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icestormng

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Everything posted by icestormng

  1. Use a potion and attach a magic effect to it. The magic effect has a script attached. Use the OnEffectStart event and re-add the potion to the players inventory first. Then do the stuff you want to do with the toggle. Ideally check first whether the actor consuming the activator is the player just to be sure nothing weird happens when someone else got their hands on the toggle. An example script for your magic effect. Scriptname YourToggleMagicEffect extends ActiveMagicEffect {Does some stuff and gives the used potion back to the player} Potion Property TheToggleItem Auto Const Mandatory {The potion to give back to the player} ; =========================================================================================================================== ; Check whether the player used the item and give a potion back to his/her inventory. ; =========================================================================================================================== Event OnEffectStart( Actor akTarget, Actor akCaster ) If( Game.GetPlayer() != akTarget ) return EndIf Game.GetPlayer().AddItem(TheToggleItem , 1, True) ;Do your stuff here... EndEvent
  2. Thank you :) And thanks for respecting my decision.
  3. Look closely at the Terms of services. For some paid assets it's enough to put them into a proprietary format (which BA2 is). No technique can stop you extracting the meshes, as the game always has to do that. They usually just forbid releasing assets as source material or standalone. Not sure where your assets are from, but you may want to ask their support and explain what you want to do. They will then tell you either "go ahead", or "No". This would be safest way and will ensure you're not committing any copyright infringement. FO4 is intended to be modded and even all the vanilla resources can be unpacked easily. Even if someone would write something crazy like an F4SE plugin that allows encrypted BA2s, it wouldn't take long for someone to write the corresponding decrypting tool.
  4. Well, I still do have the 2013 version of MAX as well as the HCT. Too bad Autodesk pulled it completely, as it's the only tool that can export physics data properly. I usually offer other modders to create collision for them as it's just a few clicks. What I need is just the source NIF, and what type of collision you want to have (static, prop, animated, etc). If it's not a hundred meshes, you may PM me if you want me to create collision NIFs for you.
  5. Nah. I'm not banned (if you're talking about me). I've pulled all my mods myself. It was my own decision.
  6. Nope. And even if. How can the game decrypt something the user canât? This canât work. BTW. Is there a specific reason why you want to encrypt the archives?
  7. Still, I have the feeling that Windows 10 causes way more issues than Windows 7 ever had. Maybe itâs just because of my âžoldâ hardware. But Windows 10 forced you in way more regards to something you may not want than Windows 7 did. Like updates or how hard it is now to permanently disable Windows defender (only in Pro with group policies). Thatâs what I meant when I said that Microsoft thinks they have to decide what the user wants.
  8. Ah. Ok. That explains why Iâve never heard about it.
  9. Yeah.. If I wouldn't have a 4K screen and want the better DPI scaling of Win 10 I would've stayed on Win 7. So much hassle with that system because every time you get your system stable, Microsoft works on the next update that breaks it. And while X99 and Broadwell E are a bit dated, they're still fast enough for most things today. For me XMP just tightens the timings. I've extractedthe profile out of the BIOS image and checked the settings for it. As I didn't saw a noticable change in performance (not even in the heavy areas or other games/applications), I will keep it disabled. Just OCed the CPU to 4,2 GHz and now I can get 60FPS stable in boston (with some loading lags). That microcode update somehow messed up a lot of things. Wait. There was a 4GiB VRAM limit in Win 10? :wallbash: Why does Microsoft always thinks they have to decide what we want and what not?
  10. Oh.. BTW I found the root cause of the freezes. XMP wasn't "really" the cause. It was an incompatible microcode update that Windows 10 loaded on boot up. I found this out while wondering why my OC on the CPU isn't applied in Windows (just the voltage was... what a waste of power). As I'm already on build 1903, which include this "fix" (which isn't working at all) and there is no BIOS update for my board, I just deleted the Microcode loader out of windows and now the game also works with XMP... stable. Not sure whether this is just lazy ASUS, making mistakes and not fixing them or lazy Microsoft, breaking windows with updates (as usual). They (Intel or ASUS) probably wanted me to buy a new CPU (and mobo)... :devil: Sources (or just google for "Windows 10 Broadwell E"): https://rog.asus.com/forum/showthread.php?104978-Broadwell-E-users-watch-out-for-Windows-10-KB4100347-update https://www.reddit.com/r/intel/comments/9xqazb/does_windows_10_1809_break_oc_on_broadwelle/ https://hardforum.com/threads/windows-10-1809-update-can-break-broadwell-e-overclocking.1973351/
  11. Thanks. I already have that mod. And i have a scrap mod but that one only affects settlement cells not the heavy cells downtown.
  12. Thanks. I already have that mod. And i have a scrap mod but that one only affects settlement cells not the heavy cells downtown.
  13. Hm. For me it doesnât make any noticeable difference whether I uncap the framerate during load screens or not. I also get like only 250 FPS during load screens (uncapped). My system is probably bottlenecked by something... Yeah. Iâve already âžacceptedâ that I have to play with framerates in the high 40s in heavier areas downtown. Or like 20 FPS in one of my settlements because I built way to much stuff there...
  14. And You would be correct, in the title screen the engine is essentially "freewheel burning". That number, while funny to look at, has little implication on the game.I have 1200+ fps in the title screen, I still get low thirties in some bad areas (Trinity Tower anyone) with full mod loadout. Yeah those areas downtown (Trinity Tower or Boston Commons) are badly optimized and therefore result in way too many draw calls. If I remember correctly you're simply limited by how many draw calls DX11 can handle per second (on a single thread as FO4 doesn't use proper DX11-MT). In some (city) areas (depending on your hardware) you can also run into DRAM bandwidth limit. I've tested it with some tool from Intel that can read the memory bandwidth utilization and the game can easily go up to 50+ GB/s on the DRAM. I have no idea what Bethesda thought back when they released that game...
  15. I don't think that this is how it works. Going from 660 to 685 fps is an increase of about 3.8%. From 45 to 60 is an increase of 33%. That's not nearly the same. But then you have the choice between 3-5% more performance or a stable game. Choose your poison. Also. your 7700k is way newer than my 6850k and I do have quad channel which doubles the bandwith compared to the dual channel non-HEDT boards offer.
  16. You can make a BGEM for it. But you have to set them in the meshes of the 10mm which means your mod will conflict with all mods that edit the 10mm mesh. You cannot material swap an unnamed material.
  17. So.. I've just installed the mod without any changes. Everything works as expected. I couldn't find any issue. Neither in the ESP, nor in the BGSMs... The haircut works, too. BTW... how the heck did you got the cloth physics to work that great with such a long outfit? I've tinkered for hours on my long dress and it always looked like crap when walking...
  18. Hm. Do you have a complete Package that you could send me with esp materials and (optionally) textures (maybe via PN so not everyone gets it yet). If the materials are ok there is also the ESP where you can mess up things. But the mesh looks ok.
  19. The mesh looks fine. I've tested it in-game and couldn't observer any deformations.This is the high precision mesh. You may have set some incompatible setting in your material files that cause that.
  20. If we're talking about those vanilla models, you are safe. They're ultra low poly. They use a (bit) higher poly mesh for 1st person view and a lower poly mesh for NPCs and 3rd person view. You have to combine A LOT of weapons to hit a poly count that's acutally detrimental to performance.
  21. Movables and static items have their mass embedded into their physics data. You need the HCT, BGS Tools and MAX 2013 to create new collision sets. You could also use HKX Pack to decode the hkx to xml, change the mass and compile it back. I did that to modify cloth physics which can't be exported with the free HCT and it worked well. But the global gravity is, as far as I know, hardcoded into the engine when setting up HAVOK context.
  22. Hm.. weird. I've never encountered issues like that. Would there be a way to send me that nif so I can have a look at the mesh? Maybe I can find the problem. I assume it's weighted against the HEAD bone only, correct?
  23. Depends mostly on your computer and the scene you're putting the mesh in. Maybe I'm exactly the right (or completely wrong) person here as my mods are always high poly. :devil: On lower end computers (computers that can't run FO4 without mods higher than medium), the impact will be server in some regions when you place like 10 or so of those meshes. On higher end computers, the game is mostly CPU bound and the GPU can use its unused resources to render those high poly meshes. Shadows have a high performance impact on high poly meshes. The more polys, the more expensive the shadow computation. High poly meshes have the advantage of having better specular reflections though. How noticeable this is, depends on the mesh and on the lighting. High poly meshes should be packaged into BA2, otherwise the game will stutter heavily when loading them. If it's a static object, you are probably ok if you also do some lower poly LODs so the max detailed one is only loaded when you really see the details. For clothes/armor there is also more load because all those vertices are skinned. To sum it up: There is a performance impact. But how noticeable it is depends a lot on the computer's specs and the place where you put it. A 1070 or an R9 GPU don't have a lot of problems with that as the game is mostly CPU bound anyway. If you're GPU bound, the impact could be noticeable. You may just want to try it out and spawn 10, 100 or 1000 objects of it and observe the load and framerate. Keep in mind that higher object counts can also lead to being draw call limited in some denser areas.
  24. Your mesh could also have broken bone weightings. That will make it explode, too. Full precision meshes have the downside of creating weird artifacts when you get hit with certain weapon types. Like when you're burning or hit by acid. Otherwise, I never found any problems besides that. You may want to import the OBJ into OutfitStudio and do the weighting and exporting there. I know that Full precision works from there. BTW: What NIF exporter are you using? The official one for MAX 2013 or the community one for newer versions? The community one has a lot of problems, though.
  25. Looks like FO4 is a great memory stability/stress test ^^ It also likes like a lot of memory configurations are not as stable as they seem to be... I thought itâs because of my old board not supporting anything. But the problem seems to be a bit more widespread...
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