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MissingMeshTV

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Posts posted by MissingMeshTV

  1.  

    ...i haven't broken any precombined objects, at worst, i just moved everything from the old sanctuary under the ground and disabled it.

     

    If you’ve done that to "everything" you’ve almost certainly disabled precombines for those cells. Moving or simply nudging any item that is part of a precombined mesh will disable the system for that cell.

     

    If you look at your worldspace edits in xEdit any static items labeled [Placed Object] that show as overrides are going to be items that are part of a precombined mesh. If they are showing as overrides, they have been recorded in the CK as an edit. That will break the precombines, meaning the optimization system will be disabled for any such cells.

     

    The only time I’ve ever experienced that trippy visual glitch in in the Tales from the Commonwealth copy of Vault 75. It’s a copy of the vanilla vault cell but has no optimization whatsoever. I was getting that same exact rendering issue at the vault entrance. Rebuilding the precombine/previs data for the cell resolved it for me.

     

    In my case and yours, I suspect the visual artifacts are a VRAM issue from the GPU being forced to render more items in an unoptimized cell than it can handle.

     

    I’d suggest you try regenerating the precombine/previs data of your edited cells on a copy of your mod to see it that resolves it. I have a feeling it will. It’s worth a shot to eliminate it as a possibility.

  2. I use MO2 as well and don't really see it as an issue because:

     

    1. The left pane showing the mod folders can be sorted by installation order (or so I recall...on my phone right now). More recent installs can be shown in ascending or descending order and are easily found.

     

    2. You can rename the mod folder in that left pane to match the .esp filename if that's easier for you to keep track of things.

     

    I'd recommend adding the version number of the mod so you can keep updates to your mods organized.

  3. You should look at all of your mods in xEdit to see which mod(s) might be making changes to the cell.

     

    Even though you think you may be deactivating everything that “might have affected this” you don’t know if you have a mod with an unwanted “dirty” edit to the cell without examining them. A mod that has nothing to do with the vault could very well have a dirty edit that is causing the problem.

     

    A simple thing as a mod author touching something in the V111 cell to see what the name is could be enough to record it as a change in the CK. If that edit isn’t cleaned up before publishing the mod it could potentially be enough to cause a problem like you’re having.

     

    Looking at your mods in xEdit to rule out that possibility is the only real way to know what you’re dealing with and eliminate or confirm a dirty edit as the cause. It’s also much faster than launching and quitting the game while deactivating mods piecemeal to find the problem child.

  4. I wonder it if might be possible to edit it so that it only provides 100 wood, concrete, steel, gears and oil and nothing else.

    Yes. You can edit it any way you want. That's exactly what I meant when I said "a sample with all components you can copy and modify for your needs" when mentioning using the bat file example I linked to. Remove the components you don't want and lower the numbers generated to suit your taste. As I said, it's just a text file. Honestly, activating a mod or running a bat file command isn't any different when they produce the same results.

  5. All of the walls in the BldWlp kit that I've looked at seem to have an alpha channel on the diffuse map just as you've found. They seem to act as an overlay and I'm guessing the "background" color is created in the material file. Haven't actually looked at those so that's just a wild-ass guess.

     

    You could create a solid color layer and place it below the vanilla texture layer so you can edit it. I don't see why you couldn't export that out minus the alpha channel and have that be your reworked diffuse map. Have never done that myself, so can't say if it will actually work the way you might want. The only problem I see is the material swaps in the CK lists wall damage BGSMs for some of those walls so you'd want to test those damaged wall to see how they will look.

  6. From what I understand, the companion home scripting requires a location to be an actual settlement.

     

    Without using AFT as recommended above, unless the location is attached to the main workshop script (in effect becoming a designated settlement location) you're not going find such a mod. You need to use AFT as it does the required hackery to the allow non-settlement locations to be designated as companion home locations.

     

    I've looked I to having this functionality in my own player home mods but want nothing to do with workshops or hacking base game scripts, so I quickly dropped the idea.

     

    EDIT: I'd suggest looking at Aloot's Home Plate as it adds full settlement functions like supply lines an companion home assignment on top of a really awesome reworking of the entire cell.

  7. Just make a bat file with the base IDs and number of each component that you want. The FO4 wiki has all the ID info:

     

    http://fallout.wikia.com/wiki/Fallout_4_crafting

     

    The entry for console commands has info on making a bat file (just a simple Textfile) with a sample with all components you can copy and modify for your needs:

     

    http://fallout.wikia.com/wiki/Fallout_4_console_commands

     

    Run the bat file, deposit the components into the workshop, enjoy your game.

  8. Craftable Glass Things used to have glass floor and ceiling pieces, as well as glass walls and railings. The items from that mod are now only available as part of the DDP AIO with a bunch of other stuff, but all the Craftable Glass Things parts are supposedly included.

  9. Sorry if this is a dumb question, but how do I load a world setting from a particular save game in the Creation Kit? It looks like everything I load is based on the start-game setting.

    Short answer: you don't. CK doesn't read save files and has nothing to do with them.

  10. To do what you want you’ll need to look at the actual candle mesh in Nifskope. xEdit won’t be of any use for this.

     

    The “Light” section contains light markers with are placed into a cell in the CK to serve as light sources. Constructable workshop objects have their light sources as part of the .nif file so that’s what you will need to look into editing.

     

    The candle mesh from Wasteland Workshop you want is: Meshes\DLC02\SetDressing\Workshop\WorkshopWaxCandle01.nif

     

    That's the mesh that workshop_co_WaxCandles01 uses for it's Constructable Object. FWIW, the CK is handy for figuring out what a CO creates and tracking down the appropriate meshes it uses.

  11. You can get a stable 60 FPS in any settlement, including Hangman’s Alley if:

     

    • You don’t go out of your way exceed the settlement build budget. It’s there for a reason.
    • Don’t disable precombined meshes by using scrapping mods or .ini edits. Disabling the optimization system in this way is the most common cause of poor performance.
    • Don’t overload the settlement with NPCs (settlers, companions). This can also apply to turrets. The game classifies turrets at Actors, the same category as NPCs. I’ve found that having too many turrets can also causes performance problems.

    EDIT: you can go over the build limit to a certain degree if you system can handle it but there is no hard or fast rule as to what that actually entails.

  12. The CCCP libraries won't do anything evil to your machine. I installed them a while back and they seemed to work for a while. But within a few weeks the stuttering problem returned so I looked for other solutions.

     

    The stuttering is a common problem with FO3 and FNV. At least it is under Windows 10. Its not hardware, but the Ogg Vorbis audio libraries that get installed with the game.

     

    Try installing the updated Ogg Vorbis Libraries on the FNV Nexus.

     

    Keep in mind this isn’t a mod you install with a mod manager. They are loose library files you need to install manually into your game folder.

     

    Make back up copies of the originals before installing the new files!

     

    This should take care of the stuttering in FNV and FO3. I don’t know about Oblivion since I don’t play it, but if the same .dll files that exist in the two Fallout games are also in your Oblivion folder, I see no reason it won’t work for Oblivion.

  13. @Thuggysmurf: I'll echo what Hoamaii has said. I've done more less what you're describing in my Slog Diner mod but had an activator button to control a sliding skylight door instead of a terminal. Once you have the "Show Sky" box checked, leave all the other settings in that section alone. Don't choose a region unless you want the same sky/weather conditions to be present all the time. If that's the case, choose DefaultInteriorRegion. Pretty sure that's what the Boston Public Library and Museum of Freedom cells use. I prefer to have my interior skies reflect weather conditions that are present when you enter the cell from the outside.

     

    Here's what I do and it always works: create a new Location for your interior cell and in the Parent Location tab assign the Location of the exterior cell load door the best you can. Some places don't have a specific Location so you may have to just use Commonwealth for example.

     

    I think that's what tells the game to replicate exterior weather visuals and sounds inside, but am just guessing. It always gives me the intended result. Also, this is why you don't want to check those "Use Sky Lighting" and "Sunlight Shadows" boxes. With those checked, the exterior weather conditions tend to actually occur inside. Unchecked, you get all the sights and sounds of a radstorm if one is present in the world, but without taking rads for example.

  14. FWIW, I tend to prefer letting the CK pack archives for when I’m getting ready to publish a mod. I end up having dozens of custom asset files and trust the CK (never thought I’d be saying THAT) more than myself to make sure everything gets collected properly.

     

    But before launching the CK to do that, I temporarily rename the folders with any loose assets I don’t want included with the goal of having only folders with my assets being loaded. Then I triple check the file list in the archiving tool to make sure I didn’t miss renaming anything. Since I use my own prefix and file path with all my stuff, anything else stands out like a sore thumb and can be pruned if it doesn't belong. Afterwards, I'll go back and rename the files I've changed back to their original.

     

    After the mod is published, if I add new assets for an update I’ll unpack/repack the archives with Archive2 to add them. That can be done in a fraction of the time it would take just to load the mod in the CK to do it that way.

  15. This sort of spit balling is my favorite. I'm been thinking about something similar to mimic the need for power armor training similar to the earlier games and you would silently receive said training after doing the meet 'n greet on the Prydwen.

     

    I think the real snag for the OPs idea and mine would be the part of the When Freedom Calls quest that requires you to enter the power armor on the Museum of Freedom roof. The game pretty much forces your hand into suiting up and the quest won't proceed until you do. An accommodation for that would need to be built in.

  16. RedRocketTV you should also do a video showing how to use the xEdit Pre-Combined cleaning scripts but other then that your video was very informative and well done. If you don't mind I would like to post a link of this on my Detecting Broken Pre-Combined meshes thread on Beth.net.

     

    The Console players just need to see the process. (In my opinion that is.)

     

    Thanks, chucksteel! Yes, by all means feel free to spread the link around any place you see fit. Rest room walls included. :laugh:

  17.  

    I considered editing those bits out but I thought it was better to include that stuff for completeness.

     

    Actually I think it's good to show that process too because it suggests using archives to the user, which might make more modders adopt archives. It's pretty relevant for precombine data, lots of small files that cause lots of I/O load. And it makes things easier to manage and less likely to cause weird file-related issues for the user.

     

     

    Thanks. Yeah, I'm glad I left it in. In retrospect maybe I should have mentioned using the archiver in the CK for mods that don't already have archives but I never though of it until today.

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