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Ablaze666

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  1. Only "- Textures" and "- Main" will be automatically recognized by the engine. If you name an archive "- Meshes" or something else you need to add that name into the Fallout4.ini.
  2. The good news first: If set up properly, the Creation Kit can automatically generate all the needed precombioned meshes, PreVis files and compress the meshess by 90% afterwards. Just with a bunch of batch files. Furthermore, the process that is generating PreVis files is optimized for multicore CPUs (I changed it in the CK ini to 16 threads and my CPU gets utilized 100%) and can utilized lots of RAM and VRAM (I've seen usage of 64 GB RAM and up to 20 GB VRAM in tests with my new hardware). In other words, it runs insanly fast compared to processing the files by hand. It is the same method the devs used to build all the precombined files. But there's the catch... Now the bad news: It's pretty complicated to set up. If done incorrectly, the CK won't start the workload and won't tell you why. And you need to enable Version Controll and work with it or you have a hell of a time with trying to merge the output plugins into a useable esp in xEdit. And even if all steps gets done in the CK, the results can still be bugged ingame (e.g. flickering objects etc). Here's the link to a very detailed explaination of how it works and what you have to do to get started. Make yourself comfortable, get a tea, take a deap breath and jump down the rabbit hole: https://forums.nexusmods.com/index.php?/topic/5522717-fallout-4-optimization-and-performance-systems-explained/page-38&do=findComment&comment=62587836 I managed to get the whole thing up and running and the results are worth all the trouble.
  3. That's what I did. Let's hope for the best....... :sweat:
  4. Guys, I fixed it! :sweat: Respawning raiders and loot at Thicket Excavations are a thing of the past. :teehee: SKK550 was absolutely right with his advice. Here's how I did it: The reason why I'm writing this is I'm not sure how I should aproach a public release. On one hand, my initial test went complete positive. I've loaded a vanilla save inside Vault 111 and taken the elevator. Then I did the test with the baseball bat in the house in Concord and it didn't respawned. Next was Thicket Excavations. I went there, completed Pull the Plug, came back after some ingame days and cleaned the exterior location. I took every piece of loot, ran to Vault 111 and ran straight back to Thicket Excavations. No raiders, no loot. After 7 ingame days the bloodbug at the entrance to Concord respawned correcty so that works too. On the other hand, my mod is pretty much incompatible with everything that edits the same worldspace cells. Should I simply link to an FO4Edit guide so users can solve any mod conflict by themself? I can imagine how this would work out... :turned: The other downside is way more serious. To be honest, I have no clue how Location records works in detail and how quests and scenes would be affected. The last thing I want is to release a mod that can destroy save games. But I can't test all quests Fallout 4 has to offer by myself. Any ideas? Should I write in big red letters that the mod is potentially harmful? Anyone here who want to give it a try and look if something breaks while playing and if the mod works at all?
  5. I've done that and the cells won't reset for sure. I almost thought that this could work out well because I didn't encountered any problems (except one*) in my last survival playthrough. Today I was testing a mod and noticed that Scribe Haylen won't give me any radiant quests. And that was the only problem in my last playthrough. Now again... Unfortunately my own bug fix (flagging all EZ to never reset) caused this. I scratched my head how the hell the cell reset bug can be fixed without breaking other aspects of the game. After reading this I thought why not giving it a try. I followed the steps in hobopav's earlier post and the baseball bat was there again after returning to the house (difficulty Very Easy). Then I made a plugin where I unlinked the 2 cells that are linked to the RedRocketCaveLocation and instead linked them to the RedRocketTruckStopLocation. Did the test again, ran from Vault 111 to the house, grabbed the bat, ran back to Vault 111, ran back to the house and BOOM this time the door was still open and the bat was gone. :smile: SKK50, you have no clue how much you helped me here! :thumbsup: I'm willing to make the needed changes to all affected exterior cells to finally fix this long lasting bug. I know it's a lot of work (393 locations that needs to be checked for linked INT and EXT cells and that's only for the base game) but something needs to be done about that and this solution is the most promising.
  6. Now that you mentioned it, I experienced the very same issue in settlement mode. I've made some copies of vanilla lights for settlement mode and assigned gobo textures to them but they didn't worked. Then I assigned the same gobo texture to the vanilla light and suddenly the gobos worked after placing the edited vanilla light. I noticed something when gobos fails to load. The light sphere of non-working gobos is kind of purple and it looks like the engine can't find the gobo texture linked to the light source. There are some unused gobo light sources in the game and when placing them in the Creation Kit they show the same purple sphere too because their gobo textures are not packed into the game files so the engine can't render them and using a generic purple texture instead. And because the purple sphere looks the same in both cases I assume the engine simply looks in the wrong direction for the gobos under some circumstances for whatever reason. The question here is why the engine searches for the wrong texture and sometimes finds it a) after reloading, b) placing a vanilla item with gobo textures in settlement mode or c) if using a flashlight mod: hopping in and out of power armor with headlamp. This just makes no sense at all. I have a feeling that this can only be fixed at engine level which involves an F4SE plugin. I tried to find the cause for this problem several times but gave up eventually. This bug can even be triggered in an unmodded game simply by stepping into power armor with a headlamp while having the Pip-Boy light on and then switching the headlamp on and off really fast a couple of times. The light spot will turn purple.
  7. Hi there, I want to forward the changes from this mod to the latest version of the font_en.swf file. I tried it with JPEXS Free Flash Decompiler and I can export the font as TTF file but there's no option to import the exported font. No matter what I've tried, nothing worked. A google search didn't yield any fruits. So yeah, anyone here who can point me in the right directions? :smile:
  8. They shouldn't be there. The engine don't use these 2 channels at all. If you try to pack a BA2 archive with the Creation Kit or directly with Archive.exe you'll get an error if a normal or specular map contains an alpha channel. Here's what the channels are used for: Normal map - red and green channels combined are used to build the bumps - blue and alpha channels have no function Specular map - red channel is used to determine the metalic shininess - green channel is used to determine overall glossiness and is used for rain reflections - blue channel would be used for Subsurface Scattering but isn't implemeted in the engine -> no function - alpha channel has no function I use Photoshop with the Intel plugin and the textures doesn't mess up after saving them. Maybe IrfanView can't handle DX11 textures properly? Just a guess.
  9. If you save a normal or specular map with the Intel plugin (save as normal map with BC5 compression), the blue and alpha channels won't be saved because those are not needed to render the texture map. This is intended. Diffuse textures should look alright.
  10. Exactly. Take Fallout 4 for example. Mods are so much better on PS4. Things like new assets and a script extender will never come to PC thanks to Steam's silly restrictions. And I think the 0kb bug will never be fixed in the PC version. And who wants to play with 60 fps when you can have cinematic 30 fps on a console. And that's not all. I'm a sim racing enthusiast and like to have a broad variaty of different racing simulations. That's simply not possible on a PC. Only consoles have the complete lineup of titles including rFactor 2 and Raceroom. And the fact that I can plug any hardware to a console like a DIY direct drive wheel, button boxes, shifters and high end pedals outrules the PC. And after playing a racing simulation in 4K with 144 Hz on a Gsync monitor I've sworn to myself to never go back to a filthy PC! Edit: There are a lot of posts around the internet where Steam users asking when Square Enix finally brings the Final Fantasy 13 trilogy to Steam so they can play it in 4K with 60 fps like to dudes on their PS4. That's another reason to never get a PC. Only on a console you'll get the definitive version. That's the same with the HD texture pack for Final Fanrasy 15, only available on consoles.
  11. I think it's the custom nif. I had similar problems a while ago. A typo in the material file path made the tape unable to render.
  12. You have a beast computer and can't afford GTA5? :no:
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