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Everything posted by zilav
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To achieve perfect compatibility they can be forwarded, if you are a perfectionist of course. But realistically speaking the worst thing that could happen when you enter such cell and missed regions have new weathers or sounds compared to the previous cell (and regions) you were in, they won't have a chance to change to the new ones (because weathers are defined with a chance in regions). I really doubt you'll notice that ever, it is simply impossible to spot such negligible differences. Also cells are rather small, and when running you are changing cells every 5-10 seconds and wrong regions on a single one makes it even less apparent. In summary - don't bother.
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If those regions don't contain weathers or sounds data, then ignore. A lot of them are "area claiming" remains left from development like that avNavmeshBatch4 (obviously autonavmeshed area) or TundraMegan01 (I guess "Megan" from Behesda did some landscape design there).
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ESP Master, or another way to get optional choices
zilav replied to 0arisaka0's topic in Fallout 4's Creation Kit and Modders
CK sorts mods the old "Oblivion" way using timestamps of plugin files, you'll need to redate them manually to change order if your mod manager doesn't do that. -
https://forums.nexusmods.com/index.php?/topic/5219665-connecting-power-lines-in-ck/
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Unfortunately preocclusion system works not on per cell base like precombined meshes, but on 3x3 cells blocks, and mods that don't change the same cells still can conflict if they include those regenerated precombined and preoccluded files. They can make changes in worldspace which are two cells apart from each other, won't show any conflicts in CK and FO4Edit, but if they happen to be in the same 3x3 preoccluded block and change the same uvd file, they will conflict and cause visual issues. This is the biggest flaw of that system. In previous games mods had to change the same cells in exterior to conflict (or at least neighboring cells if landscape, pathgrids or navmeshes were involved) and such conflicts were easy to detect and create compatibility patches. It is no longer true in FO4. The second problem is that precombination info is stored in the cell record itself, and if you regenerated precombination or just simply disabled it, this will work only if your mod is the last one in load order that changes that cell. So every mod author had to add "load my mod last" or "make sure nothing overrides it" in the description. Imagine a poor user with lets say 30 mods installed that change interior or exterior cells with updated precombination, each telling him to be loaded last. Add here conflicts from lighting mods which also have to change information stored in cell records, and they also will tell to be loaded last to work properly. Yes you can still create patches and forward conflicting cell information in FO4Edit, but if author of one of the patched mods will regen precombination, even if his new changes don't cause additional conflicts, all patches will have to be remade anyway due to changed precombination info. The system is flawed. It worked for Bethesda and their game plus DLCs aka static, fixed and predictable load order, but it doesn't work for modding. At all.
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- precombines
- occlusion
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That's what happened Instead of using large kit blocks as in previous games, they opted for smaller pieces to achieve more freedom and variety in level design. This didn't add that much strain in exteriors (apart from dense urban cells like Diamond City) because exterior worldspaces have LODs and load only objects in 5x5 cells area around the player. Human height is 128 game units, exterior cell's size is 4096 units, so around 20000x20000 area. Interior cells don't have LODs and load everything at once, the max size of interior cell is around 60000x60000. This means that in the worst case of some very huge interior cells, they can put up to 27x times more strain on the system compared to exteriors because of possible 3x size increase on each axis. In Skyrim they solved that problem for large interiors making them as exterior worldspaces with proper LOD optimizations, for example Blackreach which is actually an exterior worldspace but made to look like a giant cave. But in FO4 they rely on previs system to combine smaller objects back into larger ones. Needless to say that system is overcomplicated and fragile as described above and completely unfriendly to modding.
- 619 replies
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- precombines
- occlusion
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SSE What Could be Wrong With My Plugin?
zilav replied to manbullcultist's topic in Skyrim's Creation Kit and Modders
Check EditorWarnings.txt, it usually has something that CK doesn't like and could possibly lead to a crash.- 10 replies
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- crashing when saving
- plugin
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Component Display values in Misc Items? (CDIX)
zilav replied to Ivarov's topic in Fallout 4's Discussion
The order of components in UI when viewing a recipe. "Component Display Index" is pretty much self explanatory. It is purely cosmectic, decide yourself if you want to change them. -
SSE Problem closing creation kit
zilav replied to IWantMyMod's topic in Skyrim's Creation Kit and Modders
Happens because of disabled sounds in the ini bEnableAudio=0 But with enabled sounds it crashes when working, so just use task manager to close it. -
Altering a Modded Weapon's Rarity in Leveled Lists
zilav replied to Manan6619's topic in Fallout 4's Creation Kit and Modders
There is a flag in LVLF field "Calculate for all levels <= PC level" which will use all enries with levels lesser than the current player's one. If it is not set and chance none check was triggred, than nothing will be spawned from this leveled list. Anyway there is a button in CK to simulate spawning from a leveled list, so you can tweak list and press it to quickly see the actual result. -
Difficulties with LOD generation.
zilav replied to Attackpony's topic in Fallout 4's Creation Kit and Modders
Generated LOD files *.bto are meshes which you can open with NifSkope and check yourself. You can also see what texture atlas they are using if in doubt where to put it. -
Altering a Modded Weapon's Rarity in Leveled Lists
zilav replied to Manan6619's topic in Fallout 4's Creation Kit and Modders
Set Chance None of corresponding entry (you can Ctrl+Click on a linked record and go back with back button at the top right corner). For example 70 would mean a 30% chance of spawning. -
Difficulties with LOD generation.
zilav replied to Attackpony's topic in Fallout 4's Creation Kit and Modders
No, pink texture is a missing texture. You did not convert generated atlas to DDS and put it in the right folder. No, CK won't do that for you. -
Difficulties with LOD generation.
zilav replied to Attackpony's topic in Fallout 4's Creation Kit and Modders
All LOD textures are placed on a single atlas texture during generation that's why they can't be tiled/wrapped (have UV values less than 0 or greater than 1). Looks like some vanilla LOD meshes have tiling textures so they will look a bit distorted after LOD generation. If tiling is minimal, you probably won't notice that. -
Difficulties with LOD generation.
zilav replied to Attackpony's topic in Fallout 4's Creation Kit and Modders
FO4Edit doesn't support LOD generation for FO4 yet. You should use CK, Objects LOD works the same as in Skyrim (unpacking meshes and textures into Source folder, converting to tga, generating, converting atlas back to dds, etc.) so check it's guides. FO4 doesn't use Trees LOD system at all. -
FO4Edit Script to remove armour slots?
zilav replied to RuinsFate's topic in Fallout 4's Creation Kit and Modders
unit RemoveSlot; const iBipedSlot = 41; // slot number to remove function Process(e: IInterface): Integer; begin SetElementNativeValues(e, 'BOD2\First Person Flags', GetElementNativeValues(e, 'BOD2\First Person Flags') and not (1 shl (iBipedSlot - 30))); end; end. -
It affects particles in meshes iirc, so fog, smoke, waterfalls and the like.
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Yes.
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Perks are complex, easy to make mistakes when editing them. Always resave plugin in CK after modifying in xEdit if something went wrong, CK usually tends to fix up badly edited data.
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It is complex because of CK, but noone in their mind uses CK to create LODs nowadays. That video from Falskaar author is severely outdated. Use OScape for landscape LODs (it has no explicit version for SSE, but should work fine regardless). If you won't be able to make it work for some reason, then use CK only for terrain LOD. Use SSELODGen for objects and trees. Yes LODs will be visible in CK if you check that option. When to generate? Only you can decide when you want to see anything in the distance and does it match the actual content of your mod.
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http://www.nexusmods.com/skyrim/mods/78241/
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SSE How can i generate lod for objects in my mod?
zilav replied to dovapix's topic in Skyrim's Creation Kit and Modders
As always thank you Zilav As an example: From within creation kit, from the Object Window, selecting World objects / Static / Mountainpeak, right clicking, selecting Edit, then the button to activate Specify Distant LOD Meshes shows, from the dialog you reference level 0 - level 3, those ask for user input in selecting the specific .nif file. Are the .nif files we need to select located at: Data\meshes\landscape\mountains\*.nif ? or are they located at: Data\meshes\Terrain\OurCustomWorldSpace\Objects\*.nif ? You create them yourself in any 3D modeling software and put anywhere you want in Data\Meshes folder. Data\meshes\Terrain\ is a hardcoded path for generated LOD files, not for the source LOD models.