Jump to content

SMB92

Premium Member
  • Posts

    2304
  • Joined

  • Last visited

Everything posted by SMB92

  1. Recombining the precombined meshes and regenerating the previs for that area should fix that problem. In CK center over Spec island. Dead center. Then in the World menu find Precombine Geometry for Loaded area. Hit that and wait. When done go Visibikty menu and hut Generate Visibility for Loaded Area, this will take longer. When done go back to Visibility menu and hit Generate Precombined Visibility for loaded area. This will generate maybe a few hundred megabyte of files. Sadly you must do this to any area you modify in F4. Good luck if you edit a lot of places closes together. This is not LOD btw, to regen that you have to regen the whole worldspace.
  2. I think there something bigger going on here. You can still cause the old cell reset bug by enabling the No Previs flag and generating previs again, and you cant sprint either. In Thickets case here you can sprint. Ill test a power armor in there later.
  3. Well exactly what we mentioned. If you have some AA issue (jaggy edges) try turning FXAA on in NV as well to help it. If you have some screen tearing try setting iPresentInterval in FalloutPrefs to 0 and turn on Vsync in NV. If your mouse feels weird after doing that, set Maximum Prerendered frames to 1 in NV. You can experiment with other available settings and see what quality you get. Remember to apply settings inly to F4 and not Global in NV.
  4. I did that and it reset. I checked it twice. Reset twice. Everything reset, actors included. That is a bad bad area. Tonight I am going to regenerate precalc over that area and see if that has an effect, just for the thrill of it.
  5. LOL that's what's wrong with the world, slave labour still a thing. Pay the damn workers :D
  6. This is what's goanna give me a headache with the new Spawns mod. Users that want to be friends with everyone :D I'd say he has used console commands to add the Faction relationship to each of them
  7. Just make sure you get your plugins.txt from Documents/appdata/local/fallout4. Or otherwise just redo your load order. Usually I take out the data folder first and put it somewhere then uninstall/reinstall the game, same for NMM, and just those folders straight on top along with load order file. I keep all my Fallout 4 and Skyrim and a Zoolz cloud backup now as well as local ;)
  8. That's Bethesda's fault. This isn't model painting hobby where you pay to buy kits. Sorry not Beth, likely ZenimaxProfits.  Methinks you didn't understand my statement. Logical fallacies in the posts here are not Bethesda's fault. Probably not, but still their fault for starting this mess. Once bitten twice shy. Oh wait they're not shy now, they will monetise mods whatever it takes
  9. That's Bethesda's fault. This isn't model painting hobby where you pay to buy kits. Sorry not Beth, likely ZenimaxProfits.
  10. With the AA, last nvidia driver I had to have FXAA off and 2x or 4x enhancement to kill the majority of shimmer (which I can't understand why because hardware is supposed to do nothing) but this new driver (382xx) I had to turn FXAA on and enhancement off! I used to just use 368.61 driver as that was nicest but since Win10 creators update it I stalls them automatically (ffs lol) so I just update them now. Never thought to try capping at 64 lol. I'll have a play with that. The jitters under 55 I don't think are directly related, I think this has more to do with it dropping frames due to vsync at odd times given the actual rate is so variable in F4, but that "pause" type stutter that could also be mistaken for cell load stutter, I always see fps shoot to 63 or so after the pause. It must be such a hardcore bug if Beth never bothered to fix it, or their 30fps philosophy is the reason why they haven't fixed it.
  11. No idea yet, it's a very big mod. I think we will be forced into going down the route of making an official release as a beta and then adding each system on as I go. At least if main Random Spawns system is ready, users will be mostly happy :)
  12. I think what might be happening, which is what I found when I generated 11 grids of Cambridge, is without generating the regular previs first, a lot of precombined meshes were disappearing particularly around the front of Boston. I think this has something to do with how the "dynamic" part of previs works but unfortunately they did not document it nor can I find any direct settings. Since I started doing both all the time I have not had any problems since. I would not bother with the Precombine meshes for Interiors option, I think that is for batching multiple cells at once but previs has no such option anyway. I will still try to check mechanists lair this afternoon just to be sure this will work here too.
  13. Lmao, maybe I'll have to implement a Behemoth Raid mode in my mod for such things :D
  14. I'm in the exact same boat as you. Anything under 55fps is extremely jittery. I usually run my monitor at 60hz for Beth games but I figured out for F4 the iPresentInterval sync to half the frame ate much like the Nvidia option except for me NVs causes tears. Almost anything causes tears lol except solid vsync. On one of the drivers I was actually playing unlocked frame rate without tears or physics problems, I noticed after I started using Afterburner stat's all the time. Have not been able to get that back. I can't get anything more than 1 prerendered frame to work without input lag of some sort, but also I get more of that micro stutter you mention when on 2 or 3. I have monitored the micro stutter and it can be linked to 64hz bug, I can see fps jump to 62 or 63 at time of stutter. But why it happens randomly idk. I think that why Boris put a 61fps limit in ENB by default (although turned off by default) but it doesn't completely eliminate it. It's amazing how you have to change the combination of vsync or fps limit or monitor settings or prerendered frame with every different set up and every few drivers. This has been the case since Oblivion for me.
  15. There's the Anti Tank Rifle mod that has a 20mm turret. It's a serious turret. Also Advanced Settlement Turrets mod that adds turret versions of in game weapons like fatman.
  16. I think that's the same as PCB every time you transition interior or exterior My save is heavily modded, I have patches I've spent ages making that would mean giving my save to anybody would be no good to them :( I haven't really followed if it happens in interiors. There a few I have noticed that it occurs. I found one that started instantly resetting with Raider Overhaul, outside of shamrock bar. With RO this cell always resets enemies, they instantly respawn.
  17. Maybe whoever set it thought it was for the amount of loaded cells like I did :). I just set it to 49 anyway for good measure. I have seen some sensational posts and guides telling to set this to 144 cells, and they say cells. When I look at ugrids 7 cells in CK with my data folder full of mods, that's about 14GB in RAM for Concord. I think 11 grids for Cambridge was 19GB without anything in my data folder (as in no modded textures and meshes etc). 144 exterior cells buffered would blow up your machine let alone a server XD
  18. Sorry mid = mod, was a spelling mistake from my phone keyboard. You do not have to wait, the new mod/update is a completely new mod and it is compatible with pretty much anything including WOTC as it is now. The new mod is very safe to install whenever you want. If you want to install WOTC now that is fine, when you uninstall it remember to go into an interior and wait a few hours (in game wait that is) and then save and then remove the mod. This will make sure that the game won't CTD instantly when going to cells that had enemies from WOTC in them because game will clean them when it loads again. Well this usually works. The optional file for Synths fix only edits a single number on a script in WOTC to make sure they stay hostile when you first install the mod. You would need to remove this file if you remove WOTC. There is no Esp for this, just a script to overwrite the one in WOTC. The other faction fix file contains an esp that makes Brahman and Radstag friends with Vertibird. You can keep using this file without WOTC if you like. So again it is fine for you to use WOTC now while you wait, new mod is built completely differently, and very very safely in terms of installing it and using it with other mods.
  19. Tried fix with Thicket, did not work. Reset instantly. This cell(s) is the only one I know I can reproduce in vanilla alone. Even some console users reported it started or only occurred with Survival mode. Stumped again
  20. I'll give it a go now. Ill double check what data for EZs BT and PoE have as well as MI. Strange or maybe coincidence the previs was involved during my tests. You are right about the actors mostly, except one place I think Medford or Milton where enemies are respawning, namely the 2 synthetic outside the subway. They are always there.
  21. With WOTC as it is now, if you use my faction script fix before activating the mid they should always be hostile. However there is still problems with other inter faction relations but hopefully they will be enemies with your neutral factions out of the box with my fix because they are hostile from the start always then. My new mod will not have a story faction scheme in the beginning, I will observe vanilla factions and adjust the game accordingly as users make reports. What I doing however, is not including story factions in the Random Spawns system at all, they will be separate system that can be turned on. This is because I am tired of seeing story faction everywhere instead of enemies in the main system, and I think some users are too. So instead I will offer both separately, win win.
  22. Well, I can't say I've seen this since using Vivid Weather. He might of removed it. But then maybe I don't notice. Recommend to try it anyway.
  23. So that was a success as far as that small test. Generate precombined meshes for current cell > generate previs for current cell > generate precombined previs for current cell. Same process as exteriors except for current cell only. I can see that disabling precalc in V88 destroys the cell in terms of performance, I recorded up to 12000 draw calls, whereas with precalc it's barely 2000 most of them time. Tomorrow I will try out the mechanists lair and see what happens.
  24. Time to revive the dead. I've just done Vault 88, there correct method was to generate precombined for current cell, then generate previs for current cell, then generate precombined previs for current cell. Worked without a problem, no problem placing on ground or anything. Draw call rate is much nicer than without, in some case 8 to 10000 calls less. Wanted to post this here in case you are still following the thread.
  25. Right so time to play with interior precombineds. Starting with vault 88. Generating now the way I think it should be done and I will post the results.
×
×
  • Create New...