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yarrmateys

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Everything posted by yarrmateys

  1. while at the topic of the replies on the mod pages, could the reply box appear under the post i clicked the reply button for rather than at the very top of the chain? the longer the chain gets, the more i have to scroll up to find the reply box. or if not, at the very least auto scroll to the reply box when reply button is clicked.
  2. it may be used to define which non-precombined pieces of the world respond to which parts of the occlusion, so if they're deleted/scrapped in workshop mode the corresponding occlusion part is disabled.
  3. this also tends to happen to living npcs too. i would sometimes see piper or preston have no torso when they loaded, and it only started to happen after i gave all the npcs randomized bodies. the obvious ones like dead raider in front of sanctuary was always invisible, sometimes even after taking all of his stuff. on the latest test play through bobbi no nose also had no body during the final cutscene. looksmenu is probably in need of debugging rather than just version maintenance updates, it's been getting more broken as time passes, with clothes option always crashing, the sliders visually reverting to vanilla during modification, overlays blinking out of existence at certain angles and now this.
  4. if it has an enable parent or an emittance, it's automatically excluded from the previs and precombine system. there are other methods to exclude them as well that i'm unaware of. activators are ignored, only statics, scols and the likes without these special things are encompassed. pretty much things that can never change in any way, don't animate and have no special effects seem to be the only objects that can be precombined. that's how the large map change after destroying the institute happens, most of the objects on that cell have enable parents which exclude them from being precombined, and the cell has to rely on other optimization methods like multibounds and occlusion planes/boxes to replace previs optimization.
  5. it's possible to have mods that don't mess them up completely, but that would require the mod author to generate precombines and previs by himself. for example let's take scrap everything, it could get an improved fps if all of the settlement areas were temporarily modified to mark the stuff from editable areas as impossible to precombine (like giving it an enable parent or blank region for emittance), and then generate the stuff for all the settlements.
  6. shared geometry (psg), compressed shared geometry (csg) and indexing for it (cdx). they contain stuff that's commonly shared by all the precombines to reduce their overall size by several times. as far as i know they're not used by ck because they create a sort of finalized set of precombines. you can't modify them anymore without breaking them, you'll have to regenerate the entire precombine and previs set if you modify anything in that mod.
  7. %ckExe% -CheckinPlugin:CombinedObjects.esp %modFile% %ckExe% -CheckinPlugin:PreVis.esp %modFile% need to be done right after related generation, otherwise the next steps will get messed up. the modified creation kit won't generate previs and cdx properly. for me it always crashes on load, only unmodified one worked, but maybe it'll be different for you.
  8. the filename of the mod seems to be baked into something if you generate the clean version of precombines. either the geometry file or the precombines themselves. the moment you rename it everything will go insane. if you go this route, make sure the filename is final, you won't be able to change it afterwards. also if you're trying to use this to regenerate the entire wasteland and include every dlc, you'll have to copy every single cell and have at least one override entry within it (ideally a background object rather than something that can be picked up) to force creation kit to treat it as changed and regenerate it, even if it's an itm. only really useful for things like an optimization pass or total overhaul mods like dustbowl overhaul, scorched earth, regrowth overhaul and the likes that change the flora of the entire world. you don't need any scripts to fix the combinedobjects.esp and previs.esp plugins it generates afterwards. just open the file in creation kit, save it, then open it in xedit and deep copy as overrride (with overwriting) into the original mod.
  9. i'm also interested in how to make creation kit use more ram. for some reason despite having 32 gb of ram and 64 gb page file creation kit will never go above a certain threshold until crashing during previs generation. it doesn't seem to go beyond 10~ gb, and it always happen after about 196 uvd files were generated. i was able to go around it only after i cut the file up into pieces and generated previs bit by bit. edit: apparently that wasn't the case. precombine nifs need to be packed into a ba2 archive before generating cdx and previs, otherwise creation kit will crash after it loads over 32 thousand of them. also, here are the updated offsets for creation kit v 1.10.162.0, based on searge's findings several pages earlier: - check 0x03893D68 for "1.10.162.0" to confirm the right version. - at 0x0034726D change from B9 01 00 00 00 to B9 00 00 00 00 - at 0x00DCAA76 change from B9 01 00 00 00 to B9 00 00 00 00 don't use this modified ck for anything but precombine generation to make sure they're generated using 64 bit havok, it will crash on startup during cdx or previs generation.
  10. note, you only need to skip the prophet quest. you can start the others normally, alongside chasing echoes. setstage DLC1VQElder 10setstage DLC1VQElderhandler 10 and as for dexionprid 02007b88moveto 14enable you may need to repeat the moveto and enable if he doesn't appear the first time. that should bring the original to you instead of creating a copied instance, which may improve compatibility with quests.
  11. i'm liking what i've been reading so far, but i've got a question. wouldn't it be a better idea to relegate the nate/nora problem to an npc and make the player just another vault 111 dweller, to restore that "you're whoever you want to be" aspect of older fallouts rather than railroading the player into a "you're a pre-war soldier, married to a lawyer and just had a son" backstory that's forced upon everyone, partially or fully? removing the sole survivor part and making several of vault 111 dwellers survive, making the vault dweller just a guy or a gal with no past but what's up to the player, who wakes up alongside the other few survivors, nate/nora (randomized, or same/opposite sex to player) included. the kellog and shaun problems could be tied to sidequests from them in that case rather than doing the same error bethesda did, forcing a relationship without making the player care about it or the people in it whatsoever. as a twist to a twist, father could end up not actually being shaun, but someone completely unrelated. the whole thing with nate/nora could be his own experiment, or sick amusement. real shaun was harvested for dna to create gen 3s and died in the process. if possible, adding an ability to make a ghoul player could add an another layer of depth to the game. explanation could be that part of the vault suffered structural damage (perhaps during the institute's break in) and radiation began seeping in, contaminating the cryo pods in that room. most of the residents in that compartment died from radiation sickness except 2 or 3 who were ghoulified, you being one of them. then as a ghoul player you could suffer some of that ghoul fear/discrimination yourself, starting from shocked and fearful responses from fellow vault dwellers upon reawakening and have the faction layout changed as a result. it could for example make it very hard, if not impossible to become a part of the brotherhood or institute, but open other routes not as easily available for a human player.
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