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Glitchfinder last won the day on February 5
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So I just re-read most of this thread and I think that there's a decent way to resolve most complaints regarding the game page here. Unfortunately this would be a lot of work on Nexus's end: Give users settings to control which sections (game stats, trending mods, popular collections, more mods, media, and news) are shown to them on this page. Allow users to control the contents of these sections. In other words, let us pick whether media shows all media, just normal image, just supporter images, videos and supporter images, etc. While not strictly necessary, allowing users to determine the order of sections on the page could be helpful as well, since different people have different priorities. Some people might like to see latest images before mods, while other people might prefer to check out mod updates as a higher priority. While I noted it before, the context others have mentioned regarding the default collections often being outdated and unusable is important to take note of. There's only so much popularity-based sorting algorithm can resolve, so it might be worth looking into other sorting algorithms to determine which collections should be highlighted.
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I hadn't even considered checking that page because I rarely use it, but if I were to recommend a change it would be create tabs for the image sections and video section, and default to general images. As it stands it doesn't make much sense to click "View All" and then get taken to an overview page where you have to click "See All" to view the images you already clicked a button to view. Edit: I just checked the main game page again and saw that it is mixing supporter images, general images, and videos together into the same section. I'm not really sure how I would change it, but mixing multiple explicitly separate sections together strikes me as an odd decision.
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On a different note, I really appreciate the change in handling for mod thumbnails that are not the expected aspect ratio. The old site scales them to fit the outer edge, which cuts off a lot of the thumbnail. I much prefer scaling to fit the entire image the way the new site does, even if that results in showing the filler background image:
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That site is on a lot of blacklists because it is used to track user data and metrics for advertising purposes. I would need to disable my ad blockers to load it.
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I feel like I'm just repeating feedback that's already been given, but this is my first impression of the new game page:
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RoNin1971 has the right of it here. There's a lot of learning and detail work involved in modding, and the best way to figure out what you can successfully pull off is to dip your toes in the water and start with something small. It doesn't need to be a big deal, or even a "complete" mod. It could just be as simple as decorating a location a bit, or poking a quest to see if you can make it do something you want. It could even be just placing a chest with some cheat items somewhere to get a feel for the Creation Kit and how to use it.
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Static Collections and PreCombines
Glitchfinder replied to Qrsr's topic in Fallout 4's Creation Kit and Modders
That would be the case if you had that section of the library occluded. But you do not. This is what you have occluded there: For reference, my screenshots were taken from a bit behind that set of three red markers you can see in top center of the image.- 26 replies
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Static Collections and PreCombines
Glitchfinder replied to Qrsr's topic in Fallout 4's Creation Kit and Modders
Like I said, twf (aka toggle wireframes) does exactly what it says: It renders wireframe models rather than rendering the entire triangles. Occlusion checks are unaffected because they're handled in a completely separate part of the code that doesn't understand the concept of a wireframe. After all, checking if occlusion is working as intended is one of the biggest reasons to ever have a wireframe renderer in the first place. If you directly compare my three screenshots, you can see the differences in occlusion caused by using the different techniques. For example, only the first screenshot occludes the back half of the top of Dartmouth Professional Building, because that's an impact of your occlusion boxes. On the other hand, the entire Boston Public Library is rendered in the second screenshot despite the occlusion box you put inside, because it is now a single object due to being SCOLed. The third screenshot shows much more effective occlusion at direct angles such as behind Boston Public Library, but suffers from less effective occlusion at indirect angles and higher distances (such as the right edge of the screen) due to rounding errors present in Umbra's system. Speaking of which, I should redo the screenshots with LODs turned off via the "tll" console command, since LODs make the wireframes more confusing while not actually contributing much of a performance hit. First up, Unbound World without SCOLs: Next, Unbound World with SCOLs: And finally, Bethesda's own precombines with no mods other than the unofficial patch:- 26 replies
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Static Collections and PreCombines
Glitchfinder replied to Qrsr's topic in Fallout 4's Creation Kit and Modders
Those images are just the wireframe models, which allow you to see what is being displayed behind normally opaque objects. You can try that yourself by using the "twf" console command.- 26 replies
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Static Collections and PreCombines
Glitchfinder replied to Qrsr's topic in Fallout 4's Creation Kit and Modders
Unfortunately, there isn't going to be any one-size-fits-all solution. That said, if you're going to rely on SCOLs for opimization like this, you need to have smaller pieces. An entire tower just creates more problems, but a floor at a time could allow portions of the tower to be occluded while still reducing draw calls and object count.- 26 replies
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Static Collections and PreCombines
Glitchfinder replied to Qrsr's topic in Fallout 4's Creation Kit and Modders
Not necessarily, because SCOLs and occlusion planes conflict with each other. Allow me to demonstrate. This is v013 of Unbound World, without the SCOLs: Behind Boston Library you can see Darthmouth Professional Building, which is mostly being occluded by the library. This is the same location with your v013 SCOL plugin added in: Now the entire tower is rendered whenever it is visible. It cannot be partially occluded. It is either rendered 100% or 0%, no in between. In this example, using the SCOL produced a net increase in draw calls. Edit: Just for the sake of comparison, here is the exact same position without Unbound World, just relying on Bethesda's original precombines:- 26 replies
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Static Collections and PreCombines
Glitchfinder replied to Qrsr's topic in Fallout 4's Creation Kit and Modders
I believe PJM's point is that precombines can occlude parts of an object rather than just the whole object, while SCOLs + occlusion planes or boxes can only occlude entire objects. As an example of this, the unofficial patch places several new wall objects and one new floor object in Vault 75, because with precombines enabled there are multiple sections of Vault 75 where you can see into the void. Most notably, there is a floor in the restroom next to the atrium that is part of the broken wall object, but will not be visible because it gets occluded by other nearby objects. Most of the other instances are the two-layered walls that have metal plates in front of concrete. Those walls occlude themselves at certain angles, allowing you to see the void through the now-invisible concrete. On the other hand, if you SCOL an entire building, the game treats that building as a single object. When combined with occlusion planes, that can mean that pieces that would normally have been hidden will instead continue to be rendered. In the worst case, the entire skyscraper could wind up being occluded even when it should be visible.- 26 replies
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Companion becomes radiant quest giver bug
Glitchfinder replied to TobyGheimSchool's topic in Fallout 4's Discussion
Are you using Who's The General? That was a bug I accidentally introduced in v1.08. It's been fixed to prevent it from happening in current versions, and if you have affected NPCs you can grab a fix for them from the Old Files section, named "Dialogue fix for players of v1.08 and 1.09" -
Fallout 4 Modding 2019 to 2025 difference questions
Glitchfinder replied to Dubbyk's topic in Fallout 4's Discussion
A lot of this has been covered already, but I'll give some more information: The overwhelming majority of mods survived the next gen update just fine. Anything that was compatible with console worked day 1, and anything that relied on F4SE's papyrus functions was fine once F4SE was updated. The vast majority of things that are currently not compatible with the NG update are precompiled F4SE plugins by authors who have left the community, or authors who are still present but refuse to update. Whether or not those particular mods are essential to you is a question only you can answer. As a side note, NG did introduce a major performance bug tied to facegen which creates stuttering and freezes any time mods edit NPC_ base records or provide new ones. As a result, X-Cell is considered an essential mod for the current version of FO4. MO2 is extremely prevalent at the moment, but Vortex is not uncommon. In particular, Vortex has a significant portion of the FO4 userbase in part due to the "A Storywealth" collection. NMM is considered old and outdated and is unsupported by many authors, and anyone who would use that or Wrye Bash as their manager for FO4 is going to find themselves on their own for support. .esl files and ESL-flagged ESP files are increasingly common in Fallout 4, especially because they released an update back in 2019 that doubled the amount of contents they are allowed to contain. You can have a total of 4,096 esl files in your load order, and they make patch files essentially free. That said, the process of merging your ESLs into slot FE in your load order can be time consuming, so the more ESL plugins you have, the longer it takes your game to reach the title screen. On a similar note, the biggest current limitation on load order is the BA2 limit, which results in a crash on or before the title screen if you have too many standard BA2 files, and results in corrupted and/or swapped textures in the game if you have too many BA2 texture archives. The specific frameworks you've mentioned have been rejected by significant portions of the community for a variety of reasons. There are claims of crashes, of not being necessary anymore, etc., but those aren't worth delving into. In their place, there are entirely new frameworks that have cropped up, such as RobCo Patcher. Modding Fallout 4 is just as feasible as it's ever been, and in part due to the smaller community is still easier to sort through and figure out than if you were modding Skyrim Special Edition/Skyrim Anniversary Edition. That said, precombines are just as much of a tripping point as they've always been, though more mod authors are aware of them and working with or around them compared to the past. -
Possible Nuka World quest breaking interaction
Glitchfinder replied to ZengarZonvolt's topic in Fallout 4's Discussion
DLCNukaWorld.esm modifies two Minutemen quests. Those are Minrecruit00 (The First Step) and Min01 (Sanctuary). Specifically, the changes are as follows: Min01: If you inspect this one in FO4Edit, especially older versions of FO4Edit, it looks like Nuka World is deleting most of that quest. That is not the case. The "Partial Form" flag is applied to the override, which tells the game to ignore any changes DLCNukaWorld.esm makes to Min01 (specifically to form 0005DEE4) and to instead move on to loading the child records such as dialogue and scenes. On that subject, what Nuka World does to Min01 is add new dialogue tied to Nuka World, where Preston brushes you off and refuses to give you the quest until you've wiped out the raiders in Nuka World. This is one of the sources for the quest "Open Season", and only applies if you progressed through the Nuka World questline before rescuing the Minutemen. The specific conditions for this set of dialogue are: The player has completed stage 100 of Min01 (that's an initial setup stage, iirc tied to Preston and the gang making it to Sanctuary after leaving the Museum of Freedom) The player has not completed stage 2000 of Min01 (which means you have not agreed to lead the Minutemen and Preston is not yet your follower) The player has claimed at least one raider outpost in the Commonwealth for the Nuka World raiders. The player has not yet been kicked out of the Nuka World raider gangs. The player has not yet run through the greeting that Preston does before sending you off to help Tenpines Bluff. (This condition only applies to one of the two overriding lines of dialogue. The second is Preston getting exasperated because you haven't gone and wiped out the raiders yet, and does not require this condition) This also includes adding two new scenes. The first, obviously, is the one where he refuses your help and tells you to wipe out the raiders in Nuka World. The second scene is a variation of the first that happens when you speak to him without having completed Open Season, where he refuses to have anything more to do with you until the raiders are dead. Overall this includes 18 new lines of dialogue, some of which is player dialogue and some of which is Preston Garvey. MinRecruit00: First off, the quest itself is just an identical to master override. Nothing changed, and nothing special is happening. It only exists in DLCNukaWorld.esm because new dialogue and a new scene have been added to the quest. Just like with Min01, the additions here involve Preston cutting the player off until they've killed the Nuka World raiders. The dialogue is actually shared with Min01, and the conditions are essentially the same. This quest override doesn't add any "new" dialogue, it just plays dialogue that Nuka World added to Min01 and adds a new scene to use that dialogue.