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MissingMeshTV

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Everything posted by MissingMeshTV

  1. You might be missing a keyword. Try adding the WorkshopStackableItem keyword to your floor pieces. EDIT: If you look at a vanilla workshop floor item (like the shack foundation) there may be additional keywords assigned, IIRC. I'm fairly certain that WorkshopStackableItem is the one to resolve your issue, but you can experiment with adding those others as well since the vanilla pieces use them. Not sure off hand what those others do.
  2. You need to run the generation commands in a specific order. AFAIK previs is generated based on the geometry of precombines, so those need to generated first. Doing previs first won’t work since the system has no precombined references to generate the previs data from. For an interior cell you’ll want to first use World>PreCombine Geometry for Current Cell When that finishes you can do the previs, for which there are two steps: 1. Visibility>Generate Visibility for Current Cell 2. Visibility>Generate Precombined Visibility for Current Cell This is what I’ve been doing for interior cells. For exteriors, it's more or less the same process but the menu options you choose will depend on if you've edited multiple cells or not. But generally, when you get to rebuilding the previs you'll want to use the "for all Loaded Cells" options. IIRC, Vault 95 is one of the cells that used both precombines and room bounds. But the room bounds with cells using both seem to be rather shoddily done and have been known to cause issues when precombines are disabled. I also seem to recall issues in Vault 81 regarding the room bounds there when precombines were disabled. Glad you’ve found the videos helpful. I do have one that shows the process of generating precombines and previs, if you haven’t already seen it. It might help get you started. I regenerate for the Vault 75 clone used in Tales from the Commonwealth. That had ZERO optimization and was nearly unplayable in some spots. I also show doing an exterior, so you can see the slight variations of the options you use between interior and exterior. I also highly recommend Trosski’s video on the same subject. His video covers much of the technical aspects that I don’t and he goes into some settlement specific info that might be of interest for your project. Good luck!
  3. I wouldn't exactly call removing room bounds and portals a fix. It may resolve the invisible objects issue, but will likely cause bigger issues overall. If room bounds and portals are being used in a vanilla cell, that implies: 1) the cell used only room bounds and portals for optimization 2) the cell used precombines/previs for optimization but for whatever reason, also had room bounds and portals. If the cell did originally have precombines with room bounds present but fell back to using room bounds, that means the precombine/previs system was disabled presumably from the changes the mod(s) made to the cell by touching something in a precombined mesh. When that occurs and room bounds are present, the game will use the room bounds and portals (if they are present) as a fall back. Unless you generate new precombines and previs, removing room bounds altogether means the cell will have no optimization whatsoever. It might not be any problem in a very small cell, but in a large cell like Vault 81 having no optimization is going to bring even the best computer to its knees. Rather than outright removing the room bounds, I'd suggest regenerating precombines and previs. Unless I missed it earlier in this thread, I haven't seen anyone suggest or try that yet.
  4. Place their reference into the cell, open the Reference Window and check the "Starts Dead" box. There are also several LootCorpse templates for different races you can use to create dead NPCs.
  5. In addition to SKK5O's suggestion (Hiya SKK!), you might have a look at the tutorial by Seddon4494 on creating Legendary items. He covers how to have them spawn in containers as you want.
  6. I've been using True Grass for ages (love it!) and I know the mesh you mean but it honestly doesn't bother me. For the amount of time I actually see it, hardly seems worth my time do address, but that's just me. The one tweak I have made was to tone down the saturation of that one very red tall grass texture that sticks out like a sore thumb. It now looks more like goldenrod and blends in with the surroundings much better. Again, personal preference.
  7. There is no fix. It's an engine bug found in every Gamebryo/Creation engine game dating back to Oblivion. It tends to happen most (but not exclusively) when you are within a certain range from the edge of the map.
  8. That's the wiki for the Junkmaster mod, not a wiki for the base game itself. The only way you'll get that suit is to install that mod. It's not part of the vanilla game. Wiki Fandom hosts many wikis, so maybe you're confusing this one with the FO4 Nukapedia wiki that many people get "canon" game info from.
  9. Um, no...I'm not doing that. The Bethesda launcher most certainly does have the CK install button. Go to the Games tab, use the pull down menu to select Tools. It's right there.
  10. No, the load accelerator doesn't work with ENB as I mentioned in my earlier post. I also mentioned that you don't need it when using ENB: Just toggle it on and off during load screens...it does the same thing as the load accelerator.
  11. Had I realized you were using Spring Cleaning, would have have put it at the top of the red flag list. Ditch it. Last I knew it comes with it's own .ini that disables precombines globally. That will tank your FPS right there. Scrapping mods by their nature are something to be avoided since that disable precombines in order to do what they do. Broken precombines are also what cause you to need that Nuka World Bottle Scenery Fix.
  12. Nope. The archives are a different format: BSA compared to BA2. You need to use the correct tools for the game. If you don't want to get into packing archives there are plenty of great texture mods that come packed in BA2s. NMC's texture set, Valius, FlaconOil, Vivid Fallout and the Luxor8071 All-In-One comes to mind.
  13. I see two glaring items in your post that are screaming Long Load Times in big red letters: 1. If I understand your post correctly, you have FO4 installed on an HDD. That alone will contribute to long load times on a good day. Running the game from an SSD will definitely help. 2. The Texture Optimization Project mod is comprised of hundreds of loose texture files. Loose files also contribute significantly to long load times. The FO4 engine handles textures far more efficiently when they are packed into BA2 archives, like the vanilla textures come in. The game has to load all those loose files every time you load into cell. You’re also likely to notice stuttering when crossing cell borders in the worldspace as the game loads all the loose files it needs to render the cell(s). It reads them much faster and efficiently from archives with shorter load times and less stuttering. I’d suggest if you wish to continue using the Texture Optimization Project, you learn about packing loose textures into archives. Same goes for any other texture mods that come as loose files. I recently did a video tutorial on combining textures from different mod packs into your own custom set and packing them into archives. It might help get you started. I also recommend upgrading to an SSD if you at all can swing it. I’m a big fan of Samgsung SSDs, but the Crucial MX500 series seems to be comparable in performance for a lower price if that’s a factor. Take care of those to items, and I think you’ll notice a huge difference in load times. There is a mod here on Nexus (can’t find it a the moment) that disables V-Sync during load screens that some people says helps them. AFAIK it won’t work if you’re using an ENB, but if not you can give it a shot if you can find it. If you ARE using an ENB, you can disable your frame rate cap by using the toggle key assigned to it which I believe is the Home key by default. It's easy to toggle it on and off that way and also helps speed up loading times. As an aside, you never want to run FO4 (or any Bethesda game for that matter) with an uncapped frame rate as the game physics are tied to the frame rate...plenty of info out there on that and the problems it causes. Lastly, setting godrays to low will do nothing by make them a blocky, pixelated mess. If they are set to anything below Ultra and they look awful. I’d suggest looking at this batch file here on the Nexus that tweaks the godray settings so they give ZERO performance hit when set to Ultra.
  14. Have you done any testing at all by disabling mods in your load order to see what might be contributing to this? You might want to do that. With that hardware, there is absolutely no reason for you to get 25fps anywhere in the game…and that’s without making any .ini edits whatsoever. If my potato laptop with a GTX860M used for testing can get 45-50 across the map with everything set to high (with no mods active and default .ini files) there's no reason you can't get 60fps on your rig. The first mod you might want to look at is Fallout 4 HD Reworked. Based on the available user feedback on the mod page, it is seems to be known to cause serious FPS issues. I’m not where I can look at the .esp to confirm, but given the fact that it makes changes to lots of static items, it might be disabling precombined meshes (a core part of the optimization system) in all the cells it modifies. I have no way to confirm until I can look at the mod, but it sure sounds that way. Try testing with it disabled and see what happenes. While you’re at it, consider any mod that makes worldspace changes a potential culprit as well. Any mod that disables precombines and previs is going to tank your performance in the cells that it makes edits to. The same goes for mods that add .ini files that disable them globally. If you’re using an .ini edit that disables precombines, get rid of it. I might also suggest you look into packing all of your texture replacers into archives. The bulk of the texture mods you’re using come as loose files, which will noticeably downgrade your performance. It won’t affect your frame rate per se, but you will get noticeable stuttering and increased load times when entering cells where those textures are used. The FO4 engine handles textures far more efficiently when they are packed into BA2 archives. I recently did a video tutorial on combining textures from different mod packs into your own custom set and packing them into archives. It might help get you started. Lastly, there is absolutely no reason to disable volumetric lighting. The godrays in this game are horribly optimized (like so many other things), but there is an easy fix that allows you to run them at Ultra with ZERO performance impact. This batch file here on the Nexus can be set in your .ini to run at game launch and tweaks the godray settings to have zero performace impact at the Ultra setting and still look amazing. EDIT: I just looked at the Fallout 4 HD Reworked file preview on the mod page and see that it is all loose files with no .esp to made worldspace edits. BUT…it oddly uses custom file paths for just about everything! Since material file and texture data gets baked into precombines when they are generated, all of the custom file paths in the mod are likely bypassing (and in effect disabling) the system altogether, since the mod does not use vanilla material and texture paths. That might explain the FPS issues you and so many other people seem to get using the mod.
  15. Cool. Glad you got it sorted. Previs is generally generated on a 3x3 cell grid so if a mod disables or otherwise interferes with it, anything within that radius is liable to be affected. If the boxcar in your image post is the one I’m thinking of, (north-ish of Mystic Pines, not far from the railroad overpass near Starlight) I believe it may be two cells away from Mystic Pines (MysticPinesExt) and well within that 3x3 grid, along with a bit of Lexington. In any event, I’m glad you were able to find the culprit! EDIT: If you're using similar mods that modify exterior cells and ever run into this again, it might be worth having a look at this thread in the CK forum that explains the precombined/previs system any why this sort of thing happens when mods break it. The first page is likely has all you'll need to know unless you're actually going to start making your own mods. LOTS of great info in the rest of the thread, but it can get a bit technical. The first page has the bulk of what any mod user will need to know.
  16. @GerhardReinke1: I can’t help with what NMM folders you need to change, but I can tell you that yes, you can use NMM for one install and use MO2 for the other(s) if you use the portable MO2 installation I mentioned. This is what I do myself. I have NMM manage the mods for my development/mod making FO4 install because in this case I actually DO want assets in the Data folder (all my custom textures, meshes, etc.). But for all my other installs I use MO2 with an install of it within each game folder as described.
  17. My money is on any or all of those breaking precombines or having conflicting previs data. The Mystic Pines mod in particular, since it is adjacent to the cell with the railroad car giving you preculling issues. That's assuming your screen shot is of the box car between Starlight and Mystic Pines.
  18. Cheers back at ya, DjinnKiller! ...you forgot to add Talos, Cthulhu, and the Flying Spaghetti Monster to your deity list. :laugh: Now that we've hijacked the OP's thread... I just remembered seeing file in the a modder's resource section a while ago that was supposed to automate the file swapping of multiple installs. Maybe the OP might find it helpful BUT: It only works on two folder, and the set up seems a bit complicated. Manually renaming files is probably easier IMHO, but it's there if you want to look into it.
  19. Nothing at all for you to be corrected on, my friend! It all is a matter of personal preference. :thumbsup: I personally find the virtual file system that MO2 uses to be better suited for multiple installs and profiles since it doesn’t touch the Data folder. I did try this initially with NMM and it was a nightmare. Switched to MO2 and I’ve been able to keep what little hair I have left and not pull out the rest. It just works! :laugh:
  20. I’ll echo what DjinnKiller said. Very doable with a little bit of folder name swapping. I have at least six installs of varying version from the latest and greatest back to 1.10.75, each with their own specific purpose. I also have them on two different drives (Steam lets you set multiple game libraries on different drives). To get the second (or more) FO4 install: - Rename your current/old FO4 install: something like Fallout 4-MAIN for example. - Have Steam validate your Fallout 4 game files. Since you renamed your FO4 install, it won’t find a game to validate and will create a fresh install of the latest version. - When the install is finished, you have two different FO4 installs with two different versions. Keep the one you want to play named “Fallout 4”, and the other renamed as I suggest above. When you want to switch installs, just adjust the folder names accordingly. Steam doesn't care which one you use. As long as it can find a folder called Fallout 4, it's oblivious to the multiple installs. My only divergence from DjinnKiller’s post is to suggest ditching NMM and use MO2 for this. MO2 is much better suited for this set up as it can be installed as “portable” with all of your mod and profile data stored in one location. MO2 also handles multiple profiles far more effectively than NMM ever will. It also will never install mods into your Data folder (it uses a virtual file system) so your game install will remain relatively clean. NMM also is rather poor at handling different profiles with different load orders. MO2 is light years more efficient and effective for this. I create a folder for MO2 within my game folder and install the MO2 application into it. It installs all the mods and profile data (which includes your load orders) with that folder. The end result is that more or less everything you need to play the game is stored in one location, making backups and archiving a snap. Just copy the game install folder. It does require lots of storage space, but that’s the price you pay! But it does cut down on the number of folders you have to do name swaps with. You can probably do the same with NMM with some extra work, but I find MO2 to be superior for this sort of thing, as well as mod management in general. YMMV. Also, if by “a new NMM account” you mean making a new Nexus account to download mods with, that’s not a good idea. Multiple accounts are a TOS violation and people have been banned for it. There is no need for that whatsoever if you set up your modding tools to handle multiple installs with multiple profiles.
  21. You might have a look at the terminal and elevator in the Switchboard that you need to activate to leave. They should give you an idea on how to set your properties and link your references. IIRC, it functions pretty much as you said you want: you need to choose an "activate power" item on the terminal for the elevator to function. If there is a vanilla script that more or less does what you want, just look at how it gets implemented in the game and you can learn a lot about how the script properties work without ever having to modify the script...which you generally don't ever want to do...if that's what you were originally thinking.
  22. In addition to what jkruse05 mentioned, you can control the speed of the freecam with the sucsm command: sucsm xx“xx” is the speed you want to use. The default speed of 20 is is pretty much useless for having any sort of control. Speeds of 5 or less can give you some nice pans and zooms. Speeds below 1 (ex: sucsm .5; sucsm .07) are useful for much slower movement.
  23. Cool...glad you got it sorted! I also wanted to mention there is nothing wrong with looking at scripts written for Skyrim to get an idea of how to do something. I learned a lot by doing that. But do be aware that many Skyrim scripts will work in FO4 out of the box, as some things in Papyrus been have changed for FO4. This page on the CK wiki has helped me in the past with those situations.
  24. Not sure I understand what you're asking. Where your mod gets downloaded from has no bearing on if it works properly or not. But if it works after packing it into an archive from the CK that you upload to Bnet, perhaps your game isn't properly configured to read loose files? You might want to look in that as a possibility.
  25. This is essentially what I've used in the past. It is attached to my "fake" item. Obviously you'll need to define properties for both your fake key and real key: Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) if akNewContainer == Game.GetPlayer() Game.GetPlayer().AddItem(ActualKey, 1, true) Game.GetPlayer().RemoveItem(FakeKey, 1, true) endIf endEvent
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