I think you managed to solve the tfc installer problem, then. What version of the game are you using? Did you unsure to download the correct file that corresponds to the version you're using? Did you install any other mod?
Its all good now. it was actually the HD textures mod in combination with this that caused crashes. When i use only this its all fine :). And i did install this mod after every tfc mod as instructed but crashes still occurred. Im using the remastered version. One issue is the gun glowing animation hasnt been fixed. Maybe deep pockets mod overwrites that file?
So I install this mod last as per the instructions but when I do I lose the PS4 icons. Anyway to get those two to work together? I assume they overwrite the same files and I am not savvy enough to go and edit the files to just add the PS4 icons to the files after this mod in installed.
In your case, you can install the "visual fixes" first, them install the ps4 icons by last. There shouldn't be any conflicting issue between them, so you can do this.
I don't think it's possible, yet. The guy responsible for the UPK Explorer is working on it, though. If someone leaked one of those early builds, we could extract the beta texture. The only option we have now, is to recreate the textures from scratch.
I don't have much hope that there could be a leak, especially since the textures and models would probably be some kind of useless X-Box files, similar to the old builds of Batman Arkham Origins.
Are the weapon mod glow animations fixed? It looks like the Pistol glows properly, but the Machine Gun seems to not work yet. I remember the Machine Gun used to animate up and down and not just glow. Not sure about the others or if it's an issue on my end.
Only the glowing effect from the Machine gun is restored, for now. I didn't figure it out yet how to make it animate "up and down" correctly without making it look very glitchy.
I'm giving the game a replay for the first time since the Remastered version came out and I'm noticing little places that need polish here and there. Would it be potentially helpful if I shared my findings?
Last thing, I noticed the new(?) green skybox in Arcadia/Farmer's Market area looks very rough with visible basic brushstrokes. It also has a visible seem. Is it possible to repurpose a different one or opt out of it for the vanilla version?
I'll take a look, but I can't promise that I'll be able to do it. And I would be grateful if you could share your findings, it helps me a lot. And the Arcadia skybox will get some adjustments for the next update.
Some of the textures are from the original version, yes. They may be lower resolution, but I only included the ones that I considered to be better looking compared to the remastered ones. The wetness illusion on the wooden floor, for example, only works if it's lower resolution. All the lower resolution assets can be seem in pictures, mostly the floors and the varnished wooden wall.
thanks for the update, keep up the good work. Is it possible to restore the original glow of the security cameras? in the remaster it just glows green or red, in the original the glow moves in a circle and looks much better
It's probably not possible. They removed all references to the objects responsible for the animation, and I can't import those objects (mask textures, animation, shader) back, as the game doesn't recognize them anymore, unlike the original.
I noticed this weird yellow-greenish effect on certain sections of some windows in the Arcadia farmers market. Seems to be a vanilla issue. I think it's supposed to be an overlay applied across arcadia after Ryan releases the toxins in the air, it's just not getting applied correctly.
I also noticed that there's a structure with odd looking textures right outside of the Worley Winery as well. Obviously a vanilla issue. I'm guessing the model is the problem, so not sure if its fixable, but I thought I'd might mention it either way.
Sorry for the late reply. Yes, I noticed both issues and they are also present in the original. I don't think it's possible to fix the greenish overlay, as much as it bothers me. The odd looking building could be fixable perhaps, if it were compatible with any other building texture.
More things that should be fixed: The "Oh-Boy What A Floor Show - Every Night" posters in Fort Frolic use an earlier version in the Remaster. Could you revert it to the version used in the original release? Moonbeam Absinthe, Lacas Scotch and Red Ribbon Brandy should use their original bottle caps instead of all using a yellow cap reading "Root Beer". Frank Fontaine stays in his electrical form during the ending, when the effects disappeared in the original.
The "Oh-Boy What A Floor Show - Every Night" poster is possible. The brandy could be a bit more trick, as it will require more texture edits. As for the Fontaine's elemental form, I've been researching it for the past few months, but locating the faulty script is proving to be harder than I thought.
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I'm giving the game a replay for the first time since the Remastered version came out and I'm noticing little places that need polish here and there. Would it be potentially helpful if I shared my findings?
Last thing, I noticed the new(?) green skybox in Arcadia/Farmer's Market area looks very rough with visible basic brushstrokes. It also has a visible seem. Is it possible to repurpose a different one or opt out of it for the vanilla version?
I also noticed that there's a structure with odd looking textures right outside of the Worley Winery as well. Obviously a vanilla issue. I'm guessing the model is the problem, so not sure if its fixable, but I thought I'd might mention it either way.
The "Oh-Boy What A Floor Show - Every Night" posters in Fort Frolic use an earlier version in the Remaster. Could you revert it to the version used in the original release?
Moonbeam Absinthe, Lacas Scotch and Red Ribbon Brandy should use their original bottle caps instead of all using a yellow cap reading "Root Beer".
Frank Fontaine stays in his electrical form during the ending, when the effects disappeared in the original.