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MissingMeshTV

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Everything posted by MissingMeshTV

  1. kevkiev: regenerating might seem daunting at first, but it's really not that bad...more annoying that you have to do it at all than anything else. :laugh: I'm glad VIitS mentioned that script...I'd forgotten about it being discussed in the FO4 optimization thread a long while back. If you haven't read through that thread yet, I highly recommend it. Loads of great info there!
  2. 1. That's not how this works. Any change to a precombine will be recorded in your plugin (PCMB timestamp) when you save it. "Deleting a precombine" means deleting all the refs in it. The game will detect the missing precombine data (and updated timestamp) on cell load and disable the optimization for the cell. 2. Not really sure what you would gain by that, but I think I recall reading (in the optimization system thread) that the newest version of Nifskope was able to load and render precombines. It was an issue in earlier versions. 3. XCRI data is in the cell record header: It seems like you may be over thinking this. Why not just make your changes, regenerate and call it done? :wink: EDIT: Some info on the timestamps, why they are important for this goofy stuff and how they can ruin your day.
  3. The CK doesn't display any form of precombined data, nor does it display items in a cell as such in the render window. The precombined data is only visible in xEdit. Open the cell in xEdit and look at the XCRI records. That's where you'll find what precombines are in the cell and what static refs are part of which precombine. For Outpost Zimonja (RelayOutpostZimoinja) xEdit shows a ShackStairs01 static ref part of Precombined\0000DCEC_ABEA5372_OC.nif. Look through the refs for the cell. Any ref that is part of a precombine will show as [Placed Object]. Look for that ref in the XCRI data and you can see what else is part of the same precombine. Since those stairs are part of a precombine, if you make any changes to that stair ref you'll be disabling the optimization for that cell. EDIT: There may (or may not) be an xEdit script to search for a specific ref to see if it's part of a precombine. Someone more familiar with xEdit scripts might be able to chime in and confirm if any such script exists.
  4. Simply “swapping out” meshes does not break precombines. If you substitute the mesh of a reference that is part of a precombine, it will not be rendered because the precombine will use the original mesh of the ref from which it was created. In order to get the new mesh to render, you need to intentionally disable the precombine system for the cell(s). Only then will the game render the new mesh. That’s one of the reasons that so many foliage mods disable precombines: any replacement meshes the mod adds won’t render until the precombines they aim to replace are disabled. More info on the CK wiki in the “Replacing NIFs” section near the bottom of the page. You’d be pretty brave regenerating precombine/previs data for the entire Commonwealth as your first optimization attempt. Keep in mind that doing this will leave the mod incompatible with any other mod that regenerates optimization data in the cells you’re working with. You’d save yourself a lot of grief by following flecked’s suggestion and just using a mod that doesn’t touch the optimization system, such as Boston Natural Surroundings or any of the awesome mods derived from it. BNS is a framework that several other foliage mods have been built from. The mod description used to have info on the framework aspect, but I don’t see that info there now. Might be worth asking the mod author about it if you're interested. Using the BNS framework might be the better route if you’re intent on making your own mod. It goes without saying, that unless you have permission from the authors of the two mods you mentioned to use their assets, you wouldn't be able to publicly release anything using those assets.
  5. Then you have a problem with those files and should try repacking without them.
  6. For the texture archive: Under the Archive Settings you want to use DDS for the Archive Settings Under File Settings, use Default if the textures are for PC, Xbox if they are for Xbox.
  7. That problem tends to occur if you pack your textures using the wrong compression setting in Archive2 for the device the textures are being used on. Is it possible you selected the Xbox compression setting and are using your textures on PC? The Xbox and PC settings use different compression algorithms which aren't compatible with the "wrong" device. Just try packing a new archive and make sure you have the correct compression setting selected. Also, if you used something other than Archive2 to extract the files (such as BAE) that could also be a factor. It's not clear from your post if that's what you did. If you aren't already, you should be using Archive2 to do both the unpacking and repacking.
  8. Have a look at NPCs Travel. Random hunters and adventurers (accompanied with their dogs) will stroll into a settlement, sit at the bar, use a cooking station, hang out, then be on their way. It's a great mod that adds lots of life to the game.
  9. If you want to build your patch off of mine, go right ahead...it's cool with me. You'll want to make sure you remove the AWKCR dependency from it (required by Rad-Ban Eyewear). I'm using Four Eyes for the first time on one of my current characters. The first time I put on some of the Rad-Ban glasses, I realized I wasn't getting the Perception bonus so I went right in and made the patch. I would have made a West-Tek patch after coming cross your post, but just don't have the time this week.
  10. SMU uses a form list to determine which items are affected by Four Eyes. You simply need to add the items you want to use to the list. Take a look at the patch I made for Four Eyes to work with the Rad-Ban Eyewear mod to see about how you can go about it: https://www.nexusmods.com/fallout4/mods/38619 I copied the SMU form list (SMU_FourEyesGear) to a new ESP (with SMU and Rad-Ban as master files) and then added the Rad-Ban eyewear to the form list copy in my ESP. Your best bet is to do this in xEdit, as the CK no longer allows you to have an .esp file as a master without changing header flags in xEdit anyway. A pair of simple patches like this would be a great project for your first mods. I use West-Tek with SMU all the time and have only once taken Four Eyes. It never dawned on me the West-Tek gear wasn't covered by Four Eyes until now...
  11. With Place Everywhere, you need to enable Extra Object Selection by toggling the INSERT key. Once you do that you can target power armor, and lots of other items that you normally can't. You should then be able to scale the power armor using the scaling keys (1 for down, 3 for up on the numpad I believe...going from memory. The mod description should have a full list of the default hot keys). Pretty sure you can only scale items down as far as 10% so that might not be small enough for want you want, but you can give it a shot.
  12. Hey, SKK! I'm using ENB and I'll disable the frame rate cap during load screens by toggling the hot key assigned to it ...does the same thing as load accelerator, albeit with a slight bit of human intervention. It is pretty surreal when the FPS spikes to 800 or more.
  13. Just wanted to leave a work of thanks for this discussion. I had been experiencing random freezing eerily similar to what icestormng was having: almost always when engaged in combat (not in VATS, mind you), or when nearby enemies were aggroed, mostly in interior cells (twice in the same location in Fort Hagen on different characters). I was starting to learn towards a hardware related issue as I never had these problems before building a new rig in January (my first build). The freezes occur on all characters across multiple FO4 installs on the system. Trying all the black magic and mod dissecting I could muster didn’t resolve the issue. I had been at my wits end trying to track it down. But after reading this thread and finding that my BIOS did in fact have an XMP profile active, I disabled it and have had a collective 8-ish hours of freeze free gameplay, with loads and loads of combat. The XMP profile was rated at 3200 MHz, but it’s now running at the apparently more stable rate of 2666. The mobo is a Gigabyte Z390 Aorus Master. I don’t recall turning the XMP profile on myself, but then again, I can’t recall what I had for lunch three days ago so anything is possible. Thanks for shedding some light on this nagging problem. I never would have even considered XMP causing the issues, and also learned a bit about the technical side in the process.
  14. Well, it was worth a shot since I didn't see the weapons debris mentioned. Hope you can get it sorted.
  15. Since you list having an RTX 2080 and don't see it mentioned, I'll ask: Have you turned off Weapons Debris in your graphics settings? The RTX series cards have a serious issue with FO4's weapon debris setting causing the game to CTD consistently. Turing off weapons debris is the only solution. EDIT: you may also want to look through the Homemaker comments section. The latest version apparently has an issue causing CTD when accessing fences in the build menu.
  16. You can use the coc command and the Editor ID of a cell in the console from the main menu to load into the cell without a save file: coc diamondcityext03 ...as an example. This spawns you at the COC marker with an unequipped level 1 character that has no save files. It's a good way to do quick tests to see if something works during development. It eliminates the chance of things being baked into a existing save file that might cause problems for testing. It might not be best for all scenarios, but is a good way to test with a clean slate.
  17. You can't remove edits in the CK. xEdit is pretty much the only way. Open the .esp in xEdit, delete the cell record, save. Reload in .esp in the CK and the edits to that cell will no longer exist.
  18. Just hiding a layer isn't enough to exclude an item from being assimilated into a precombine. It must also be set to Initially Disabled. Simply disabling a layer does not prevent such items from becoming included in precombines. The benefit of using layers is that you can put all these items in a cell on their own layer and disable them at once with batch action window.
  19. From what I can tell, there is no visible flag to exclude inclusion in precombines. Generally, the system will exclude scrapable items (items with a scrapping recipe) or items with havok animations on its own with no user intervention. Anything other than that (regarding static objects) you’ll need to do manually. When regenerating in a settlement, you can look at the Warnings window and it will list exactly what items are being excluded and why: items with scrap recipes, havoc animations, linked to enable markers are all items I recall seeing listed on this output. And yes, there are cases where the devs would have either manually disabled/enabled certain static or added them after precombines had been generated. Certain static furniture items come to mind. The round café chairs for example: there are two versions, clean and dirty. The dirty version is made with a custom material swap on the base object. Custom material swaps to static items made this way will break when precombines are generated and the mesh will revert to its base material file. That would be the clean version of the café chair in this case. So in order to have these static dirty chairs present in the world, they would likely either have been disabled during precombine generation or added to the cell afterwards. Why they would have done it this way is questionable, as it seem to make much more work than making an actual material swap and applying it to the ref in a cell. EDIT: I'm pretty sure most if not all of the colored Vault crates are also made with custom material swaps on the base items. In my experience they also need to be disabled or added to a cell after generation otherwise they will revert to the default bare steel of the base material file.
  20. Wouldn't COCing into QASmoke and grabbing the Quantum XO1 sitting there be easier? Quantum Armor was not there. The Quantum ID's shown in the wiki https://fallout.fandom.com/wiki/Quantum_X-01_power_armor doesn't seem to work for me either. The Nuka World DLC power armor most certainly is in the qasmoke cell. It's not sitting with the base game power armor if that's where you looked. the X-01 is sitting next to the Nuka Cola T-51 alongside four tables with footlockers holding all the Nuka World DLC items: The item codes on the FO4 wiki are for the individual armor pieces, not the full set of power armor with frame. To get the full set, open the terminal and enter: help power 4 furn In my screenshot last four items returned are the Nuka World DLC power armor: The 06031723 (bottom entry highlighted) is the Quantum X-01 0601152E (top entry highlighted) is the Nuka Cola T-51 0601152F is listed in the CK as a placeholder item and does not appear in the game AFAIK. 0600DC2E is the Overboss Power Armor. The first two digits of an item code are defined by the plugin's placement in your load order. In my case, DLCNukaWorld.esm loads after all other DLC and the base game .esm, so the first two digits are 06. If you don't have all the DLC or Nuka World is higher in your load order, the first two digits will be different.
  21. I don't understand what you mean by "changed dds to BGSM files." DDS files are the textures. BGSM will be the material file that defines the path to the DDS file(s). Can you be more specific on what you've done?
  22. It’s really too bad there isn’t any documentation on all this super secret moon technology that is locked behind an authentication layer. Not that the CK wiki wins any awards for completeness, but I’m surprised there isn’t any mention of this even in passing. How are users supposed to use any of these hidden tools and functions if they don’t know about them? They certainly aren’t going to miss them if they don’t know they exist in the first place. If they know they exist but don’t know what benefits they add to the workflow, they are just as useless without any supporting docs or a single source of info. Needing to use the 32 bit CK for LIP files is a good example. If it wasn't for the community, there would be no info on that. The only time I’ll log and use the launcher is to check for CK updates after completing a project. Since college I never been a fan of updating my tools in the middle of any sort of project. Been burned more than once doing that. Also not a fan of having things update on me when I don't want them to for the same reasons. Not sure I understand your workflow description or what the reasons are for you needing to be logged in to do your work, but if that is what works for you, great. Whatever it takes to get the job done the way you need to.
  23. OK. Now that makes more sense and is the sort of info I was asking for. I can see certain third party licensing for stuff that gets bundled in requiring login validation. Do you have any info on what sorts of things are unlocked by going online? There is zero documentation on any of this AFAIK. I think that most users aren’t going to miss them, but I’d be curious to see what kinds of cool toys get unlocked. I’ve never noticed anything to be disabled or missing. But I’m quite sure that the “official” version of the CK does a better job in generating precombines and previs. The only time I ever have crashes is if I put too many keyboard inputs in at once, like trying to do or redo something. CK for me is more stable than Photoshop. And yes, FO76 is a joke.
  24. Ok. I'm aware of all that. But unless you have a specific reason to use the 32 bit version you likely will never launch it...correct? And you can still use the 64 bit without being logged into Bethesda.net which was my initial point. Not sure what part of the communication we're missing here. I have never been logged in to use the "online" version as you call it.
  25. OK...I know where that folder is and it's not the CK exe that I use. Is this the "offline" one you meant? Unless I'm going to generate LIP files, I have no reason to open that. The exe I use is the 64-bit that gets installed in the root game directory. Are we talking about two different things?
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