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It appears standard Plasma bolts (projectile) cannot be seen through the front windows of a Vertibird (all other projectiles can) and also have no effect. Only the muzzle flash is visible. Basically the player has a plasma weapon who's 'projectile' point is outside the VB while the player is inside. It works fine for Laser, 5mm bullets and missiles. I am very surprised even the impact effect does not happen (so it causes no damage). Anyone have a clue why/what is going on here?
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Trying to get some basic idea of how the names of hkx files are related to actions. I known the Race Subgraph has the relationships between the Race Behavior Graph hkx, the NPC, the Furniture, and the locations to find the correct animation files - but I don't know how a particular Action/Idle picks an animation file name to use. Example... To force an NPC to sit you use the Action "ActionInteractionEnter [AACT:0002248F]", which generally resolves to the Action Idle "FurnitureEnterFromStand [IDLE:00024577]" (for generic furniture and human NPCs) with Behavior Graph "FurnitureBehavior.hkx" and Animation Event "sitStartFromStand". For most Furniture this seems to resolve to looking for "EnterFromStand.hkx" animation file. My question is - how does the game go from the behavior Graph (and Event name) to the name of the hkx it wants to use? Is it somehow in the Behaviour graph file?
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You have given yourself a lot of work there, but the community will appreciate the result. Good luck!
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XPRI references can be anything that won't move (either position, animated, or by being scraped via workshop) as it has pre-calculated occlusion information in the uvd file. Removing these from XPRI means there is no occlusion culling of them (so they are always rendered). I am surprised doing this increases FPS - but I can imagine there is very little occlusion in the confined space of an internal cell so I would have been less surprised if you said "no change". XCRI must be static objects as they are duplicated into the precombined nif (which is like an SCOL) and then only that nif is displayed (or the part/node that is not occluded). Removing a ref from the XCRI has the same effect as with XPRI - now that reference is always rendered directly, so probably not a serious optimisation as limited occlusion in a confined space of an interior. Still surprised FPS is improved though - you would expect 'some' performance improvement even if only a few objects are culled via occlusion. Perhaps running the test on a large interior may give a different result. Very interesting tests you have done though!
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Combined objects are ONLY those in the XCRI - not necessarily just those bracketed. Only refs in the same mod will be bracketed, but XCRI can contain combined refs from other mods. Does your image only show XCRI or is it XPRI? Both are involved in the optimisation, so it is important to be clear. Also in your tests you should always do TPC to verify you have not accidentally disabled previs, which would invalidate your results. Very interested in your results. What makes you think roombounds and portals operate even if previs is working? Dogma is that it's one or the other...
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items placeable on shelves?
PJMail replied to rogallia's topic in Fallout 4's Creation Kit and Modders
Probably, but the issue with precombines is the CK cannot precombine a high precision mesh - and for some reason the nif from an SCOL is high precision. -
items placeable on shelves?
PJMail replied to rogallia's topic in Fallout 4's Creation Kit and Modders
Be aware that turning an SCOL back into a static will crash the CK if at some point you attempt to build precombines with it. The nif in an SCOL tends to be set to high precision which is a CK crasher. Very decorated shelves will cause FPS drops so people will usually precombine the area to restore performance - so this is not a theoretical issue... It happens constantly with such mods.... -
Glitchfinder developed the immersive repair process and the scripts used by most other authors (the system that uses the workshop mechanic used to 'repair' broken settlement objects). However you can just use the 'swap' technique via enable-parent (that just involves scaping one object that is the 'parent') - which may be what zorkaz uses. That process is fairly simple and used extensively by Bethesda in quests. Which process are you referring to?
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Check out VEFS mod on nexus - considerable work has been done by doubleyou to resolve these sort of issues.
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Perchik71 has been fixing the CK bugs for some time now so, as long as you are using latest CKPE you should be fine with the latest CK version. Precombines have not changed so any issues with precombines will be generation based, not game version. Many people generate them with old CK etc versions but use them on later FO4 versions. The real issue is archive (ba2) versions and CC content when going the reverse way.
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You can do it all the hard way with stone knives and bear skins, or just run my scripts from my nexus mod. Either way I would suggest reading my deep dive article which will fill you in on the pitfalls but also tell you how to use the ck to do it the manual way. Welcome to the precombine/previs rabbit hole.
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I hear you, they are not realistic if it's dry. I know doubleyou does a similar thing for trees in their seasons mod, but they use scripts. If this is for your fixes mod then I think there is a generic script you can use so you don't need to add a ba2. Can't find it ATM however. Something that annoys me more is the rain effects inside, but there are also mods that try and fix this which suggests it is much more difficult...
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The way most quests do it is attach an enable parent on the refr of those objects and enable/disable that parent object in script. I am sure you know this so I guess I am missing something... Do you just have a lot of objects you want to individually control - or do some of your objects not act correctly when enabled? Not sure what your actual issue is...