Jump to content

MissingMeshTV

Premium Member
  • Posts

    929
  • Joined

  • Last visited

Posts posted by MissingMeshTV

  1. Right off the bat, it sounds like you have not assigned any interior offset coordinates. You need to tell the CK where in the worldspace you want the LOD to display. By default, itâs set to 0,0,0 which will show the area youâre seeing as itâs the center of the Commonwealth worldspaceâ¦at least thatâs my understanding from my limited tinkering with showing an exterior from an interior cell.

     

     

    Under the Interior Data tab, there should be a space for X, Y, Z coordinates. Thatâs where you enter your offset to determine what worldspace LOD coordinates to use. How to get those coordinates (for me at least involves A LOT of trial and error. The whole set up for doing this is clunky as hell. You need to find an interior cell that shows worldspace and uses offset coordinates that is close to the location of the LOD you want displayed and work off those. Thatâs how Iâve been doing it.

     

     

    You also need to create an LOCClipVolume object around the bounds of your cell to prevent the generated LOD from showing up inside your interior area. I also think you need this to get any offset coordinate changes to register in the CK<,but Iâm not sure on that.

     

     

    Iâve only tinkered with this and canât go into any more detail âcuz Iâm at work, but if you use that Google thing and search for âcreation kit lod interior offsetâ there are several forum posts that will give you the info I donât have time to right now. The first hit I see labeled âinterior lod positioningâ on the old Bethesda.net forums back when they were at least partially useful. There are other links to forum posts her eon the Nexus. I suggest you dig into those as there isnât whole lot out there on how to do this in FO4.

     

    Hope this helps.

  2. Yes...you can use the batch action window. Select the multiple resource items you want to link, type on your "-" (dash) key and that will bring up the Reference Batch Action window. All the selected refs should appear in the Selected References list.

     

    Then all you need to do is link them to the workbench as you normally would...use the Select Reference in Render Window Button or use the Cell and Reference pulldown menus. Once the workbench is selected, the keyword pulldown menu should appear and you can apply the keyword. When all that is done, click the "Do" button.

     

    The one part of this I don't like is that there is ZERO feedback to tell you that your batch task has been completed. A pop up dialog telling you the batch was successfully done would be helpful, but there isn't anything. I always open up a couple of my refs just to double check everything linked up as intended.

  3. Thanks, VIitS. I appreciate the input. The only real issue I had setting up my room bounds was that because of the house design I had to create them vertically on multiple levels, as opposed to horizontally as you would in a traditional dungeon type cell. It took some tweaking and testing to accommodate items (such as wall sections) that may have been set into the floor at points where the room bounds met vertically between levels so things wouldn't disappear. But, that's why we test. And test. And test. :cool:

     

    In any event, I appreciate your comment as it puts my mind at ease about the direction I'm going with in optimizing this mod.

  4. Thanks, Trosski. That's just the sort of confirmation I was looking for. My uncertainty was coming from some threads here discussing people having problems with preculling and previs issues while editing vanilla interior cells combined with my examination vanilla interior cells in the CK. In the vanilla cells, there seems to be no consistency of where and when room bounds are used. Larger interior cells where I would think room bounds would be needed don't use them, while other interior cells of comparable size do use them. Color me confused.

     

    It seems all interior cells I've examined have the "NoPrevis" box unchecked in the cell info panel unchecked by default. But I know that previs is useless unless you precombine meshes first, so that makes me think vanilla interior cells were using precombine/previs which leads to people having issues while editing them.

     

    In my case, setting up room bounds and portals resolved the performance issues on my test machine so that really seems the way to go. I'd much rather deal with room bounds and portals that I add myself and have total control over. My limited experience with having the CK generate precombined/previs has been less then successful and has actually degraded performance in some cases.

     

    As I start creating larger interior cells, I want to have a plan for optimal performance on lower end machines. This has been helpful. Thanks very much!

  5. Looking for some guidance/input on the best practices for FO4 interior cells regarding pre-combined meshes and previs. I know this topic has been beaten to death. I’ve read some very informative threads here on the forums that address the issues with regarding pre-combined meshes and previs for interior cells, and that’s sort of why I’m asking for input.

     

    I’ll try to make this as much to the point as possible while still giving relevant information: I have an interior cell for a new player home built from scratch, not copied from an existing cell. The player home is what I would call large, “real world square footage” wise it might be about half the size of the Third Rail cell.

     

    I had not intended to go through the pre-combine/previs process for two reasons:

    1. I’ve had dismal failures in my previous attempts at doing this in exterior cells

    2. I didn’t precombine/previs in my previous player home mod and in all my testing there were no performance issues. Granted, the cell for that home was VERY small. 3-4 times smaller than this one.

     

    I’m maybe 3/4 of the way through the project and am wanting to start the decorating phase. Before getting too much further I decided to test the mod on my “potato testbed” laptop. My dev machine is rather beefy so I test all my mods on the potato at various stages of my projects. The potato is an older ASUS ROG laptop, i7-4700 2.4Ghz, 24GB RAM with a GTX 860M. I work under the assumption that if I can get a mod to perform well on that machine, then it should perform well for most users with equal or better hardware.

     

    Testing the new mod on the potato I was getting many spots in the house where the fps would drop to the mid-to-high 40s. Not acceptable to me. Especially since I haven’t even started my decorating and clutter phase yet.

     

    I tried going the precombine/previs route to see if that would help...which it did somewhat, but I the material swaps for all my walls were missing. I even tried recreating the precombine/previs in the CK on the test machine, same result. These material swaps were customs swaps done in the CK using vanilla material files to replace wall textures.

     

    To clarify, "No Previs" in unchecked in the cell settings. I’ve run Clear Affected Cells for PreCombine Data, then Generate PreCombined Visibility for Current Cell as outlined on the many Nexus forums I’ve read on this subject. For whatever reason, the material swaps are being ignored, not read, whatever. And the frame rates were still not what I would call acceptable.

     

    Just for kicks, I split up the cell into sections with room bounds and portals to see if that would help. It did. Immensely! The potato now gets a solid 60fps in all but a few spots where I have shadow generating lights and multiple dust/mist FX. Even then, it never goes below 50. That to me is much more acceptable. And setting up the room bounds and portals was far less painful than I had anticipated.

     

    So my question is this: What is the best practice for interior cells? Is it enough to go with room bounds and portals if they work and address the performance issues? Is it really necessary to worry about precombined meshes and previs if I have the performance up to an acceptable level? I'd rather not have to troubleshoot the missing material swaps from precombining the meshes if I can get away with it.

     

    Does anyone else build interior cells just using room bounds?

  6. This tutorial on creating unique weapons might prove helpful:

     

    Essentially you tie the leveled list with your weapons to a quest that runs only once. Watch the tutorial. It should answer any questions for what you are looking to do.

     

    I followed it and literally took less than 10 minutes to set up and test.

  7. I'm sure they say they do...it just depends on your actual definition of QA.

     

    They probably thought that no one would notice the purple back of the head inside the power armor on a load screen. 20+ years of dealing with judges at scale modeling contests has taught me that even if you think " no one is ever gonna see this part," someone is gonna see that part so you might as well make it look finished. :D

  8. I just dragged the mesh for the load art into Outfit Studio: DLC04NukaWorld_General05.nif

    and adjusted it just like you would any static item mashup. In my case I needed to make a slight adjustment to the helmet to hide the fact that the human head inside was missing textures. No QA at Bethesda that day I guess.

     

    Looking back at my NIF, disregard what I said about the frame being poseable: it's all one piece. Sorry...had a senior moment there I guess. My original plan was to delete the frame altogether and shrink the PA down to a tabletop display miniature and repose it, but that never happened. I suppose if you found a load art frame in a pose you liked there's no reason you could mix and math the armor pieces in Outfit Studio.

  9. I just ran into this a few days ago placing a locked teleport door to a player home in the Third Rail. That cell is owned by the ThirdRailFaction. In this case just checking the No Crime box and setting ownership to None in the door's ref window wasn't enough. It still showed as owned after being unlocked with the required key.

     

    I set the door to be owned by the Player Faction rather than player (just to see how that would work). That did the trick.

  10. I'll echo what chucksteel said about using the load screen power armor. I'be used them as decorations on multiple occasions and have tinkered with doing a slight repose of the Nuka Cola T-51 LS peice in Outfit Studio so it is doable. And you can easily do material swaps like anything else.

     

    The LS power armor all come with PA frames so keep that in mind. It doubled the amount of posing I had to do. The Nuka T-51 actually had a human figure inside the frame.

  11. I just came across this thread and it might be too late, but I have a video tutorial on using elevators as teleport doors that might be helpful. Not sure it's relevant to all elevator use scenarios, but it might help anyone who's still stuck on them:

    https://www.youtube.com/watch?v=J55WZ9PVSgY

     

    I did this tutorial not long after starting to use the CK, so there might be a better way than the method I use. For example, I didn't know there were elevator packins and I did everything from scratch by reverse engineering the elevator at Recon Bunker Theta. And I just copied the start and end floor values from the Recon Bunker Theta not realizing you can change them for a shorter elevator ride. In the video I set up the elevator to link and exterior cell (Goodneighbor) with an interior cell. But the info might be relevant to using an elevator in only a single cell.

     

    Anyway, just thought I'd post the tutorial link in the hopes it might be helpful to someone.

  12. Like I said, it should be a nudge in the right direction. Or not apparently. If you want to learn how terminal fragments are scripted, I suggest you look at some vanilla ones in the CK. Maybe start with the book return machines. They are essentially vending machines.

     

    All you really need to do is to define your properties then have an if statement to check the amount of caps the player has...

    Next a then statement to dispense the item if they have enough caps...

    Lastly a elseif to display a message if they don't have enough caps. Of the top of my head that's pretty much how I've done it.

  13. I did this as one of my first scripting projects and it's not too hard once you figure out the logic of the script. Using that thing called the Googles I was able to find this when trying to figure mine out:

    https://forums.nexusmods.com/index.php?/topic/1022683-unfinished-advanced-terminal-tutorial/

     

    This should give you a nudge in the right direction. It's for FONV, but the basics still apply to FO4 scripting and it was the basis for the terminal script I ended up with. Just look through the FO4 CK wiki and you should be able to "translate" it for FO4.

  14. Yes, you can link workbenches between interior and exterior cells. You do it the same way would if they were in the same cell sitting next to each other. The easiest way I've found is to get the Reference Editor ID of the workshop and the name of the cell it's located in, then:

     

    - load up the cell where the workbench is in

    - open the workbench reference window and go to the linked ref tab

    - double click in the empty reference form field to open the Choose Reference window

    - In the Cell pulldown menu find the name of the cell your workshop is located in

    - with the cell selected, open the Ref pull down menu and find the Ref ID for the workshop in that cell

    - Then open the Keyword pulldown and add WorkshopItemKeyword

    - Click OK.

     

    An alternate, less fun and more time consuming method is to:

    -open the Reference window for your workbench, open the Choose Reference window and put it aside

    - open the cell with your Workshop, You may have along wait for it to load depending on the cell

    - when the cell loads, move the camera close to the workshop

    - move the open Choose Reference window for your workbench in the other cell next to the Workshop

    - click on the Choose Reference in Render Window button and select the workshop

    - add the required keyword(s) and Click OK

    - load up your other cell and go back to work there.

     

    This takes much longer but does guarantee the workbench gets selected...this might be the way to go on your first try until you get used to doing it.

     

    That's it. You may also need to add the keyword WorkshopLinkContainer when linking the workbenches. Mine often don't work without it, but sometimes do...your mileage may vary.

  15.  

    I'm curious as to the "why" of using such a convoluted method versus right clicking in the container section, selecting new, and pointing to the nif you wish to use?

     

    for many objects you could just create a container out of them, like the clothing objects that sit on the floor when dropped, but for things like guns, being they are multipart items, its not a single nif that makes up the weapon, so you'd have to create a loadscreen / static collection object out of it in order to make it a persistent static, or assimble your own single nif using nifscope. The loadscreen method works good for things like the weapons.

     

     

    It may sound convoluted, but for some situations it is better suited thant a simple container mesh swap. I use activator boxes linked to reference containers for interactive shelving, where a script on the container enables static clutter on an empty shelf when items are placed into it. Yeah, you can do this with a normal container but for some meshes the trigger method is the way to go...a personal and situational preference. In the case of an empty shelf mesh, using a trigger box allows me to customize the activation area to be as large or as small as I want.

     

    There might also be situations that for whatever reason, you don't want the fast loot menu you get with a normal container. This method gives you the basic activation prompt that can name anything you want.

     

    Back to the OP:

    You say you can't check the Player Activation box on your trigger box? Are you sure it's the DefaultEmptyTrigger activator you're duplicating? How are you creating your trigger boxes? I use these all the time and the only problem I ever have is forgetting to check that box until I test it and it doesn't work.

  16. If you already have Armorsmith 3.2 you should be good. Just reinstall it from NMM and when prompted let it overwrite the Concealed Armor files.

     

    Instead of manually typing out your load order you should copy it directly from your plugins.txt file. One, it will prevent leaving a crucial bit of information out. Two, it will make it easier for those trying to help knowing that nothing got left out.

  17. I do this in all my house mods and it fairly easy. You do it in the same way you would link a workbench to a settlement workshop but you use a centralized container instead.

     

    I make a new container ref then link each workbench to it using two keywords: workskopitemkeyword and workshoplinkcontainer.

     

    This way all the workbenches are linked to share resources. The central container doesn't need to be visible...you can hide it out of sight under the floor or ground.

     

    The keywords are very important for this to work. Sounds like you were part way there already...just add the two keywords to each workbench and you should be good.

  18. At first glance I thought Concealed Armors was your only problem. It overwrites Amorsmith Extended with out-of-date files that will cause the crashes you are experiencing.

     

    But...

     

    I don't see you as having Armorsmith Extended listed but you have the Automatron patch installed. Big no-no. You need the base Amorsmith Extended mod installed for that to work.

     

    The latest version of Armorsmith Extended has an All-In-One patch for all the DLCs. I suggest you uninstall whatever Amorsmith Extended files you have, install the latest version and patches for the DLCs, and let it overwrite the files installed by Concealed Armor.

     

    That should fix your workbench crashes.

  19. Assuming nothing is wrong with the nif, did you name your archive with the required naming convention? Example: MyMod - Main.BA2

     

    If you don't follow the required naming convention your assets won't appear in game because the archive isn't read. Made this mistake with the first archive I ever made since I didn't know about the naming.

  20. No trouble. Glad I could help. I had a suspicion you had N.E.S.T. installed based on your description and having had the same issue myself. I'm using it with FROST and just assumed that the first embedded wall terminal I tired to use was disabled by that because naugrim likes to do that sort of thing to us. After the third one, I decided it probably wasn't because of FROST. I fixed mine using the CK, but you could also use FO4Edit. Good luck!

  21. FinneganFach-

    My desktop specs are similar to your laptop: i7-6700 3.5Ghz, 48GB RAM, EVGA GTX 1070 SC, Two SSDs and a couple of M.2 SSDs. I was devastated the first time I booted FO4 after installing the 1070 and saw no frame rate improvement.

     

    I took a few days of research, trying some texture replacements and tweaking but I’m now able to consistently get 45-50fps with almost all settings at Ultra in most parts of downtown Boston. I do get dips into the mid-to low 30s occasionally but just for a few seconds. I think it’s a combo my my ENB preset (Decent) and a large variety of texture replacements, namely all of the Vivid Fallout series. I also have the shadow distance set to medium. Anything higher, I get huge frame rate loss. I use the Ultra Quality God Rays Performance Fix batch file (http://www.nexusmods.com/fallout4/mods/15211/?) and it made a huge difference for me. Definitely try some new textures if you haven’t already...you should at least see a modest boost.

     

    I’ll echo what other have said about the resolution you play at. I use a 23" 1080p Asus G-Sync monitor at 144hz. Using G-Sync seems to make a big difference for me and I think might be part of the high performance I have been getting. If your laptop display supports it, give it a shot. If not, you might try using Fast Sync if you haven't already. I think it’s only supported by the 10-series Nvidia cards so you should have it. It essentially has the effect of running the game with V-sync turned off but without the screen tearing. Frame rates go through the roof for me with it turned on.

     

    A word of caution using either of those however. The game engine freaks out with frame rates too much over 60. Physics get really wonky. I can’t use both together. With Fast Sync, shooting an enemy sends them flying to the Capital Wasteland. Lock picking is sped up about 10 times making it difficult, and interior cells will make you run way too fast to control your character well, and NPC lip sync gets really awful. Using G-Synch only gives me the moving too fast in an interior cell issue. But give either of those a shot and compare it to what you’ve been getting and go from there.

     

    Just my 2 caps worth...hope some of it helps.

×
×
  • Create New...