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Qrsr

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Everything posted by Qrsr

  1. Overall the UI looks horrible BIG and to dark, use the old style and build up on it. Its not so difficult to implement wouldnt take longer than a couple of hours...
  2. Please add adaptive resolution support, i would like to use the full 1920 scope. Its more like 1200 px max in width currently.
  3. 33° and 45 ° would be awesome already L or R doesnt matter since one can turn any object, weird enough that the base game uses L and R ...
  4. Im requesting subway tunnel objects for the mod Subway Runner Revised. 1 TUNNELS The base game does not have Y or X subway train linking nor proper C curved subway train tracks. (for exterior there are such tracks). For dead end train tracks some kind of loops would be super nice. If people look closer all the interior subway tunnel architecture is for monorail (exterior) trains, either im missing something or its not fully finished in vanilla too (integration of exterior to interior tunnels). 2 PLATFORMS Platforms are side platforms its difficult to create island platforms. 3 ENTRANCE For the TransitStation01 there is collision for the door entrance (lower level) - player char cannot access from one to the other side. If anyone would jump on the train let me know if would greatly appreaciate the help since creating proper tunnel archtiecture would be king for this game, i loved it in FO3.
  5. Yes and no. Some objects can be SCOLed while other should not. At some point a compromise is inevitable. Im not sure yet in how much it would affect shadow/sun effects (lighting) to the better. Since its a huge performance affector in downtown together with mist, fog, etc. the static objects in comparison have a far less impact while texture size may outclass mist, fog and light at some point, where there is/are many texture calls, e.g. loose objects (not SCOLed, or PC) All of this "magic" would be less needed if world maps would see far less trash objects. If you count all the trash piles, debris etc alone and the textures the game needs to render in real time or not its insane. If all of this trash is less and textures rendering unified into certain mega objects (SCOL or no) i assume it will alone see a huge performance gain on top of that better min maxing of certain texture size (512 vs 1024 vs 2048 etc) on top of this the endless mist fog and god ray performance decrease technology. The game is bloated with all this. If such effects are available all the time there is no unique moment anymore and the effect not noticable and subconscious subconciouse thus obsolete by quantitiy alone...
  6. Im searching for answer concerning the max. distance to object starting from 0,0,0 since i found the game, cell crashes into singularity once one or a specific number of objects exceed a certain distance, i assume its 30000+. So coordinates of x = 30.000 y = 30.000 z = 30.000 will crash the game when entering the cell, at least - depending on the objects per cell will force all the objects to move to 0,0,0 or something. Its funny and interesting but frustrating also. Any insight is highly appreciated. So far i couldnt find anything on the wiki: https://falloutck.uesp.net/wiki/CELL https://ck.uesp.net/wiki/Interior_Cells
  7. @niston I think thats the case with many more things not just PC or PV. In this case collecting/merging the texture paths of certain objects by creating SCOLs and remove alot objects will ultimately let the engine shine under a new umbrella. The more i read the more i will duplicate the world space and see what i can do by playing around.
  8. So if i would remove the PreCombine and PreVis flag of any exterior cell and then create a bunch (alot) of SCOL for any building especially the boston area would this, could this even decrease performance load? I was reading about everything i could find about SCOL and its a far superior method at least if the statics combined share all the same texture paths. Then the game uses these SCOLs similar in function to PC/PV objects. The most important factor would be that any cell can be modded now without fearing stuttering and else formerly caused by broken PC and/or PV - since both flags and any reference in the cell header is disabled.
  9. You can disable any script related reference by tracking down the script and swap the reference in the script itself by a replacer, e.g. a blanked static object. this works mid game. currently i dont see any reason to use PreCombines or PreVis in an interior cell. To some extend at uGrid 5 it is not even required for exterior worldspace. I do not understand why the devs did not combine the static ollections of e.g. skyscraper as one object with just one texture/material reference instead they used tiny bits of static objects which in collection build the a super composition / skyscraper, which then needed PC or PV probably for console users/gamers. It would probably work far better to combine such buildings and many other object into one object and texture etc. in the first place. Then they added alot of trash piles not immersive for post 200 years maybe soon after the war... which bloat the game even more with texture reference overkill then many texture for small objects are 1k+ ... its a mess. Also modding those cells is a pain in the a** thanks to all of this.
  10. This is how i did it. I set EnableStateToOppositeOfParent for the load doors (transition) doors all other to not and the EnableParent is the collision marker on the Int side. Once the Int side is used by player char the collision marker is disabled forcing the fake doors to disable too. And the Opps to enable thus the transition is unlocked. Since i used for Int and Ext side the barred door pack-ins the sound files work perfectly fine as long as player char did not activate the Int door. The only thing i did not manage to work perfectly fine is the SecurityBarBase01 activator is tied to the fake door animation and does not work for the transition (Int) door thus the Int door moves through the SecurityBarBase01. But that is close to minimal in terms of immersion. It works like a charm for now (at least for me) thanks to your help!
  11. THANKS! EDIT1: worked for the chain. since the chain is disabled when used. now im playing around with the barred door setup, those metal plugs blocking the door. EDIT2: Worked by using the collision marker as enable parent since disabled when done too. Good lord you helped me so much!!! Made my day.
  12. unfortunately that doesnt help me at all. i would like to keep the barred door and have it disabled from another cell. HOW?
  13. I will try that. Also found myself testing to use an EnableObject script (vanilla) which disabled a duplicate door blocker in the other cell. Like once the blocker is removed in Cell 1 and blocker in Cell 2 is disabled and/or swapped by a working door. I really love the blocked door sound letting player char know that its impossible in its current state to proceed and find a different route.
  14. Hmm that is interesting. I found the game is also forcing many objects which are tied to scripts and others. I found myself lately to copy the cell clean the s#*! out of it (trash objects) and it all runs fine. The scripts and PC and PV stuff mostly is loaded like you say. Probably forces me to circumvent it by a duplicate cell i can mod everything without interfering with the base game behavior e.g. loading certain scripts and objects no matter if removed, disabled or not.
  15. true. do you know when to seriously use room bounds? i try to keep the cells around 177 MB. Which should be fine, for interior cells i found less problems with many static objects eventhough no room bounds were used. The only real impact is lighting. Am i missing something? EDIT: Im also curious what would happen if i set a room bound for the entire vanilla cell decoration/objects and place the new cell objects some xyz coordinates later next to it. The player would never walk into the vanilla room yet would use the new room instead. This would make sure the vanilla cell is kept but not used at all. Right?
  16. Hi, im having problems to setup a barred door from one to another cell. I would like to have the barred door script apply to two doors. To the door in the cell the barrier is visible and the transition door of the other cell. I can only reference the SecurityBarBase01 to one door but not two. Therefore the script only applies to one cell and is not applied to the other cell. The reason is simple i would like to limit access to certain cells. In grant access only if player char is one specific cell. Like i would like to apply a barrier to a door in The Dig cell which forces player char to finish the Dig in order to gain access to other subway tunnels.
  17. I made sure to remove room bounds and portals of course, and i disabled many objects causing performance drops all and foremost various lights and mist. espeically FX will drain on hardware. the objects itself do not cause so much problems. though i assume there is a sweetspot of the maximum number of objects. since its interiors without using a separat GPU (im using interal iGPU) i can say it is super stable. thanks PJMail for the PCMB note. i will directly test it out.
  18. Question, If i would remove the following from a vanilla interior cell; - XPRI - Physics References and - XCRO - Combined References from the cell and maybe at the "Hand Changed" tag to the cell, would this cause any performance issues other than that i would force the game (intended) to load all the objects in real time? I did some testing and it runs perfectly fine. Im doing this since i need to change various vanilla cells and instead of copying the entire cell and make a perfect clone i think, why not simply remove the references forcing the game to circumvent the PreCombined obejcts. Any thoughts? Thanks in advance.
  19. the workshop menu killed fallout and made it a junk game. the whole settlement stuff is cursed and totally unifinished and broken implemented. i personally give a big damn #### about anything tied to it. despite that some more things while testing and moving cells to the proper location in worldspace. when doing so in interior world space at some point if the distance to 0, 0, 0 is to high the game, the cell will collapse into one single point when testing and coc into that cell. at first i thought the game will crash, later after minutes the entire cell collapsed into one single point funny. now im still thinking and looking forward to move the entire interior cells into one worldspace which counts as an exterior worldspace since the interior cell worldspace is some hardcoded wonderland.
  20. thanks robert, this helped me alot. did it differently all the time by swapping the first two digits. finally it did not work, your solution worked. made my day!
  21. you can modify the game and mods so there are options to merge mods. its not problem to create an entire interior "worldmap" into single cell which then uses uGrid standard.
  22. probably sticking with the LOD map as reference when modifying and moving interior objects to the correct LOD coordinates would be superior though
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