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SMB92

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Everything posted by SMB92

  1. The mesh has probably gone corrupt or there is a problem with it in general. Check that mod for updates, or maybe redownload and reinstall (remember to uninstall first)
  2. Do the following: 1. Turn Fallout 4 default Vsync OFF - you can do this in launcher or FalloutPrefs.ini - find iPresentInterval = 1 and set to 0 2. In Nvidia control panel, set Vsync to ON and Maximum Prerendered frames to 1. 3. Profit (as much as possible on that 745).
  3. Tried Validating F4 with Steam? Seems CK either can't locate the file, the file is corrupted/missing. It may also be some weird thing with anti-virus blocking the app from loading the dll's. Just some suggestions for you anyway
  4. When you think you have finished building your cell, what you have to do is: Under World Menu - Precombine Meshes for Current Cell Then under Visibility Menu - Generate Previs for Current Cell And when that is done: Generate Precombined Previs for Current Cell Do it in that precise order. Previs will take the longest to generate each time. Now, you will get a big bunch of files appear in your Data/Vis folder, and also your Data/Meshes/Precombined folder, you should seea folder with your ESP name. When you want to update or change anything, best practice is to delete all of that and do it all over again. Regarding placing occlusion planes, I believe you still can if you wish, however I have experienced some bugs with Previs with this, but this may only apply to that particular instance (see my mod called Monsignor Occ Box Disabler). You may also go down the road of setting up portals and roombounds, if you so wish, either on top of this or instead of this. Hopefully that answers this question for you.
  5. Really sorry I forgot all about ya! Bumping the thread so I can reply tonight when I get back from work. Did you happen to make any headway on this though?
  6. And that is the golden question. The answer is yes, but it will be the most complex system of them all. Still in design phase of that one, although I have prepared most of the script for it.
  7. No problem :) Put above Raider Overhaul and leave there. Exterior Cell = any place outside. Any mod that changes some place outside like settlement or building, must load after WOTC, and in general should be low in your load order.
  8. Put it above any mod that alters an exterior cell
  9. I like to look at new mods I add in FO4Edit with a filter applied before I decide to run with them. This way I can find out how bad the conflicts are despite what the mod says it does or what you think it does. Found quite a few surprises in the past.
  10. Do you have Adult Content enabled on Nexus?
  11. Just have to pick out which ones have higher stats. Easier to view in FO4Edit though. You could also use a sorting mod like Valdacils to add proper names.
  12. @montky - The idea is to provide standardized framework, so working on existing occupied interiors is painful lol, without touching vanilla at least. I will revisit this system later, and try to find a better way to provide more immersive spawns when an area is cleared.
  13. I think what Bethesda did, is literally remove the record of the map in the ESMs for Far Harbor and Nuka World. Have a look at the top record under Worldspace in FO4Edit with those DLC, tge default map is overridden with none. But then I haven't checked if they include a new map dds in the BA2s for DLC
  14. I've just experienced a weird one in Concord. I came across a cell I recently regenerated where I cannot sprint, but upon checking if previs was turned off I get the following: Notice the glass: Game crashed shortly after. Having a look to see what is wrong with this cell. EDIT - missing image. EDIT 2 - Yep there's a couple of cells I missed in BTI that have the No Previs flag. Still interesting about the glass though, and why Previs remained on.
  15. I'm fairly busy at work atm, I'll get back go you tonight.
  16. You probably need to extract the BA2 files associated with the mods. You can do that with Archive2 program in the tools folder in F4 main directory (where you find data folder) when you have Creation Kit installed.
  17. Pretty sure you'd need to change some scripts for this one, as it seems to mark them unplayable as soon as they wear it
  18. Hi folks, I'm implementing a system into my spawns mod to enhance vanilla interior spawns. How this will work at present is I'm going to place some dumbed down versions of my spawn markers into interior cells, and when this system is turned on each marker will spawn an individual NPC of the relevant faction. This is to emulate more spawns in interiors, however these NPCs will not have any special data like my others can have applied. What I want is a list of interiors that really need this, some exteriors may need this also (I also have another system called Extra Enemy Stronghold Patrols for exteriors that can be turned on) I'm investigating ways I can make this system spawn other actors when the location is cleared, to emulate 'explorers' from other factions so that there is not wars going on when you go to a currently occupied or uncleared interior. I will offer options to make it chance based as well as respawning on its own timer instead of cells timer but at present this is all that's planned. Ideas and feedback appreciated.
  19. Uninstall all the mods with NMM, go into Fallout Data folder and delete anything except Fallout esms and BA2s, run the Steam verify and try again. You might also want to delete your INIs from Documents/my games/fallout 4 and then setting settings up through fallout launcher again
  20. Be wary of all exterior cell editing mods in this game. This game uses a pregenerated combined mesh system to optimise performance, any mod that edits a cell disables this system for that area or in some cases you see both old and new objects conflicting with each other (example Sanctuary bridge replacer mod) The answer is yes, but it requires regenerated data. Which is a PITA
  21. I use that mod(s) myself, it was required for an extended part of better settlers at one point. Theres a bit of stuffery involved to get it to work right from memory, I posted instructions over on BS comments section some time ago.
  22. Textures have a different compression method but I have not encountered that one before sorry
  23. These kind of weird things happen to me a lot, phantom bugs I call them. On a separate note I hope F4SE can get keypress emulation like SKSE one day
  24. Its in the Instance Naming Rules part, which can be fairly complicated. You can rename the weapon in the workbench manually though. With the icons, the INNR records should reflect conditions for a keyword that would be added to the weapon record, which will tag it. Any weapons already created in game will need their name updated manually, onky newly generated weapons will have the updated names.
  25. I would not bother with this. It is too messy to code. Even messier if you only want the good stuff.
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