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South8028

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Everything posted by South8028

  1. In general, I added smoke, but I got tired of it. Static animations in animObj don't want to sync with havok animations. If I do, for example, a uv animation of smoke in animObject, then the speed of this animation does not match the havok animation. I tried it in different ways, but for some unknown reason the moment of exhalation of smoke does not coincide with the animation of the actor. Moreover, this only applies to animObj. Furniture, for example, always syncs on its own, and all sequences perfectly match the timing of the havok animation. So I had to attach a static superspray to the head as a separate animObj.I also discovered an interesting thing... If you have the High Heels mod installed, then for animObj it is better not to skin meshes on the root, or AnimObjectA/B bones, etc. Because these nodes in the game will fall down to the height of your heel . You will have to make a separate animation specifically for the High Heels mod.
  2. Thank you. Found. I didnt immediately understand that we were talking about the Animations.ba2 archive and looked for a long time in the effects folder.But the most important thing I need is FXcigBreath.nif I didnt find. I don't know where to look for him.
  3. https://disk.yandex.ru/d/vonKt-MJ2YU3KQ It used to be lying around on the nexus. When aiming, time slows down. You can probably experiment with the effect in ck and achieve the desired time delay. For example, set it up so that the slowdown is permanent. I remember exactly that when time slowed down in this mod, all processes in the game slowed down. Particles, physics, animations.
  4. Where exactly is the cigarette smoke exhaled by the character in the smoking animation? And... Has anyone come across a nif with a super spray that could be used as an animObj to animate hookah smoking? I need to come up with something for the smoke that the actor exhales from his mouth. I couldn't find a way to properly export particles to nif, and would like to find a ready-made smoke to use as an addonnode in an animObject. https://youtu.be/l02CjW-GZbo?si=b4-5mVt9PdSYzSir
  5. Not sure, how cameras help with what? They don't seem to trigger slowmo at peak from start, it's same as Spell. I'm not good with cameras either way, but is there something specific about Ragdoll?, couldn't find in CamPaths. Little annoyance - Ragdoll breaks SlowTime.No idea. I remember that it was the camera that slowed down frames on pageDown and sped up on pageUp. I don't know anything else about her. I still have the old Scooter mod. It slows down time when aiming, you can probably set any time in ck. I'll look for it tomorrow.
  6. It was a huge mistake from Bethesda to not release the CK together with the game. My guess is that they are planning a big creation club type thing for Starfield, Skyrim and FO4 combined that needs a lot of preparation. Until it is out next year, most people have moved on from the game already. That includes modders and mod-creators. They don't release the modding tools with the game, as that complicates their bug hunt. After all, several million players are going to find more bugs than the comparatively few play-testers used in-house. I think the last time the CK came with the game, was Morrowind..... :D Was fixing bugs not the job of the mod-creators anyway with Bethesda games? ;)For fo4 beth they released only 28 patches. The last one is 1.10.163 in 2019. Definitely, Beth will f*#@ up all the mod makers with their patches to Starfield.
  7. Maybe somewhere in the ini I need to specify the amount of RAM that ck can reserve? Because I did not notice any dependence of ck on the amount of RAM.
  8. the trick is to use uGrid 1 for most exterior cells, interior it doesnt matter. yet still i have no problems with the default setting (uGrid5) in the CK when modding inside boston city. CK is using 16 gb of ram sometimes on my end. i assume it wouldnt hurt to use as much as many ram as possible with good latency. i dont know why you have problems with your setup in the CK what you say would mean that with a better GPU you would have lower performance compared to an iGPU. the links i shared highlight which GPU is required, and at a certain point cpu, ram, L3 cache will do the rest. as for fo4 the only thing matters, afaik, is single core performance, ram and GPU. i can have 60 FPS on 1080p with an intel or amd iGPU with some tweaking in the BIOS. so again i have alot of ??? around my head why your setup is not working. we are speaking about vanilla fo4?! no magical mod packs with super big texture packs, no? to come back to the CK, since there is no prerendering afaik, what matters is a big and fast RAM backup. the current CPU generatio both intel and amd will laugh hard, infact when monitoring load in the CK all which sums up is RAM the core itself is almost at idle, temps are below 40° with air cooler and iGPU no external GPU. I have no problems with fps in the game itself. There are freezes, short bursts of fps when loading Boston arrays, but as far as I've read, everyone has this. I have problems in ck, but these are problems with the ck code (as I wrote to you about), and it does not depend on the hardware. ck by itself, regardless of the configuration of your PC, works poorly because it cannot fully use your processor. Accordingly, the video card is not able to use its potential in ck rendering. Roughly speaking, I don't see a significant difference in ck rendering between the gtx 1060 and gtx 1080ti. Absolutely nothing changed in the work of ck, no matter what PC upgrades I did. ck render always seemed to depend only on the frequency of one cpu thread, and nothing else at all. I dont know the peak fps values ​​in fo4, because my game (like probably everyone else) is locked at 60fps. Naturally, I dont have lower values ​​than 60fps, even with a bunch of mods, a bunch of my own hi-poly meshes, reshad and running fraps. Less than 60 fps is unacceptable, because with lower values ​​the cbp bones of my custom body will drop (tits and ass will lie on the ground). ) Friezes have such a nature... Frames with a large number of meshes in the future collapse to 30fps. I turn off fraps, the frequency is restored to 60fps. Without fraps, freezes are a drop in frequency per second to 30 fps when loading the new Boston array.
  9. http://enbseries.enbdev.com/forum/viewtopic.php?t=5386 Try this camera. Speed ​​control works, as far as I understand, only in tfc. You can try to create a scene and, for example, record it in slowmo. I don't know how it works in vanilla, I've only tried the camera with its own animations.
  10. I have +20MB L3 cache and can uGrid7 without any interference in CK no lag no nothing so yes it does make a difference. Ingame L3 cache is worth gold since it allows for much more uGrid numbers as opposed to uGrid 5 by default. So yes it makes a very HUGE difference at least on my end. The most important factor is L3 cache though. Anything past 20 MB runs like butter. See here: #65 https://www.techpowerup.com/forums/threads/fallout-4-9700k-5-1-ghz-32-gib-ddr4000-only-a-slight-fps-diff-between-1080ti-and-4090.307375/page-3#post-4998924 #72 https://www.techpowerup.com/forums/threads/fallout-4-9700k-5-1-ghz-32-gib-ddr4000-only-a-slight-fps-diff-between-1080ti-and-4090.307375/page-3#post-4999524 #74 https://www.techpowerup.com/forums/threads/fallout-4-9700k-5-1-ghz-32-gib-ddr4000-only-a-slight-fps-diff-between-1080ti-and-4090.307375/page-3#post-4999860I don't know anyone who uses uGridsToLoad = 5 today, at least everyone uses 7, regardless of their configuration. Many people use = 9 if they are not afraid of inconvenience. I have 64 MB l3 cache (epyc 7551p) and I dont see any increase in ck or in the game itself. In the ck render the card still loads unbearably, in the game I had 60fps everywhere (with reshad/emb) on my old xeon with the same 1080ti (with reshad/emb), with a lower cbp value the dice fall. Friezes on maps with a large number of objects still exist. I noticed that the only thing that affects performance is the video card and the frequency of one core. Roughly speaking, ryzen 6 cores at ~4+ GHz are preferable to epyc 32 cores at 3 GHz. It is also obvious that the better your video card, the faster the rendering.I dont know exactly how many cores fo4 is able to use, but in ck nothing depends on this. Subjectively, both 5 years ago and now (after ~7 PC builds) everything is bad in ck.
  11. It doesn't matter what you run ck on. Even on a NASA supercomputer you will get the same crap rendered. Perhaps, by raising the frequency of 1 single core, something changes, but I did not notice any changes. I have EPYC 64 threads, 128Gb of RAM, and I didnt notice any difference compared to the 2nd generation intel and 8Gb of RAM on which I first launched ck.Just like in the game itself, I increased as much as ~1-2 fps by switching to epyc with xeon 2680v3/32gb RAM. Only the video card gives an increase in fps in the game, and the rest of the system is needed only to boost your video card. And we're also talking about a game from 8 years ago, for which a weak modern build is the default supercomputer.
  12. Sounds very much like the navcut engine bug. Snapdragon made a fix for it: https://www.nexusmods.com/fallout4/mods/72904 No, there was another strange error. I just forgot already. The error there is the disappearance of collisions of the first few building blocks. I start building and if you stand on one of the first blocks you can fall through. After a short time the error disappears. Or it disappears immediately if you leave the interiors and return again. But, be that as it may, I dont use these empty interiors. Large flat islands with ocean are more convenient than emptiness.
  13. https://youtu.be/68ESv50KvRA?si=KOPNCZlqQ1OSkOML Well, maybe I don't understand what you're talking about. But its time to test the settlement. My uGridsToLoad = 7, the number of cells with elements for construction is 140. = 35840. This is outside the scope of my uGridsToLoad? I could continue to build up to 500k, but Im lazy and I remember without this that I was building an area of ​​several hundred thousand and everything was the same.
  14. Well, that's honestly what I said... I didn't notice any problems. ) There may have been problems, but I didnt see them. Objects with physics did not disappear outside of uGridsToLoad, settlers did not fall through. I didnt record the moments of crossing the uGridsToLoad border, because I was building halls and rooms there that stretched 5-6 floors up and I dont know how many, but it was a lot in area. After a couple of weeks of total construction, I got tired of building there and abandoned this map.
  15. When building large settlements, first of all, you need to convert all the textures so that there are no mip textures. Either all textures with mip maps should be of the same resolution, or there should be no mip maps at all. Otherwise, at some point, when the number of textures exceeds the video memory size, it will start to glitch terribly, drawing mip maps of distant objects on top of nearby ones.
  16. I have interiors - a settlement much larger than uGridsToLoad. I don't remember the exact dimensions. I dont remember what exactly I did in ck (it was ~3 years ago), but I probably just made the size of the entire sandbox and construction area huge. There was some kind of bug, but it was minor, like phantom collisions that appeared at the beginning, but as the development increased, the bug disappeared. I built up an area ~5-6 times larger than uGridsToLoad and don't remember any problems.Like this esp. But without Place everywhere you cant build anything there. Because these interiors are like the Institute. Made for the construction of a mega-shelter in empty space. https://disk.yandex.ru/d/mBVRKvCriiPYEQ
  17. Skyrim? ) All bgs games look weak in terms of graphics. Filters, high-poly meshes, and 8k textures don't help. bgs games are compared with modern production engines (Unreal Engine, Unity, CryEngine, Source). 100-200 million polygons per scene are not enough today. The 1080 dpi image in the UE5 production scene is much more realistic than the 4K in CE. bgs requires advanced graphics technologies.The problem with the engine is precisely that the rtx4090 in the ce Starfield scene produces a much weaker picture than the rtx2060 in the ue5 scene.
  18. Thank you very much Chuck. I'll read this and try to figure it out.
  19. No. I just want to walk around Boston and suddenly hear the sound of a violin... See what's there... Tadam. It turns out that this cat plays the violin, the cat dances, the cat juggles balls...
  20. Annotations have been added to the root. I looked at the xml, they are exported and should work. In ck, the soundPlay descriptor has been added accordingly and a violin with bones has been added to animObject. I've done this hundreds of times with human animations. Everything always works. But in the game the cat does not reproduce the annotations. What could be the reason? https://youtu.be/fJsES8EHpZE?si=c1UhdV8-NGaeyEsh https://disk.yandex.ru/d/bEeHvvFYcYybXA
  21. If these are clothes, use outfit studio. For rigid structural elements, lock antialiasing before scaling. Shape>Lock Normals.
  22. You know that doesn't make sense, right? Because with Unity and Unreal, they could have picked up either if they were lazy and produced greater results.I am quite convinced that they stuck with the old engine to make us modders more comfortable. no, just suddenly switching to a new engine, its the same as starting to produce cars on the assembly lines of a tank factory. They have their own technology, their own staff, their own established production style. Changing an engine is not easy. Another thing is how much it was actually possible to upgrade ce. Was it possible to attach technology similar to Nanite to ce? Is it possible to create automatic generation of LODs? Was it possible to create advanced havok physics for zero gravity? And so on. questions.
  23. Lets be honest here. They couldn't even optimize their own HD Texture Pack for Fallout 4 (and never bothered to fix it I might add) Giving them and even larger machine requirement was only going to end one way... I don't think textures will help. Probably the rendering method itself, or the materials... Tracing, or something else... They dont reveal the model. Figuratively speaking, the visualization speed is not enough. Using clothing as an example... There are mods with photo textures and detailed meshes of 0.5-3 million polygons. But it doesn't look realistic in ce. Well, I dont demand realism from ce. Such a pleasant and unpretentious renderer is quite enough for me. The complaints are specifically about average computing capabilities. I don't like that playing a game with mediocre picture quality forces me to buy a top-end video card.
  24. https://disk.yandex.ru/d/te-zOtszPUVaywThen you will need this animation. They have markers and voice acting. Voice acting of claws. And purring when the cat lies in the house. There are screenshots in jpg format with the names of the descriptors in ck (they are added to hkx, so the names cannot be changed). I won't make the mod myself until I have a lot of different animations.
  25. https://youtu.be/JnID71o3IoQ?si=LYJsNP0IBYFDoOnK https://disk.yandex.ru/d/m5HLn373rNLiDQ
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