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Occlusion Culling on Settlement Objects
NonameFTW replied to NonameFTW's topic in Fallout 4's Creation Kit and Modders
You summoned me back here but I ain't really smarter now.- 6 replies
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- occlusion culling
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Hello people. I have a question in case there any experienced mod authors out there. I would like to build a big vault ingame as player settlement. The problem is that even before adding any objects the framerate tanks because there are to many corridors and lights build. This is probably because settlement objects do no occlude what is behind them so even though you are standing in a corridor the engine renders the whole vault. My question is if anyone every attempted to add occlusion planes to settlement objects. I found this question already on reddit but I have yet to find an answer: https://www.reddit.com/r/Fallout/comments/3um775/discussion_occlusion_culling_settlements_and_the/ I also want to ask if anyone knows a good way to improve the performance for player vaults.
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After I discovered Vault 88 for the first time I was amazed by the sheer size of the build space. But even when starting to build my own vault I already knew I would likely never be able to finish it because my framerate would die a very slow death with the thousands of objects I'd have to spawn. Before getting into the topic I want to note that I don't have any experience with the creation engine. I am a mod user not a modder myself. My assumption here could be completely wrong. After spending several days of building my vault that is still not finished I thought about a term I heared. Occlusion Culling. And I thought: I can't think of a better environment for this method. Most of the time you won't be able to see 99% of the whole vault because you are in a corridor or a room. I took the effort of some google searches and found out that the creation engine actually does support Occlusion Culling. I don't really know exactly how the engine does it but I saw it uses Occlusion Planes. And then I wondered: Would it be possible to attach such Occlusion Planes to the vault meshes? At the moment it seems like the engine renders everything in the whole vault. Calculates everything which means I play with about 20fps. I suspect it would be much easier for my PC to just render the corridor I am in. Now if it were possible Bethesda probably would have done it you could say. But we all know Bethesda. If they risk for the users to get a graphic glitch 5% of the time against major performance boost 95% of the time (while you're in the vault) they won't do it. Or maybe it is already the case and/or my assumptions are wrong.
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- occlusion culling
- workshop
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Someone else probably already said it but: Downloading a mod without even having a look at the description... yeah bad Idea. Not sure if that should be a feature... Another thing that comes to mind would be to kill steams last advantage: Account bound mods. Now an integration with Nexus and its Mod Manager would be completely optional for the user but the advantage would be to never loose mods you like and also be able to automatically let NMM download mods that you chose to use on your phone. The Nexus would have a Database Table in the Background of Mods that a User uses that is synched with the NMM. To help Authors the Database only saves endorsed mods (hey what a coincident that data does already exists. hehe). That means a user has to endorse a mod to permanently let the Nexus remember that he uses this. But unlike steam the Mod Manager will not of course automatically activate the mod but keep track of these mods and automatically download them if the user allows this. This way you will never loose track of the hundreds of mods you used in different games and easily download them. Now either endorsements would represent the amount of actual userbase (unendorse = unsynch) which would have the advantage for old incompatible mods or endorsements would still be possible without a synch (the user chooses).
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Hey everyone. Before the last patch I was able to have a smooth running game with a lot of mods. Now I have framerate hickups which ruining the fun. It is still playable because its just for one second but I know if I continue to play with this and possibly add more mods in the future it will make me loose interest in playing. My Mod list sorted by install date: http://imgur.com/a/TcZor Here is what I changed: - I installed the new Version of CBBE and used Bodyslide on the vanilla Outfits. (I do not suspect this to be a problem) - I installed the new Version of Place Everywhere that supports the new Game Patch. At this point I am unable to isolate the source of the Problem. The logs are with the newest patch. With the old patch before and Place everywhere Version 1.6.3 everything worked fine. The old Patch and the new Version of Place everywhere had the same result. This log is just me loading the game, running around for ~20 seconds and having two hickups with Place everywhere Version 1.16.3.179: This log is basically the same with Place Everywhere Version 1.16.3
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I f*ed up my savegame by using teleport from anywhere. Does someone have a savegame where he romanced Yen and currently gathers all the friends to help him? I especially would like to play "now or never" if possible. A savegame with yen romanced and every friend already gthered would also work.
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How come noone cleaned up the mess in 200 years?
NonameFTW replied to NonameFTW's topic in Fallout 4's Discussion
Yeah now it's pretty much too late unless I get help from a mod :-/ -
How come noone cleaned up the mess in 200 years?
NonameFTW replied to NonameFTW's topic in Fallout 4's Discussion
Guys I like the conversation. But you should do that in the mod discussion forum. Make a new thread there. You have ruined my thread :-/ -
How come noone cleaned up the mess in 200 years?
NonameFTW replied to NonameFTW's topic in Fallout 4's Discussion
I agree on that one and it's actually something I hope that gets implemented into the game in the future by mod or DLC. The houses of Sanctuary are actually an hindrance because you can't improve them. Having a way to improve something would be cool. To have something that is worth defending. The Brotherhood flies with a big airship and such through the sky but people are unable to renovate some houses to the point they look normal again? I mean of course that doesn't happen in the first maybe even 50 years but hey they got by for so long now and it's kinda time to start rebuilding something. Of course it's not gonna look like in 2077 but making a bit of cement and putting some bricks ontop of each other isn't rocket science. They have automatic defenses. F'ing turrets that automatically shoot at hostiles! -
How come noone cleaned up the mess in 200 years?
NonameFTW replied to NonameFTW's topic in Fallout 4's Discussion
I've actually never seen Travis yet. Bu I guess that's also an odd thing yeah. That doesn't explain though why they didn't implement the environmental stories with more logic. -
One of the best things Bethesda can do is build worlds. They are masters in environmental storytelling. One problem I had though while roaming through the commonwealth is that I often couldn't believe the stories they were trying to tell. It's been 200 years and the stuff I experience doesn't make much sense to me. Biggest problem: Skeletons. Skeletons everywhere. Aside from the fact that you wouldn't be able to find a intact skeletons like you see in so many games (what holds the bones together ?!) I also had the problem that I couldn't believe that they were there. Some findings do make sense I admit (Pretty much everything in an empty vault), but when i find a whole gang of raiders in another vault together with a bunch of skeletons I ask myself: How come that none cleaned up this mess in 200 years? They must be here for atleast weeks. They did set up defences! It's not purely skeletons but everything seems so frozen in place just so that the writers/artists can say to us: "Hey look what story I created which happened back exactly in 2077. And I can assure you in all of the 200 years nones ever been here!". Also the amount of scrap I find is just unreal. It's not like the apocalypse happened a year ago. And I know you can't explain every tin-can in a shelf. But the fact that I find working terminals with story in memory from 210 years ago in every other building is just awfully convenient to me. Btw I'm not hating or anything. I love exploring the commonwealth. I just wanted to hear what you think about it.
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[WIPz] Fallout 4 Script Extender (F4SE)
NonameFTW replied to behippo's topic in Fallout 4's Discussion
Thx for the reply. I think that ALOT of the development you guys will do after reverse engineering should go into the newest "feature" (It kinda was there before. In theory you could build you own stuff with console commands in skyrim) to the engine: The building zones. You covered most of the other stuff with the other script extenders I would assume. What the API now needs is functions to work with the building objects. One important thing: importing, exporting and cleaning of building zones (Maybe simple xml files?). I know the objects have a certain marker (if you click on them in the console something like [PP] shows up) Of course we will have to wait what bethesda does with their patches. An improvement to that system seems feasable and not unlikely. (For me this kinda on the level of implementing horse combat)- 717 replies
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[WIPz] Fallout 4 Script Extender (F4SE)
NonameFTW replied to behippo's topic in Fallout 4's Discussion
I wonder how much of SKSE can be implemented into F4SE. Would it be possible to recreate the SKSE API (where it makes sense) so that some Skyrim mods might even work in F4 ? That would have a snowball effect on the workload of other modders. I'm thinking things like MCM. Make things a lot easier. Because recreating everything seems a lot of work und redundant. It's just a newer/modified version of the same engine I would guess. Another Question: How deep do the Script extender actually go. Could it change basic things of the engine like the viewport or window size? Or do they just manipulate papyrus function? (I have a little bit knowledge of programming but never actually looked into the whole thing.)- 717 replies
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Yeah I noticed that while writing the first post but I still thought it could be viable idea if implemented right. If the game would have an show mousecursor button it could work but I guess it wouldn't be superior to an interface mod or the standart pipboy. the best solution would be to add another viewport on the side of normal one and increase the resolution of the game. But thats really deep engine stuff on directx level.
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I didn't test it but I know that the app searches the network for running fallout 4 installations. I doubt that local is a valid target. Of course you could probably get it running somehow with some pc wizardry or some changes in the emulation but thats not the kind of stuff I'd aim for. To complicated. It should be just a programm you run beside F4. I'll test the emulation though just to see if it works.