Jump to content

SMB92

Premium Member
  • Posts

    2304
  • Joined

  • Last visited

Everything posted by SMB92

  1. The official release name will now be F4-SpawnEngine aka Spawns of the Commonwealth. I decided this a while ago, but SOTC is stuck in people's minds. The mod you might referring to is SOTS, South of the Sea, unless there is another.
  2. Cool. I ran some tests recently, running previs only and getting rid of precombineds. Turns out that at least least downtown, precombineds providing more performance boost than Vis itself, or at least the precombineds offer better Vis calculation. In another test with both off completely, I was able to record a whopping 70000 draw calls before it gave out and ctd. The reason for my testing was to see if I could viably eliminate precombineds altogether. But seems to me, just running precombineds and turning previs off, causes the game to become very unstable. Anyway just some trivia for yous
  3. @Trosski its a pity this generation of users are less competent (yet more self entitled then ever), I see mod authors talking about Levelled lists having to be scripted always now due to simple conflict which users are not inclined to fix themselves for example, which is the easiest damn thing to patch up (and my preference to do so manually). Asking them to do precalc? My god the horror, how dare you. I share your sentiment though ;)
  4. Chuck, I would suggest you break precombineds, and only generate regular previs, this should allow previs to keep working in the cell. I was doing some experiments recently where previs remaining turned on after disabling precombineds. It occurred to me thats why there is 2 options for Vis in ck, one is capable of being standalone and the other calculates in the precombineds. Someone correct me if I'm wrong but this is what I'm seeing.
  5. Edit - double post my bad. Internet is dodgy atm.
  6. PUBLIC STATUS UPDATE: (Notice - Please ignore the dips**t above who decided to post vitriol in my thread. Hint: the guy with the uh, "blasphemous" name. Not that I'm religious or anything) The core of the new modular engine is now completed, with the main spawnpoint code now also complete. Work now begins on establishing an alpha demo file, which will not be for feedback purposes but rather a showcase of how the basics works. Following that I need to work on documentation for the new modular engine for both public feedback/balance trials and modders. The following features will not be included in the core release of the mod, and instead will be made into addons: -Terminators: A concensus arised that this should be made into an add on file. It will also prove to be a good example plugin on how modders can add their own enemies to the mod -Story Mode - A lot more research needs to be done to line this up properly. Too much for the core. No story faction actors will feature in the core engine for some time to come (maybe, with the exception of Synths) -Stronghold Patrols - While I will be including the core code for this in the core engine, I will be making this a separate addon for compatibility purposes. This is the feature where extra enemies patrol uncleared enemy "strongholds". Well tbh I haven't decided if I will make it an addon, or if I will make a menu to disable each individual location (which may be a better approach to compatibility really) And as most of you should know, Turf Wars was permanently dropped - it was rather primitive in it's design and held back the new modular approach. Altough it was pretty cool to have, I am sure folks would much rather have third party support. And on that last note, I now dub the mod with a new official name - SpawnEngine (aka SOTC) and will be released under this title. Alpha demo should be available this weekend on the discord server, at least to private testers should any issues arise.Â
  7. Dear poster who posted directly above this post who's name I don't care to mention. I'm not gonna indulge that question on my thread, surely you can get more attention with a new post. Come on, common sense aye
  8. Wrong website for this request. You want the site that shan't be named. And ah, if you want to see real, ah, "bits", 90% of the Internet is full of just that /8|
  9. Finally got the PC up and running last night, new parts arrived during the day. Didn't get around to tweaking many new settings, but I have updated my signature with the basics. Tonight I will see what this thing is made of and set it up for efficient 24/7 use. So far it seems to be a good sample of a CPU. BTW folks for your convenience I've posted the Discord server invite into my signature so you don't have to look far to get it :) Should have thought of that sooner.
  10. Have a look at a mod called Urban Foods. One of my favourites. Adds a lot of processed boxed foods. And recipes. Really ups my immersion.
  11. Lol well maybe there is a mod for that, have a look around.
  12. Suppose you would edit the script dealing with replacing the fusion core, and leave the code for entering it the same, and then edit the fusion core with another 0 on the end for 10x effect. Can't imagine why it would be any harder than that, but then I don't have my pc to test or look at it. Someone might best me to it, seems I won't have pc back till end of week.
  13. Dynamic navmesh, that's a new one. Sure you're not confusing this with the precut navmesh for scrappable objects?
  14. Put Sat Map last, below all. The top level record for the commonwealth needs those bounds for icons to display properly. As for conflicts below this, in the "blocks", they are groups of actual cells in the map, exterior cells. Depending on the conflict, there may be little you can do aside from load order adjustment or physical patches. Such as two mods adding new stuff in the same spot. Obviously if you have mods changing things like lighting and fogs, these changes will need to be reflected in your merged patch, usually those are suggested to load low in order for easy patching. Now I'll mention one thing to look out for, may or may not see this. Sometimes adding a mod that touches cells, causes said cell to instantly reset when walking away from it, meaning all loots and maybe enemies return. Sometimes having 2 mods touching same cell can have this bug in one load order, but then swapped around it goes away. Same for regenerstion of precalc data for cells. This is a bit more advanced and still subject to investigation but I thought best to thrown it out there.
  15. That's broken navmesh. They won't go where there none. It's an invisible pathing mesh on the ground. Best you can do aside from editing it yourself in ck (much joy) is use some mod for Sanctuary. Hosza makes good mods for this.
  16. Does the game crash on load? I don't think it's lying to you, I mean it could be. Apparently you are missing Immersive Consumables and Recycling.
  17. Looks like previs failure right there. Never ceases to be a pita. Your disabling of the magazine has triggered broken previs. Sad really. If you really want that mag disabled, and want this fixed, try going up to world/cell menu and run the "generate visibility for current cell" option and wait for it to complete. Then save and test. Oh and be sure to backup your file first. Now if it's worse after doing that,youll have to do the whole procedure. Your mods file size will bloat a bit. Best also to pack all this into Ba2 when done generating. Full procedure Run "generate precombined meshes for current cell" When done, run "generate visibility for current cell" Then when that's done, run "generate precombined visibility for loaded cell" Save and pack ba2 and test. Though honestly, easier to just leave the mag and state why. Again, never ceases to be a pita this system.
  18. Not sure if you are aware, but Unofficial patch done a bit of work on this system, so be sure to compare scripts. I don't really recall specifics of their system enough to quote here without my PC handy. I'm semi considering wiping their system out and replacing it tbh.
  19. Well I came up with a hack method, just to display strings via a debug messagebox if the user needed to be reminded who are what they were editing. Add a simple button that displays this information in said box when pressed. But I have scripts that get stored to variables when being worked, which have strings and debug info stored on them. So probably doesn't apply to you directly, but I'm bored and wanted to post that. Alias method might have been okay if holotape on pipboy could get a grip on itself...
  20. Ehm you talking about the plugins.txt? The one for load order? Maybe your Appdata/Local/Fallout4 folder is set to Read Only and it can't generate?
  21. Strange issue that. I'm not familiar with those script but surely you would have saw some obvious effect if there is one (like mgef or something) I have an ongoing g issue myself, can't seem to solve it. Folks at Somerville place constantly take damage, die and get up again because they are protected. Nothing I can do can fix it. Happened after an attack I think, but neither resetting the actors, or triggering another attack can fix it. The damage is like bleeding or poison at a reasonably fast rate. Apart from console commands, I haven't looked much further beyond, too busy with other things. But it's a pita for sure. Wonder if it's the same damn issue.
  22. Thanks for the necro. This is all valuable info to me who knows little about textures. Probably wouldn't of found it easily otherwise. Dammit I'm starting to turn to the darkside. King of worms consume me
  23. Well IMO, it's a pity all the power lines are disconnected and wrecked :) To make it immersive, one would have to add in power pole network physically in ck. Much fun. But on the whole, idk if power can be shared as a resource.
  24. Jostrus mentioned the bug I mentioned/linked above is probably patched. Still waiting on hardware to do tests. As I will be using a holotape, evidentally you cannot get a hold of the Pipboy/Self. Only mentioned method was ThoraldGMs way of moving the player a unit, forcing the black screen. But yes AFAIK you can't get a hold of the pipboy.
  25. Haven't quite got the PC up and running yet, replacement to parts will be here this week by rights though :)
×
×
  • Create New...