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TwilightOne

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  1. Haven't tested looking at the floor... Weird issue though. I remember when the game launched and only Sanctuary was available that it was near instantaneous. But that was a non modded game. Now I have mods like Homemaker, but the game seems to load the preview art on demand when navigating the menus, and not all at once... Plus 3 seconds of pure computation is a lot, like if the game was remaking the whole menu everytime from scratch, looking at all the linked settlements resources etc. Kinda weird though... I really don't know what really causes this...
  2. Well, I don't know if it is video ram. I have a new 1070 with I believe 8 gb of Vram, even with some 4k textures, does that fill up that fast? I'll have to check when I'm back on my main rig, but if I am missing Vram, shouldn't I see some glitches and problems elsewhere ingame too? It happens in almost empty settlements, as well as more furnished ones... Even in a cleaned up Vault 88 before any building.
  3. Just wondering what actually happens behind the scenes when you hold v or trigger the workshop to enter Workshop Mode. In my game the video freezes for 2-3 seconds before I gain back the controls inside Workshop Mode. I already know it is not loading the menu art assets of everything as that gets loaded on demand when you navigate menus. I have the impression that it takes longer than it used to before. What are your loading times? Vanilla? Lots of mods? SSD? Could it be checking the resources of all linked settlements? I know it should not be loading current settlements objects as they are already loaded, duh. I don't know what kind of operation it could be doing that requires that much computing time while stopping all input/animation/gameplay for seconds consistently each time. Empty settlement or 3x filled in. Even papyrus will slow execution to give resources to keep a steady framerate! So what is it? Thank you!! :D
  4. With nexus mod manager, download from the nexus using your account, activate the mods (green checkmark), use LOOT for reorganizing load order. Verify the esps are ticked and will load. Start game from the mod manager. Check if f4se is needed for your mods. Install to data directory and use launch fallout 4 via f4se. Check data folder is the esps and their associated files are there... Just step by step to find the problem. Also validate files in steam.
  5. Do you have the PC version of the game? Because changing a character's face in the Creation Kit is isn't that bad to do, and you could make her the way you want her to look! :D
  6. You would need to setup some kind of script to add every reference that is linked to the workshop to a formlist and store it's location, rotation... I'm not a good enough modder to do that just yet or understand all of it. But then you'd need a script that rebuilds those objects in your settlement using the list. It is an interesting idea! :D
  7. Hello! I want to learn about making a little mod that looks like the settlers are cleaning up their environment when some time passes, and some conditions are passed to disable static trash objects references. Basically my script looks like this, but I'm not a new scripter and I do not know how to call variables from other scripts and the Creation Wiki gives me connection errors or the tutorials are not clear enough for me to understand. --- Scriptname TO_SettlementImmersiveCleaning extends ObjectReference ;Does it need a quest property? What does that serve?;Quest Property SettlementCleaningQuest Auto;Which stage to set in that quest, if it needs one?;Int Property StageToSet Auto;Will only run when daily update routine starts, everyday.WorkshopParentScript Property WorkshopDailyUpdate Auto Const;Current Workshop ref Object Property akTargetRef Auto Event OnInit(); Registers to get the custom event from DailyUpdate routineRegisterForCustomEvent(WorkshopParentScript, "WorkshopDailyUpdate")EndEvent Event WorkshopParentScript.WorkshopDailyUpdate(WorkshopParentScript);This is supposed to get the current workshop ref to check on its related values WorkshopScript CurrentWorkshop = WorkshopParent.GetWorkshopFromLocation(akTargetRef.GetCurrentLocation());Searches the current workshop reference in the workshops arrayInt Index = WorkshopParent.Workshops.Find(CurrentWorkshop)If (WorkshopParent.Workshops[index].OwnedByPlayer == True) ;Now is this the way to get the workshop happiness value?;(WorkshopParentScript.WorkshopRatingHappiness) ;This will then disable trash objects in that settlement.startRef.DisableLinkChain I'm not sure how to go about this. Then I want to check for last days since raider attacks for cleaning up if they happened to sack the place. Then if happiness drops too low, I want to reenable refs. How can I run this script on a custom "disabler" reference in every workshop when dailyupdate runs so that it disables all trash objects manually linked to it, or better from a form list for each settlement! Thank you so much for your help! I appreciate mods like Spring Cleaning but sometimes you delete stuff you weren't supposed too, I plan on using the CK to check what could be disabled automatically by the settlers so the lone wanderer doesn't have to look for every trash pile.
  8. I've asked a question for a similar problem with The Slog lights on the UFO4P bug tracker. It is probably a missing workshop link between the light and the object. Note the references and post a bug report on the Unofficial Fallout 4 Patch bug tracker so that everyone will get to benefit from your patch! Have a nice evening! :D
  9. They have a cover of "I kissed a girl" : "Are they not aware that this song is now known and sung as "I kissed a Ghoul (And I liked it)" in the Commonwealth. I swear these kids nowadays!" XD And very good! I look forward to hearing that!
  10. Really useful stuff right here! You should go and edit the wiki with this find! It is sure to help a lot of people!
  11. Hahaha, I am testing the "old" effects on recent music. Original by Postmodern Jukebox - Radioactive (Imagine Dragons cover): My old effect edit with vinyl scratch applied to it. :D https://dl.dropboxusercontent.com/u/5219152/Music/01%20-%2003%20Radioactive.mp3 It fits soooo much in Fallout hahaha, it should play when the player gets out of the vault at the start! "I'm waking up, ash and dust (...) I'm breathing in the chemicals (...) This is it, the apocalypse (...) Welcome to the new age, I'm radioactive" Hahahahaha
  12. I'm thinking about such a mod but it is more in a draft state right now. I'd need help to make it all work.
  13. Skyrim and Oblivion if I remember as far had problems with alt-tabbing. Use the (run in a window) option in the launcher with the (borderless) tick box. Also use the same resolution windows runs at or you'll have your game in a corner and the rest of your desktop under it. It is an engine bug, it doesn't like changing focus. When you run a game in fullscreen (not a window) the OS will unload some assets and put more to the game, but nowadays if your graphics card is more than recommanded specs you shouldn't have a problem with having the desktop loaded "under" the fallout 4 application. You will probably not have any fps drop, or a very slight one, but your game will be able to alt-tab in and out.
  14. It seems like NMM can't write the mods to the Fallout 4 properly or can't make it load... Do you run it in administrator mode? Have you checked the mods are present in the fallout 4 directory?
  15. I am not sure what you mean. You mean you want to navmesh a player house you have made in the creation kit? Because collision is not made in the creation kit, you would need blender or 3DSmax with nif plugins to make a new mesh, then nifskope to edit it for insertion into the game. Then when your custom object, a wall tile is made and has collision, you place it in the world and navmesh it in the CK. Or do you want to use existing Skyrim assets to make your new building? There are a lot of tutorials for that in forums, on reddit, on youtube, and the creation kit site. A series of video tutorials by bethesda exist for skyrim specifically.
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