Jump to content

Qrsr

Premium Member
  • Posts

    491
  • Joined

  • Days Won

    3

Everything posted by Qrsr

  1. I remember the old convo about the new design, and i must say the new design is much better compared to the old design from my point of view and you fixed alot when porting it. I can see you fixing all the issues with the current major swap too, so its just a matter of time. The entire new UI and all feels like its much more alive when loading and using it. Almost like its organic. If you want to help modders and mod users, i think it would be wise to allow mod authors to merge mods (like i said already) but most importantly to let them create mod collections without Vortex or else which Vortex in turn can use. On top of that, maybe think about adding an option to let them generate or define a load order. Like one can flag a mod to load first or last in Vortex but it would be godsent to make that possible on the site already. It would also help much more if mod authors would be able to create pre-defined UI space/boxes which can be shared across all their mods. Like Credits which apply automatically on all their sites, or references or else and vice versa to also allow to let all or certain mods have their global information removed or modified. All of this in turn would help people browsing mods, since mod authors in turn can merge important information and in turn allow for less time on user end - mod user - when reading or browing mods. If one is able to share important information across all mods by one click it would help a 1000 times, since its alway about ... time Best of luck with current project.
  2. I wish you add the option to let mod authors merge their mods, i have alot of mods i would rather combine to reduce clutter.
  3. And another one, there is a default script called: MS17DoorLockOnLoadScript if youd add it to the workshop doors, and add as default faction the player faction, then settlers cannot use it afaik.
  4. I was thinking about the SCOL and the disability to not hide any SCOL via occlusion planes. Now.. is it even required if the entire kit piece kit is just one mesh in the end? SCOLs reduce draw calls or am i mistaken? More models = more drawcalls Less models = less drawcalls If combining 3000 kit pieces its just 1 model instead of 3000 models. Better? If the engine can only handle up to 15000 draw calls or something till it bloats ... and we have a uGrid 5 meaning 0 0 0 0 0 0 0 0 0 0 0 0 x 0 0 0 0 0 0 0 0 0 0 0 0 X = center / player char 0 = cell EXAMPLE: If each cell consists of like 1000 craw calls A uGrid 5 environment/cluster is 25 cells This would scale up to 25000 draw calls without precombination enabled In Downtown BC each cell has a minimum of 1000 loose objects or kit pieces or meshes or models or whatever you call them The engine is forced to its knees. And remember 25000 is just an example, its probably much more, much much more ... If i combine the majority if obejcts per cell in those dense clusters, i think i can come easily below 15000 or 10000 etc.... this would create a super stable environment. Addendum: I found this very good post by alex77r4
  5. O m g this explains all, but i knew i fixed this in past. Thanks, now i have to fix it again. Im pretty sure this was broken due to one of the latest patches where i forgot to flag the master file "ESM" for the time being.
  6. The first and last picture doesnt make sense, since in the first picture it should completely hide the library. Since i net it into at least one occlusion box. The image however shows bits not occluded, why is that? When you look into the center of the first image you will notice the fire barrel. Right? I assume the light around the fire barrel is breaking the occlusion for some reason. At least it looks like this in the image. Since the upper, left, right, etc parts are almsot idential (first and third image). It really seems that the (manual) occlusion is either not working as intended, or broken due to the light next to the library wall or the twf command does not display the (manual) occlusion correctly. Otherwise if you look again in the center of the first and third image, if the first image would show the occlusion correctly, then there is almost no difference to automatic occlusion, done by precombination (Umbra). Since im experiencing stuttering only next to heavy light source usage, i must say im more and more under the impression the light can break the occlusion. I have to play around with no, some and heavy light usage, with and without shadow caster lights and with and without spotlight type of lights. Im pretty sure the answer is the lighting...
  7. I remember there is TFC 2, 3, 4 but these may or may not work and may be bugged or not. I hope the twf is working as intended. If it is not, meaning, if what we see is not what the game actually culls or not then the entire project aim can be influenced in a bad way. So i really dont trust it. If only one varialbe is missing the entire picture can be off from what is expected to see as true. So im coming to what i was saying in the beginning, if im testing with a suppressed system every little change is noticable, and if i see a better performance, better mouse movement less laggy image sequences (FPS), etc. then i know my system performs better. And im seriously curious now about the entire city being SCOLed with the occlusion markes set. If this is done, we really know if its working or not.
  8. Alright i will keep that in mind. For now im going all in and just do this with all the cities. And see how much of the theoretical world applies to the real world. So the images for comparison based on the draw call map show less to super chaos in terms of draw calls. Im still curious if this is really true. Because i simply dont trust those images for now. If it turns out to be true well than i have at least a plan b and some other stuff in the back.
  9. Hmm this is interesting. I have to do more tests because it doesnt "feel" as if there is more load on my end, more the opposite but im doing so much that i have to reorder some things later and start from scratch to sort all the data. So if this is true, then all i need to do is to create unique NIFs correct from the SCOLs to solve the issue? There is probably no other solution to this, like adding a flag "Non Occluder" or the opposite or something?
  10. There is also this kind of faction tag one could use: GenericOwnershipFaction "No NPCs in this, use for doors nobody should open" [FACT:0019B645]
  11. That was not the point to my question. If you SCOL an entire building, draw calls are less. If you Occlude kit pieces, draw calls are less. Correct? So what this means, if you SCOL Skyskraper draw calls are far less, especially if the Skyskraper consits of many pieces, like the Trinity Tower consists of 3000 kit pieces, 3000 draw calls at minimum afaik... just for one building. What if its SCOLed. There are less draw calls for the renderer. So if the same building is not SCOLed, that building has as many draw calls for the renderer as there are objects not occluded. The question about if the building will pop-in out, flicker due to occlusion planes is irrelevant. If occlusion planes force this kind of thing, then the creator simply has to replace the occlusion planes. That is nothing new.
  12. Afaik occlusion planes and boxes only work without precombines applied ?!
  13. Flora objects are incredible versatile. That seems to be a good mod.
  14. I can now confirm rendering is "faster" i get more FPS when using a suppressed system. So its definitely something going on when SCOLing the environment. Also noticed that when adding a "Layer" to almost all the objects in the game world my game runs more stable (which i have no explanation as of now). Is it because the objects are now part of one single plugin? Its totally weird. The plugin is now holding more than 600.000 objects (still not finished) and the game renders much more stable. What is going on ???
  15. You can easily see how the engine load uGrid X by zooming in the Creation Kit. Press "T", zoom out, move mouse see how cell load ... simple
  16. Create a new Flora class, then add the NIF to it.
  17. YOu can trick the game from rendering all the grids by using manually placed occlusion planes and boxes which i did here: Unbound World Space
  18. It will break everything in a uGrid5 cluster if the object is part of a precombined mesh.
  19. Im trying to occlude the entire game with this project here: https://www.nexusmods.com/fallout4/mods/90864 this sould allow us to scrap everything while keeping a higher frame rate in dense areas by using occlusion planes.
  20. That is correct, and its a very good technique to track down unneeded Navmesh when unflagging the transition door of a persistent world space. Unfortunately if certain references are unflagged, FO4Edit will flag them and CK too. I dont know how to circumvent this, if you say its not higher load times in game ok. What im telling you it can increase load times in the CK absurdly high!
  21. At least it really should, i can see a variety of NPCs flagged with the NoResetZone in the UFO4Patch.
  22. There is also the check mark "Obstacle" details see here: https://falloutck.uesp.net/wiki/Static Im not an expert but what you could do is to create a Static items, which cuts the navmesh, forcing the NPCs to stay out of certain spaces, such as a house which is only accessible by a door, cut the navmesh and done. So if you create a static item, which is only visible in the Workshop mode and has no collision use the Obstacle check mark. And here is a video of how to do it via Creation Kit with collision boxes:
  23. YOu know what, if FO would be real i would mount turrets all over the place.
  24. Its an interesting setting. My guess is that certain cells encounter zone will unflag the NoResetZone flag or certain scripted NPCs which may look like your spawned NPCs and cause confusive user reports or mod incompatibilites. I remember there is different looting sound when looting Power Armor Framed NPCs (it will always play the normal NPC human sound not the Robot loot sound) and i assume its because the game cant handle both races and their corresponding container sounds. So your guess of non respawning NPCs due to limitations concerning the NoResetZone is valid. I will keep an eye on that one. Thanks.
  25. I had this idea for so long this came directly to my mind:
×
×
  • Create New...