hyperblast1 0 Posted 8 hours ago (edited) Hello everyone, I come to you with a never-before-seen (at least by me) issue with Zaalbar : Sorry for the rough quality of the screenshot, I had to video capture and take a screenshot from the video. I also can't get closer to Zaalbar because then it triggers the cutscene where they leave. Anyway, as you can see, his fur is acting up, as if the alpha of the fur wasn't acknowledged properly. Of course I have several mods and UNIws for fullscreen, but so far I tried : - Removing all the modded textures from Override - Tested multiple different mods for Zaalbar texture : Zaalbar HD, Fens Zaalbar, Ultimate Character Overhaul - Editing appearances.2da to make sure Zaalbar had the CM_Baremetal envmap - Disabling each graphic option : soft shadows, AA, anisotropy, frame buffer effect (which are disabled by default of course), even grass. The issue lies only with Zaalbar AFAIK, I tested quickly to reach Kashyyyk and there wasn't any issue with the Wookie slave at Czerka. Granted I've not pushed on to the wookie village to check the NPCs there. Of note, I have the openGL dll and ini with Clamp = 1 to fix the seam issue on some NPCs faces like Carth. There are other lines in the opengl32.ini that I left at default values : // Forces alpha to coverage instead of alpha test ForceAlphaToCoverage = 0 // 0 = Don't force any FSAA mode, any other number indicates number of samples, for instance 2, 4 or 6. ForceMSAAMode = 0 // For a specific pixel format ForcePixelFormat = 0 // Fix for flaw in OpenGL renderer in original UT ForceAlphaFromTex0 = 0 RemoveMipMaps = 0 ForceMipMapping = 0 ColorMipMaps = 0 ForceTrilinear = 0 // Forces GL_CLAMP to GL_CLAMP_TO_EDGE. May fix black borders around textures. FixClamp = 1 // Global scale and bias on texture alpha. Does not affect compressed textures at this point. // Could in some cases be used to fix translucency problems with alpha to coverage. // Alpha is 0..1, so a moderate contrast increase could be had for instance with AlphaScale = 2.0 and AlphaBias = -0.5. AlphaScale = 1.0 AlphaBias = 0.0 Any help would be greatly appreciated! Thank you very much Edited 8 hours ago by hyperblast1 Quote Share this post Link to post Share on other sites
DarthParametric 3,920 Posted 8 hours ago 6 minutes ago, hyperblast1 said: Editing appearances.2da to make sure Zaalbar had the CM_Baremetal envmap You should set it to DEFAULT or ****, not CM_Baremetal. 1 Quote Share this post Link to post Share on other sites
hyperblast1 0 Posted 8 hours ago 10 minutes ago, DarthParametric said: You should set it to DEFAULT or ****, not CM_Baremetal. That fixed the issue, thank you so much! Now I'm wondering, because most of the other party members also have CM_Baremetal as a parameter for this one. Should they be set to default as well? Quote Share this post Link to post Share on other sites
DarthParametric 3,920 Posted 8 hours ago 6 minutes ago, hyperblast1 said: most of the other party members also have CM_Baremetal Seems like your 2DA was borked by a mod that was poorly implemented. The vast majority of rows should be DEFAULT by, well, default. Mostly it's only the droid rows that use CM_Baremetal, aside from a few extras like Mandos, swoop gang members, etc. Quote Share this post Link to post Share on other sites
hyperblast1 0 Posted 4 hours ago You're most likely right, there were a few of them not set to DEFAULT... I could probably deduce the culprit by opening their modded 2da, but I'm just glad it's fixed! Might explained the shinyness on Carth as well as the retexture mods I had found disappointing at first... Anyway, thank you again! Quote Share this post Link to post Share on other sites