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Qrsr

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Everything posted by Qrsr

  1. 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.
  2. 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.
  3. Lately i discovered very long loading times up to 10 minutes long loading times, for a very important plugin (ESP) im currently working on. FO4Edit fired up just fine, it was just the CK taking VERY long. Now my first routine was to delete record references i lately added to the plugin. These record and record references where no overrides and total standalone records. I decided to make a copy of the plugin and began to delete certain references for some test runs. Important to say that i almost deleted every reference, till the plugin was almost empty (visually) and no records, entries, object categories were present. The CK was still horribly slow to load... what is going on i thought ... I decided to import like 80000 records into a new esp file. Since i had a feeling that deleting records in the very past caused the issue. Since i lately deleted alot of cell and world references. After some time i was done porting the records into a new plugin thanks to FO4Edit (blessings to all contributors of that handy little tool). Now the CK took normal to load just like always, we are talking about 80000+ records. I decided to share my investigation because i have NO IDEA why?! My guess is... when swapping world references in the CK persistent records loose their "persistent" flag. When restarting the CK it will let you know via message box. When checking with FO4Edit it is easily present and fixable, the CK sometimes fixes the issues when starting it another time. Now i lately discovered that when checking FO4Edit there was no issue eventhough the CK said some references have been moved from 0000000 to 0133769 or something. I knew what i have changed before so i deleted theses references via FO4Edit fired up the CK and no issues, no message box no nothing,. I did the changes in FO4Edit afterwards manually fired up the CK again and it worked. So for some reason the CK showing me issues that FO4Edit was not able to represent ... I know the CK is tricky but its a very powerful and good tool if you know where to search for and use your perception. Most of the problems can be solved. Back to this topic. This was the first time, i would describe as ghost edits, where present. I assume, the plugin has a certain treshold for deleted references or something. At some point the CK goes down to its knees and takes super long to load. You have no other choice as to copy all your progress into a new, clean plugin, be it esl, esp or esm. I have also the feeling its tied to GMST record files. I lately added game settings not present in the CK or the base game of FO4 and/or DLCs. Latery i decided to delete these references. Later, and this one is the next example of ghost edits, FO4Edit showed me a reference/override for Fallout4.exe. Which i never saw yet, and it was present in the message log when FO4Edit creates reference of any plugin used. The override reference that FO4Edit showed me however was not present for the record it showed me. I decided to clean copy/paste the record into a new plugin, and guess what, no conflict, no override, no ghost edit. Now does anyone have a explanation for this? So im currently asking myself is deleting standalone reference (not overrides) so clever?
  4. i think the icons are so big across the whole forum that even if i would close my eyes i would see them, and option to limit size drastically of any of those icons would be very good.
  5. Isnt it weird, modding a mod forum?
  6. After several days of testing, this new looks is a total step backwards. And still so many buttons which hide basic funcationality. Why? Some older threads can not be found anymore, especially handy onces concerning stuff about the Creation Kit. Its all to large and bloated for nothingness, im watching (reading) the forums not because i like to see user account images all over the place. If there is only one sentence written the whole post is bloated with users image, and more buttons. This totally and senslessly bloats the whole threads after a few posting. Ultimately, and subliminally this leads to users reading less. Its just cumbersome. Please inject a minimal view UI looks which is equal to the old UI. The old UI was so much better in comparison.
  7. Great work on the update everything works flawless. Concerning UI its horrible now, much less intuitive and harder to find things compared to before. Message management, e.g. delete specific messages in PM is not possible anymore. Much is hidden behind buttons. Again respect for the flawless integration and migration. The UI however is a step backwards. This is my first impression and it will probably change after time, but not be able to delete specific PM notes and alot more buttons over buttons will probably not change my FoV. Regards.
  8. Well with the latest Gen of Intel you dont have to upgrade anyway, enough L3 cache and more than 1 core ... At a certain point the latest Gens only were OCed CPU with some techniqual tricks here and there. I think if they would they could present much tighter nm but why? DDR5 is still tricky with XMP from one to the other mobo, and even slower than DDR4 to some extend. More cores, well for what? And why OC and OCed CPU with AI? thats just funny. Dont forget there is epic battle between I and A (AI?), although both are good. And techniqually spoken both present new hardware to keep up the pace of contender which is perfectly fine. I wonder when we see a new step forward down in nm. AMD showed what is possible, but most of the time the hardware required to build the hardware is more of a problem. If it gets to tight and small precision will become a problem, and quality will suffer. Giving the fact that most games dont need such CPUs and its more GPU than anything else ... well. More is more.
  9. Thanks. Yes, and you can see uGrid to load in the INI, neither will work on my end if i change it to 1 or 3 or 7. It always stay at 5. There are other things such as the default time. I cant predefine these parameter either, but most of the other stuff, alignment, check mark for markers etc. i can. Yes we discussed about uGrid some post before already. uGrid 1 is the way to go. Yes this is what i use, like it was said in the second post, have a look: - uGrid to load to 1 (which must be done after each load, since it cannot be configured via INI) - push t to set default angle on top of object - disable "Toogle Light (A)" - disable "Toogle Lights (6)" - disable "Markers" - disable "Decals" - disable "Object Hidden From Local Map" https://forums.nexusmods.com/index.php?/topic/12993405-creation-kit-optimum-hardware-recommendation/&do=findComment&comment=129686858
  10. Now i understand. I think you cant trust all the numbers you see. I have no constant 60 FPS either thats perfectly fine though. The short freezes always occur because the CK load the next cell in background. precisely when you navigate from one to another grid. thats why you should always set uGrid 1 to perfectly see the cell itself and it become more clear where the interaction from one to another cell is happening. it makes modding a hell easier. if you do it the CK become "more stable" in terms load/rendering. you can tweak some of your GPU settings via the CK INI and custom INI but again you dont need a GPU since the CK is not so dependend. RAM is the most important factor since you do not do any prerendering afaik. but you want a stable user experience and thus if you ran out of ram the CK become very laggy. enough RAM stable CK. one important thing though is you need to change uGrid to 1 on each startup, i didnt find a way to force it via INI or else till today.. its somehow either hardcoded or the CK doesnt not just use its own INIs i assume the CK also uses the default FO4 prefs ini where uGrid 5 is set. Also worth noting is to set the INI to "read only". Since the CK when stuck or crash will screw every bit of data in that INI from time to time.
  11. the trick is to use uGrid 1 for most exterior cells, interior it doesnt matter. yet still i have no problems with the default setting (uGrid5) in the CK when modding inside boston city. CK is using 16 gb of ram sometimes on my end. i assume it wouldnt hurt to use as much as many ram as possible with good latency. i dont know why you have problems with your setup in the CK what you say would mean that with a better GPU you would have lower performance compared to an iGPU. the links i shared highlight which GPU is required, and at a certain point cpu, ram, L3 cache will do the rest. as for fo4 the only thing matters, afaik, is single core performance, ram and GPU. i can have 60 FPS on 1080p with an intel or amd iGPU with some tweaking in the BIOS. so again i have alot of ??? around my head why your setup is not working. we are speaking about vanilla fo4?! no magical mod packs with super big texture packs, no? to come back to the CK, since there is no prerendering afaik, what matters is a big and fast RAM backup. the current CPU generatio both intel and amd will laugh hard, infact when monitoring load in the CK all which sums up is RAM the core itself is almost at idle, temps are below 40° with air cooler and iGPU no external GPU.
  12. I have +20MB L3 cache and can uGrid7 without any interference in CK no lag no nothing so yes it does make a difference. Ingame L3 cache is worth gold since it allows for much more uGrid numbers as opposed to uGrid 5 by default. So yes it makes a very HUGE difference at least on my end. The most important factor is L3 cache though. Anything past 20 MB runs like butter. See here: #65 https://www.techpowerup.com/forums/threads/fallout-4-9700k-5-1-ghz-32-gib-ddr4000-only-a-slight-fps-diff-between-1080ti-and-4090.307375/page-3#post-4998924 #72 https://www.techpowerup.com/forums/threads/fallout-4-9700k-5-1-ghz-32-gib-ddr4000-only-a-slight-fps-diff-between-1080ti-and-4090.307375/page-3#post-4999524 #74 https://www.techpowerup.com/forums/threads/fallout-4-9700k-5-1-ghz-32-gib-ddr4000-only-a-slight-fps-diff-between-1080ti-and-4090.307375/page-3#post-4999860
  13. Alright, im answering it myself fyi... - the best thing is to turn set uGrid to load to 1 (which must be done after each load, since it cannot be configured via INI) - push t to set default angle on top of object - disable "Toogle Light (A)" - disable "Toogle Lights (6)" - disable "Markers" - disable "Decals" - disable "Object Hidden From Local Map" this would work very well with a CPU with only 8 GB ram, no GPU (only iGPU), L3 cache below 10 mb The best you can do is to upgrade to a system with the most RAM available preferable DDR5 32 or 64 GB, and L3 cache the most you can afford either INTEL or AMD, it doesnt matter both offer great performance. L3 cache is the best you can do to your system in and off game, in and off Creation Kit. GPU is nice to have ingame but offgame iGPU is already more than good with 10 year old PC setups. Current iGPU can handle the CK perfectly fine concerning FO4. Ingame iGPU can even handle FO4 on UHD with some shadow tweaks and overclocking. UHD Graphics 770 (13th Gen) Overclocked to 2500 MHz https://www.youtube.com/watch?v=gN73ri7cSBQRadeon Graphics (Ryzen 7000) Overclocked to 3100 MHz https://www.youtube.com/watch?v=aohuBCWwQUA
  14. Alright thats interesting, so it seems it really is just about size here. In reverse, if one compares lets say 1000 misc items to 1 scol of 1000 misc items. How much less load or else would that mean? Would it affect performance, noticable? I assume the more complex the NIF/mesh itself the more benefit SCOL or PreCombining has?! Or is it about shadow/light, calculation based on either 1 (scol) or many loose (misc, or else) files?! From what i can see its just about rendering itself, light, navigation, ai, pre-calculation ... Also interesting in that regard is how much L3 cache the hardware is offering and if its Intel or AMD. From what i can see in the benchmarks even L3 is not L3 and in terms of creation engine or fallout 4 L3 is the bottleneck today. Everything comes down to L3 cache. So with a powerful machine or ~20+ MB of L3 cache even loose files like a myriad of injected objects of any kind would not affect performance noticably anymore but with older machines its still of interest. Graphics card is less of a problem at least if you dont use 9000k textures.
  15. It makes me wonder if the High Texture mod DLC addon expansion or total destruction in terms of authenticity is available for console ? lol, to my last question is do you know some numbers on how much a PreCombined cell can outclass a SCOLed cell? is 100% better than SCOl or 10% or 1% ? Better in terms of space.
  16. I have a feeling that a SCOL wouldnt lack much if at all compared to a PreCombined mesh composition in terms of performance/load/rendering. Thus if one would add compelx structures to location X all you need to do is to combine it into a SCOL. Its extremly powerful from my personal testing ... so im seriously asking myself why would you want to PreCombine a cell if you could technically SCOL the entire cell.
  17. Hmm interesting so to sum it up; - Alpha channel is set by alpha, blend mode, reference 128, alpha test - NIF must have the NiAlphaProperty applied next to the BSLightingShaderProperty - Mesh/NIF has a material attached (.bgsm) - Material in turn leads to the texture and defines glow, shadows, etc., transparency If i would in turn remove the property BSLightingShaderProperty the NIF would in turn appear transparent directly ? Or if i remove the material reference etc ? Man that helpen already alot thank you RoNin1971
  18. Alright my english is not superb and i hope i dont ran into a language barrier, but if we compare a SCOL with a PreCombined mesh wihch both consist of the same number of static objects which of these 2 variants is more "resource hungry", more efficient in load/rendering
  19. Is a SCOL technically the same as a PreCombined Cell?
  20. FIXED Im stuck with an interior lighting problem, dilemma. I can't find out why the creation kit display lighting different to ingame. The lighting is off, very bright and far from what i see in the CK. I have one file attached which should showcase my problem. the upper two pictures show the CK view and the lower the ingame view. The brighter picture on the upper left is because the sky lighting was enabled, the right has it disabled. The lower picture, next to the total bright lighting, has total different shadow etc. The lights i used are default vanilla fungus green lights. The cell is the UFOCrashSite01 Cave. Player around default vanilla imagespace and modifed - nothingEnabled sky lighting and disabled - nothingUsed default and modified fog setting - nothingAmbient lighting on/off - nothingDirectional lighting xyz - nothingim out of ideas where to search. Any help is greatly appreciated. Edit history: The real crazy s#*! is that even the save images show the correct lighting (upper right). Comparing and adjusting the INI files (Creation Kit, Ingame FO4) didnt change anything. Alright, turns out this one here works like a charm (!)  shp 4.0,0.02,0.02,0.65,0.2,0.9,1.5,3.6,2.0
  21. Thanks what you said will help another time ;) Still drives me crazy that those objects dont totally vanish. There must be a trick ...
  22. I want to change PreCombined/PreVis objects i cant do much with changing or editing NIFs here. I need to change the material itself. Correct me if im wrong. Already have the textures set and compressed as eitehr _d, _n, _s. All i needed to know is why it doesnt work for some objects. Why cant i modify certain objects in the game world by swapping their texture in the data folder of FO4 ???
  23. Howdy, i would like to replace some meshes (NIF), e.g. replace the texture (DDS) with a transparent texture to get rid of some world objects which are precombined [PlacedObject]. Im fairly new to all of that. The logic however doesnt seem to complex. File type _d Diffuse/albedo (RGB of _d)_n normal map (RG/XY of _n)_s glossiness (R/X)_s specular/reflectivity (B/Y)Compression _d textures (dxt1/dxt5 compression, depending on alpha channel)_n textures (3Dc/ATI2/BC5 compression)_s textures (3Dc/ATI2/BC5 compression)I setup everything appropiate, folder path, texture compression, etc., BUT somehow a specific mesh, once the texture (DDS) was replaced, show up as a white mesh? So it seems that not all textures can be replaced? Is this hardcoded or some hidden NIF magic? I only replaced DDS files, is there some MWSP (material swap) going on, from my current scope the files where not attached to any BGSM. Thanks in advance.
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