
i won't be tracing the sun's original position though
i will be simulating a new sun and moon using the time counter
soooo it should be fixed
I'll have to try a new fresh install this week with Your new FF mod. As is, with My current install/ setup it's pretty broken. I got way to many mods I guess. it's really not liking something I got done with the terrain for sure. :/
the terrain blending is still a bit borked on mine but i have an idea as to what's causing it
the one mod you should still install is the .nif file to get rid of the weird skybox thing around the player
.Data\meshes\sky
with NVSE ofc
(i haven't tested NVSE so uhπ€)
Thought We determined that wasn't needed anymore... I'm not using it and that part is fine anyways.
the NVSE patch took care of it, but mine is completely different
hmmm xoxor4d 's NVSE patch? I thought that patch came with the same atmosphere.nif bundled with it. Doesn't seem to do much on My install either installed or uninstalled ,I can see the sky and there's no weird dome like there used to be anyway. I got issues clearly from the Screenshot...but I think that's just one of my mods.
to clarify: the old patch we were using to make FNV compatible was xoxor's modified NVSE patch (which is a fork of blueamulet's from years ago). it fixed the atmosphere.nif issue and the nif file was no longer needed.
however, mine is a wrapper, so it can't target specific things like that. so you need to install NVSE and install that nif file to fix it
and yeah that's def from your mods
anyone interested in the development of the new mod, look at #1483912017357049916
this mod is on moddb right?
still figuring out the patch for shadows on meshes right?
yes
Does this mind with an xbox edition?
i don't mean any offense with this, but your english is very broken and we can't really understand you
From what i'm assuming, they're asking if this mod works for the xbox edition, and to answer honestly, i don't think it's gonna work with the xbox edition.
The pc xbox version currently does not have an .exe file for the game download. its a launcher in folder that cannot read the FNV RTX Remix mod with an .exe. any tips?
Your first steps are likely to see how people get NVSE working with the Xbox version there may be. Some insite there that you can use for remix
Fnv has a launcher exe and a game exe u sure u dont have one on Xbox app edition ?
im sure. the mod doesnt recognize the .exe file. I will reinstall.
Reinstall pending...
Good stuff
that's pretty cool

did bethesda forget that or did i cause the world to vanish
actual questions i have to ask myself while working on their games
the sky looks way less uniformly washed out now, does the day night cycle work?
it's pretty easy to set up, but i didn't get it connected yet. i've just been using FNV to test the cloud system

night pics
ya
sick though
idk if it's just me but doesn't the cazador model look like... insanely good considering it's not modified at all?
just some custom PBR for it (for the eyes especially, roughness maps) and it'll be amazing
Does the Pip-Boy's flashlight work?
not yet. i need to send the status for it to remix and spawn a remix light
Hmm, but the game is already sending all the lights through the API, or did you set those lights manually?
π time of day is set up finally
i know it looks kinda jank because of the low poly LODs but... i love the lighting
yes the ground is messed up. it's the LOD textures. they keep getting assigned to the normal terrain. need to fix it
finally got the moon synced up too
sun & moon are working now
now to get the pip boy light signal and spawn a light for it
looking pretty natural now
@dusk rock would be able to update the new vegas wrapper repo with the cloud stuff pls?
I tried just updating to the new remix plus actions build and it just crashes for me
i've been slowly working on an update for FNV stuff. it's all been ported over to an early version of my port of xoxor's base mod (it's still an ASI instead of a wrapper actually)
it supports the API, semi functional day/night cycle, the cloud system (albeit no weather support yet). the biggest problem i was t rying to fix before release was the LOD textures being assigned to the HQ terrain
ahh
i'm... not really sure how to approach fixing it
i wasted 10% of my weekly credits trying to 
do you want me to send you the current build + source code?
π maybe you'll find a fix for LODs too
possibly
god
i finally fixed the LOD problem
3 things left:
- fix terrain blending
- make custom remix runtime for FNV to filter textures
- connect pip boy light to remix api
gonna push these changes to github and drop the project for now. i'm too tired
I'll see if I can track down the problematic commit then
can it be played yet or are there still some things to do?
it can be played through completely. it just has some visual bugs basically. and pip boy light is non functional
nice! thanks for working on it. as soon as you are done with the visual bugs and pip boy light. I will start testing different mods on it I'll do my best to test as many mods as I can and report back here so we can compile a list of things not working that's unfortunately the only thing I can do to help out
I wonder if ttw works with it
ttw should work just fine, though i haven't tested it
and i appreciate that!
no problem
I will be doing the same for the other Bethesda games after they are playable
felt a little ballsy and posted a screenshot in the tes / new vegas reloaded discord
did anyone attack you over it by chance
cool
Hey would you be attacked
realizing that there's full pbr texture packs for this game lol
https://www.nexusmods.com/newvegas/mods/94227?tab=description
with the improvements made in remix plus I think this could turn into something really special...
i got attacked last time π
I'm still waiting for the fps to be greater than 10 or at least that is how it was when I last tried more than a year ago
it's 30-60 now consistently. it has been since i released the first version of the mod
no, the pbr shader only had pbr spec maps
no metallic
the whole reloaded project was abandoned sadly
whole game needs it's vanilla renderer stripped out and replaced, looked terrible even for 2010
when was reloaded abandoned?
their discord is still pretty active
it wont get any more updates through it
there are people reverse engineering the vanilla shaders still
I'd love a shadow system that had normal map support and was not post process
wish we got something equal to oblivion reloaded out of fnv reloaded
but between oblivion and f3/nv release the game shaders were completely changed
fnv reloaded got a lot of issues
turn off ground parallax, that wrecks framerate
reloaded pbr does looks pretty nice tho, wish people kept dev it.
well rtx remix is our best bet I think
did some reading and nvr pbr uses gloss maps (inverted roughness) so we can just invert the gloss maps and use them in remix I think
no metallic maps is a bummer but proper roughness is something at least
there are metallic/envirnment maps for some meshes
metallic in new vegas doesnt really work like pbr metallic tho, it's more of a overlay on top of the rendered textures/mesh
yea the reloaded roughness uses the vanilla spec map reverse
better than nothing
there is real time reflection cubemap mod where u can jerry rig some puedo metallic pbr
hit fps ofc sadly
lotta stuff possible, vanilla textures/meshes had to be downgraded beyond insanity to get it running with ps3
funnily there is a tv model that is very high poly compared to everything else in game, seems like they left it in accidently
neat
glad remix places the entire renderer though
don't have to work around the quirky renderer
at least not in the same way
a vanilla plus lighting replacement and proper pbr implementation are in development. just as a standalone plugin and not as part of nvr
nice
yesss thats all i want from any community rtx remix project honestly
youre right i got excited and didnt read through properly, i do just in general with more rtx remix projects had that sort of scope instead of trying to fully redo models and textures
well, things are progressing with this one
the cloud and sky system is almost finished. after that i plan to at least finish hooking up the day/night cycle properly
That is so exciting, I really can't wait to play the game with path tracing!
same
Dead Money with pathtracing 
Especially since fallout 3 was the only one leaked to be remastered alongside oblivion, path traced new vegas will definitely fill that hole
Hopefully fallout 3 remastered runs better than oblivion remastered they still haven't fixed the game and it still runs like s today
How much progress have they made?
They said that years ago, I'm losing hope tbh
3 cursors π
(and none work for the imgui)
i rewrote the compatibility mod
it's a d3d9 wrapper now instead of an asi
a bit easier to use. clearer readme instructions too
imgui is still broken though sadly
FNV needs a lot of work 
water is not rendered at all apparently. LODs still act weird
idk wtf broke. it used to be very stable. now it's borked
I wouldn't beat your self up about it, Fallout NV's Creation engine is held together by hopes and dreams, so its always going to be buggy imo. But your doing great work regardless!
wonder if skurty's new vegas demo works with the new wrapper π€
just imagine this with the pbr sky system + all the post processing work I did
Looks incredibly cool, just needs new high-resolution pbr textures π₯
guysss β¨
custom runtime hides normal maps. now i can include optional octahedral conversion for them too. can also convert the specular maps to approximate roughness. also can hook up emissives
unncessary i think, just path tracing alone is such a massive improvement and that would be so much work
though if it would be less work to make the original textures pbr im sure that would be amazing
oooo that is so exciting!!
ehehe
normal maps are working β¨
btw this means that FO3 textures will be automatically converted in TTW too
ohhh, are you anticipating this could be compatible with ttw??
this looks incredible wow

it should be fully compatible!
the benefit of this approach is that no one has to go and do captures to assign every material. it'll just look good right away
that is perfect, i really dont feel like there need to be such high expectations of remix mods when path tracing alone is already so transformative
this looks amazing
best thing about this is that any texture packs for FNV should automatically work too, and their normal maps will automatically be assigned. so weapon mods, etc. will all just work right away
LOD issues are fixed for realsies this time
decals are auto marked now too. no weird visual issues
i tried to get roughness maps going, but it just looked pretty wrong. it's better to skip them given the issues
yaaay!
the wrapper now communicates directly with the custom FNV remix runtime to fix all of these issues. it's been so much easier than purely trying to do it on the wrapper side
working on terrain blending now
last time i saw a video of like walking around the terrain, there was still a lot of popping in an out of shadows and stuff i assume due to culling? how is that now
culling is still a problem. i either need to wait for Nvidia to make changes to get higher instance counts to run better, or i need to convert game geometry to static geometry to improve performance
i can easily disable the culling. performance just suffers too much
oh that is unfortunate, im guessing its pretty devastating if its not worth considering an option
I know, but path tracing requires comprehensive PBR materials, it is fully revealed precisely thanks to PBR materials. But I don't diminish the work Kim did on the lighting and overall compatibility. And of course, you donβt need to take my comments as a suggestion or a request, which they are not.
Therefore, we have no reason to argue.
oh yeah, of course! especially since im not making any mods
i am curious, it is possible to just apply pbr properties a games original textures? and if so, would that be less work? or would it be intensive enough that you might as well retexture everything too
I remember someone had a program which converted all the textures to the Remix format
there are 2 paths for this. one is the one i'm doing, which is converting the game's original material format to be compatible with Remix, and auto loading them in the correct slots
and the second is something like PBRFusion or PBRify, where AI is used to generate PBR textures
so previously with FNV, terrain textures would just kinda randomly swap. it looked really weird. i managed to fix that, at lesat partially. it's from FNV's terrain blending system
biggest problem is that uhm... well. terrain texture blending is currently non functional. i can't get it to work on the Remix side or on the FNV side
I need to visualize this I think. but what do you have the ground textures tagged as?
terrain. the problem is terrain as decals requires the terrain data to be in a very specific format on the game side. it's designed around Source afaik. and it's nearly impossible to get FNV's textures to conform to that system. i spent all day yesterday attempting it
terrain baking is pretty bad for other reasons. also just that it doesn't blend either
I think We had this same issue in Morrowind.
give me a minute
SO yeah terrain as decals is correct I think but You'll also need to add the Opacity Micromap Ignore Texture tag as well and they should blend like vanilla then
if it's the same blending issue anyway. terrain was not blending at all before E-man figured that out. now it works like vanilla though for that anyways.
hard cuts where terrain textures switch suddenly?
well, another part of the problem is that FNV is using an FFP wrapper, and the terrain is rendered through FFP entirely. so the original game's shaders no longer take effect
i CAN restore it to shader for the terrain, but it would completely break mesh replacements
if you can tag em still be worth a shot. might just be able to get the wrapper to auto flag em as well. I think that's what I'd do. wrapper should have all the info and then just pass it to rmeix pre-flagged
hmm yeah. Might be worth exploring a wrapper side Opacity Micromap Ignore.
yeah that's what I imagined.
I don't think I'd pull back the shader either really. def a wrapper side or remix side fix IMO.

i think i'll need someone else's help with this particular fix
there's also this issue. anything with transparency just glows like crazy for some reason
I'm blaming how remix is interpreting the opacity maps. which is all remix side afaik . FNV doesn't have those or use that stuff at all. looking through the terrain system they didn't really make any fundamental changes to how their engine blends terrain from MW to FNV either.

i might need to look at MW's patch code and try to replicate it
do you have it on hand by chance
Yeah I'm pretty sure I can give you anything that's been done if it exists , BUT I'm not sure what You mean by that. Haven't needed to write a patch for the blending specifically as We aren't bypassing anything via the API so just tagging them in the remix ui game textures as both decal and ignore opacity maps was sufficent there.
well, you said e-man got it working? i assumed you meant a patch on the game side or remix side
ah yeah. so by that I mean worked out the issue. which was just .conf side
So my vain of thought was to do the same or if tagging is no longer possible just find another way such as with the wrapper to ignore the maps for those hashes. Should be easy enough to get the hash and then remix just ignores it like it should.
hmmmmmmmm
i think i'm just failing to understand 
when i tagged all terrain textures it just never blended
What I do for MW is tag them for both. so tag them as decals and also the ignore opacity micromaps
for what I gather this also works for other games as as search of e-mans history shows him telling other people about this too in different channels
Maybe this will help, especialy the 4th point.
that's for terrain baking, which is different than the terrain-as-decals setting. they behave pretty differently
but i appreciate it
i might just need to modify remix
Do not want to glaze over that transparency issue: prob fix that with proper replacements maybe ?pretty sure I seen similar stuff happen with MW and it's vanilla assets doing weird stuff like glowing.
prob something to do with roughness now that I think about it. grab a capture and make it 1.0 on the roughness slider
will try, ty
it was an issue with the sky system actually. fixed it
peak screenshot
i talked about it in #1475609256949452972 quite a bit
daaamn
bruh
guh. one more attempt lol
yuh
old ae system as in my old ae or the original remix ae?
lol
@gusty kraken you did magic for Morrowind's terrain system, right? do you have any advice on how to approach that for FNV? it's probably the same system
i can't get terrain blending working
Hmmm I haven't touched anything deep with the terrain system both in MW and Remix, the terrain baker is a kinda legacy feature atm afaik and to-be-replaced in favor or the decal system. That said, iirc terrain blending in remix works by sorting the draw calls so layers are blended on top in the same order every frame.
In old dx9 it is usually done like that, the draw calls blend textures in stages from 0 to 7 using the math operators, so you might have success asking the AI to look at how dxvk-remix interprets such draw calls into a Remix terrain, and prefer to use "Terrain as Decal" as the perf is much better than the terrain baker.
Gemini's:
// Stage 0: Base Grass Texture
device->SetTexture(0, grassTexture);
device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
// Stage 1: Lerp between Stage 0 and the Dirt texture using an alpha mask
device->SetTexture(1, dirtTexture);
device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_LERP);
device->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE); // The dirt
device->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT); // The grass
device->SetTextureStageState(1, D3DTSS_COLORARG0, D3DTA_TEXTURE); // The alpha mask
yeah i did try this, but it wasn't really able to sort it out. it just refused to blend for some reason. i am aiming to use the terrain-as-decal option
i will try again with that sample code as a guideline
thank you 
Reading this terrain stuff gives me flashbacks to trying to figure that stuff out for Dark Souls. The used texture stages aren't even consistent in that game. I managed to get AI to convert the layered textures to decals but this would turn the base texture invisible unless the layered texture was marked as decal. Also as you moved around more and more textures kept turning transparent so it wasn't really viable for gameplay.
okay so the problem was that FNV handles the terrain blending through shaders and vertex blending
it's done in programmable pixel shaders with N per-vertex weights (Ξ£wα΅’Β·texα΅’), not via fixed-function texture stages.
Concrete proof from a dumped FNV terrain shader (PS hash B1753588, captured via D3DXDisassembleShader from the live process):
Declarations:
sampler2D BaseMap[7];
sampler2D NormalMap[7];
// BaseMap occupies s0..s5, NormalMap occupies s7..s12 in this permutation (6 active layers).
Diffuse blend (s0..s5):
texld r1, t0, s0
texld r2, t0, s1
mul_pp r2.xyz, r2, v0.y
mad_pp r1.xyz, v0.x, r1, r2 // r1 = v0.x*BaseMap[0] + v0.y*BaseMap[1]
texld r2, t0, s3
texld r3, t0, s2
mad_pp r1.xyz, v0.z, r3, r1 // + v0.z*BaseMap[2]
mad_pp r1.xyz, v1.x, r2, r1 // + v1.x*BaseMap[3]
texld r2, t0, s5
texld r3, t0, s4
mad_pp r1.xyz, v1.y, r3, r1 // + v1.y*BaseMap[4]
mad_pp r1.xyz, v1.z, r2, r1 // + v1.z*BaseMap[5]
Normal blend (s7..s12) does the same Ξ£ vα΅’Β·NormalMap[i] with the *2-1 unpack baked in, then renormalizes the summed normal for the lighting dot product.
The blend weights live in per-vertex attributes v0.xyz and v1.xyz β six floats per vertex, one per layer. That's classic N-way weighted terrain blending implemented in a single shader pass: a literal Ξ£ wα΅’Β·texα΅’ over up to 7 layers.
Why this matters for FFP-based wrappers / Remix routing:
- There are no D3DTSS_COLOROP calls driving the terrain blend; the GPU is just running a normal PS draw with a PS hash, an IB/VB, and bound textures.
- FFP has 8 sampler stages and one COLOROP per stage. It cannot compute a 6-way weighted sum in a single pass β there's no D3DTOP that accepts a per-vertex scalar weight against multiple texture args in one stage.
- Multi-pass FFP could reproduce it (one stage per layer, additive blending across passes), but you lose the unified normal renormalization and pay the per-pass overhead.
- The "sort draws so layers blend in the same order every frame" advice applies to old-style FFP terrain (e.g. Morrowind), not to FNV β FNV does the entire blend inside one PS draw, so there's no inter-draw ordering question for the blend itself.
The shader-classifier side already detects this case via D3DXGetShaderConstantTable: BaseMap declared with RegisterCount > 1 (i.e. as a sampler array) and a matching NormalMap[N] starting at s7. Detection logic exists; the routing-to-Remix side for multi-layer terrain is currently shelved in favor of routing these draws through an FFP single-layer rasterization path (hard-edged but stable).
claude's info about it
were the lights working on objects before?
these are manually placed lights. but the game's original light sources are passed through too
ofc in bethesda fashion the light sources are not actually on the lights
they just float in the middle of rooms and stuff
with many duplicates stacked on top of each other too
you can use like... any texture mod though and it'll work with this new build. normal maps will be passed through right away. should look really good tbh
not as good as being done through remix, but still pretty good
and easy
i just rebased FNV on the new build of remix plus btw
andddd the new AE is indeed much better π
do new vegas reloaded texure packs work? π
that'd require some reworking of the interpreter, but it could be done
those use inverse roughness
inverse roughness would be a lot better than whatever the fucking vanilla stuff is
some roads were ultra shiny and others looked correct with vanilla
if the reloaded ones use inverse roughness for all of them, i can and will switch to that and just tell people to download that mod
it looks like the inverse roughness is stored in the alpha channel of the normal maps for nvr texture packs
the sky lut tweak really seems to have messed with cloud colors in some instances
π
this looks pretty good, but i had to manually set the cloud color to this
without the manual color tweak
it just doesn't match
was a simple fix thankfully
siiick
btw i am working on roughenss support again for that texture pack
Hmmm got it. Well it might be a bit complicated but you should be able to generate one mesh per terrain layer (6) with varying vertex colors, each with their own BaseMap and NormalMap pair from the array, where the vertex color alpha channel will mimic the same math operations that the FNV terrain shader performs. Don't forget to flag them as terrain and enable terrain as decals.
for idx, base_map, normal_map in terrain_maps:
mesh = generate_blendable_mesh_for_layer(fnv_captured_terrain_mesh, layer=idx)
mesh.material = RemixMaterial(albedo=base_map, normal=normal_map)
terrain_meshes.append(mesh)
can you link that texture pack
my god the requirements for that pack are insane
oh lol
this is the requirements list for just one of the requirements
there are like 4 more
π
looking at like 30 mods just for this

yay...
if this works i'm just gonna pack it all up because i don't wanna go through this shit again
i wish i could distribute it, but mod permissions restrict it
i don't think anyone's gonna go through all this
took about an hour but i did it
sadly... it didn't fix the issue of some random surfaces just being ultra glossy
immediately looks more modern
sadly it just doesn't resolve the main issues i had with the roughness system
thats annoying
really...

Welcome to Bethesda game modding.
my god
performance has absolutely tanked in recent dxvk commits
14 FPS in the tops
culling isn't even disabled rn
π
Yeah def some weird stuff going on there . It's weird though cause I pulled all the commits from upstream the other day and on the game install I was using, it brought the game to single digits. I nuked the install and now it runs fine though.
wtf
they only put a single carpet/rug under one table?
it's the fake shadows
they were, but it broke the pip boy
makes sense, the Pip Boy interface is a separate visual layer placed over the world camera IICR. prob on the same system as the fake AO I guess. Spitballing here... but it might be possible to cleanly separate them.
idk looks normal to me 
so to update you about the sky, i reverted one or two of the changes, and i made the multiscatter strength tweakable. this lets some games focus more on artistic control vs physical accuracy
it defaults to the old behavior, but it's easy to tweak
that's alright with me
was there any performance issues or anything with the stuff I did?
no, just visual

do you have the commit for the changes
-# just wondering if I want to keep what I have for my halo fork or switch over to what you have lol
interesting that my actual name is in the commit lmao
-# I don't actually care
-# I guess I put my first name into github at some point?
Could there be any option for the coeffcients I used as a toggle if that isn't already in the commit
looking at the commit on my phone lol
the coeffcients I used is from the original spectral multiscatter blog
i'd recommend trying this first and seeing how it is, and if it's still a problem then i can try to add it back
i was just trying to reduce option bloat π
OrgasmicSneeze's work hasn't respected the source textures or art style very well in recent releases tbh
got tracy integrated into FNV's wrapper
i'll probably backport this functionality to the FFP template
nice
I can definitely see why you'd want the multiscatter on a slider lol
I personally prefer it at sun set but midday it looks a little dark
1 is equivalent to your original setting
0 seems to give more control over color and stuff
in FNV it's especially useful to match the original atmosphere
I didn't think about that lol
older game more than likely don't do multiscattering π€
it's very difficult to get that orange-ish tone in the sky with 1 on that slider. and even if i do, it comes with a lot of drawbacks
i optimized the fuck out of the FNV wrapper. it's extremely efficient now
and... for my suffering i gained 2 FPS. 8 FPS to 10 FPS lmao
so the bottleneck is on Remix's side
i'll save that suffering for another day
you think those optimizations could apply to other wrapper mods?
Yeah, if your solution to those was to disable all vertex alpha, that would destroy a lot of things in the game.
People have tried it before, with NVR and Remix, to similar effect.
NV literally just has a gradient from top to bottom.
It's all set up in the weathers, you have upper sky, mid sky, horizon, fog, and maybe some others I'm forgetting?
It does mean we have the exact RGB values, if that's of any use, but the color of the sky changes based on what weather is currently active, so ideally you'd pull that from the game actively, otherwise you at the very least lose the atmosphere of DLC areas.
In an absolute ideal world, you would also somehow still render the game's IMODs over top of Remix, but I don't know if that's something it can handle.
I more meant like physically based multiscatter
Does it count as any kind of scatter when it's only a gradient?
I'm not super familiar with all the terms, so maybe it does
I only really know New Vegas π
multiscattering is like how light bounces within the atmosphere
I have a vague awareness of what it is, I guess the gradient is a good enough approximation, then?
what I was trying to say originally is that almost all older games probably didn't do the math to simulate their atmosphere in a physically plausible way so because the atmosphere in remix plus is physically based there needs to be a little wiggle room in the math so we can approximate those not physically based atmospheres.
Describe the bug Once configured, Fallout New Vegas has abnormally poor performance compared to other games. On an i7 12700k and RTX 4090, I'm only getting 17-18 FPS. The DXVK hud reports 100% ...
anyone with profiling expertise have an idea of what i could try to do for FNV?
i attached the tracy capture
batch all static geometry into large meshes
visually no difference except you'll have stupidly low drawcalls
will make replacements more difficult though
i mean do you really count on anyone replacing that?
buildings and stuff, most likely yeah. they look pretty rough tbh and there's been a good amount of interest in FNV. not terrain though
mark's suggestion regarding skinning
you can see it in the issue linked above
very insightful
the new sky system (clouds included) is 2.67 ms according to Tracy
unfortunately... that's all we got lol
What changed that tanked performance so much?
It could be due to Stochastic Alpha Blend*, if it isn't just the default Alpha Emissive Override.
*I had this issue with Oblivion back in Remix 1.4 / 2.0 days.
for terrain, during work on nvr, we agreed to use the diffuse alpha for height/displacement, so terrain texture packs which use parallax are setup that way
it was the new sky system
π₯Ί 22 FPS
is that without culling???