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Qrsr

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Everything posted by Qrsr

  1. 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.
  2. 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.
  3. 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.
  4. 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!
  5. 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.
  6. probably sticking with the LOD map as reference when modifying and moving interior objects to the correct LOD coordinates would be superior though
  7. Considering that many interior cells have nothing todo with the exterior design, i expect everything ...
  8. yes. therefore, Vanilla has alot of Doors not properly linked to the yellow triangle, the destination marker. which explaines why followers do not follow in/out at certain locations. which i consider a BUG.
  9. so the yellow triangle is not ultimately needed to attach to the door ?
  10. hmm so i assume all the doors destination marker not on top of the navmesh (yellow, final triangle) in the vanilla game are buggen then?
  11. i rather would like to avoid it because mod compatibility would be higher without finalizing existing / vanilla navmesh.
  12. If i click finalize the Navmesh attaches to that door... right? so what if i dont finalize...? would this cause NPCs to stuck where they are ? or would they just be forced to teleport to the targeted cell just like the player char?
  13. it? the place the transition is targeting to or the door? im seriously asking because i see various vanilla doors without any navmesh attached.
  14. what will happen if i move a door to a differnt place which is not navmeshed?
  15. I need help as well, if i would not connect a certain door, e.g. a new door entrance to a new cell from an exisiting exterior world space would this cause any problems other than the follower would have to teleport to the door? or is it ultimately needed to attach the correct final navmesh to the door link?
  16. Rads "Rads" [AVIF:000002E1] EnvDmg "Environmental Damage" [AVIF:000002E1] i would add magic to scientific maybe scientific magic since its the same FormID : 000002E1 Thanks for the JPEXS insight i will play around with it later. But maybe its to scientific for me, chances are i will ask again
  17. Hm is it really impossible? What if i would create an exterior world space, i mean flagged exterior but which would be an interior world space?
  18. Hmm i know JPEXS and some scripts are easy to mod maybe its already there and just some 0, 1 swapps Oxygen [AVIF:000002D5] Haha yeah i guess in vacuum there is not so much oxygen and AP probably is part of oxygen, i would find it interesting to split AP in Fallout into Oxygen as well but also Reaction (Time) or Initiative or something. Its technically Perception and maybe even hand eye coordination or just sensitivity.
  19. Hmm isnt there any framework which simply allows me todo just this without studying any programm? Its a pity that its not so easily possible.
  20. What would happen and what would be problematic when doing so? Im thinking of adding, merging, exisitng subway mods, tunnel mods, sewer mods, etc. all of which are open to edit of course then reedit and combine to my own logic. When done, create a new worldspace which is technically just one big underground map which ensembles in logic to the upper world, the commonwealth itself. The Creation Kit is showing me by default, the "Interior" worldspace. Now I would like to create a new worlspace which is equal to the commonwealth its just one big space of all the underground cells of interest. I never saw something like that by BGS, Morrowing had separat interior cells, Oblivion, Skyrim, FO3, FO4, Starfield also ... im just asking myself why? Im also unsure if this would get rid of the Navmesh issues such as Shared Interior Cell Navcutting ... Any ideas?
  21. Thanks. Thats is also very unfortunate since the O2 icon is what i wanted to have. Why would i want to do something? Because of deadly environment... well yes and no. Less oxygen will problem cause less oxygen for cells, lungs, body of course caused by lactic acid caused by fast (very) movement. But that is nothing i have in mind for this particular modding question
  22. I would like to add the oxygen mechanic which kicks in when submerged to a specific cell which obviously is not under water or flooded or else. I assume its possible via spell, which i would tie to either a hazard or a global interio/exterior effect, e.g. weather or else. I cant find that specific "ability" only "waterbreathing". Any ideas?!
  23. @LarannKiar, isnt there a default script that would disable the container, e.g. the actor? Im asking because im searching for a default script which does precisely this but not just for actors, disables them when done. I could use fragments of the noodle cup script in fallout 4 though, but it will only work on activators.
  24. ALL main files (vanilla + DLCs) but it normally takes not more than 1 min. Very rarely up to 1 min. I also noticed that script tied references, and world space reference suck up serious loading times even with a very powerful rig. Thats fine, but 10 times the normal time is weird not to say crazy. I think the best way is to split the work from now on into multiple sister files and merge it from time to time into one big file. Working with the CK is always tricky i know that but its masterable. FO4Edit is very handy to check problems and get rid of them, but in this case i think that little tiny feature of ultimately purging records is the culpit. I dont speak for flagging records "delete" im speaking of totally removing them from existance (visually) by using FO4Edit features. Anyway fixed.
  25. LarannKiar, thanks for the quick reply. I never got a crash but loading times are super long ONLY for this one file, EVER. The fix was very easy, but i would be interested in knowing what causes it. I assume as i said, that deleting files by right clicking in FO4Edit and click "Remove" certain records will cause sooner or later a bloated or corrupt or broken or not just yet properly working plugin. I deleted thousands of records, and yet still i assume it was because of some edits in worldspace (WRLD) under persistent tab. I will keep an exe on it yet i narrowed it down a bit. Later.
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