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TwilightOne

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Everything posted by TwilightOne

  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.
  16. I'm a pretty creative person, but I really like teamwork so if you have ideas it's very good! :D I can't wait to hear all that! Do you have a lot of audio editing software. Because on my end I add some effects via Audacity to make recent recordings sound like old recordings. Old music is very mid preset with not much bass or treble, the eq looks like an upside down U. Maybe add a bit of noise, equalize tje volume to fit with existing game sound etc. I'll have to think about that too. ^^
  17. Your best bet is using the Creation Kit if you play on PC. I haven't been to vault 88 yet, but I had this problem recently at The Slog. The workbench that is against the wall facing the pool near the little shack that houses Arlen Glass has a light like that. A light is normally part of the workbench object, but when I scrapped it there was still a light source. It seems like Bethesda added those extra lights to make more visual punch in the creation kit, but it is not welcome in settlements when you can delete stuff and move things around. For example, in the CK you can make "Light boxes" that encompass a room so a light inside it (linked to it) won't bleed through the wall and reflect on the walls of the next room. That makes the static rooms and places that are uneditable by the player at runtime much more convincing but the settlement objects clearly are not as advanced for ease of use. Likewise there are "boxes" that change the acoustic model so entering a fixed unscrappable house changes the reverb of souds etc while there is no such thing for placed settlement objects. My advice would be to take pictures and detail the places where you see this as much as possible, file a bug to UFO4P bugtracker so everyone can receive this minor bugfix. I'd do it myself on my end, but since I don't know where exactly your bug is as I haven't been to the Vault 88 I don't want to spoil myself in the CK and/or search a lot for it. Have a nice! Edit: While it won't fix your bug, I stumbled across this mod which seems to make the craftable lights in Vault 88 way better! It was kinda on the subject. http://www.nexusmods.com/fallout4/mods/17174/?
  18. You used to be able to play normally? Do you have lots of mods? Do you have a lot of texture, HD graphics mods? Have you read the mods pages for incompatibility? Have you tried uninstalling the latest mods you added? But all these things should at worse crash the Fallout 4 program and not the whole computer if the operating system is half decent. And we all play on Windows on PC... So maybe system drivers? Is your computer new? Have you looked for updates to your graphic card, I don't know AMD cards, but is more powerful than the recommanded specs? Maybe validate install option in steam. Will fix corrupted / missing Fallout 4 files. Try a new game, if the game crashes it maybe because of a scripted mess that borked your old save. Maybe you have a virus or a bad system update that corrupted some files used by the game... Try Avast free antivirus to scan, and Malwarebytes scan. Both are free. If all else fails, make a whole system backup for recovery to an external hard drive and reinstall windows as if the whole computer crashes it very well may not be entirely Fallout 4's fault. If you have the same problems on a fresh windows install, on a fresh Fallout 4 install and a fresh new save then you have a hardware problem. Maybe your RAM gets corrupted when you play. Those are my first thoughts.
  19. I was able to get a custom radio ingame with some of these songs as a proof of concept. But I am not a programmer IRL, I am learning scripting right now. So I would need a bit of help for creative details like the actual dialogue lines etc and requirements ingame to unlock it. :D I am more a musician in real life. It is easier for me to do world building than scripting. If you are interested we could work together. ^^ Just send me a pm with some voice clips so I can get an idea. :D
  20. Should verify at the UFO4P if this mod is already registered on the tracker. ^^
  21. Oh hey! I have a couple ideas for radio mods! :D Do you know Alys Robi? She was a very popular Quebec artist in the '40s. She got to record french versions of popular music we already hear in Fallout or associated artists. Like "Rhum et Coca-Cola" for the Andrews Sisters' Rum and Coca-Cola. Alys sang a very appropriate song to the Fallout universe. Called "Ça atomique t'y" (Litt: Does it atomic.) Lyrics: Puisqu' aujourd'hui c'est la bombe atomique (Since nowadays the atomic bomb) qui fait les frais de toutes les conversations (is the subject everybody talks about) On ne demande plus "As-tu besoin de tonique?" (No one asks "do you want a tonic?") On demande "as-tu l'atome en position?" (they instead ask "Is your atom in position?") Et puisqu'il faut être énergique (And since we need to be energetic) N'en parlons plus comme autrefois (Let's not talk about it like olden days) Un type qui n'est pas dynamique (A man who's not dynamic) N'a plus le droit d'élever la voix. (Doesn't have the right to have a voice!) Le pep est dans l'atome (Pep is in the atom) on n'demande plus "Ça va t'y" (We don't ask "How are ya?") Les hommes, les femmes et les mômes (Men, women and children) demandent "Ça atomique t'y?") (all ask "How atomic are ya?") As-tu l'atome en travers ou en long? (Is your atom upright or sideways?) Est-il désintégré ou bien est-ce qu'il est bien bon? (Is it disintegrated or is it well ((enriched))?) Atomiques-tu? Ou n'atomiques-tu pas? (Do you atomic, or don't you atomic?) Si t'atomiques, oh bien tu peux dire "C'est extra!" (If you atomic, you can say "It's fantastic!!") Link: https://dl.dropboxusercontent.com/u/5219152/Music/01%20-%2021%20%C3%87a%20atomique-t%27y.mp3 Picture: https://dl.dropboxusercontent.com/u/5219152/Music/L%27anthologie.jpg Rhum and Coca-Cola by Alys Robi: https://dl.dropboxusercontent.com/u/5219152/Music/01%20-%2009%20Rhum%20%26%20Coca-Cola.mp3 (She says "Negrita" in the song so it may be not be PC for today's audiences) Chica Chica Boom Chic: https://dl.dropboxusercontent.com/u/5219152/Music/01%20-%2020%20Chica%20Chica%20Boum%20Chic.mp3 (Upbeat song that uses a lot of "boom" onomatopeia, originally referring to percussion, but in Fallout it seems to be very enthusiastic about explosions. XD) She has a lot of other songs but it is just an artist I would like to mod in the game. She recorded at the CBC, and I even have an extract with a period appropriate announcer!: https://dl.dropboxusercontent.com/u/5219152/Music/01%20-%2002%20Babalu%20%28in%C3%A9dit%29.mp3 --- I think some more period music is adequate for the game, and Quebec is not far up north from Boston, so the cultural influence is appropriate for the time period. Also I have some more modern songs but remade with manouche jazz influence that could well exist ingame, they would need audio edit to make it sound older but here are some examples: The Lost Fingers - Billie Jean (Michael Jackson cover): https://dl.dropboxusercontent.com/u/5219152/Music/01%20-%2008%20Billie%20Jean.mp3 (I rationalize this because the great war is in 2077 or something, technology did not advance but culture is not necessarily just 1940 and 1950's. After all "The Wanderer" song ingame was made in 1961, so even Bethesda is not that rigid about the canon...) Maurice Delisle - À Québec Au Clair De Lune: https://www.youtube.com/watch?v=mLOGlba6LRY (Intro could be something about our American "Paris" as this sounds very French with the accordion.) The Puppini Sisters - Heart of Glass (Blondie cover): https://dl.dropboxusercontent.com/u/5219152/Music/01%20-%2010%20Heart%20of%20Glass.mp3 The Puppini Sisters - I Will Survive (Gloria Gaynor cover) : https://dl.dropboxusercontent.com/u/5219152/Music/01%20-%2008%20I%20Will%20Survive.mp3 Some stuff from Postmodern Jukebox is also very fitting. -- Also I think modern styles like Electro Swing would more than fit well ingame. Yes synthetizers are used but we do have advanced computers too so technology can work... Swingrowers - That's Right : Swingrowers - Midnight : (Could even be produced bu the institute as the sound is more modern that the rest) -- Also thinking about Ms Alys Robi, she was lobotomized at the start of the 1950's and survived! So maybe she could exist at Parson's Asylum as a Robobrain... So many ideas! Tell me what you think! :D
  22. I will post my modlist when I have access to it later, but to make some mods work I had to use Fo4edit to patch them and play nicely with each other. For example I have a mod that adds more plants to be places and harvested, like aster, tarberry and bloodleaf, but they rename items that Valdacil's classification touched, or to make plants work with Hardcore Food so that the item needed to plant another tato is a tato seed, not a tato. It changes leveled lists to make farming harder, not all tatos are good, you have the chance to get lower quality stuff etc. So yeah many mods are nice for survival, immersion but they do not all play well together.
  23. I think the DailyUpdate routing in the WorkshopParentScript says otherwise for the robot happiness. I vaguely remember that it has category for humans and robots and only uses the humans happiness for the calculations... I think.
  24. All I know is the base game power conduits will radiate power in a radius around them, the cables themselves serve to link them to a generator for them to radiate. The DLC conduits are the metal ones will need a conduit to link the existing power system to the DLC conduit system. The DLC power conduit will share a power link to all the snapped DLC power conduits, but will need a "power radiator" item to radiate power to lamps and passive power usage items. What I think is if you build floors, the radiating energy conduits will pass through the floors/walls and power stuff in higher floors for example as only a radius is used for connection calculations. It makes using switches for rooms in a building kinda hard to do properly if you cram multiple radiating conduits in a tight space. To my knowledge, the switches are used to power on/off equipment that has a direct "conduit-like" power connection via a cable. In another note, I don't think you could fix that easily in the CK, it seems to be impossible to make working power links in settlements via the CK. The power links in the power grid are probably governed by the WorkshopParentScript on some event and updated at runtime. I am not a good enough scripter to dabble in this very central and long script, even the UFO4P had problems editing it...
  25. Also, if you add such a thing, wouldn't it also animate interior obects that are supposed to be sheltered? It's already weird to see everything wet in a concrete bunker when rain is occluded, so actually seeing water drips moving on those same objects would be distracting, I think.
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