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Posts posted by Thirdstorm
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Old old thread, found it in my unread email I'm trying to catch up on, and assuming it's unanswered...
Regarding the HD-DLC or similar HD-Texture packs it's a Hardware Limitation, assuming everything is saved in the correct format, scaling, and packed into a BA2 properly.
When files are loose, improperly saved (no mipmaps or incorrect etc.), as I understand it, it can be both a Hardware Limitation and apparently a engine limitation, as the instability / performance lose occurs on higher end hardware that can usually chew through the game without breaking a sweat.
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You can only do it with the Workshop fabrication machines I think..
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So I am a little rusty after a 7 month break from Modding but before reading the details of my reply check my Profile/Mods.
Ok moving forward...
This is kind of a complicated subject matter and only going to highlight one facet of it..
Modifying a body texture can be done, randomization is much harder, there are ways, as I understand, using F4SE and Looksmenu. however you will run into significant performance drops for a number of reasons...
The only one that matters in this case is the "Head" of all NPC's is typically Exported as a file, a "PreCombine" for NP's like the game has the for environment.
By changing the Body texture (Which is used for the Rear head piece) you are breaking this PreCombine,
This has a moderate but usually forgivable impact on core NPC's that are Vanilla, as they have a base Exported FaceGeometry, and they have been checked out and error corrected, but most Mod Added NPC's have not been, and as a result cause a much greater performance hit.
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Man...
I wish I had stumbled on this before now!
Author is spot on.... Once you edit the NPC's appearance you break the Exported FaceGeometry, which is effectively "Precombines" for NPCs...
@e1grey,
The reason some mods impact more than others, or didn't cause stutters but now do is complicated, but in large part is due to the other burdens / stresses on your Fallout4 game engine, but computational and texture load.....
It's like having a poorly sorted load order? Suddenly the exact same set of mods causes stutters and CTDs, all because of extra conflict resolution and burden..
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Yes this is a pain, but it turns out it's not us.....
Check your game version:
Guess what?
We updated the main INNR's (Instance Naming Records) with the new Fallout4 and Creation Club Paint and material colors, additionally we've added the Creation Club Keywords to the armor records so people can use the paints...If you are on a version of Fallout Pre 1.094x there is a good chance you will see a problem.No we will not make a version for people on versions of Fallout that old, we encourage you to take the time to update, almost every mod that had problems with 1.94+ has been updated, or there are new versions of them.
Fallout 4 VR?"Damn, Bethesda screwed you hard.
They didn't use the same formIDs for ap_armor_Paint "Paint" [KYWD:0024A0FA], cc_ma_Pipboy [KYWD:0024A0B8], cc_ap_Pipboy_Texture "Material" [KYWD:0024A0B9], ma_WeaponMaterialSwaps [KYWD:0024A0D7], and ap_WeaponMaterial "No Material" [KYWD:0024A0D8], in Fallout4VR that they did in FO4."
Mismatched formID's are killer, and we've reached out to the Bethesda community Manager, Cartogriffi to see if something can be done about this.Until then, well, we have kind of gotten borked...
DEF_UI Users?
Ok... There are a couple things to discuss here...
Fallout 4 has some Limitations on the ScaleForm Memory used for naming and PipBoy interactions, and once you exceed a certain amount you'll see CTD's and some wacky Instability.
We've expanded the Fallout 4 INNR's and with a VANILLA version of the game you'll not see an issue, but if you use DEF_UI you *May* see issues.
Why?
It's all traced to the iconlibs.swf, iconlibs2.swf and/or Custom XML files can cause issues if there are more than 230 entries, you'll get memory overruns...
A quick breakdown
(Thanks to gernash for the image and good breakdown of the issue.If you downloaded another modified IconLibs file other than DEF_UI, odds are that's the cause of your woes...It's easy to test:
Go to the "X:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Interface" folder and rename the iconlibs2.swf....
Load the game and try and edit something in the work bench...We Strongly suggest rolling back to DEF_UI's IconLibs2 file, and if you want more colors/Icons please check out VIS-G Item SortingNeeds to be above VIS-G but we don't know outside of that:
Gold Kit for Color Pipboy -anti-Black and White Screen
Interface Effecting mod Install Order:
DEF_UI
DEF_UI Translations
HUDFramework (Optional)
Gold Kit for Color Pipboy -anti-Black and White Screen (Optional, always above VIS-G)
VIS-G Item Sorting*Note
If you use Gold Kit for Color Pipboy -anti-Black and White Screen make sure it's above VIS-G and the don't let it overwrite the VIS-G Files
Edited Perks....
This was actually my problem, I could not craft any of the MISC upgrades (linings) for the DLC04 NukaWorld Legs... Arms and Torsos were fine, but legs caused a CTD every time...Turns out I had a mod that did a dirty edit to the Blitz PerkSoooooo check your mods for dirty perk edits, in my case it was a ABspell effect missing the "Equipment type" flags.. -
Blah is 100% right (and where I was going after finding out when the crash was occurring :) )..
I'd remove one of those at a time then, starting with the replacers.. If something isn't packed 100% correctly I
Might work in game, most of the time, but crash CK which is much picker
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There are dozens and dozens of reasons why this could be happening, but I think your missing the most important bit of information in this post..
Are you trying to open CK and it crashes before it's finished its startup, or is it crashing after you've selected the mods you want to look at / modify?
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Assuming it's fully reweighted, and you have the matching materials and textures that's all you'll need to do..
Try to preview it in CK, and if you get a odd error, red exclamation mark or something similar it might need subindexing to FO4's standards
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Pfft all good
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Nicely done!
BTW did you change which skeleton OS was using before you opened it?
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Sorry if I missed a PM, household has been a little under the weather
I'm Biased here... but...
1) Material Swaps allows you to reduce the total size of your mod, especially if some of it is Vanilla Textures remapped to a different / new target (aka the bloody meat textures on skin).
Material files are more or less "free" when it comes to file size.
2) Material swaps allow greater flexibility and expansion, both by you and other authors.
Using Vanilla material files inside the Nifs, when possible, makes it easier for others to make compatible swaps / changes.
3) You can make a material swap that has multiple target and swap textures in it.
For example you can have one material swap that has 5 entries, so the Human skin points to X, the Bone points to Y, and the Meatcaps points at Z.
Regarding BodySlide:
You have (2) Problems here.
1st and Most important.
CBBE and Vanilla skin textures for Female ghouls are not compatible.
The reason you swap black spots, warping and misallignment there were caused by that, and one of the edits I sent you included vanilla skin textures on a custom material file, mapped to your bodies.
The same issue would occur with anyone using a EVB male body that is "Anatomically correct"
2nd
The larger problem, the stretching and other visual errors are being cause by having the wrong "root" skeleton selected.
You have both the Human Bones and the Feral Ghoul Bones in allot of the outfits / NPC's, and once of the fixes I did was cleaning out the second skeleton.
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I think That issue is more or less fixed in the update I sent you..
The black spots on the hands and the body are caused CBBE ghoul textures on a vanilla body, one of the things I did was hard map a unique material file pathed to vanilla textures in one of your folders.
The purple face though.. Well not sure
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@SKK50,
I really need to take the time to finish the CreationKit wiki pages I keep promising to do.
EncXxxx actors are "templates", and are designed to be references for LvlXxxxx (leveled Actors) to use.
LvlActors (WorkshopNPC for example) are usually the NPCs hand placed in the world, added to quests, and either use Direct Template Actors, or LChar tables to randomly pull data from, be it traits, stats or inventory
Templates are not supposed to have scripts attached to them, and / or be placed on leveled lists, as I understand it, for a number of reasons.
Templates also should never refer to another "Template Table" (LCharXxx) but can point at another Encxxxx actor to pull data from.
I recently edited 3,950 human NPCs in creation kit over the course of 9+\- months, and one of the things I picked up is "why" CK is so slow with NPC's and the edits.
Besides generating a preview of human NPCs differently than "monsters" it's also loading the referenced NPCs.
So "usually" if you make a change to a template npc used by let's say 5 other NPCs, it will have those changes ready and instantly make those edits to any related npc you open.
So in short, often it's not loading (1) NPC, but effectly loading several at the same time, as it looks at, pulls data from and updates the npc you have open, based off any "templates" that npc uses.
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Some suggestions:
-To give context I've gone from CK crashing every 30 minutes to having CK open and being used for a weeks+ straight without issues / crashes.
CK is a bit of a memory hog and doesn't seem to like to released used memory after use, using a program to force release reserved memory helps, or reboots
CK is a bit of a memory hog, having everything closed besides CK often helps.
Editing the CreationKit INI to increase the number of cores it can use "seems" to help. Use the values from your fallout ini's and the fallout4configurarion tool.
Limiting the number of plugin's and loose files you have in your install directory significantly helps.
Checking your nifs / cleaning them (there is a tutorial on nexus) significantly helps, having one iffy Nif can result in random CTD's
Checking your plugin for invalid usage helps as well..
What works in FO4 can cause instability (indicating you should not configure that reference in that manor)
, examples would be Weapons on an Oufit, Scripted actors on LChar tables, it's possible to have circular lists that don't cause a CTD starting Fallout4 but will cause instability or crashing on launch of CK.
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"Is Chargen Face Preset" does prevent the Engine from trying to modify the face, but it's still running as a Dynamic "Face" and if you've edited the NPC, have a custom face texture assignment to it, or something similar is can cause errors / brownface.
You don't have to export FaceGeometry for the NPC's, making a mod compatible with the PS4, but any NPC, that is not using a "Traits" templated actor, will be extra burden on the players Fallout game while they are being rendered by the engine.
If you want to duplicate a NPC, to copy the "Face" and use it for a new faction, all you need to do is find an NPC in that faction, duplicate them, and point the "Traits" template to the NPC you want to use the face model from, keeps the total demand on the engine low, as it will reference the vanilla FaceGeometry for that NPC
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Rather than script it why not use the KISS method (tech guys know this one.. "Keep It simple S..." And use an already built in mechanic.
Almost all items (armor and weapons) can have a build in object effect, which is an enchantment.
Enchantment can modify, +/-, Stats or Actor values such as Endurance, Damage resist, etc.
We can create custom enchantments with great ease...
So rather than add a unneeded script burden to the players (that could bake in an error into their saves if they remove the mod) why not just make an enchantment, and add it to the object effect?
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There are 2 factors involved with the 1st person auto-hide function.
1) Weighting, forget the exact forearm bones, but the weighting needs to be correctly lined up.
2) SubIndexing (you likely didn't change that in OS)
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Sorry for the delays, adulting and getting Armorkeywords updated ate my week.
Do you use discord at all?
I love the nexus forums, but the instant back and forth of files and communications can get things done allot faster.
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Happy to help, but let me (and anyone else lurking on this) if it works and which it was, every instance is different!
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BSTriShape is usually used for the 1st person view (take a look at the Vanilla PA Bracers) and BSSubIndexed for the 3rd Person.
SubIndexing not only covers Dismemberment, but also has an impact on what renders in game. SubIndex for the wrong bodypart and everything else can be correct and it won't show up.
You'd need to SubIndex it for the bodypart(s) it covers or would be linked to for Dismemberment.
The Torso is the "generic" and will work, those details are in the Nexusmods "creating new armor" guide for FO4
I've got this info because My team actually provided Ousnius (kkthebeast) the new data for OutfitStudio, including almost all the FO4 SubIndexing decoded, so you should be able to quickly SubIndex it there if you load the PowerArmor Skeleton in first.
Then select the Mesh, Right click and go to properties, put a check in "SubIndexed" and then add the SubIndexing via the "Segments" tab on the box in the top right hand corner.
then Add SubSegements until you have a total of 4 (0, 1, 2, 3) and click apply and Export it.
If it still does not Render, and it is properly weighted (You can check in OS as well) it is time to look at the Connect Points (In the Nif) and Attach Points (In the ESP)
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I assume you mean in 3rd person?
You don't need to use a script, (and god(s) people need to stop defaulting to Scripts to fix everything) IMHO adds unneeded overhead.
Usually it's related to SubIndexing. The PowerArmor Frame itself is more forgiving regarding subindexing than when worn, and in 1st and 3rd person different Subindexing is required.
As for bringing models in game via OMOD. Totally possible, I've got close to ?5,000? set up in an upcoming mod, but the configuration and requirements are very very different than with weapons
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@TrophiHunter,
Sorry few days offline for Adulting and such.
I'm up for it, but once I get the current backlog on my plate off it, when I last worked with Expired on this issue I promised to wait to do further work until the Rebuild of Unique NPC's was done, so I could accurately test multiple things as the same time. Unique's Rebuild is basically done, but helping Gambit77 finish a rebuild of AK, which Unique is Dependent on (the beta version to be clear) so it will be a bit. Feel free to pester me about it however, or let us know if you figure out a different way to attack the problem.
@Flowerguy360,
Dang, was hoping maybe you had found something I had not :/
@SMB92,
I'll hit you up on Discord once it's resolved :)

How can I do material swaps via script?
in Creation Kit and Modders
Posted
Question, what is preventing you from just adding another OMOD with another Material swap vs scripting it?