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Open World Fallout - remove all loading screens, the way OpenCitiesSkyrim (RIP) did it but ALL of them, modded interiors such as Beantown and SubwayRunner too

 

More Crafting - Craft parts individually (scope, barrel, grip, etc) and ASSEMBLE the parts into the gun/armor piece/Automatron

 

Item Conditions - add HP to all parts, if they break depending what they are whole item can be useless, disassemble item - repair broken parts at bench - reassemble item

 

Dialogue - allow conversation with ANYONE, options and success depends on CH, faction and relationship

- i.e. convince a Raider to stop shooting at you and sell them Chems (make a "greet" key that greets at a distance so you can do this)

- make them like you or pay them enough and they can become a follower/settler/mercenary

 

Robots - add Automatron keywords (dlc01moddablebot, etc) to all bots in the game so they can be modified in the Robot Workbench (dead robots too would be cool so you can disassemble the bots you find and take the parts that are in good condition, and repair the broken parts

- add new CPU part inside head of all robots that can be removed/modded and contains the personality, voice, relationships, etc - remove a Mechanist Tank Bot's CPU in the workbench and put Codsworth in there!

 

Synths - make a Synth bench! for people, synths, whatever, imagining you the player install synthetic arms that can be upgraded, a mr handy thruster and make your head and torso armor plated

 

Radio - make Radio Stations that function as contacts for followers/allies/etc when you click them, add radio headsets/walkie talkies that allow you to communicate with whomever you gave the other one(s) to via the radio stations

 

NPC Quests - Let Preston give those quests to someone else - send your followers/settlers/hired mercenaries to locations to do various things (scout, clear, loot, occupy), use the Settlement Raid calculator (# of people, turrets -> defense) and auto-calculate the outcome

 

and more

 

 

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Open world: Not practical. The game would choke on it, framerates in downtown boston would be a frame per minutes number. Even an absolute beast of a machine would be brought to its knees, and screaming for mercy.

 

Crafting: I would love to see that too.

 

Item condition: For a lot of stuff, this would be doable, for some stuff, it's already been done. Some stuff should be repairable in the field as well.

 

Robots: I would LOVE to be able to salvage parts off the bots I find in game, both those I destroy, and those that I find already destroyed.

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Open World: let it be a challenge for someone very dedicated then

 

Item Condition: the current system for Power Armor seems like it could easily be bent to fit this, also Damage Thresholds tie in well with condition

 

Robots: you could edit the robot leveled lists to make the parts appear when you kill them, but I'm thinking properly outfitting the non-DLC-bots with their Automatron parts and adding the appropriate keywords to make them moddable in the robot workbench

-would be great to see a hacker perk that turns a robot friendly, mixing with my CPU idea, so you could bring home all the handies and protectrons you find, mod them with armor and weapons and set them as provisioners/farmers/whatever

-taking inspiration from other mods, robot CPUs can be used in Power Armor, Vertibirds, Turrets, synths, wtv

--check out the mod Techno Mutants to see what I'm talking about, proof of concept that all these machines and races are parts that can be mashed together, and I don't see why wastelanders wouldn't be installing robotic and synth parts on themselves, even exposing themselves with modified FEV seems reasonable in the Commonwealth

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Open world: Not practical. The game would choke on it, framerates in downtown boston would be a frame per minutes number. Even an absolute beast of a machine would be brought to its knees, and screaming for mercy.

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Crafting: I would love to see that too.

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Item condition: For a lot of stuff, this would be doable, for some stuff, it's already been done. Some stuff should be repairable in the field as well.

Â

Robots: I would LOVE to be able to salvage parts off the bots I find in game, both those I destroy, and those that I find already destroyed.

uGridsToLoad limit 11. After that my game becomes unstable. It loads for an infinitely long time, then crashes. Regardless of fps.
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Open world: Not practical. The game would choke on it, framerates in downtown boston would be a frame per minutes number. Even an absolute beast of a machine would be brought to its knees, and screaming for mercy.

Â

Crafting: I would love to see that too.

Â

Item condition: For a lot of stuff, this would be doable, for some stuff, it's already been done. Some stuff should be repairable in the field as well.

Â

Robots: I would LOVE to be able to salvage parts off the bots I find in game, both those I destroy, and those that I find already destroyed.

uGridsToLoad limit 11. After that my game becomes unstable. It loads for an infinitely long time, then crashes. Regardless of fps.

 

I generally run 7 in FO4, I tried 9, but, got screen tearing and such. I have upgraded my vid card since then, but, haven't tried bumping it up any more. :D Skyrim runs 9 perfectly.

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Open world: Not practical. The game would choke on it, framerates in downtown boston would be a frame per minutes number. Even an absolute beast of a machine would be brought to its knees, and screaming for mercy.

ÃÃÂ

Crafting: I would love to see that too.

ÃÃÂ

Item condition: For a lot of stuff, this would be doable, for some stuff, it's already been done. Some stuff should be repairable in the field as well.

ÃÃÂ

Robots: I would LOVE to be able to salvage parts off the bots I find in game, both those I destroy, and those that I find already destroyed.

uGridsToLoad limit 11. After that my game becomes unstable. It loads for an infinitely long time, then crashes. Regardless of fps.

ÃÂ

I generally run 7 in FO4, I tried 9, but, got screen tearing and such. I have upgraded my vid card since then, but, haven't tried bumping it up any more. :D Skyrim runs 9 perfectly.
for a normal game, yes, 9 is probably ok. But not for big construction projects. In my sandboxes, more than 21 cells textures start to overlap each other at values ââhigher than 5. If among the building elements there is at least one texture with a different resolution. For example, all d textures are 2k, and one 1k or 4k, or all n - 1k, and one 2k ... ce does not correctly process textures with mip maps and textures with different resolutions. Therefore 5. Hallucinating engine. Edited by South8028
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I wasn't talking about view distance, I was talking about loading interiors so when you open a door there is no loading screen

 

I would think something like minecraft does, only load the closest resources and objects first and fill in the distance gradually, thats where optimized LODs come in but it's more about constantly loading small amounts of things in the background without killing it

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I wasn't talking about view distance, I was talking about loading interiors so when you open a door there is no loading screen

 

I would think something like minecraft does, only load the closest resources and objects first and fill in the distance gradually, thats where optimized LODs come in but it's more about constantly loading small amounts of things in the background without killing it

That's what ugrids is all about. For the most part. That is how far out the actual assets are loaded. Beyond that, you get the LOD versions, npc's aren't active, (if they are loaded at all) etc. Increasing ugrids means more stuff in the world is actually loaded. That does not include interiors though.

 

The problem becomes, twofold. First, you would have to move all those interior cells to the real world, which can be a problem, as the interior dimensions do not always match up to the exterior dimensions.... and second, how do you convince the game to only load those resources within X distance? If you just have the game load everything based on your ugrids setting, even at the stock 5, that is going to tank performance in some areas. Consider the mechanists lair, that place is HUGE, with a LOT of assets. Not having load doors for it, would absolutely kill performance. The game would be unplayable.

 

Unfortunately, this is a limitation of the game engine, and there really ain't a lot you can do about it.

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Unfortunately NPCs can't shoot through even the fastest load screen and neither can I, forget dragging bodies around

Also I use Conquest (build settlements anywhere) and building indoors you're completely cut off from the world by a load screen

Also Gas Masks of the Wasteland adds constant Rads to everything but it's not very immersive when there are gaping holes to the outside but technically you're indoors so there are no Rads

 

 

 

I wasn't talking about view distance, I was talking about loading interiors so when you open a door there is no loading screen

 

I would think something like minecraft does, only load the closest resources and objects first and fill in the distance gradually, thats where optimized LODs come in but it's more about constantly loading small amounts of things in the background without killing it

That's what ugrids is all about. For the most part. That is how far out the actual assets are loaded. Beyond that, you get the LOD versions, npc's aren't active, (if they are loaded at all) etc. Increasing ugrids means more stuff in the world is actually loaded. That does not include interiors though.

 

The problem becomes, twofold. First, you would have to move all those interior cells to the real world, which can be a problem, as the interior dimensions do not always match up to the exterior dimensions.... and second, how do you convince the game to only load those resources within X distance? If you just have the game load everything based on your ugrids setting, even at the stock 5, that is going to tank performance in some areas. Consider the mechanists lair, that place is HUGE, with a LOT of assets. Not having load doors for it, would absolutely kill performance. The game would be unplayable.

 

Unfortunately, this is a limitation of the game engine, and there really ain't a lot you can do about it.

 

I see what you mean, in terms of the grunt work of lining things up so you can walk through seamlessly I'd do that myself if I knew how, I agree the main problem is handling the assets both interior and exterior at the same time.

 

Same with OpenCitiesSkyrim, it was too much to load which is why no one else had done it, even Bethesda

This guy figured out that you only render resources that are actually on-screen (I think), calculating but not actually rendering your companions and stuff unless they were actually visible, thereby saving tons of memory

 

I'm not really expecting this to be solved I just know that in code, nothing can stay impossible forever!

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