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Extracted & Creating .BA2 Problem
BipolarOne replied to BipolarOne's topic in Fallout 4's Discussion
I kept playing anyway. What I found out though is that the .BA2 extractor I used either glitched out or broke some of the specular an environment maps, I didn't look at all of them. Found that from looking at textures with Photoshop & the .dds plug in for it, but also Paint.net because it works with .dds native if the texture doesn't include proprietary PS stuff, works fast for preview too. From there grabbed a backup of the .BA2 that were extracted, used BAE this time I believe, you know, tried another extractor, then dropped in some of those textures into the data folder to test, it cleared the boxy glitched an textures with holes in it look (garbage look) though somehow I messed up the buildmode menu. I kind of expected 400 mods to be difficult an definitely explode into bits. However, that 1-2 month period of gameplay was fantastic. It ended with the character trapped inside some pretty bad firefights, with the last one being tons of high an low level increased spawns raiders. I didn't know who to shoot, it was hilarious. I could have kept playing, but the build got pretty trashed, and I no longer was sure that it was a good clean build. Well try to make another merged mod build later on. -
Damanding had 777 posts! JACKPOT!!!! DEE DOO DEE DOO *lights going crazy* Nice.
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WHat does your Character look like ?
BipolarOne replied to kiamashi's topic in Fallout 4's Discussion
F***ing Scary Cool. I'm running. -
I know that NMM if mods are placed inside the storage folder for mods, it will rescan, an register them , you know, then activate/install them. In my mind a bulk add would be a premade install build of mods stored as a backup in compressed form including savegames an load order appdata files, so it's a drag an drop operation. To do that Steam makes a backup install disc for the game in compressed .exe form. The game is then removed which leaves all the mods an .ini or load order app data files, along with the content for the mods and ENB, we just grab the remaining game directory and put it with the .ini an load order files at user/name/appdata/local/gamename (something like that, but a hidden folder) compress it and it should be good for a few years, you know, rather than having to make a new build, though often it's advantageous to make a new build, from new mods an updates to old ones. NMM does seem to make backups an profiles, along similar lines, but I haven't used it. You could try the NMM forum board though.
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Fallout 4 invisible or missing textures
BipolarOne replied to Omenpl's topic in Fallout 4's Discussion
Harder than it sounded to fix. Unpacking .BA2 resulted in garbage looking skins for some things. -
5Gb of textures were in various .BA2 with 45Gb of textures loose, weird enough. Some of the .BA2 were not displaying in the game, just invisible, but still there. So after getting rid of stutter & microstutter an adding some more mods, adjustments, ect. The game was more stable an such, but I decided to try to unpack the .BA2 to get the textures to work, to do that I had to unpack all of it. Tests in the game never really happened because after that anything unpacked turned into "garbage" basically. Where textures on these unpacked assets appeared blocky or to have holes in it, low rez big squares, and kind of a jumbled up mess. I couldn't tell if it was defuse or the later composite material type textures, but yeah, all messed up. Some did it some didn't as it stands. Though, I figured the goal would be to pack these textures in a .BA2 because you know, it was pretty obscene to find out the ole build was relying on "ignoring" the benefit of .BA2 for it's part with the texture streamer grabbing just what it needed at the time. Making matters worse there is some problem with this DSL modem & AT&T's network that will kick (drop connection) on 3-4 of the downloading services I use. Grand Theft Auto V from Rockstar (not steam) does it. Some of the EA games do it, but I didn't try Origin. Bethesda.net does it. Probably some others I forgot, but Dropped con, and repeatedly with service light turning red an the connection shutting off momentary which usually glitches out the download, making it impossible to install after trying to download it multiple times during days to weeks of trying. So, trying to get Archive2 is kind of impossible for the last month, you know or the SDK which only actually downloaded once an was in the wrong install location anyway. Not really available anywhere else, smart thinking huh, let's just lock it up an troll pirated media for all of 8 minutes while it breaks functionality an expectations permanently for some of the retail customers. But that's just how it is now I understand. The little guy gets f***ed sometimes. But yeah I'd like to take the build an run it packed into .BA2 before it gets replaced, play it a little more you know. I'll try to get a picture of it.
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Nice Work. "I LOVE IT WHEN A PLAN COMES TOGETHER!" *evil gamer laughter*
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Don't call me settler && Fallout4.exe 1.7.15.0 works as intended. I believe that is one update after the release of Nukaworld. "shuda backed it up you sloppy f***s" LOL
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I found quite a bit of stutter that was due somewhat similar to part of what was causing PA frame resets. Just you know, large widespread edits and/or older mods. It certainly changes the game both when it goes stuttery an when it's eventually cured. Just saying, in the last year I had two separate periods where it took at least a month to get rid of stutter problems. It's pretty bad until it's eventually fixed at which point it's fairly golden. FNV eventually had a stutter remover made which smoothed out the game considerably. Then later on a mod was made to get the game to ignore most of the fatal errors. This would have been the last few months, but FO4 mods are dirty an most of it relies on loose files instead of the BA2 improvements. Then we see players in vanilla builds of FO4 and Skyrim SE + Win10 with comparable/similar stutter problems. The only way they will fix that is if you start writing Bethesda support, which I'm sure almost nobody does, because like 80-90 % don't really communicate with the company all that much with games. "What you do is get you a chocolate cake an a toilet plunger. Then use your imagination to fix it."
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Is this a first person thing? Some things have a clip distance I noticed, as it clips out of the scene at certain angles. Running a 90 FOV does have it's drawbacks an could be related, hell it might not be a bad idea for me to switch it back to 75 or whatever it was. You know, cause it would cull more (make it disappear for performance reasons). Got any ideas how I could get there, because I know i would get lost and/or killed several times in this build?
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WHat does your Character look like ?
BipolarOne replied to kiamashi's topic in Fallout 4's Discussion
It was 3-4 coin flips of heads/tails at launch to jump on the NATE/NORA Bethesda hypetrain that resulted in tails every time an thus NORA. Though after this years election it might be female is heads, I haven't thought about it very much, it being potentially as sexist as it is. Basically just take the default NORA an edit the face shape 6000 times an play make up an dress up 6000 times, and then hope for rare occasions where the player character is damaged enough to mark it for a period with art assets. You know, then go to the doctor for a reconstruction. Don't forget to add in a boob job on a post pregnancy single mother with a kidnapped infant. LOL, I think I made NORA's boobs huge when the game started, but then they shrank, an she got all upset about it. Need a picket sign exclaiming "Postpartum Depression Is A Mother F***er"! LOL What do you think. Should NORA die. Because this one isn't doing so well. Not really in the story or quests all that much. You know that life simulator that the mainstream was screaming to keep inside Sims4 instead of their shooter genre. A year later she cries all the time, an goes crazy. But it all kind of centered around her being scared an deciding to live inside Vault 111 four months after launch when the mods started getting good. I've kind of been thinking to change it or change games. Maybe even start over with it inside the BETA version of the game in a purist build. You know or have her get killed, because the wasteland can be pretty dangerous in some modded builds. I did start flushing it out in LooksMenu preset to share, but I'm not sure I considered what I wanted to do, and if that entailed having her actually die so I can move on. Well, or start the quests with at least some degree of commitment/dedication. No idea, really. -
Well, I did see some stutter related to older mods that included a large amount of required identical to master records, and some mods replacing vanilla textures and/or large changes to an area, that either caused stutter or possibly caused stutter (micro stutter too). There was another player that attributed FO4 & Skyrim SE stutter to windows 10. If it was me I would do a clean install build. Then develop a character that you liked or a bunch of them. These savegames might stutter or not, but would serve as a backkup savegame you kept in storage somewhere. Start a bunch of new games an back it all up after testing. Then mod the S*** out of the game. Use those backup savegames to start it (but you know get the characters outside of Vault 111 & maybe even talk to Codsworth that first time, or not I use a back up save from just before taking the vault 111 elevator) Once the game is modded, load it up, an launch that save over and over in tests for stutter. The working area I use for this is Vault 111 settlement or Sanctuary pretty much, but that could be changed to Vault 98 settlement or Vault 88, hell or Diamond City plus any other settlement I wanted to legacy start in @ level 176. You know, move it around. One fella dropped his settings to really low in order to get a steady 60 FPS, and another fella said that some video cards struggle with the game. This is a medium powered rig so mainly to get it to run smooth I optimize the settings/configs and stay away from mods that cause stutter. That being said it's an older version of the game (I have 4-5 Steam created backup install discs in various versions of FO4) I wanted a final version or what to me equated as a post Nukaworld patch version (didn't much care which or what) which ended up being 1.7.15.0 and a matching F4SE. It could be temporary, you know, and rectify itself. In that case "I wouldn't know what the hell I was talking about, again". At any rate my experience with it was pretty bad near launch, I eventually ran it in a custom framerate (and alt tab'ed a lot), which eventually burned up an old video card for other reasons. It never hurts to have an extra video card laying around for diagnostic purposes. I switched from PNY budget cards because I had the extra money to try EVGA which burned out too soon, at which point I switched to ASUS video cards to match the MOBO (and because ASUS has been making that other stuff for long enough now to suit me). So get a good brand at a good price. Also some issues are particular to Nvida or ATI/AMD tech, so smart offices will keep a PC that has both, also consoles are built with ATI/AMD tech. I don't have a preference, I have a budget for my gaming hobby, and mature mental controlled disciplines to insure it remains a healthy hobby. Which means I took time to allow myself to be able to ignore things or walk away from games at times. Pretty much the old standard was a 60 series Ti on Nvidia, but that going into cards with at least 3Gb of Vram from game benchmarks on Skyrim, BF4, COD, and so on to run modern games in 1080p basically. So I mean I don't side with the gamers opting into 70 or 80 series and/or i7 for gaming on the intel side (because that stuff is for encoding and streaming) MOBO either, the extra money is spent on SSD and MOBO with PCI-E 2.0 & SATA III interfaces for the SSD. Stay medium powered an cheaper (because it will burn up anyway) Then you can buy XBO/PS4 if you wanted certified games, or better things IMO. That might change if I opted into 4k or some other activity that required it, you know in a spectacular explosion of budget.
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Don't have to. You said yourself that you just started with FO4. That means whatever you did "sucks". This current build is around 400 mods merged together because those mods were needed and in a state of being updated, instead of outdated, and at least resembling some sort of quality work that would work together. Looking at what you had it seems like a mess of crap that you wanted, coming in after the fact, mixed with old stuff nobody uses anymore. You had no plan, you had no testing, and it turned out to be s*** that broke. I'm just saying all that to save you time, an get you to start over. Because I would argue it takes multiple attempts to get a high quality stable build of modded FO4. I understand though, you need to get this one working in order to learn. For that try loading it up with xEdit, look for errors in the app loading the load order, as crash at launch was tied to incorrect load order (along with LOOT sucking without any Metadata IMO) After that you would take the load order and a calculator an find out where the 1/2 mark is, turn half of the mods off, duplicate the problem, still there it's in the first half, if it's not there then it's in the last half. Keep doing that until it's located, fix it or drop the mod. If it still does it with all the mods turned off, then you really broke it all, make a backup install disc an remove the whole thing, cleanup afterwards with some 3rd party maintenance program. One thing in particular that would help are the pinned topics in mod troubleshooting for FO4. Then have a plan, like install the mods in the order you want the load order to be in, or at least mostly. Organization & composite grouping or LOOT basically. Though you wouldn't forget the testing you should do or backups you should make. There was a player that noted that to them FO4 modded was more work than Skyrim modded. I don't really get that because it's all more work to me. In my perspective it's more about the payoff an if that is great enough I typically ignore the work. There are points though that one should just throw it up in the air an start over IMO. Something else it took many adjustments to playstyle and roleplay to start to enjoy FO4. Large amount of config too. So it might not be a bad idea to play the Vanilla game +DLC +ENB then write down what mods you thought you needed while you learn what FO4 is going to be for you and how the game works differently a bit. Backups are pretty easy, Steam will create backup install discs, then grab the ini, hidden appdata files, and remaining game directory after it's uninstalled, then compressed is pretty much the modded part of a build. That will drag an drop in later, same for keeping older versions of the game and/or mods, but you might have missed out on that. At least get a character you like an grab a clean savegame outside of vault 111 you can use as a backup.
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Multiple body sizes for multiple characters?
BipolarOne replied to NyakiStryker's topic in Fallout 4's Discussion
It sounds like you have one character that you switch between savegames to simulate going different routes. Whatever the character looks like in the save game, that's what it should stay looking like. There's a looks mirror which is a mod to allow editing the character at home. There's looks menu & looks menu compendium. Body would be either CBBE or Busty pretty much, though the CBBE ties into other bodys, it's really saying if it's going to tie into the CBBE clothing/armor. Busty uses a enhanced vanilla body, but had exaggerated morph settings & you might find other mods that edited the morph, that is the body triangle adjustment in the character generation menu. Even the vanilla will change body shapes pretty drastically. CBBE on the other hand is just opting into bodyslide and the clothing the community has made, though armor ties into it as well, 60-80 mods or so dealing with CBBE clothing/armor that I know about. The bodyslide part is basically picking slider settings for the body to morph it then batch build the rest of the clothing and armor to that specific shape, the game's morph still plays on that a bit. Though there are also preset sliders for particular body shapes that may or may not allow using the ingame morpher. In this case at least one could use the library of CBBE clothing, which we can get many body types/shapes for. In your case it would just require building bodies & batch building armor/clothing more often or backing it up to facilitate switching it quickly. -
I wouldn't say that is a loss of persistence, but a cell reset issue. I'm just guessing. If you didn't notice, we started making our own Power Armor Frames & Pieces via crafting them, long, long, longgggggggggggggggggggggggggggg ago. Now that you mention this, I'm glad we did that custom stuff.