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MissingMeshTV

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Posts posted by MissingMeshTV

  1. I'm hoping for some input from those who have had success in doing interior cell pre-calc. I considered making a new thread for this question, but felt it might be more beneficial to include it here:

     

    I’ve finally made my first attempt at creating precombines and previs for a new interior cell, and the results have been pretty dismal to say the least. It’s a newly created cell for a player home.

    The interior isn’t huge, a simple two story 6W x 8L rectangle (measured with standard 4x4 floor pieces). Half is a wide open warehouse space, the rest sectioned off into small rooms. Nothing earth shattering. A moderate amount of clutter at this point, but no more than I’ve ever done in the past.

     

    My process has been the same as I have done for exterior cells:
    > Generate precombines for current cell
    > Generate visibility for current cell
    > Generate precombined visibility for current cell

     

    I had tested this a while back, long before I started adding any detail assets to test how things would fare with stairs and such. All went perfectly without a hitch. It just worked.

     

    Now that I’m getting closer to finishing, I thought I would test things again with some detail assets added. Epic fail. Previs and visibility went fine, but precombined visibility was a disaster. It took about an hour and resulted in a 46MB Vis file…an hour with a 46MB file for a small interior cell????

     

    When I went in-game to test there was a huge black wall running through the middle of the cell, no collision on it and looked smeared and low res like it was an LOD texture you were looking at up close. Huge portions of the interior would blink in and out as I moved around as you would expect if there were room bound issues, but I didn’t have room bounds. The cell does shows exterior LOD through the windows, but I don’t see how that could be related (as it worked fine previously)...just mentioning it as background info.

     

    My first and only guess is that there is a mesh that the process didn’t like. I disabled several references I thought might be suspect and tried again. Generating precombined visibility went for about 35 minutes then it just stopped progressing. CK didn’t crash, it just stopped doing anything and sat at the same progress point for another 15 minutes before I killed it.

     

    So, two questions:
    1. Barring a bad mesh, is there any commonly known issue that would cause the vis generation to puke and die like this with such a huge file size?

     

    2. Under the precombine options of the World menu there is a “Precombine Geometry for Interior Cells” option. Is that what I should be using instead? I can find no info on that option anywhere. Logically it sounds like what I should be using, but this is the CK we’re taking about...logic doesn’t generally apply.

     

    For now I’ve fallen back to using room bounds and portals. The cell really wasn’t designed with them in mind as I had intended on going with precombines. But I’ve made some design compromises and room bounds work well enough. Just looking for some input before I spend any more lost hours trying to get the previs to work. Really unsure what I'm doing wrong as I've never had any issues working with exteriors.

  2. That mod description has explicit instructions that you should remove disguise before upgrading, so I would assume the same holds true for uninstalling the mod. If you were wearing one of the disguises the description mentions, that's likely the cause. Based on the mod description, it sounds like whatever script that handles the faction changes is still running because you're wearing a disguise and is baked into your save. You'll have to revert to the save prior to uninstalling the mod, remove the disguise then uninstall the mod.

     

    EDIT: If you are wearing a disguise you could try removing it, saving and quitting the game. Then relaunch the game and reload the save you just made. Then check to see if the raiders are hostile. That might be another way to purge any lingering scripts from your save.

     

    If you aren't wearing the disguise and the problem is something else, you really should try asking for help on the mod page. Someone there is likely to have more info on using the mod....like maybe the mod author? :unsure:

  3. I actually did file a DMCA take down with AWS, then sent copies of it to the site owner: (Morris Pearson (as indicated in the WHOIS info) [email protected].

     

    My two mods were gone from the site within the next 24 hours. I didn't notice a AWS response in my inbox until the following day. All it said was that the files I reported "have been taken down" with no indication if it was AWS that took action, or if they had already been removed when they went to investigate. I suspect my email with a copy of the DMCA notice was enough to spook the site owner and that it wasn't AWS. If anything, AWS now has documentation of the site's activities on record.

  4. In general, you shouldn't need to start a new game. The key words are "in general" because most .ini changes won't cause problems if changed mid-game. But certain .ini changes (once such line that comes to mind is uGridsToLoad=) do get baked into your save and can potentially break your game if you alter them mid-game without taking some precautionary steps.

     

    Don't change anything in your .ini unless you have a good reason to and you are certain you understand what it actually does. If you are unsure what a specific setting does, use the Googles to research them or ask here in the forums. And ALWAYS backup your .ini files and saves before making changes.

     

    There may be others besides uGridsToLoad= that can cause problems if changed mid-game. That's the only one I know of that is reported to for certain.

  5. Based on the items I add to the trash compactor/scrapping script in my house mods, here are some basics without giving too many spoilers. I’m only starting my second run of each of those DLC, so I’m going by memory of my first runs and what I’ve found my looking at the items in the CK. Generally, if something has component data I’ll include it in my form list unless its something like a note that a player may want to go back and refer to.

     

     

     

    DLC03 Misc Items:
    - Things like the bowl, plate, coffee cup, gnomes, the lumberjack saw are OK to add.

    - Most items from V118 are OK (urns, paint bucket), but there are two notes I would leave out.

    - Angler gunk ball is OK
    - There are some map/flyer pieces that should be left alone

    - Can’t say anything on the DLC03VRComponent01Scrap and DLC03VRComponent02Scrap items. I skipped past the VR part of that quest because it was just really lame to me so I have no idea what they do. Will be skipping it all again in my new game. I leave them off my form lists. They have unique component data that you can’t seem to craft anything with beyond the VR part of the quest...based on what little I know of it.

    - Leave the DataItem and DiMAMemoryHardDrive01...they don’t have component data anyway

     

    DLC04 Misc. Items:
    - Things like the Souviner Magnets, Souviner Toys and the TrashObjects (pizza and hamburger boxes, cup and straw) are OK to scrap.

    - Stay away from the Park Medallions and Star Cores. They are quest related and don’t have component data anyway.

     

     

     

     

    That might be a little incomplete, but it will hopefully get you started.

  6. Being honest, there is little we can do about this particular matter, you can contact that website to let them know how you feel about the whole issue, but they can just ignore you or simply put, not even believe you.

    Wrong.
    You can file a DMCA take down notice with their web host as I plan on doing. According to the WHOIS info the doityourselfnation.org domain registrant and host are located in the US. That makes a DMCA notice have a lot more impact than if it were hosted in someplace like Turkbackistan. The name server DNS looks like it's hosted on AWS (Amazon), but the tech contact is listed a Bluehost.
    (you will have to enter a CAPTCHA to see the WHOIS contact info)
    The registrant would seem likely to be the same "monsterhunter32" who is uploading the mods based on the Gmail account listed in the contact info.
  7. By any chance are you using the Water Enhanced texture mod? If yes, go to your Data/Textures/Water folder and look for the file: WaterTileHumpy_n.DDS


    Rename that file to something else like putting a letter or number at the start of the filename...just rename it to something else to the game won't read it. Then try riding the monorail again. If you use Water Enhanced, this file will cause the CTD in that particular location. Renaming it so the game doesn't load it resolves it. Alternately, if you have a graphics program capable of handling .DDS files you can open the normal map and resave it. At least that worked it for me when I had the same issue using that texture mod.

  8. Making a second install isn't hard, it just takes a little planning and thinking ahead. I actually have three installs: one for gameplay, one for mod making/testing and one for FROST. I don’t know of any tutorials so here’s the Readers’ Digest version of how I’ve done mine.


    There are actually two options. Both methods involve doing the folder renaming routine I mentioned earlier with the Saves folder when you want to switch installations. The end goal is to have two separate installs with a dedicated Saves folder for each.


    The easy and quick way is to just duplicate your current FO4 install folder...copy and paste it. Windows will add “- Copy” to the end of the folder name. Once it finishes copying rename it “Fallout 4-FROST”. That will be your FROST install. When you are ready to give FROST a shot, you’ll just need to rename your “main” vanilla install folder to “Fallout 4-MAIN” (or anything you want) and rename the FROST install to just “Fallout 4.” If you don’t already have FROST installed in the FROST game folder, you’ll need to install it of course. The only real problem with doing it this way is that you end up copying all the mods and such from your vanilla game, most of which you may not want to use for FROST so you’ll want to go and take the time to uninstall them.


    The second method (and the one I recommend) takes longer but is worth the time. This way will give you a fresh install of FO4. First, rename your game install folder (Fallout 4-MAIN….anything. Just make sure the name gets changed. The reason being is you DON’T want Steam to find it ) Next, open Steam and have it verify your FO4 game files. Since you’ve renamed your game folder, Steam can’t find anything to verify so it will download the files it thinks are missing...as in all of them...so you’ll get a full new install of FO4. This will become your FROST game folder.


    Once Steam gets done installing your new copy, install Mod Organizer. Then install FROST and all the mods you want to use with it. Then you can do the folder renaming shuffle (along with your Saves folder) as previously mentioned. That’s pretty much it.


    One other thing I like about MO2 is that you can do a “portable” install and have it install right in the game folder along with all its files and you rmods. It makes backing up your game folder or moving it to another drive a piece o’ cake.


    I seem to recall someone posting a batch file that will automatically swap the game folder names...you might take a look in the Modders Resource section for it. That would make life easier if it works. I never tried it because I think it only worked if there were two folders were on the same drive, and I have three installs spread across two drives. But it might make things easier if you can track it down.


    One last tidbit about the Saves folder. I actually went a step further and made separate Fallout 4 folders in Documents\My Games for each of my installs. Within each one I have have a Saves folder, the .ini files, etc. I just copied my “main” vanilla folder, cleared out the Saves folder(s) and do the same rename shuffle for the one I want to use. I got sick of having to drill down into the Saves level to make the name change. So instead of changing the Saves folder like I mentioned earlier, I have my duplicates up a level in the file path.


    So I have in my Documents\My Games:

    Fallout 4 (which is my “main” folder for mod dev/testing)

    Fallout 4-NEW (which is my “new” install for my current gameplay)

    Fallout 4-FROST (which is for, you guessed...FROST)


    I rename the one I want similar to how I described doing with the Saves folder. It's just quicker for me to get to since I've pinned My Games to the Quick Access in the file browser.


    I hope that all makes sense. It’s easier to just “do” this stuff than it is to explain it sometimes. :laugh:


    Anyway, hope it helps. FROST has been 100% problem free for me by giving it its own install. If I were to ever try another huge overhaul like Horizon or Immersive Gameplay I’d do the same thing.


    Edit for clarity: Since this all might sound a little jumbled, here's a TLDR on the folder name change shuffle...


    1. You'll end up with two game folders: Fallout 4 and Fallout 4-FROST

    2. You'll end up with two Saves folders: Saves and Saves-FROST (unless you rename the Fallout 4 folder at the My Games level as I mentioned above)

    3. When you want to play FROST, rename the Fallout 4 folder to Fallout 4-MAIN (just for example) and the FROST folder to just Fallout 4.

    4. Do the same thing for your Saves folder.

    5. Reverse the process when you want to go back to the vanilla game.


    Hope that makes it simpler!

  9. If you’re using Mod Organizer (MO2 more specifically) you should really be making a separate profile for FROST and using it when you want to play it. Then switch back to your default profile for playing the vanilla game. MO2 does a far better job with profile switching then NMM and is well suited for this sort of thing. In the FROST profile just activate FROST itself plus any mods you want to use with it. Then you can switch back and forth between profiles without needing to manually activate/deactivate things and run the risk of missing something.


    There really isn’t any harm in keeping the FROST saves mixed with your vanilla saves. But I actually prefer to keep them separate to prevent the Saves folder from getting too bloated. Plus, I don’t have to sort through my various vanilla characters when looking for my FROST characters


    You can easily set up a second Saves folder for FROST use only. Just make a new folder in your Documents\My Games\Fallout4 folder (same one as your vanilla Saves folder), name it Saves-FROST...or something like that. Put the FROST start saves in it. Now when you want to play FROST, rename the folder with your vanilla saves (to something like Saves-MAIN for example). Then rename Saves-FROST to just Saves. Start the game...it will read the Saves folder with the FROST files. When you want to play the vanilla gave again just reverse the process.


    I actually have an additional install of FO4 used exclusively for FROST. If you use MO2 it might be overkill if you use the profiles functions, but I just prefer to keep huge overhauls like FROST totally separate and isolated from my vanilla game. I started doing a second install when I was using NMM because its profile switching is so clunky and unpredictable. I’ve seen several FROST Let’s Plays where the game eventually breaks because certain mods didn’t get deactivated when the player switched profiles...Survivors were showing up as Raiders and Gunners for starters. After seeing that I decided FROST should live in its own install. It't the most trouble-free solution for any overhaul mod if you still have a vanilla game you want to play. Again, it might be overkill when using MO2 profile switching...just a matter or preference.

  10. You said you’ve reinstalled Armorsmith Extended, but have you tried reinstalling AWKCR? That’s generally the problem with CTD when using Concealed Armor. It installs a very outdated version of AWCKR that will cause CTD as you’re having. Reinstall AWKCR with the latest version, let it overwrite when prompted. That should resolve things.

     

    Copy/pasta from the sticky on the AWCKR comments page that addresses this:

     

    Check your plugins tab to verify you have the current version of AWKCR installed. What you're describing is what happens when you have overwritten ArmorKeywords.esm with an old version and are therefore missing used keywords, which causes a CTD when the game looks for them. Old versions of ArmorKeywords.esm are packed with both Concealed Armors and Crafting Workbenches, say no when asked if you want to overwrite Armorkeywords.esm when installing them.

    Since you've already installed Concealed Armor, reinstall AWKCR and let it overwrite.

  11. ...

     

    I made a custom mesh which allowed me to change the text using material swaps, instead of copying the mesh over and over. But then I ran into a really stupid problem: which font is it on the vanilla signs? I found one which is somewhat similar, but not quite.

    ...

    If you have The FuturaBT family (the "official" one, not a free off-the-web one), FuturaBT-BoldCondesned is pretty darned close. The center of the Futura R is more closed than the Bethesda one...a few other characters have minor differences. But unless you're looking to compare the two side-by-side you'd never notice. Chances are their are free versions that are close if you don't have Futura.

     

    Ethreon's probably right in that you can't just match Bethesda's fonts with off the shelf ones. Very possible they customize them in-house. It's not uncommon for firms to do that, or to commission custom fonts. Sometimes as a way to keep their artwork from being easily duplicated, sometimes as a way to make their branding stand out...who knows for sure in this case.

     

    I've spent more time than I care to admit trying to match Fallout fonts and eventually just decided to go with "close enough."

  12.  

    that is pretty of interesting to hear that even Xbox vanilla can have those issues, it kind of reinforces my impression that the beth dev´s are taking shortcuts.

     

    The biggest shortcut being repeated applications of duct tape onto the same creaky, old game engine. :laugh:

    But it can be said it is that creaky old game engine that allows Bethesda games to be so easily modded in the first place.

  13. Honestly, I wouldn't say its "unavoidable," maybe just less likely to happen...if that makes any sense. I don't think there is a single metric to use given there are so many variables in play (VRAM, scripts running in the background, etc. number of mods in use, etc). From my own experiences and from comments I've seen with major lighting overhauls (ELFX comes to mind) it ("it" being a slideshow upon loading into a cell) can sometimes happen almost right out of a fresh start of the game. It can be completely random. Limiting the number of shadow casters simply gives you better odds of not having issues. You can do a lot with smaller number of lights, but it might take a little more planning and experimenting to get the effect you want.

     

    But yeah, keeping the VRAM load low might allow more shadows to be used, but then again, it might not in some cases...you have no way of knowing how one person's config is going to work compared to your own. The trick is to go with a happy medium.

     

    EDIT: 1. Not singling out ELFX for anything derogatory and hope it didn't sound that way. It's a lighting overhaul I've frequently used and love, and one that some users seem to have issues with that I have never experienced. 2. I've also seen the lighting related "slideshow" occur in a number of FO4 live streams and Let's Play videos. I only mention it as background info to reinforce that it will randomly happen with no apparent patterns. I'm really not an expert, just blabbering from personal experience FWIW.

  14. IMHO, that rule of thumb is still valid. Take it from someone who learned the hard way, just because your machine can handle a large number of shadowed lights doesn’t mean everyone’s will. After an extended play session where everything runs fine, it just takes hitting one cell with too many shadows to turn the game into a slideshow. Not everyone has this happen, but you can’t assume that because it doesn’t happen to you it won’t happen to other people. The game engine has seen some good improvements, but it can (and will) choke on cells with too many shadowed light sources. Which is a shame, because shadows are one of the things I feel it excels at.

     

    My first big player home mod had many (maybe 10-15) shadowed light sources. I tested it on three machines, including a potato laptop with a lousy GTX860M. I had no issues in playing for an hour or two, running in and out of the cell. First day the mod gets uploaded, people complain of frame rate drops and slideshows entering the cell. It became a common and frequent complaint, even from users with beefy rig specs.

     

    It was nothing I was ever able to replicate on my end after many hours of trying, until one day after a good four straight hours of game play I went to load into the cell, and BAM…slideshow. I eventually removed all but a few shadowed lights (left a few spotlight shadowed) and there hasn’t been a single performance issue reported in many months. The problem was apparently solved.

     

    So, I still go by the one shadowed light per room guideline and will vary it by the size of cell and level of clutter, scripting, etc. that is going on just to be safe. I tend to use vanilla cells as a guide for how many to use. I think most people would rather forego pretty shadows in favor of better frame rates. But I almost always make a version of my mods for myself that has a larger number of shadowed lights because they just look better.

     

    I don’t do console mods, but would have to assume that given their level of hardware they will have issues as well. The game engine just chokes on too many shadows under certain circumstances.

     

    EDIT: Suffice it to say, that you can generally get away with more shadow casters in a small cell. That's why I refer to vanilla cells of a similar size to what I'm working on and go from there, erring on the side of caution if it's something I intend to share publicly.

  15. Yeah...I was looking at 3D printers a while back. When I was hardcore into modeling I did lots of scratchbuilding and kitbashing...and a 3D printer would have been perfect for creating bits and bobs for my projects that I could use as casting masters. But between the cost of supplies and the learning curve to use the software, it was a rabbit hole I had to pull myself off the edge of. :laugh:

  16. I completely ignore the settlements and the game is great fun. I prefer FO3, but the superior gunplay and improved mechanics in FO4 make up for a lot of what it lacks.

    Yeah...that’s pretty much where I am with FO4 these days.
    The settlement system confused me from the get-go...it just feels bolted on and has nothing to do with why I started playing Fallout games. I’ve more or less ditched settlements with the exception of two I built up in the CK and reuse in each game only so I have a place for vendors and doctors. It’s amazing how much more fun the game is and how much more I actually stumble across because I’m not spending hours trying to get Legos to snap together.
    If I wanted to play Minecraft or the Sims, I’d play Minecreaft or the Sims. The settlement system was a sorry replacement for actual worldspace development. For better or worse in regards to their design, the older games had places you could discover, were populated with NPC's you could interact with, get quests from, trade with...locations that became part of the narrative. Think places like the 188 Trading Post, Goodsprings, Primm, Novac, North Vegas, Freeside, Arefu, Bigtown, hell...even the Republic of Dave was more interesting than the likes of what you find in Commonwealth settlements.
    FO4 gives us...Diamond City, Goodneighbor, Bunker Hill...and that's pretty much it. Any other potential for cool places to discover and interact with has been replaced with empty settlement locations we're expected to build up ourselves with such engaging gameplay as "Oooh....I can plant another row of mutfruit over here," and riveting NPC dialog as "Ever been up to Greygarden? Whole place is run by robots" repeated ad nauseam by one-dimensional Sim settlers. Pppft.
    I love FO4, but got bored with the whole settlement thing early on because it really adds nothing to the game. Nothing you do in a settlement has an effect on anything with the story or your character.
    So yeah, less Minecraft meets the Sims and more interesting and developed locations to explore and interact with would have been awesome. The town of Far Harbor is the only location in the game that fits the example if what is missing in that regard. If even just a few of the vanilla workshop locations were at least partially as developed as the town of Far Harbor, imagine how much more interesting and complete the game would feel.
    EDIT: I've been playing a lot of FO3 and FNV myself lately, so this thread is rather timely. Been using FWE for the first time with FO3 and of course, Project Nevada for FNV in hardcore mode. It really is refreshing to be spending time with those games again. And yes, it really does make you realize the things that are missing from FO4 but also that there are bits that are a vast improvement over the older games, namely the consumable and armor/weapon mod crafting systems and combat. And Vertibird travel isn't anything to complain about either. :smile:
  17. These days, designing the mold masters for model kits is done using CAD for the most part. I'm sure these figures are at least in part engineered that way. Casting in resin as these are allows much finer detail than old-school casting techniques like injection molding or white metal.

     

    I keep (maybe intentionally) forgetting to order these. :sweat:

  18. Unfortunately you can't just place a Legendary item like a normal item because they are generated by a script attached to a quest. There is nothing to place until the quest runs the script and actually creates the item. It's how Bethesda decided to implement Legendaries.

     

    EDIT: this pertains to Named Legendaries at least. Don't know if it's any different for items with legendary effects not having custom names. Never looked into it.

  19. NEVER delete vanilla references! If a player uses a mod that references something you've deleted it can crash the game. Some items may have scripts attached to them or be referenced by a quest, trigger or something else. It's never a good idea to delete anything.

     

    Best practice IMHO is:

     

    - Set the reference to Initially Disabled. If you have multiple object you want to disable, select them all and use the "-" (dash) key to open the Batch window. Select the Initially Disable option and click the Do button.

     

    - Move the objects set to Initially Disabled below the ground of floor.

     

    Some will say you can delete references then use the Undelete and Disable function in FO4Edit to set them as Initially Disabled. Personally, I don't recommend that but that's just my opinion. If you forget to run the function in FO4Edit you can have a real problem. I say do the disabling up front so you know it is done and done correctly. That being said, I would say it IS a good practice to run Undelete and Disable while you are cleaning your mod in FO4Edit. On the off chance you do accidentally delete something, you'll have yourself covered.

  20. That's pretty much been my experience when trying to get them to spawn using the Xmarker method. I think you're spot on about the physics. The one time I did end up using the Xmarker in a mod was to spawn a missile launcher. I originally wanted it to spawn "mounted" on a weapon display rack behind a sliding panel. In testing it always spawned at the bottom of the recessed area the rack was set up in and would usually fall on the floor when the sliding panel was opened. Not that I expected it to work (which it didn't), but I even tried adding the disable havok script just to say I tried it. I gave up and put in a shelf to catch it and prevent it from falling. Been adding them to containers ever since...path of least resistance. Less chance of users saying they "can't find it" too. :happy:

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