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Qrsr

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Everything posted by Qrsr

  1. I think there is a second command for quests, scripts, scenes etc. but i cant remember its name currently.
  2. Im having an issue with custom cells not showing the Grenade Arc properly. Why? I have no idea. My guess is either its becaues of FIrst, Non-PreCombined and PreVis cells, since im designing interior (new) cells there is no need to use either PC and/or PV. Second, because of a user post i stumbled across speaking about Room Bounds and Portals. Any idea? Thanks in advance.
  3. Does it work with console command: fcf hlp yourmodname this will force the game to hotload your mod mid-game. most of the time it does work with anything changed via CK and/or xEdit.
  4. Hey guys thanks for the support. The only workaround as of now is to use "BldConcrete##" structures to create an almost perfect real world subway layout, since BGS at least has more variety for train tracks which can be used to simulate the subway tracks subsurface. I have also new subway platform station layout ready this way its very simple but time consuming... Having the metro-monorail structures with turns, twists, links would be next level!!! I have a feeling its just a matter of time
  5. Concerning the layout, look at discord, microsoft teams, matrix, etc. all can be modified to have larger and smaller text size. Darker and brighter background, etc. it should be possible aswell with the current site engine. Think about a very minimalistic design without to muchc GIF, PNG etc. decrease load times for people with very slow internet connection. It might be a fracture of the overall total user count but still. Details are key. I can only repeat myself, i switched directly back to the old layout, not because im not adaptive to new things but because i (still) have a choice, the new layout is horrible compared to the old one. Why is said many times in this thread so far. One of the reason is its less intrusive and extraterrestrial concerning the dark theme. Its to individual. The new layout is written for people with visual limitations concerning icons and buttons - since these are HUGE. Eventhough horrible its not bad. But it would be perfect if you merge or create a fusion with the old (current) design. Its also nice to have different color based on the game category, type, etc. like Fallout 3 NV uses orange color Skyrim purple, etc.
  6. Please nexusmods make the new layout adaptive and include all the information you already have with the current layout. with all the sorting options etc. allow for dark, and white (wiki) theme and some others ... if possible let the mod description unload once the user hovers over the mod page like we have it on a wikipedia for example were people can have a quick view to the site when hovering over the link. its super handy to quick view mods.
  7. 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...
  8. Please add adaptive resolution support, i would like to use the full 1920 scope. Its more like 1200 px max in width currently.
  9. 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 ...
  10. 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.
  11. 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...
  12. 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
  13. @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.
  14. 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.
  15. 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.
  16. 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!
  17. 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.
  18. unfortunately that doesnt help me at all. i would like to keep the barred door and have it disabled from another cell. HOW?
  19. 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.
  20. 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.
  21. 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?
  22. 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.
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