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Issue Data
Status: Confirmed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Vanilla
Category: Meshes
Assigned To: Nobody
Platform: Windows PC
Severity: Low
Votes: 0
Watching: N/A
Opened By Relight on Dec 2, 2015 11:24 pm
Last Edited By BlackPete on Nov 3, 2016 8:36 am

Issue #19700: Reflection is completely unrealistic on some wet surfaces



I'm on auto-detect "Medium" settings.



These are concrete steps. Similar surfaces are in various places. These particular ones are in the park, that Swan park, close to Prost Bar.



http://www.falloutsearch.com/img/UFO4P/377160_2015-12-02_00018.png



When they're wet, they should NOT look like they're some kind of metal surface that reflects everything 100%. It's pretty unnatural - even if water pooled on them, they would not reflect like that, and nothing else immediately adjacent to them is wet like that. I do think a lot of the stuff that's wet in this game looks good, but not this.



http://www.falloutsearch.com/img/UFO4P/377160_2015-12-02_00007.png
http://www.falloutsearch.com/img/UFO4P/377160_2015-12-02_00006.png



It's hard to tell from the screenshot - you'll want to check it out yourself probably - but this exterior door of Prost Bar is wet, and it's reflecting a very strong reflection. A wood door, when it's wet, does NOT reflect like that.



http://www.falloutsearch.com/img/UFO4P/377160_2015-12-02_00008.png

       

Comments

3 comment(s)
Relight said:
Just to clarify - I'm not just talking about shine on that wood door. There is an actual REFLECTION.

       
DSoS said:
I noticed the same issue with stairs at Jamaica Plains.

[[http://afkmods.iguanadons.net/uploads/gallery/album_88/gallery_3051_88_357574.jpg|Night with Power Armor light on]]

[[http://afkmods.iguanadons.net/uploads/gallery/album_88/gallery_3051_88_250147.jpg|Night with Power Armor light off]]

[[http://afkmods.iguanadons.net/uploads/gallery/album_88/gallery_3051_88_397180.jpg|During the day, no rain, no light.]]

REF ID for mail box near the stairs: 000F1D5E

       
Comment #2 Feb 6, 2016 6:53 am  Edited by on Nov 3, 2016 8:37 am
jonwd7 said:
For the stairs



//materials\Architecture\Unique\BridgeConcrete01Details.BGSM//



Is the material used, and it references the wet material:



//materials\Template\BrickTemplate_Wet.bgsm//



Also there is a material



//materials\Architecture\Unique\Bridge01\BridgeConcrete01Details.BGSM//



that uses the same wet template and the same textures which would also need to change.



I believe we can change the wet material for the BGSM file without invalidating the precomb/vis for a cell.

If we do edit this material, it will affect these files:
<code>meshes\architecture\unique\bridge01\bridge01midenddb.nif
meshes\architecture\unique\bridge01\bridge01midenddb02.nif
meshes\architecture\unique\bridge01\bridge01midrubbleendl.nif
meshes\architecture\unique\bridge01\bridge01midrubbleendl02.nif
meshes\architecture\unique\bridge01\bridge01midrubbleendr.nif
meshes\architecture\unique\bridge01\bridge01midrubbleendr02.nif
meshes\architecture\unique\bridge01\bridge01rubblecapr.nif
meshes\landscape\guardrails\grailrwcurveout1280up176.nif
meshes\landscape\guardrails\grailrwcurveout768up128l.nif
meshes\landscape\guardrails\grailrwcustombridgeendl.nif
meshes\landscape\guardrails\grailrwstr1024shift128r.nif
meshes\landscape\guardrails\grailrwstr512.nif
meshes\landscape\guardrails\grailrwstr512broken01.nif
meshes\landscape\retainingwall\residential\rwaddonrailing01.nif
meshes\landscape\retainingwall\residential\rwaddonrailing02.nif
meshes\landscape\retainingwall\residential\rwpiecestairs01.nif
meshes\landscape\retainingwall\residential\rwpiecestairs02.nif
meshes\landscape\retainingwall\residential\rwpiecestairscor01.nif
meshes\landscape\retainingwall\residential\rwpieceswaangle01.nif
meshes\landscape\retainingwall\residential\rwpieceswaanglecurve01.nif
meshes\landscape\retainingwall\residential\rwpieceswacor02.nif
meshes\landscape\retainingwall\residential\rwpieceswacurve01.nif
meshes\landscape\retainingwall\residential\rwpieceswacurve02.nif
meshes\landscape\retainingwall\residential\rwpieceswacurvefree01.nif
meshes\landscape\retainingwall\residential\rwpieceswaroundin02.nif
meshes\landscape\retainingwall\residential\rwpieceswaroundout02.nif
meshes\landscape\retainingwall\residential\rwpieceswastr01.nif
meshes\landscape\retainingwall\residential\rwpieceswastr01half.nif
meshes\landscape\retainingwall\residential\rwpieceswastr01treecircle01.nif
meshes\landscape\retainingwall\residential\rwpieceswastr02.nif
meshes\landscape\retainingwall\residential\rwpieceswastr03.nif
meshes\landscape\retainingwall\residential\rwrespost01.nif
meshes\landscape\retainingwall\residential\rwresrailingpost01.nif
meshes\landscape\retainingwall\residential\rwresstairs01.nif
meshes\landscape\retainingwall\residential\rwresstairs01grass.nif
meshes\landscape\retainingwall\residential\rwresstairs01railingl.nif
meshes\landscape\retainingwall\residential\rwresstairs01railingr.nif
meshes\landscape\retainingwall\residential\rwresstairs02.nif
meshes\landscape\retainingwall\river\rwbridgerive01.nif
meshes\landscape\retainingwall\river\rwrivastr01stairtransrivsrnorail.nif
meshes\landscape\retainingwall\river\rwrivastr01stairtransrivsrnoraila.nif
meshes\landscape\retainingwall\river\rwriverpiecepost02.nif
meshes\landscape\retainingwall\river\rwriverpiecerailcurvel01.nif
meshes\landscape\retainingwall\river\rwriverpiecestaircurve01.nif
meshes\landscape\retainingwall\river\rwriverpiecestaircurve02.nif
meshes\landscape\retainingwall\river\rwriverpiecewalltophalfcircle01.nif
meshes\landscape\retainingwall\river\rwrivsstairsstrfreer.nif
meshes\landscape\retainingwall\river\rwrivsstr01stairsopenr.nif
meshes\scol\fallout4.esm\cm0003e097.nif
meshes\scol\fallout4.esm\cm0003e098.nif
meshes\scol\fallout4.esm\cm0003e201.nif
meshes\scol\fallout4.esm\cm00050929.nif
meshes\scol\fallout4.esm\cm0005094c.nif
meshes\scol\fallout4.esm\cm000d09c0.nif
meshes\scol\fallout4.esm\cm000d09c6.nif
meshes\scol\fallout4.esm\cm000d09dd.nif
meshes\scol\fallout4.esm\cm000d09e1.nif
meshes\scol\fallout4.esm\cm0012e41c.nif
meshes\scol\fallout4.esm\cm00139e43.nif
meshes\scol\fallout4.esm\cm00139ffa.nif
meshes\scol\fallout4.esm\cm0013a002.nif
meshes\scol\fallout4.esm\cm00174bdf.nif
meshes\scol\fallout4.esm\cm001d9244.nif
meshes\scol\fallout4.esm\cm002390b7.nif</code>

Which given it's the exact same material, all of these should look incorrect when wet.



I will play around with a new wet material for this BGSM to use.

       
Comment #3 May 30, 2016 4:01 am  Edited by on Nov 3, 2016 8:39 am
Showing Comments 1 - 3 of 3