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Created by
RoyBatty and SciRikaUploaded by
SciRikaVirus scan
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About this mod
Optimizations and fixes for a large selection of meshes in the base game and DLC.
- Requirements
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This mod does not have any known dependencies other than the base game.
Mods requiring this file
Mod name Notes Charge's Textures x Viva New Vegas Patchapalooza High Priority LOD Flags the overpass replacement mesh used in NVMIM New Vegas Mesh Improvement (NVMIM) PT-BR 2024 Baixe primeiro o original e depois a tradução New Vegas Mesh Improvement Mod (NVMIM) - Traduzione italiana New Vegas Mesh Improvement Mod - NVMIM (1.12.6) - traduction francaise New Vegas Mesh Improvement Mod RU New Vegas Mesh Improvement Mod Spanish Traduccion NVMIM - CHS Open Camp McCarran invisible walls FIX - MAC-TEN Patch - No ESP Mesh Replacer Not required but highly recommended Sandy Road NVMIM compatibility patch Vegas Overhaul Patch Repository For Vegas Overhaul - NVMIM Yet Another Freeside Overhaul - YAFO Patch included. YUP Patch Collection For the patch - Permissions and credits
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Author's instructions
Open Permissions, but please do not bundle in mod packs.
File credits
RoyBatterian, SciRika, Mindboggles, the rest of the TTW Team
Weijiesen for the fixed Dead Money effect meshes and robot blood mesh
Throttlekitty for head mesh UV fixesDonation Points system
Please log in to find out whether this mod is receiving Donation Points
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Translations
- Spanish
- Russian
- Portuguese
- Mandarin
- Italian
- French
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Translations available on the Nexus
Language Name Spanish Author: whithebunny New Vegas Mesh Improvement Mod Spanish Traduccion Italian Author: Van Matten New Vegas Mesh Improvement Mod (NVMIM) - Traduzione italiana French Author: RoyBatty and SciRika - traduction par zebumper New Vegas Mesh Improvement Mod - NVMIM (1.12.6) - traduction francaise Russian Author: Quickmatic New Vegas Mesh Improvement Mod RU Mandarin Author: surge0907 NVMIM - CHS Portuguese Author: ucrys New Vegas Mesh Improvement (NVMIM) PT-BR 2024 - Changelogs
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Version 1.12.6
- From Nobark: corrected missing LOD texture on highwayoverpassramp02altnv_lod.nif
- From InTheGrave: corrected some wonky values on the new Freeside SCOLs
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Version 1.12.5
- Note: The main file now requires Old World Blues and Lonesome Road.
- From Nobark: SCOL'd the Atomic Wrangler, the Kings House of Impersonation, those two gray buildings right in front of the Strip North Gate, and that small inclined road next to Doc Mitchel's house.
- Replaced the invisible door meshes used across the main game and DLCs with new gutted ones to solve some performance issues some people privately reported.
- Replaced liqourbottle02 with liqourbottle03 and removed the latter to be in-line with YUP (was a TTW holdover).
- Fixed the name of a new environment mask so it's actually used.
- Moved edited normal maps clockface_n and clothdrape_n to the correct folders.
- Made SWSec2x2 to replace broken ones that were under objects right on top of the hole.
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Version 1.12.4
- From Bale: Fixed a static with a missing visible when distant flag
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Version 1.12.3
- Fixed scoldochouse02 using the wrong environment mask and making most of it reflective
- Fixed the picked Xander Root having a missing texture for people not playing with Honest Hearts
- Reverted a water texture change for the Mojave world space
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Version 1.12.2
- From Nobark: Included Interim fixes
- Tweaked collision on trainyardterminal to hopefully fix the unopenable door in OWB
- Hopefully included all of the missing files from previous updates
- Updated SCOLs to have the correct penetration depth and consistency settings
- Removed glasspitcher01 (redundant with MAC 10 or ITEM, idk)
- Removed F3/TTW assets that were mistakenly included
- Removed the dungeons/nvhooverdam folder as my tweaks were inconsistently broke for some people and attempts to remedy it didn't accomplish much
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Version 1.12.1
- From Nobark: Tweaked UV for the carpet on htlrmcorin01 to hopefully fix a weird stretching issue some people get, fixed screwed up texture mapping on bld11endr01nf, hopefully addressed the flickering base on wastelandchurch01, disabled environment mapping on offdoorwooddoublestatic that was causing them to glow in some places, and made the new specular on some door textures less bright to resolve brightness issues some people were having.
- From Rika: Included the McCarran TV scol that was absent in the last upload.
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Version 1.11
- From Nobark: combined a bunch of crap, made windows reflective, and made collision tighter on too many things to count (in addition to the rest of this huge changelog)
- Added whiskeybottle03.nif (filled version of the scotch bottle) and changed the file path for the consumable so you're not drinking from an empty bottle
- Fixed texture filepath for neonsignbarrierconnector02_lod.nif
- Optimized draw calls in nv_hooverdam_lowerl.nif and nv_hooverdam_lowerr.nif, and added env mapping to the windows
- Implemented TheIncredibleKraken's transparency fix for michaelangelos.nif
- Replaced the two instances of highwayoverpassramp01altnv.nif (which were turned into a bridge but the edges didn't line up) with RoyBatty's custom highwayoverpassramp02altnv.nif which is one mesh made by making the two separate 01 meshes actually fit together, also cleaned the old version up a little just in case someone used it in a mod
- Implemented a ton of fixes from NoBarkNoBiteNonan which have been broken up by file structure:
- Nobark NVMIM changelogs
- Ammo:
- Redid the mesh shading for 5mm ammo to be inline with the Minigun's backpack from WMIM
- Fixed .308 ammo sounding like stone instead of dirt
- Animobjects:
- Restored unused environment mapping to the syringes doctors use when healing you
- Added a missing alpha property to cookingwhiskey. Unused in game, but surely someone uses it somewhere
- Architecture:
- Barracks:
- Tightened up collision on both exterior buildings around the planks on the windows, environment mapped the windows inside and out
- Replaced the crap all stone collision on the barracks door with MOPP to better reflect the materials, restored invisible fake AO
- Added specular to the interior's textures.
- Barrier:
- Reduced one superfluous draw on barrier01.nif
- Changed collision type to static from undefined on neonsignbarrierconnector01.nif
- Added specular to barrier04_n.dds
- BoulderCity:
- Tightened up collision on nv_warmemorial.nif, removed inaccessible collision polygons from underneath the slab
- Freeside:
- Redid atomicwranglerext.nif, readded fake AO Obsidian removed in an update, MOPPed it so that the glass behaves correctly
- Tightened up collision on the Atomic Wrangler's sign
- Redid ramshacklebusdoor02.nif, replaced the weird stone collision with MOPP that better represents the materials.
- Added specular to nv_freesidesign-large01_n.dds
- Generic:
- Applied environment fade flags to the Jacobstown bungalows so their windows don't glow at night
- Restored an unused environment map to the Poseidon gas station sign
- Environment mapped the windows on trainyardterminal.nif
- Added specular to baybase_n, checker_n, nv_usohome03_n, and nv_usohome03dcl_n.dds
- Goodsprings:
- Cleaned up nv_genstorewindow.nif
- Environment mapped the windows on nv_goodspr_home01, 02, and 03.nif
- Added a glowmap to the strip lights on the Prospector Saloon
- Restored unused environment maps on the Vitomatic Vigor Tester.
- Added specular to nv_goodhome01, 02, and nv_prospectorsaloon_n.dds
- Helios_One:
- Redid the main building, fixed degenerate normals, added specular lighting, environment mapped the windows, and split the base and windows off into separate strips to resolve some issues.
- Environment mapped the windows at the back of the tower.
- Changed the collision on the pipes between the building and tower to be metal instead of stone.
- Changed the collision on solar panels to be glass instead of stone.
- Hooverdam:
- Added specular to some parts of the spillway.
- Environment mapped the windows in the lower part of the dam exterior.
- Restored unused environment mapping in the interior lobby kit.
- Mccarran:
- Mopped the gate and environment mapped the windows.
- Mopped the main terminal and environment mapped the windows. (Nobark) Fixed the mesh. (Rika)
- Added specular to clothdrapescrap01_n, mccarrantower_n, mccarranwall_n, mcglass_n, nv_mccar_signs_n, nv_mccarran-flagstone_n, and nv_mccarranterminal01-paneling_n.dds
- MormonFort:
- Set the collision type to static from unidentified on oldmormonfortint.nif
- NCR:
- Changed dlcpittslavewallpillar01.nif's collision material to metal instead of stone.
- Nellis AFB:
- Environment mapped the windows on nellisafbairtrafficcontroltower.nif
- Restored unused environment mapping on nvnellisgunbatteryshell01.nif
- Added specular to nellishanger_n, nvnellisafbhangarroof_n, nvnellisafbhangarwall_n, and nvnellissign_n.dds
- Noso:
- Environment mapped the windows on nv_noso_apartments01 and 02.nif
- Redid nv_noso_ranchhouse01.nif and environment mapped the windows
- Environment mapped the windows on nv_noso_ranchhouse02 and 03.nif
- Environment mapped the windows on rowhouse02_nv.nif
- Environment mapped the windows on rowhousebasebred01_nv.nif
- Novac:
- Environment mapped motel_windowext, novac_home_windowext, and novac_home_windowext2.nif
- Environment mapped the windows on novac_home01, 02, 03, and 04burned.nif
- Environment mapped the windows on novac_motel, 02, and 03.nif
- Added specular to dinobitegiftshopsign_n, motel_window_n, novac_glass_n, and novac_home_window_n.dds
- ParadiseFalls:
- Doors:
- Environment mapped the windows on paradisefallsdoor01, paradisefallsdoordouble01, paradisefallsdoordoublestatic01, and paradisefallsdoorstatic01.nif
- FrontGate:
- Environment mapped the windows on paradisefallsbusdoorcover01.nif
- ParkingLot:
- Redid jerseybarricade01, 02, 03, and 04.nif
- Added specular to paradisefallsedgetrim01_n.dds
- Primm:
- Environment mapped the windows on the Bison Steve and casinoboarded01.nif
- Repcon:
- Restored unused environment map on reprocket.nif and replauncherrocket2.nif
- Restored unused environment map on repglass.nif and added a dummy normal so it's affected by lighting
- RepconHQ:
- Added specular and environment mapped the windows on repconhq.nif (the unused paralax map was unused for a reason)
- Retaining Wall:
- Tightened up collision on rwcornerstone01 and _nv.nif
- Added specular to retainingwall01_n, retainingwall02_n, and retainingwall02_nv_n.dds
- Strip:
- Restored unused environment mapping on nv_ncr-embassy-sign.nif
- Restored unused environment mapping on nv_thetops-sign.nif and changed the collision from stone to metal.
- Restored unused environment mapping on nv_thetops-sign_lights.nif
- Restored unused environment mapping on ultraluxedome.nif
- Restored unused environment mapping on ultraluxehotelfront.nif
- Made a new normal and specular for the Gomorrah's sign.
- Added specular to nv_strip-sidewalk-brick_n.dds
- Added specular to all of the textures in nv_stripmrplatform lacking it.
- NV_Stripwall:
- Fixed zfighting on nv_stripwall-s01front.nif
- StripMonorail:
- Optimized nv_stripmonorail_interior.nif
- Suburban:
- Environment mapped bldgcorner03_nv, 03b_nv, 04_nv, 05_nv, and 06_nv.nif
- Added specular to suburbanrubble01_n.dds
- SunsetS:
- Added specular to ssbillboard_n, ssbillboard2_n, sscap_n, ssmetal_n, and sssign_n.dds
- TheFort:
- Restored unused environment map on nv_grinding_wheel_all and nv_grinding_wheel.nif
- Added specular to nv_grindingwheel-fanblade_n.dds
- Trainstation:
- Added specular to all normals lacking it and environment mapped the windows inside and out.
- Urban:
- Georgetown:
- Redid gtstorecornerc01 and gtstoremidc01.nif, mopped them, and restored an unused environment map.
- Pedwalk:
- Cleaned up and optimized pedwalkstrip.nif
- Sidewalk:
- Created swsec2x2.nif to hide floating geometry over by the Strip checkpoint.
- Added specular to dumpster01_n, edgetrim01_n, farmwood_n.dds, sidewalkquad01_n, and wall01_n.dds
- Mopped doorstorefront01, 02, and dbl01.nif to better represent the materials, and tuned down the brightness of the environment map as it was pure white.
- Environment mapped nvsearchlightfirehouse.nif
- Cleaned up tenpenshed01.nif
- Restored the alpha channel to plastertrim01.dds
- Vault22:
- Added specular to v22sign_n.dds
- Wasteland:
- Environment mapped the glass on ghdoor, greenhousenv, and greenhousenvint.nif
- Removed an alpha threshold edit on nv_gunrun_kiosk.nif to fix the completely transparent spots on the glass on Vendortron's kiosk.
- Environment mapped the windows on vault19booth.nif and added transparency.
- Added specular to concreteslab01_n, nvgoodspringsdoorext_n, wastelandextdoors_n, and wastelandhomesteadshell01_n.dds
- Westside:
- Environment mapped craftsmanwindowext.nif
- Environment mapped the windows on nvvault3entrance and nvvault3entrancelow.nif
- Environment mapped the windows on nvwestsideliqourstore.nif
- Redid nvwestsideliqourstore02.nif, mopped it to better reflect the materials, fixed a see through gap on the overhang in front of the door, and environment mapped the windows.
- Environment mapped nvwestsideliqourstore05.nif
- Environment mapped nvwestsideliqourstoreintwindow.nif
- Environment mapped nvwestsideliqourstorewindows and 02.nif
- Redid nvwestsidewallfull, nvwestsidewalll, and westsidewallr.nif, and environment mapped the windows.
- Environment mapped the windows on Miguel's Pawn Shop.
- Added specular to craftsmanwindow_n, and nvwestsideliqourstorewindow_n.dds
- YangtzeWarMemorial
- Added specular to nv_yangtze_war-memorial02_n and nv_yangtze_war-memorial05_n.dds
- Fixed collision for glasspitcher01.nif, there was a bug with my editing software and "convex shape" collision, thank you Inthegrave
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Version 1.10
- Merged everything into the main file
- Fixed excess collision in shelveswooden01broke01.nif
- Reduced excess draw calls and did general cleanup in dlc03runwayconnector01.nif, dlc03runwaycor01.nif, dlc03runwayend01.nif, dlc03runwayend03.nif, dlc03runwaysrt01.nif, dlc03runwaysrt05.nif, and dlc03runwaysrtflat.nif
- Fixed collision alignment in ssroom.nif
- Fixed collision data in dlcpittslavewallpillar01.nif
- Fixed window grate thing UV in nvnellisquonsethutint01.nif
- Added envmap_light_fade flag and separated collision for nv_mo-chp-admin-building01.nif
- Removed 3 KB worth of extra vertices from v13canteen.nif because I can
- Added transparency to Car01, Car02, and adjusted UV for Car03, Car03a, and Car03b
- Patched a lot of holes (triangles facing the wrong way) in vault19booth
- Cleaned up repconcheckpointgate and separated the collision into proper materials
- Gave up on reducing the file size for that 64MB Mothership Zeta cryo lab SCOL for TTW because 3DS Max started outright refusing to export sections and actively started mangling one part so I'm gonna assume that mesh is cursed. Nothing's wrong with it besides theoretically being able to shave several MB off of the size anyway. Just needed to vent, thank you person reading these changelogs.
- Minor fixes to industrialmachine02's UVs
- Updated tangents in tablevault01 and tablevaultr01, and applied the same fixes to nvdlc03tablevault01, TO DO: replace the box shape collision with the nvdlc03 normal collision
- Removed stencils from nvpinto_fruited, nvpinto_healthy, and nvpinto_withered, making the leaves properly double sided
- Cleaned up v13canteen a little out of boredom
- Cleaned up smoothing and collision in enclavetable01.nif, and added undersides to two little bits in case you wanted to flip an Enclave table over
- Super minor optimization to barge.nif, smoothed the metal loop thing I know has a name
- Cleaned up motorcycle01 and motorcyclestatic01, tried to remove the UV stretching from the handbrake bit
- Removed unnecessary properties from aorake.nif
- Cleaned up cookingstove.nif, removing duplicate collision and merging the cooking pan shapes to reduce draw calls, also removed unnecessary flags and added an env map fade flag
- Fixed oldmormonfortint.nif's collision data type thing
- Hopefully finished fixing and cleaning up nvdlc01_tskit-addbalc02.nif
- New plugin-based fix: Added a SCOL to replace the 40+ TVs in the Camp McCarran Concourse, I made the collision mesh all by myself
- Removed two placed static locker doors in Dead Money to fix an issue caused by collision being fixed
- Plugin now requires Dead Money so I made a non-DLC copy of the plugin. Fixes that require the plugin should be limited either way.
- Finally finished cleaning up nv_redced02.nif and removed the stencil property
- Fixed degenerate normals and collision material in draglinebase.nif
- Fixed degenerate normals in dumptruck.nif
- Fixed degenerate normals and collision material separation in repconhq.nif
- Removed environment mapping from tombstone07.nif (01 through 06 will be in TTW), made the collision line up a little better
- Fixed collision material and alignment for nvnellisbordersign (a through f) and nvnellisdangersign (a through e)
- Corrected collision in offdoormetaldoublestatic and offdoormetalframestatic from wood to metal, and fixed degenerate normals in the latter
- Removed duplicate collision from offdoormetaldoor01exterior
- Added envmap_light_fade flag to nv_chp-patrol-car.nif
- Fixed messed up vertex colors in otbldgdestroy01top01nv, otbldgdestroy01nv, hospital, hospital02, electricbox1hulk, jukeboxclean01, htlhallsm1waybrokeceil01, nvdlc01_tskit-addbalc02
- Edited alignment of camper01.nif UV, allowing removal of car05.dds
- Deleted and remade the UV for the floor of htlrmcorin01, hopefully fixing that one issue one person had
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Version 1.09
- Actually For Real merged in the plants (still not done with all of the trees)
- Optimized the rest of clutter\signnv\nvhighwaysigns and corrected the collision material
- Optimized satellitefacilitydishhut01 (and the unused copy of it in OWB's meshes)
- Replaced NiStencilProperty with proper backfaces for nv_redced03.nif
- Optimized draw calls in ecvresearchlab01.nif which won't even be uploaded here only in TTW but it took several days so I'm mentioning it
- Fixed UV (to make up for a bad normal map) in LampPost01, LampPost02, BrokenPost01, LampWallMount01, TrafficLight02, fixed collision material
- Tried to fix some gaps in BldgCorner01
- Re-fixed nvdlc02_parkrangertruck.nif, unfortunately reintroducing lighting issues on the roof. Don't look too closely?
- Fixed collision type and optimized deathclawcage.nif
- Fixed collision alignment in nvstagelight01off.nif and nvstagelight01on.nif
- Generic optimization stuff to starlanterngreen.nif and starlanternorange.nif
- Filled in some holes in anvil01.nif so if you want to have it knocked over you can do that now
- Fixed spearhead alignment in nv_caesarthrone.nif, a mesh I remember attempting several times, a testament to how far I've come that this seemed easy this time around
- Made a static version of vrmoverseerdeskr to fix issues with the animated version not working properly in that one powder ganger vault I forget about
- Added a plugin so the aformentioned overseer desk fix works
- Re-smoothed ultraluxhotelfront.nif
- Cleaned up some UV stuff and patched some holes in boxcarwall02.nif (note to self: do the rest of the box car walls too)
- Cleaned up nv_chp-patrol-car.nif, nv_nhp-patrol-car.nif, and nv_nhp-patrol-caraltc.nif and fixed some issues with the transparent window bits
- Adjusted the alpha properties of mobilehomeasnv.nif and nvdlc04mobilehomeasnv.nif
- Fixed transparency holes in trucktrailer01.nif, 02, 03, 04, 05, 06, and 08
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Version 1.08
- Merged double sided plants in, fixed MOPP collision, and merged in that stupid truck mesh I kept fumbling
- Made proper double-sides and removed stencil properties to fix shading on maize_healthyp.nif, maize_healthyp_group1.nif, maize_healthyunp.nif, maize_withered.nif, maize_withered_broken.nif, maize_withered_group1.nif, nvaloevera.nif, nvfalsespireaplant.nif, nvfrailejon.nif, nvgoldfingerbanana.nif, nvsagebrush.nif, nvdatepalm01.nif, nvdatepalm02.nif, nvdatepalm03.nif, nvitaliancypress02.nif, nvqueenpalm01lights.nif, nvsassafras02.nif, carrot01.nif, nvdlc02_sacreddatura.nif, nvdlc02_sacreddatura_big.nif, nvdlc03westjunlow.nif
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Version 1.07
- Cleaned up UVs and such for bldgcorner01.nif and bldgcorner03.nif
- Optimized metalplank01.nif somehow? I forget, Roy just told me to clean it up
- Cleaned up ufofort01.nif and gave translucency to the plastic dome at the top and edited the texture (delete "textures\clutter\playground\ufofort.dds" if you don't want this, I have an NMC patch too)
- Added collision to nvsignhighway157_01.nif (and optimized it)
- Optimized nvsignhighway159_01.nif (half the file size now), will do the rest of the highway signs for the next release
- Optimized and cleaned up nvdlc02_complanecrashed.nif and nvdlc04_complanecrashed.nif, added missing normal maps
- Cleaned up boat01d.nif
- Fixed collision for yuccaanv.nif
- Fixed degenerate normals in nvdlc03spine.nif (now if only fixing real spines was that easy)
- Cleaned up genericbookcase01.nif and genericdisplaycase01.nif
- Cleaned up nv_signthorn.nif and westsidebuildingtop.nif
- Fixed degenerate normals for jukeboxclean01.nif
- Fixed degenerate normals for conveyorbeldwallmount.nif
- Cleaned up UVs for shoppingcart01.nif
- Finally fixed collision for mannequin07.nif
- Optimized dlc03hangar01.nif, dlc03runwaysrt04.nif, dlc03runwaytransition.nif, dlc03craextbase02.nif,
- Fixed degenerate normals for dlc03abhelipad01.nif which was made entirely of degenerate normals
- Fixed smoothing and cleaned up metrogate01.nif
- Cleaned up smoothing for workbench.nif
- Cleaned up camera01.nif
- Fixed collision and stuff for nvdlc01_craftinghotplate.nif, the other nvdlc01_craftinghotplate.nif, and nvdlc03_crafting-hotplate.nif
- Tried to make smoothing consistent with nvdlc01_tskit-arch01_broken01.nif and nvdlc01_tskit-arch45-02_broken01.nif with mixed results
- Fixed smoothing on the Animated Object nv_guitar.nif to make it match the clutter version
- Fixed the collision size on nvdlc02_parkrangertruck.nif (in the update files because reasons, will be merged in 1.08 same as the plants)
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Version 1.06
- Fixed collision materials for novac_giftshop_sign.nif
- Fixed collision materials for nv_grinder-workbench.nif
- Gave proper collision to westsidebuildingtopdes01.nif
- Added missing details to hoteldesk02.nif
- Optimized robotthing.nif a little
- Fixed UVs and collision for tllamppost.nif
- Did stuff to dlcpittentrance01.nif?
- Cleaned up nvdlc04westsidebuildingtopdes01.nif (which I used to give proper collision to westsdebuildingtopdes01)
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Version 1.05
- Added the xander root dirt texture with the fixed specular
- Recreated the fix for gardenlight.nif to have the correct rotations applied (and included textures)
- Fixed nv_mccarran_terminalint04.nif collision
- Added collision to the front step in novac_motel.nif
- Minor collision material optimization to casinoboarded01.nif as well as smoothing and UV fixes
- Fixed collision, collision settings, degenerate normals, and smoothing for bucketloaderbase01, bucketloadercabin01, crusher-bed-512x512, crusher-crusher-512x512, crusher-impacter-512x512, draglinebucket, and draglinecabin from the QuarryJunction folder (a few more left)
- Improved collision on bld03column02, bld03corner01, bld03corner02, bld03cornerrd01, bld03endl01, bld03endr01, and bld03mid01 (thank you Roy)
- Optimized draw calls and fixed some stretched UVs in NV_YangtzeWarMemorial.nif
- Optimized draw calls and did a few collision material fixes in campfire02, 03, and 04
- Optimized draw calls in MuseumRubblePile01
- Fixed degenerate normals in Clipboard01, 02, 03, and 04
- Fixed collision alignment in NVDLC04EDEInterfaceConsoleButton
- Replaced collision in the NVDLC42 no animation version of the consoles with the better quality collision in the animated variants, and did minor draw call optimizations
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Version 1.04
- Updated MOPP for all Dead Money TownSquare meshes (should fix crashes)
- Fixed Nipton Town Hall collision around door
- Optimized draw calls corrected texture paths, fixed holes in UV for crucifixes
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Version 1.03
- Removed dlc04shackcabinet01doorsingle.nif (hit replace in MO2 for this update) and nvnelliscratesmall - test.nif
- Fixed a few more oldtown building degenerate normals
- Optimized draw calls in the Mojave Outpost statue
- Fixed flipped texture in truckarmy01.nif and truckarmy02static.nif
- Smoothed acousticguitar.nif (lowering vertex count) because I can and I noticed it didn't look good
- Optimized draw calls in campfire01.nif (other campfires next update)
- Fixed degenerate normals in mammoth.nif. I don't think it's used in the Mojave but it's in the game files?
- Added missing nv_noso_rowhouse_plaster2_lod.dds file
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Version 1.02
- Fixed floating nvnelliscratesmall.nif (thanks Roy!)
- Fixed small section of UV in bldgcorner01.nif
- Fixed rotation in nvdlc01_tskit-addbalc90in.nif
- Fixed holes, UV, collision in truckflatbed.nif
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Version 1.01
- Added effect meshes
- Added throttlekitty head meshes
- Added dog fixes (eyes and skeleton)
- Added alien skeleton fix
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Version 1.0
- Initial Release
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- Donations
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Straight donations accepted
What this is:
The culmination of years and over a thousand mesh fixes, originally for inclusion in Tale of Two Wastelands.
What this does:
Installation:
Use your favorite mod manager, or manually extract the files.
Have these files load after YUP (or any other bug fix that contains meshes) and before the rest of your mods.
Uninstallation:
Use your mod manager's method of uninstalling mods, or delete the meshes folder if you installed it manually and hope none of your other mods used meshes. Please use a mod manager.
Requirements:
The base game. DLC fixes are included but not required for the fixes to work.
Incompatibilities:
None? Just make sure mesh replacers overwrite these.
Tale of Two Wastelands:
After 3.3 I'll try to maintain an optional file that only includes meshes not included with 3.3.
Currently works with TTW, it'll just become redundant with 3.3 (that means uninstall it when you update, then keep an eye out for the future updates).
Bug Reporting:
Use Stewie's Tweaks with "bMeshPath = 1", open the console with "~", click on the mesh, and take a screenshot, and include that in your bug report.
The culmination of years and over a thousand mesh fixes, originally for inclusion in Tale of Two Wastelands.
What this does:
- Reduces draw calls
- Reduces triangle count when applicable
- Reduces vertex count when applicable
- Improves frame rate
- Fixes shader flags (alpha, environment mapping, environment mapping fade)
- Fixes smoothing
- Fixes wonky UVs
- Fixes incorrect vertex colors
- Fixes broken animations in some static objects
- Removes useless extra data
- Removes useless animation data
- Fixes collision alignment
- Fixes collision materials to correct bullet decals and sounds
- Fixes collision on cell kit pieces to be more accurate where it will not cause any issues
- Fixes collision on static pieces to be more accurate where it will not cause any issues
- Fixes degenerate normals (a UV issue that causes weird lighting issues)
- Fixes exactly one texture's transparency and adds proper LOD textures to a mesh
- Fix armor meshes (there are some but this is a big future project)
- Fix weapon meshes (Use WMIM)
- Fix animations
- Make collisions more complex (too many incompatibilities and heavier on the engine)
- Make collisions smaller to allow close item stacking (the bigger collision is on purpose to prevent bugs)
Anything that would require a plugin (this will change when hats are sorted out)- Any meshes that are exclusive to Fallout 3 (These are in Updated Unofficial Fallout 3 Patch)
Installation:
Use your favorite mod manager, or manually extract the files.
Have these files load after YUP (or any other bug fix that contains meshes) and before the rest of your mods.
Uninstallation:
Use your mod manager's method of uninstalling mods, or delete the meshes folder if you installed it manually and hope none of your other mods used meshes. Please use a mod manager.
Requirements:
The base game. DLC fixes are included but not required for the fixes to work.
Incompatibilities:
None? Just make sure mesh replacers overwrite these.
Tale of Two Wastelands:
After 3.3 I'll try to maintain an optional file that only includes meshes not included with 3.3.
Currently works with TTW, it'll just become redundant with 3.3 (that means uninstall it when you update, then keep an eye out for the future updates).
Bug Reporting:
Use Stewie's Tweaks with "bMeshPath = 1", open the console with "~", click on the mesh, and take a screenshot, and include that in your bug report.