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pendannadnep

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Posts posted by pendannadnep

  1. So upon the first step of regenerating precombined geometry for 2 of the 3 current cells in goodneighbor my CK crashes immediately every single time. I've tried countless times, and have lowered my ugridstoload to 3. I'm hoping there is another setting that i can alter to fix this. My pc is no slouch so I really can't imagine it's hardware related. Goodneighbor Interior Gate is the only cell that will successfully complete the action, Goodneighbor alleys and Goodneighbor origin both crash the CK. I'm worried that the modder resource meshes I've used might be causing problems? I will keep digging but thought I'd reach out here in the meantime.

    As I stated in post 427 of this thread I was having a crash generating precombine visibility in the zones outside GN. I do not think I had a problem with the inside of goodneighbor. However I just got a new machine at work with a nVidia 1080 that does not crash with either the inside or outside of GN. I can't tell you why. My home machine has the same physical 16 GB of memory and uses a nVidia 1070 ti with same amount of vram as the 1080. Tried both normal clocking and overclocked to 1080 speeds and both crashed. Both home and work machine are using the same copy of a CK from a older third machine that really struggled to run the CK. All settings should be the same on both.

     

    I am close to publishing a mod for the Third Rail and in the description link to your mod. Have also changed my children mod so AI package allows them to climb the stairs to top.

  2. I don't have any answers to questions but wanted to say this area is a big interest to me right now. I have not done anything sophisticated but my last 5 published mods plus an update to an older mod have all been designed around getting NPCs to move around more and give the appears of doing something. One of them is specifically the guards in goodneighbor.

  3. Objects show up fine with bUseCombinedObjects=0. I should have paid more attention to what objects are turning into these red things. They are the Static refs the mod changes the Model to its own nif located in the ba2 file. Apparently the nif works fine in game but the CK is not loading the mods meshes in the ba2 or is a format the CK does not understand but the game does. I really hate using the CK.

     

    The other problem I am having is trying to do the precombine vis for the area outside Goodneighbor. CK always crashes even with only Fallout4.esm loaded. RAM usage never goes above half what the machine has.

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