Would anyone happen to know if it is possible to extend what has been done with the existing Flex Effects? (such as adding particles on skin collision or even the possibility of SPH fluids)
#1
Posted 31 May 2017 - 09:40 PM

#2
Posted 31 May 2017 - 10:25 PM

Those look very much like they'd need to be implemented from within the game making - mesh stage. But maybe I'm wrong. Still doubtful.
Edited by Ethreon, 01 June 2017 - 03:33 PM.
#3
Posted 01 June 2017 - 02:28 PM

Yes, that is what I was worried about. There are a very limited amount of files dealing with the Flex effects that can be changed so it probably isn't worth the time to try. Thank you though.
#4
Posted 01 June 2017 - 03:32 PM

The flex system they integrated into FO4 is only exposed for shooting stuff into the ground.
You can't use it for other game effects or assign it to other actions in the engine - what you can do is change the meshes (.nif files) used and some randomization parameters in the .txt file that's located in the game folder.
#5
Posted 01 June 2017 - 08:06 PM

The flex system they integrated into FO4 is only exposed for shooting stuff into the ground.
You can't use it for other game effects or assign it to other actions in the engine - what you can do is change the meshes (.nif files) used and some randomization parameters in the .txt file that's located in the game folder.
Is it only for the ground? Not even wall? I found out NVFlex by accident after noticing there are stuff coming out on impact and stay persistent. But I quickly turned it off because it does get laggy (after a barrage of me testing weapons mod performance after work bench). Shooting up the place does feel a noticeable fps loss. 55+ fps at Sanctuary went down to some 35-40 fps.
Also tagged with one or more of these keywords: flex, nvidia
