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niston

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  1. Max interior cell dimensions are -32767 to 32768 on every axis.
  2. I suggest converting one of the downtown towers into a SCOL for testing? The big downside of all this precombining business (SCOL Generator and Precombiner use same code and suffer from the same inability of dealing with full precision meshes) is the loss of modability, ofc. If Beth had made Trinity Tower a single object instead of insisting on their worldbuilding kit approach, I would not be able to "easily" repair and/or modify it without any 3d modelling skills and tools. Otoh, their choice of occlusion culling tech (Umbra) cannot efficiently operate on large collections of small objects, hence the precombines.
  3. Re texture smear bug: 1) Turn off previs and precombines system wide, through fallout ini file. 2) Go to the library downtown and look towards trinity tower, panning and tilting the camera a bit - you'll notice it looks like this. 3) Travel on foot to Goodneighbor - You'll notice it numerous times more (until you CTD, see below). 4) It also happens when u go to Bunker Hill and look towards the Boston skyline. 5) Another spot is in the parking lot behind Diamond City, looking towards the towers or the stadium 6) Yet another spot is in Lexington at the Mystic Pines location, looking towards the corvega plant. 7) It's mostly dependent on viewing angle, with the bug vanishing and reappearing as you pan and tilt the camera around. If you're adventurous (highly NOT recommended): * Reprocess all your textures to contain NO mipmaps * Retry the above steps and notice the bug is gone Re havok CTDs: Ever had the Basketball or some other random vanilla physics object being listed in a Buffout crashlog near the top of the stack? And when you remove the object in question from the cell, another random object causes a CTD? It happens all the time in downtown, when precombines are disabled for the entire game. Pretty sure in both cases the issues are caused by data corruption from engine bugs that become apparent only when there is a sufficiently large number of references in the scenery. In case of havok, the corruption causes a CTD. In case of the textures, the corruption causes wrong parts of the wrong textures being selected and getting drawn in a wrong way with a wrong mipmap level onto wrong geometry. As precombining reduces the amount of references (probably quite drastically in some cases), the faults are masked by the previsibines system and Beth therefore didn't give any f*#@s about saw no immediate commercial incentive to fix them. But perhaps both issues could be rectified with some f4se dll black magic.
  4. One of the issues is, Beth used previsibines not only to paper over shortcuts in worldbuilding but also to mask away bugs in the engine. 2 examples: - Havok object CTD in very densely populated areas - Texture smear bug in very densely populated areas So if u turn precomb/previs off, these hidden but lingering issues are then going to become problems again. I also suspect this strategy of tryna sweep tech debt under the rug has come back to bite Beth in the ass more than once already.
  5. Sounds like they're ragdolling. Try this: https://falloutck.uesp.net/wiki/ForceRemoveRagdollFromWorld_-_ObjectReference
  6. Uh... U got some settlers-turned-synths sabotaging ur operation and destroying your equipment. Power grid issues do not cause equipment to break and needing repair. But if all ur generators get sabotaged by synth infiltrators, u obviously wont have power.
  7. Why clear the roombounds/portals tho? Set them up properly instead, and they'll work fine.
  8. Sounds like Scrap Crash, tbh. I've also seen such CTD happen after building a CWSS shower station in Sanctuary. The reason there was a specific texture with invalid dimensions (2000x2000 IIRC).
  9. Texture block compression is only tangentially related to BGS Creation Engine: In case of BC7*, it is supported by Direct3D 11, which is a subsystem of DirectX 11 and relies on implementation in Direct3D Feature Level 11.0 compatible GPU hardware**. Creation Engine then "merely" uses Direct3D for rendering. *BC1-3 otoh were supported already by D3D 9. Later, D3D 10 added BC4/BC5. **Yes, there is -and must be, for performance reasons- hardware support for texture block compression: Texture block compression works by clustering Texels into 4x4 blocks (hence block compression) and compressing these blocks individually, reducing the effective bit count needed to (approximately) represent every Texel block while still allowing random access to individual blocks. It was initially designed by S3 company as S3TC, to reduce VRAM needs of "large" (by 1999ish standards) textures. As a consequence of this requirement, block compressed texture is loaded into VRAM with block compression still applied. It is only decompressed by GPU itself, at the block level and on the fly, as needed. This is in stark contrast to BA2 compression, which is always decompressed entirely by the CPU when loading texture or other file from compressed archive on disk.
  10. the yellow triangle marks the navmesh triangle that is linked to the destination marker of a door. without that link, NPCs will not be able to navigate cause the door doesn't lead anywhere from their point of view.
  11. as long as there's a yellow triangle, it'll work.
  12. If the door's destination marker is not linked to navmesh (yellow triangle), NPC will not be able to navigate - even if they can reach the door. For linking, finalization is required.
  13. The workshop flag causes settler count and happiness to be displayed on the map marker. Except when it doesn't, for some weird reason.
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