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StochasticTinker

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  1. I've been playing Sim Settlements a lot, and some of the settlements are nice and rectangular (Starlight, for example), while others have odd angles all over the place. JtBryant has created "Foundation building blocks" for Sim Settlements, which is a nice set of square "foundations" that have various elevation changes available too. The down side is that all the corners are 90 degrees. I'd like something similar to that, but one that has more options for angles. At least 30, and 15 degree "isosceles" wedges where the equal sides are a the standard size (the size of a "wood floor" tile for example). The should have appropriate snapping points so that they can combine together. An equilateral wedge would be nice too. Doesn't have to be specific to Sim Settlements, though that's mainly where I'm going to be using it.
  2. That's all good advice, though not quite what I was looking for. I'm hoping to find things that might be able to be updated dynamically. I already have something that will update shadow distance and volumetric lighting automatically, and it makes a big difference in game play. It would be pretty difficult or impossible to dynamically enable/disable mods or combined objects ;-) Grass might be interesting. It doesn't seem to make much of a difference on my system, so I'm not sure how I'd test the efficacy. Anyway, thanks for the information.
  3. I'm trying to compile a list of settings that significantly affect the FPS. I've personally found the following make a difference, but I'm wondering if there are any others out there that make a difference to other people. [Display] fDirShadowDistance (shadow draw distance)[Display] iShadowMapResolution[Display] iVolumetricLightingQuality[Display] bVolumetricLightingEnable Are there any other tweaks that you personally use to improve the FPS? Particles? Fade distances? Water details? Decals? Imagespace changes?
  4. Also, are you sure you didn't assign her to a trading post or similar?
  5. I'm a bit tired of going to a "chemistry station" and crafting holotapes in the Utilities section. So, I'm thinking I can either create a patch for the mods that add those, and move them to another workbench, or I can modify the chemistry station to use a different list, and create a new workbench that replaces it. Anyway, I think I need to move some keywords and/or field lists around, but I'm not quite sure where to start. I'll probably make this as an extension to Crafting Workbenches, and copy the Junk Workbench or something as a starting point.
  6. I would personally like to know if picking up a fire extinguisher would put me over my carry weight, so actual values would be useful. However, I could see wanting a percentage instead. Easy enough to convert to percentage, so making it a configuration option makes sense.
  7. So, a while back there was a Dynamic Shadows mod, which adjusted the shadow distance dynamically to try to maintain a better FPS. This was great, but the author stopped supporting it. Step in xwise, who created a replacement, which works well enough, but then there was some issues around his mod and donations. *shrug*. So it got me thinking I could improve it further. I did try to make the shadow map resolution update dynamically, but I can't seem to make that work (it just breaks shadows). However, there are probably other quality settings that I might be able to adjust dynamically. Other than shadow distance, are there any other settings that you'd like to adapt to the current framerate? Is grass fade/object fade worth it to you? I did some experiments by changing them from the settings menu, and didn't see any real FPS change. I'm open to ideas though! FWIW, dynamic godray quality is already working in xwise's replacement. Also, if anyone knows enough about how Shadow Map is set in the engine to help make it dynamic, I think that would be a huge win!
  8. A simple request: Create a HUD Framework widget that displays the players current and max carry weight. Ideal: Uses MCM to configure position, and any options to display (maybe I just want to know how much room I have left, maybe I want absolute numbers). Heck, if someone does make this, I'll donate $10 to them.
  9. As for ShadowBoost, there is a new mod that does the same thing, and more: https://www.nexusmods.com/fallout4/mods/26760/? Also does the work of LoadAccelerator!
  10. I would be happy with one that made me name a settler first, before I could quick-trade/quick-inv. Not sure if you could use that to improve the conditionals.
  11. I just got Drinking Buddy, and sent him to Sanctuary. I have a bar built as part of my settlement, and I'd like to force him to be at least in that general area. I'm thinking something like Carla's Rug mod, which creates a welcome mat which you can craft in the workshop. Then update the script for Drinking Buddy to be attracted to that mat. If there are better/easier ways, I'm all for it.
  12. Same thing happened to me. I bought the PS4 specifically to play FO4. After the modding debacle, I built myself a proper gaming PC and have been much happier.
  13. That sounds really hard, given what I know about the game engine (which granted, I'm a novice). I would think that such a mod wouldn't work on PS4 anyway, as it would likely require things that are not Sony friendly.
  14. Ever find that its extremely strange that you can sneak up to a sleeping raider, and slap them with your knife, and they just kind of lazily roll out of bed like they're about to go to Starbucks for breakfast? How about when you tell Blake Abernathy that you've brought back his daughter's locket while he's digging in the dirt, and he digs another second, moves an invisible thing from one side to another, and the stands up before replying? And then, talking to a sleeping Tinker Tom, occasionally makes him pop up fast enough you think you should have heard a sonic boom? I have absolutely no idea what it would take to fix these immersion breaking animations, but I would love to have a mod that did so. Adding a little variety to the animations would also be nice, but that's less important to me than just making them a little more realistic, and having a decent pace to them. Any other common NPC animations that are immersion breaking? The wake/stop work are the worst offenders in my play, but other people might have additional suggestions.
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