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icestormng

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Everything posted by icestormng

  1. Yeah. XB1 has some differences to PC. So people cannot test the mod because they don't own a console. Or cannot fix bugs people report because they cannot reproduce them. So they don't want to bother. Also: Large mods don't work well on console because they only have 2GB in total and XB1 users often whine about file size. But anyway: If a mod author says that his mods should not be uploaded to XB1 or any other site, it's his good right to demand that. Whether it sounds dumb or not. the mod is his work. And maybe he used assets from other sources which come with their own distribution rules.
  2. HKX files can be created via 3ds MAX 2013 or 2015 with the HCT installed. HKX files can send events to the behavior graph to let it change its state. Havok behaviors are nothing but state machines. You can edit them, but only via XML and hkxpack-cli, or the Havok Animation Toolkit. In havok it's simple: There's a character definition, a behavior, a skeleton and a set of animations that the behavior referneces. The behaviors react to events sent from the game engine and send events back to the engine. That's how states are kept. The door also references the havok behavior for doors which have two states and transitions between those states. You can make it work, but you need to either edit the event or you have to attach a script that sends the events down the graph on activation. Look at the "OnActivate" and the "OpenClose" behavior.
  3. From what it look, the high heel effect actually works. The heels are not clipping into the ground. It's just that there is a second body with the fee that are clipping through the shoes. Only the mesh contain the shoes should contain the body. all other meshes not. And the mesh with the shoes has to occupy slot 33-BODY.
  4. From my experience: They can. I'm sure you're talking about the morph files BodySlide generates. It still works without issues when you archive them.
  5. It means one of the assets (usually NIFs) is corrupted. CK tries to read the file to find assigned Material files and textures. When it does that, it fails and crashes. The reason why other ESPs don't do that is because they don't reference that broken asset. You can find out which NIF it is. Run them through Elrich. If Elrich hangs or crashes, you can see the file it fails to process.
  6. You can totally compress scripts. You wonât gain a lot of savings but they still work. Just audio files stop working. And this Mixed type archives donât really worked for me. When I change the format afterwards and add files and save, Archive2 re-wrote the whole archive with the new settings. As Long as you donât mod for XB1, just use default compression without audio and no compression with audio. Makes everything easier. The used LZ4 compression wonât have any significant overhead on PC anyway.
  7. Youâre probably just limited by Hardware. 8k will definitely work. 16k would work, too but it will eat a lot of memory.
  8. Just to clarify this. Both should work. Most of the base game's diffuse textures are in DXT1 if they don't use alpha testing. DXT5 has higher quality. BC7 is the same size as DXT5 with even better quality. The game can read every DDS format for DX11. The format is not what causes the problem. Only if your compressor is broken But as Elsidia1 said, without the mesh, texture and the material files it's hard to help you. Or at least a screenshot of the problem.
  9. There is no hard limit. I have texture archives which are 14 GiB in size. But the game (probably) maps them into memory so there could be some limits on your computer depending on your operating system and system memory. The BA2 format has no hard limit that we would exceed anytime soon.. Just make sure to choose the correct format. DDS for textures and General for everything else. Use uncompressed when your BA2 contains Audio files.
  10. I'm not sure whether there is a limit in the game engine or not. But I could imagine they're mapping the file into memory. Windows has some limits there depending on the amount of system memory and some other factors like version of your OS. I have about 700 BA2s loaded (exactly: 687 with the vanilla ones included) and all of them work. If there IS a hard limit in the engine, then it must be beyond that number. Yeah. BA2 files are in (almost) every way better than loose files. It could be that the BA2 file is compressed with the wrong settings. Otherwise, there is not a lot you could do wrong with them...
  11. You can use every 3D modeling software you want to use. If you can export as OBJ/FBX then you can import into Outfit Studio and do the weighting and NIF exporting there. I would recommend to not use the Community NIF Exporter. It is hit and miss. For textures... Well the number 1 tool is probably Substance Painter. Then Intel TextureWorks for exporting to DDS (BC7 for Diffuse / BC5n for Normals and SpecGloss). Material Editor is needed for BGSM/BGEM files, too. Worflow: Import the base body and bodyparst (hands, head, ...) into MAX (or any other 3d modelling software). Model your armor around the body. You need a high poly and a low poly mesh. The low poly mesh needs to be UV-unwrapped and game-ready. The high poly mesh has all the fine details and high polygon count as well as material boundaries for texturing. Export both separately. Load substance with the low poly mesh, bake down maps from high poly mesh. Texture your model. Export Textures. Compress them in Photoshop with Intel TextureWorks. Create BGSM files for your Materials. Load the Low poly mesh into Outfit Studio together with the base body. Assign the material files. Then do the bone weighting. Sometimes copy weighting is enough. Most armors need manual painting to get them right. Export as NIF. Done with assets. For workshop items, you also need MAX 2013, HCT (Havok Content Tools) and the BGS NIF Exporter (comes with CreationKit). With that you can create custom physics (and eventually animations) which are needed for furnitures. Model and textures your mesh as above. Skip the OS part, import into MAX 2013, create collision/animations and export from here. Keep in mind. This is all very simplified and only shows the basics of the workflow. Modeling asstes for a game is nothing you do in 10 minutes while watching netflix.
  12. Just use whatever mod manager suits you. MO2 and NMM are great. Vortex does some stuff on it's own that it sometimes shouldn't do, but it will also work. If you want to remove the DLCUltraHighResolution.esm, you have to disable the DLC via Steam. You can't uncheck it as it will be loaded anyway as soon as the files are present.
  13. The DLCUltraHighResolution.esm is not checked in your mod manager as it's always loaded by the game when it's there. It doesn't contain any records so the just load it without an index to access it's archives. That way, you can use that slot for another plugin. When your settlement loads in, there are (maybe) a lot of objects that have to be loaded. This puts heavy stress on your CPU, RAM and PCIe link. Like others said: You're probably just running out of memory. This can also crash your driver in some cases. Maybe, just let the Task manager running in background with the graphs for memory and CPU. When the game crashes, just look at the graphs. The memory one might be above 90% (windows tries to keep the upper 10% free if possible).
  14. I also had the problem when using ENB. I've read somewhere that the max value for VideoMemorySizeMb is 10,000MiB (not sure if that's still valid), but the point is that DirectX thinks that there is no Video memory and therefore the game refuses to stream in the higher quality mipmaps. Try to disable your ENB and load it again. Or disable the VideoMemory setting at all. I actually have no clue what problem that setting should solve...
  15. Also keep in mind that loose textures consume more ram and processing power as they have to be loaded completely to extract a mipmap. Packed textures don't need that which drastically reduces memory usage for them. If your Driver crashes it could be because of hardware failure, not enough (electrical) power, or just overheating, which is not uncommon for laptops. Esp, as yours seems quite old and probably collected a nice amount of dust in the heatsink. Fallout 4 is an Nvidia title and has several issues on AMD hardware. Some effects cause weird glitches and probably ARE capable of crashing the driver. Stuff like Weapon Debris, God Rays, HBAO+ should be disabled in your game as these are Nvidia effects. Otherwise, your System just barely meets the system requirements of the base game. Uninstalling the HiRes DLC is a good idea. I doubt that you would even see the difference on your laptop screen. And @G4M3W1NN3R: The 4K textures are compressed and even packed. They're just totally oversized on some items (a small simple drinking glass uses 4K textures, while a large rock only uses 2k???) which eats your VRAM in seconds...
  16. Normals (_n.dds) are usually details baked down from a high poly mesh onto the low-poly mesh. It contains smaller bumps (sometimes also called Bump Map) and roundings to make your lowpoly model look better (almost as good as the high poly one). They're not painted in software like photoshop as they contain vector data. The SpecGloss map (_s.dds) is used for specular (strenght of reflection) and glossiness (inverted roughness) of your object. The red channel is specular level, the green channel is glossiness. As FO4 uses PBR rendering, you have to differntiate between metals and non-metals. Metals get their color from specular reflections and cube mapping. They're black on diffuse. They're usually bright red to bright yellow on the SpecGloss map. Non-metals (wood, plastic, painted! metals ,rust) get their color mostly from their diffuse map (_d.dds). They're either dark red (rough eg. wood) or bright green (shiny smooth plastic) on the SpecGloss map. This is nothing really specific to Fallout but general PBR SpecGloss workflow. Substance has a good explaination on that topic. https://academy.substance3d.com/courses/the-pbr-guide-part-2
  17. Right. They just adapt to the âžindustry standardsâ. They just want to target casuals as they bring more money. That was their biggest mistake for FO76. Because the game is too broken for causals and their loyal customers who liked their games and accepted the bugs, are now in rage, too. So they lost everything. Greed can be such a bit***.
  18. Sure. And multiplayer games are also easier and cheaper to create. You donât need storywriters or a lot of voice actors. You donât need to script scenes and think about a great plot. But you can charge a fortune with cosmetics or overpowered items. Cosmetic only MTX is one thing I usually donât have a problem with. But the prices have to be reasonable. Not like Bethesdaâs 20$ PA texture. Selling consumables or other items that effect gameplay in a multiplayer game is simply pay2win. The game studios probably saw how much money those Pay2Win mobile games generate and thought they need to step up a bit. Very sad... But youâre right. There are too many people who just donât care and buy everything they get offered. Sure the game studios adapt for their âžtarget audienceâ who want a nice in-game Shop which makes them happy like a woman in a shoe store :D. I mean: Would you do it differently if you have a bunch of greedy stockholders/shareholders sitting in your neck? There still has to be a better balance between them making money and us gamers having fun.
  19. The wet dream of every stockholder/manager. People who pay every month while you just do... well... nothing. I can't really say that Bethesda was eager and busy to fix the game. Instead they focused on that and the Atom-Shop. I also played the game for a while (about 80 hours). But that's it. It's not like other MMOs where I'm spending 1000s of hours in the same game (like The Division). I have the bad feeling that Fallout 4 was the last "real" Fallout (and now some people will now tell me that New Vegas was the last real Fallout). When I see what Ubisoft did to Ghost Recon...
  20. I don't think so. There are some references to your gender in some quests (when you go to Vault 111, you can still see your wife/husband in the cryo pod). There is also a chance of breaking some quests or other mechanics. Better start a new game if you want to switch gender. I know... that's exactly what you tried to avoid, but I've never heard of a fully working soluition. ;)
  21. Well, as already said, your main problem here is definietly the CPU and the also memory. 1333MHz is really slow as this game is extremely heavy on memory bandwith and single thread performance. I tested it, and in some downtown areas, it can even saturate my quad-channel DDR4 (duh!). People even get (way) more performance by installing faster memory/OCing memory while most games usually only get up to 5 fps more (or nothing). Just curious: Is that a server board? I only remember these CPUs from the server area (have some old PowerEdge R710s laying around here where these CPUs were installed. I removed them for some faster ones. They are cheap - like 10$ on eBay). The thing is, GPU wise you can always install low-res textures or lower the settings. CPU and memory is more like a hard limit. There aren't many settings that directly impact load on these components (except shadow draw distance). I'm not sure whether the game is playable/stable when settings uGridsToLoad=3. So yeah. Your system is not simply not fast enough for that game. It's even below the minimum system requirements (https://help.bethesda.net/app/answers/detail/a_id/31148/~/what-are-the-system-requirements-for-fallout-4-on-pc%3F). And minimum usually means: very low quality, 720p (or lower) and 30fps (avg) target.
  22. How does the 1PV model looks like? It should only contain the arms up to the shoulders. Otherwise, parts of your body can fall into the camera depending on your BodySlide preset. You can't simply take the 3rd person mesh and use it as a 1PV mesh. You have to remove everything except the arms. In first person view not all bones are animated.
  23. If you set the game settings to Ultra, it could be that Shadow Draw distance is the culprit. It's heavily dependent on the CPU but it will still bottleneck even if your CPU seems to be in idle. Fallout 4 isn't properly multi-threaded and uses a single core for a lot of stuff (esp. rendering). FO4's major limits are draw calls because of DX11's driver overhead. Just a single mod that breaks PreCombined/PreVis will ruin your performance. You may want to drop shadow draw distance down one stop (to high) and test it again. Esp. downtown that one setting has a huge impact on performance. A HDD will slow down loading, but as soon as the cell and all assets are loaded into memory, the HDD shouldn't have an impact on your framerate (as long as you don't move to another cell that has to be loaded). I haven't tried Boston natural surroundings yet, but even with a lot of 4k texture mods and other graphics heavy mods, I can keep my 60fps (most of the time) even downtown. But I also don't use an ENB as it created lots of problems for me like stuck mipmaps (textures stay blurry) and some performance problems here and there. You can easily test whether it's the ENB or not. Just rename or move the .dll of it and launch the game.
  24. Hey, Do you use the F4AK? When you run Havok Export, there are two export sets. One for 1st person animation and one for 3rd person animation. It's important to differentiate between them as their orientation is different (in terms of their coordinate system one is Y+ up the other one is Z+ up.) When you use the CAT rig, you also have to rename the Cam bone and switch its name with Cam001 (I can lookup the exact names of them if you want to know that) bone to work for 3rd person view. Then run Havok Export for 3rd person with the 3rd person bone list. If your (3rd person) anims are correct, you may also need to build SubGraph data (https://www.creationkit.com/fallout4/index.php?title=Subgraphs) for your ESP. This is needed if the animations are 3rd person anims for Furnitures, MT or Weapons. What type of animations are they? (1st PV, 3rd PV - Weapon, Furniture, MT, etc...)
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