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surg23

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Everything posted by surg23

  1. Trying to work out an issue with PRP and SE. PRP seems to have recombined meshes so that SE (scrap everything) can no longer index meshes and so some objects rematerialize. I would just like to know the ID of this tree and perhaps it's closest relative: https://imgur.com/xtZqhVK It's the one sticking through my porch lol. Wouldn't mind the ID of the one next to it as well if it's not too much trouble. Can't see it in console as it's now non-reference. Would appreciate the help.
  2. This is bothering me way more than it probably should. I found this on the Bethesda forum, it states more explicitly what needs to be configured in the driver software for both Nvidia/AMD. Irrespective of what the issue turns out to be, I'd still recommend locking the ini files to Read-only. I didn't have a problem with card recognition myself but vague recall having similar problems with the ini files and so mine are also locked. https://help.bethesda.net/#en/answer/57334 Hope you get it sorted. I know how unpleasant nauseating it is to play at <60 especially when your hardware can do better.
  3. I don't have any experience with AMD software, but if it's similar in functionality to Nvidia CP you should be able to set a profile for any game or program. In NVCP you just direct it to the games .exe and set applicable options. I'm not positive but I've read reports that it might work to force detect the card. You should be able to force some settings or let them be controlled by the application. Trying both might be worthwhile. Something HeyYou brought up which is probably vitally important, is whether this is normal behaviour in other games. I just didn't think to ask.
  4. Hey, For lack of better options/knowledge I would suggest that you backup all the ini files in your Fallout 4 Documents folder, delete the existing files and let the game generate new ones. Alternatively set the iPresentInterval=0 in each .ini file and then set each file to Read Only. Actually it might be best the regenerate the files first then use the following step. PS. Regarding the card detection problem, you might need to create and configure a profile for the game manually using your driver software.
  5. Yeah, I was thinking the exact same thing, that the game may not be running off of the card. The very easiest way to tell would be to to let the game try to set the graphics settings and see what it tells you when it selects what it picks. Also agreed, power management settings may also be a problem. If this is a desktop PC, you can just turn power management completely off. You will get better WIFI stability by doing so, as well. Another thing to check, is to make sure that your monitor is plugged into the correct socket. There's two back there. If you plug into the wrong one, it will run as an auxiliary, instead of primary, at lower settings. Great advice there Surg! Let's see more of you around here! :thumbsup: Thanks StormWolf. Just some generic advice from a niff-nuff really lol. I'm not terribly good with this stuff myself, but thought it might be useful until the experts come in. Spend too much time playing games and forget a lot of things. Yeah it's definitely abnormal behaviour. I'm thinking his card should be good for at least 100fps at that resolution. Hopefully he gets it sorted. Appreciate the sentiment though StormWolf.
  6. Running it on a HDD instead of SSD won't make that much difference in terms of average frames so it's not that. Have you checked to see if it's actually using your card and not IGP? In addition to trying different drivers, you should check your power/performance profiles for your card to make sure it's not throttling. Use some type of OSD while playing to record any useful data. Your monitor should be a minimum of 60hz. I would recommend setting the refresh rate in both your monitor and game to 59 or 60hz. Also disable any form of G-sync/Free-sync. It might also be helpful to list (in spoilers) your Fallout.ini, Falloutprefs.ini, Falloutcustom.ini Failing that and as a temporary fix add "uGridsToLoad=4" under General in your Fallout.ini, Falloutprefs.ini and FalloutCustom.ini. That might also help deduce what is going on with performance.
  7. This worked for me: https://www.nexusmods.com/fallout4/mods/31028 By "worked" I should say it eliminated the frequency it appears by at least 99%. I use a bunch of different body textures, mixing and matching here and there which reliably ties it to the underlying problem of a mismatch between texture resolutions. With the above fix/mod, I maybe see this occur once in every 80 hours of play and only on one or two NPC. Before that it was endemic. Oh sorry, didn't realize you already had it installed. :S
  8. Very strange bug which I'm not sure how to title. I was in Bridgway Trust building trying to get Nick to unlock the safe terminal. I kept reloading the save until he finally hacked it. Took about 10 attempts. When exiting the bank, we did not end up outside, but rather teleported next to Hangman's Alley settlement. I thought that was weird as it had never happened, not in thousands of hours of play. I pressed on for a while but then realized Interior cells were broken/disconnected from the world permanently. Travelled to Goodneighbour, cell loaded fine, but when exiting the cell my character enters a black empty cell where I can see the UI but cannot perform any action other than the main menu. I restarted the game but it appears my save has that corruption saved to it. I had to load a save from before the bank to restore it. Anyone know what's going on here?
  9. I was wondering if anyone would be inclined to make or help me make a small mod that introduces two new Foundry Projects intended for use in late game scenarios. This what I have so far. Fusion modules: Small item: Requires enhanced Plasma and Fusion weapons. Effect: Adds +2 damage and +8 crit to Plasma weapons, -2 Mobility Cost: 5 x Fusion cores, 1 x Alien heavy weapon, 280 Alloys, 350 Elerium, 150 meld, $2250 Build Cost: 1 x Fusion core, 1 x Plasma Stellerator, 80 Alloys, 120 Elerium, 60 meld, $400, Description - Foundry: With our increasing knowledge of Fusion technology, we believe we could use leftover Fusion Cores to construct even more potent subsystems to further increase the ouput of our Plasma weapons. Description- Item: These Fusion modules are essentially miniaturized adaptations of full-sized Fusion Cores that when linked up to existing Plasma interfaces creates and stores a destabilizing bond of electro particles which are then discharged into the weapons chamber delivering unprecedented levels of particle acceleration. Due to the encumbering nature of the rigging system it uses, it imposes a significant restriction to a soldiers mobility. AntiGravity Belts: Requires Antigrav systems and Tactical Rigging. Effect: Adds one addition small item or subsystem slot. -1 Mobility Cost: 80 Alloys, 150 Elerium, 20 x Heavy floater wrecks, 80 Meld, $1280 Description- Foundry: Through a more thorough understanding of the Meld substance and further examination of alien wrecks, we believe we can now develop a type of armor attachment with Antigravity properties of its own. Using a newly developed substrate of Meld, we've managed to tune the bioelectric resonance frequency to react to nearby objects, thus creating distortions in molecular densities. This will in turn allow our soldiers to carry even more items into the field.
  10. Hey ChuckYuFarley, Apologies for the late reply and thank you very much for the info. This seems so involved just to change a relatively simple parameter. It's like you have to become an engineer just to know how to change a tyre. To be real honest I have been distracted from my focus on trying to resolve these issues. I think it's more so that I really struggle to learn things at my age and especially with my ADD. Makes sense that I can never really contribute anything beyond insights into in-game workings of other mods. A user once labelled me a "inconsequential dabbler" in relation to my efforts in trying mod Mount & Blade all those years ago- How soul-crushing it is to realise how much truth there really was behind that statement. In hindsight, I should not have created this thread as it was really based on the hope of finding what I thought would be a relatively straight forward solution and something accessible even to a pea-brain like myself. So for that I do apologize. Hopefully the information documented here will prove useful to other users. I'm also sorry to all those who contributed here, it was never my intention to waste your time and I do feel guilty about it. I'm just so bad at this modding stuff. Thanks again all, I really appreciate it. - Yeah, that post took me an hour to come with I'm that bad at focusing/concentrating..
  11. Good question and one that I really can't answer. This is the first shower mod I have used. I can say with some confidence that there are unique animations used for some of these props. Looking in the esp reveals spinning soap animations and such. Ahh that's good and relevant info, I had a hunch that all this behaviour somehow just plays off vanilla references to how idles and interaction works, but I'm still miles away from understanding any of it. So, assuming that we are correct on the idle phase being key to the animations, where might I look for those parameters? I've literally found nothing at all in the CWSS esp that hints at timers or sequences or cycle counts, but I am a real neophyte at this so that probably doesn't say much. At any rate, thank you for taking the time to post that. It's guiding me in the right direction I think.
  12. Hey Pepperman35, Yeah I'm pretty sure each animation has it's own set time frame, I'm just trying to figure out how to make each NPC interaction cycle through more than a single animation and/or loop the animation a set number of times similar to what happens when you manually task someone onto the object. I thought maybe some flag was added somewhere for automated usage so that it knows only to cycle only one animation or X seconds into an animation sequence. Seems to be what is happening when NPC's use these objects of their own volition. At any rate, I appreciate the help.
  13. Anyone figured out how to make animations longer for mods like CWSS? I would just like to make it so showering animations last a bit longer for my settlers. Whenever they take a shower/bath it only lasts for about 10-15 seconds. I have noticed that it will automatically loop the animation sequence if I command someone to use these activities, but that's hardly an ideal solution. Had a poke around in fo4edit but could not identify anything relating to am activity timer. Any help appreciated.
  14. Yeah, that outline thingy tends to come and go for me also, but I guess you could say that's the least of my worries. By the looks of it I'm SOL and it's something I'll just have to live with. I should be grateful that it doesn't cause any stability/performance issues. Thank you for chiming in though. :smile:
  15. Yeah this was a pretty recent new game start. I just reinstalled it and started a new game a few weeks ago using most of my old mods I had on my PC. I played years ago with an almost identical mod configuration and never had this problem. Maybe there was something in one of the game patches that screws with something, I'm not sure.
  16. Thanks for the reply, HeyYou. Well it's good to know this isn't totally foreign behaviour, although all my search attempts have not returned anything relating to the underwater vision, which is worrying. AFAIK I don't have mods that would interact with water in any significant way. I don't run any texture or ENB mods either. The funny thing is I used to run identical mods years ago and never had this problem. The only real difference being this time I use UOFP. It does seem to give the impression that it's happening when the game needs to load a chunk of data. Happens a lot around city areas and when crossing the thresholds of exterior cells. For clarity, it seems completely random. Sometimes it will not happen for a long time and sometimes it gives me the flickering water-vision in short intervals or intermittent bursts. When it happens it only lasts for a brief moment, which seems indicative of an engine resource being loaded. Other than that the game runs fine. Really decent fps, and virtually zero stuttering or lag spikes outside of those incidents.
  17. Hi guys, Wondering if you could help with a bizarre issue I have where my screen randomly changes to underwater vision complete with underwater sound. While this happens all other audio is muted. From what I can tell it only does this when the game loads in assets like NPCs but can't be certain on that. I have also noticed other odd behaviour relating to bodies of water, where the water doesn't appear to render properly. Sometimes water can appear fine but other times it has a weird artefact around its perimeter. Here is what that looks like: My only hunch at this point is that Fo4 does not like my graphics driver. But I've been hesitant to try other, older drivers as I have other old games that are very temperamental in what driver they work with. Currently using 472.47- Do not have Geforce Experience installed. If someone could help me figure this out I would be very grateful.
  18. I can't remember ever taking that perk. Maybe that will give me the edge I need. Not sure if it will help with the clipping on objects with sloppy collisions, but it's a start.
  19. Yeah, he is most definitely set to essential. I knew it right away as he drops to his knees when his health drops to zero. Confirmed with .isessential command. He seems to be the only essential generic npc in the entire game. Being that WOTC adds so many variants, I'm chalking it up to an oversight or scripting glitch. I have not encountered any invulnerable entities. There were times when I thought that was the case, but it turns out that the nameplates are just a little janky and it will show you the nameplate of a nearby target instead of the one you are firing at. There are however some extremely tough enemies birthed from the union of WOTC+Harder enemies +Arbitration. The ghouls in particular are virtually indestructible unless you have bleed or other form of debuff. I picked up a wounding pipe pistol pretty early on and it has been my saving grace. 25 bleed damage per shot and it stacks! Viable even against the toughest of enemies. Molotov's also seem to be extremely effective in this context. They are just a pain to aim with though lol.
  20. Does the custon.ini message even mean anything? Mods still install and play fine regardless.
  21. That better console is very helpful, but unfortunately I still can't toggle essential on this mutant. I used the baseID and the command executed without a hitch, but he is still essential. I even tried toggling it on and off 1>0. Any idea what is going on here? I can't even play the game as he just hunts me down even after I recycle him. Edit: The only thing that worked, at least for now, was toggling CombatAI, then recycling. The first time I used recycle on him, I used Tdetect and followed him as he made his way to where I was fighting him earlier. I attacked him and he disappeared when his health got to zero. I think I died after that, so it wasn't saved. The combatAI toggle + recycle seems to have done the trick for now. He did not reappear at his spawn point using this method. No other mutant spawn is effected by this, which is weird because there are about 50+ variants added by WOTC. Edit: Well that didn't work either. He came back with a vengeance. I resorted to adding him as a friend and so he just lingers around the diner. I kind of feel sorry for him now lol.
  22. I'm using WOTC, and for some reason, a single super mutant, which was part of a large squad, is set to essential. Trouble is, I can't find his baseID to toggle it off. " Help 4100c70e 4 npc_" doesn't work and if I use the generic name it spits out about 50 variants with foreign ID's that make no sense like "FF00454C" I can't even disable him. It says something like "even though it has enable state parent (4100C706) this is not a valid behavior and will be ignored" Searched high and low in F04Edit and can't find any of these ID's. Please help! (strangely very similar variants with almost the exact same refID aren't set to essential- just this one annoying guy)
  23. Thanks for the input. I think the problem could have been related to a glitch with the AI and/or lack of resource allocation needed to deal with certain AI states in such abundance. I ended up bumping down the spawns slightly and the problem went away entirely. It seems that the engine just isn't capable of sustaining so much AI in any given area. I've witnessed similar problems in other older game engines where the engine seizes up from too much throughput despite hardware utilization being relatively low. I really love FO3, but damn, the engine it runs on is just horrid in so many ways. I struggle to accept the unfortunate paradox that engines are getting better but the games are actually getting worse. Well, at least it seems that way to me.
  24. Hey, I've read Roguehollow's guide thingy for modifying weapons but I'm still having troubles understanding what's going on in Nifskope. I'm trying to correct the scope sights on a weapon but no idea which part of the weapon should be edited. In-game the scope crosshair sits too high above the actual projectile trajectory. I guess I need to adjust one of the parts on the Y axis but not sure which part to work with. This particular weapon has no existing sighting node, which I would have thought is the appropriate node to modify. Would it work if I just dropped the scope and lens mesh down a bit? Edit: Well it turns out that it was the scope mesh causing the issue. Just switched the scope model and it's perfectly aligned now. Whoopie!
  25. Just updated my load order. This config is 100% stable. Not a single crash in the last 100 hours or so.
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