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Qrsr last won the day on April 6
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About Qrsr
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Creation Kit
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Fallout Tactics
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I enabled interior weather by playing around with the default weather and region settings, Added the "Show Sky" flag, and added a default (blanked) interior Region. This will allow to show the current weather like it is present in the exterior worldspace. The problem is, it will also cause the weather sound and the lighting strikes to play. To duck sound im using a modified acoustic space, it works, but for some reason the acoustic space does not allow me to totally mute the interior weather sound. I also tried to play around with activator or trigger boxes which add a global on enter and removes a global on leave but it only works once. Any ideas how to mute weather sounds? Kind regards
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Mod can be found here, lets see how this works in action.
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Here is a list of all interior cells of interest, which use Portals and Room Bounds and which do not:
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Alright this is getting serious, remember, i was complaining about CollegeSquare01 beeing the most horrible cell in terms of lack and micro stuttering? Turned out it was the Room Bounds and Portals setup... it actually was a mess and this is now fixed. Im running through the cell with an iGPU and 60FPS+ ... i cant believe what i see. Of course all the PreVis and Precombines are turned off and were disabled, renferences blanked and this game runs smooth as never before in interios ...
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Alright, i started digging into it. The interior cell list is ready. Removed any PreVis and Combination reference Cleaned the TimeStamp Started with Room Bounds and Portals ... and man it runs so much more stable. Will take some hours, days, but this is a game changer for interiors.
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Thats not much of a problem. I would just use xEdit after the purge and call for all STAT and SCOL and then add the "Ground" flag.
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I think i will fix the Room Bounds and Portals in the base game and disble all interior Precombination and PreVis and upload it to the community next.
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I can add even more to the research now, ...but first and remember im doing it with a suppressed system in terms of GPU, im using and iGPU. Single Core with a lot of L3 cache (while RAM is very unimportant up from DDR4) ... so it perfectly comes down to the GPU which must do the rest of the s#*! ... So to sum it up, XPRI and XCRI ... CAN but dont MUST lead to performance increase, which is very important to note first. But most of the time having it removed and or not applied at all will first increase gaming experience and lower mod size since those Combined NIFs are just easily hit the 100 MB plus mark. So no need to PreCombine or PreVis the cell USE Room Bounds and Portals !!! Doing overrides on the same Cell Header for lighting and else and adding new references of new FormIDs (like new Lighting Templates) not part of the vanilla game lead to performance decrease (!). This is the most weird experience in the last 24 h to me ... EnableParent especially tied to Quests CAN but dont MUST lead to performacne increase when removed ... some cells have ultra stuttering probably doomed to inproper setup of scripts, good and horrible example is CollegeSquare01. Its the worst optimized cell in the entire game btw. if you follow the hardware setup (iGPU). All of this is very important, since eventhough it is not directly part of the PreVis and Combination procedure it will affect performance, and causes micro stuttering.
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Like i said. Experiment 1, (ultimative) removed everything XPRI and XCRI = better performance (best performance, although not in all cells, which makes it even more confusing ...) Experiment 2, (selective) removed only the references in XPRI and XCRI which are tied to objects i want removed (better but not best performance) Experiment 3, (selective 2) removed only XPRI reference tree (better but not best performance) All in all either FO4Edit is not showing all objects which should not be altered - and by that im speaking of more objects must or should be marked [Placed Object] also activators, moveable statics and else, not just statics, or the game does more in the background than expected. I have also the impression by the time the game was packed, it was packed in numerous version states. There is alot of weird compression and formatting standards visible. Like they changed the base code and reference structure on developer level in the code itself (CreationKit.exe) multiple times. Besides, and again, i seriously have no idea why objects not marked "static" should be in the Previs or Combined eg XPRI and or XCRI reference list at all ... You should know the answer if XPRI or XCRI or not already. The image shows only XPRI which you can see by the reference tree already since there is no Combined NIF reference available at all. Btw. the image references to Experiment 2. I can verify im doing this with a no mod at all and or only the mod of interest and nothing else by the time im testing. I would not do this with a 300+ mod setup for obvious reasons
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Hi, today i noticed that playing around with Room Bounds and Portals can make a cell less performance affective than expected compared to having it be forced to render based on PreCombines and PreVis. My hardware was forced to use only the iGPU to really see even the slightest differences. Then i used AndrewStation01 a larger Subway interior cell and disabled most of the lighting (LIGH) I then tested my setup and besides finding some broken Portals and Room Bounds in the vanilla game (which i fixed) the setup worked pretty solid already. Later i optimized some other lighting and didnt realise i made a mistake, i broke or changed one of the [Placed Object] (which lead to the research below) The Strange thing however, the interior ran more solid, FPS were more stable and higher compared to the PreVis, Precombined setup, i started to track down if it was caused by the latest changes in FO4Edit and it was ... I was very confused .... I know that the Portal and Room Bound story goes back to FO3 which "totally" rely on it. In FO4 and else the game relies more on Precombines and PreVis (please correct me if im wrong) although an interior cell almost all the time uses both (while there are alot of broken Portals in FO4, hihi). I know how Portals work but always thought why would one use Portals if one already uses a Precombined mesh of many statics. Thats a paradoxon in itself. Soooo... i dont see anything bad in deleting the Precombined and Previs references via FO4Edit and let most of the interiors render in real time (faster). I mean its by 30 up to 50% faster/better. But could having the interior or else cells render in real time cause more save bloat? Or even get rid of it since the game runs textures, meshes, and else on/in real time??? Since im doing my tests on an iGPU i instantly see a differene in FPS. Im very curious what you guys think. EDIT1: I found that having only the objects of interest removed/deleted from the PreVis Reference Index and Combined Reference Index also has very good results BUT fear, that even objects Fallout4Edit is unable to track or mark as [Placed Object] affect the Precombined and PreVis reference mesh and textures in a bad way. This can be avoided by removing those objects from both indexes by hand. It caused instantly higher and more stable FPS during testing but i wasnt pleased still since purging both indexes is much more stable still. I didnt study the PJMail scripts as of now so my research might be obsolete or not new already. EDIT2: To better show the current progress see the image below which is true for the PreVis Reference Index: Almost none of them are Combined, yet these references influence heavily the performance in a cell, removing the reference will increase the performance if any mod is overriding or touching these. Deleting the PreVis increases performance and decreases micro-stuttering already. Interesting in this regard, any mod, be it a variable override (scripted) solution or a fixed, ESP/ESL/ESM solution will affect the performance eventhough none of these objects are officially [Bracketed], tracked as "Combined" in f.ex. FO4Edit. Kind regards
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Can you generate LOD for interior cells?
Qrsr replied to dietplums's topic in Fallout 4's Creation Kit and Modders
Try the fog far/near settings or remove fog to see if its just the fog setting. -
@Pickysaurus possible, but 90% + of the community is fiendly and helpful so IF one would like to spread misinformation you would have the prefect source for it then @LenaWolfBravil yes this one is also good. I wonder why its so hard to implement just another bug "tag".
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Hello, when im releasing a mod i make sure to list a number of mods people should avoid using with a note that these are great mods but might cause issues or else. Besides its a great way to highlight and present other mods and authors this way. It also shows the variety of how people mod a certain issue in a certain game, since i feel there are always many routes to solve certain tasks, issues, flaws, ... I really like the option to add "required files" along the mod page which directly search for the mods on nexus and else. Currently one can use these to add certain mods along with a note but it is confusing to people since all is stored in "required". Seeing a feature where an additional tab is available IF mods from author X are not recommended or recommended would be godsent and really help to net and connect certain types of mods at least if the author keeps track of these. I can also see this being an optional flag tool to allow users to add certain mods and let the author decided if they want to release the noted "redundant" mods or not based on user research similar to the mod tab function. To better show what i have in mind watch the image below:
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Can an NPC be made perfectly neutral?
Qrsr replied to PAPVAFS11's topic in Fallout 4's Creation Kit and Modders
Irc, the armor rack (for workshop) should be a perfect template