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SpaceMachineSixThousandOne

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  1. I usually decline to update the game because it will break the mods or build of the game I currently have. After a few weeks the dust settles, and we can tell which mods will work or not work. Your main thing is to read the mod's description page, and then the posts tab. Other than that you can pick up info on the forums for tech support or mod troubleshooting here at Nexus. I believe CP77 has it's own modding Discord for that. Mostly it's just being orgainized, and reading. You have to do the work to get the reward. It's a work play hobby. It's not going to work if you were just looking for some easy to use or even easy to understand software. Yesterday I couldn't even figure out how to use a big mod; so I gave up. Start over later. We learn along the way, and after you've modded enough; most of this stuff will be easy. I download CP77 mods in to folder in groups 001 002 003 004 Later I unpack them into other folders using the same name; so I can add or remove things mid build. But ideally I'd establish that build, and only ever add to the end. At least until a patch comes along to break everything, and I'd decline that patch so I can keep playing on the build I made. After few weeks I would upgrade or more than likely when I got tired of the old version of the game. But I'd pretty much wipe it. Start from scratch; at least in this case. Throw your build together, and then test everything. Fix it if it's broken, if it dosen't work; wipe it. Start over. You can ask any of us where we hang out around the modding community if you had questions. It's more of a long term thing. I've been modding games since 2003; bunch of us has been having a mod party on Nexus Mods for like 13 years or something. You will make mistakes; that's the price you pay. You'll get better at it though. It's a work play hobby. Have a good time, and enjoy...
  2. Well, the game looks worse, and the performance is worse too. You are not wrong in thinking that going back to a previous version of the game would produce a more fun experience. 1.5 is a free update to the next gen version of the game, and as it turns out that version of the game doesn't feel like CP77 anymore, right? Change isn't bad or good; it's only different. I mean; technically I don't like CP77 anymore. The game has been gutted from before the game launched. 1.5 essentially killed that version of CP77 that you enjoyed. Without a copy of 1.13 or 1.21 or whatever version you liked the best; cause I'm guessing that ain't 1.31 or 1.51 Next gen is built for PS5/XBSX. It's a console port. That's why it doesn't feel right anymore. It wasn't built as a PC game; obviously because it doesn't feel right. Most people gloss over that because of what they get in upgrades; doesn't hardly seem worth it right? Kill the game, but get a few upgrades. I might consider starting the game over in 1.5 just to upgrade the combat Ai by playing on hard or very hard difficulty. That would make the bots have more armor, more accuracy, and more aggressiveness. 1.5 got some upgrades on that end that might polish that experience. I don't know though; it just doesn't feel right. I know that we used to run the game in 1080p just because it made the game look bad; which made the way the game played sort of match the way the game looked. That's basically what it looks like now in 1440p; bad. CP77 feels bad too. Though I guess technically we could fix that with DLSS and Ray Tracing. Base game on standard hardware looks so bad. Maybe it just killed our old save games though. The GOG version of the game doesn't have DRM; we get that version on Steam. Galaxy is optional; is just a launcher for the game. It's not a different version of the game; that I know of. GOG or Steam; it's the same game. The Steam just plugs into Steam's API; the game .exe doesn't even require Steam to be running to launch the game; cause it's the GOG version; they just ported it over. But if Galaxy allows a rollback; I'd say try that; cause your only other option is to have a backup of the game before they updated it. You should at least try to run 1.5 though; if you can get it to work. It might have killed our old save games though. I guess maybe you could explain how everything is different, and doesn't feel right by going to the ripper doc or starting a new game. I'm disheartened though. You could play 1.5 just to provide valuable feed back to save the game in future updates though. If you do notice anything; you should tell CDPR about that; so they can fix it.
  3. You shouldn't even use the crosshair. That's what ADS is for. The aim down the sights for the weapon. In fact: you should turn off all of the HUD/UI except stamina and boss health. Remove the damage numbers and hit indicator; threat indicator. Turn all that off. Try it. I only use the minimap when I get lost, and need the path shown. When that happens I turn the minimap on; the rest of the time I'm just navigating based on the landmarks I know in the city. The same way we do in GTA. Shooting from the hip without a reticule; what you are calling crosshair; that's called a reticule, the aim reticule. At any rate; it is always going to shoot at the center of the screen, and since you know where that is; since you are on PC you can adjust the mouse until it's basically a extension of your arm. I mean: even if you couldn't aim down sights; I'd still turn all that off, and just guess. All that stuff is too arcade; it's all things that are stopping you from actually enjoying the game. Eastern European game design/development turns all those things off to make the game harder to play, but in that is the bonus of having the game in it's purest form. Poland isn't that far off from eastern European game development; they just sort of lost the point of creating new game modes based on creating a more difficult way to play the game which focused on the raw game art more. Then most of the Ai combat proficiency/efficiency is locked behind the hard and very hard difficulty. Damage is the same; they got more armor, accuracy, aggressiveness. Then gamma is all messed up too. CP77 needs a 1.25 gamma setting to even begin to display actual darkness, and the only reason to go to Night City would be the darkness of it. The pedestrian population should change; if it's busy or not. You have to do that manually. Times when you think there shouldn't be people out; turn it down. Then make it busy. With the peds on low you will notice the decorative parts of Night City more; because those actors stand out when they are put into a scene. After that you just need to learn a few key streets and landmarks.
  4. It's Mr Matty Plays. Nice guy. Gamer. He's at least into it. You know: the gaming. Gotta do what you gotta do. If he had to make changes to keep the channel alive; then good for him for keeping that going. We got a bunch of videos from that group which were really great. We come from the same place. The PC gaming community is toxic though, and it would be wrong for us to forgo our true nature by hopping onto the toxic train. I know I saw MrMattyPlays a day or two ago, and I tried to pick his channel back up for the CP77 videos. That might possibly be a very good idea, never know. It doesn't matter what game it is that is being modified. You read what the developer of the mod put on the ModDB or Nexus mod description page. Whatever the author says. Thems the rules. And none of us should have said, use a mod manager to do this. Besides the file structure for this game not actually being adhered to; neither has the file structure for a mod manager been adhered to. The whole thing is ad-hoc. Rando. Process defaults to manual. It's mostly just being organized, and willing to do the work. Manual install for CP77 is set in foundations of folder structure that is first set up in a BAK. Get the mods, divide it up into groups of mods. Install those into folders in numerical order. But the .rar gets chucked into a separate BAK which is mirrored; this way you can also remove individual files by looking it up, and the whole thing gets put in a giant backup of the game + mods if you wana keep it. After it's assembled the content in the folders gets moved into the game, and the whole thing is set up as a mirror, so that installing it is just dragging it over, looking up the files to remove, and/or deciding to update or start over. Uninstall ect. Begin again. 001 002 003 004 ect... Then temporary use mods are set in a separate folder because some mods can't be used all the time, and the separate folder facilitates the ease of install and removal as needed to either use the mod or disable it by removal to circumvent a issue or whatever. When we get a patched version of the game which we have a set of mods to use for that specific build of the game; we don't change that. It doesn't get updated. Cancel the update. Because it's already set to play, and that doesn't change until we are done playing. Then it's time to update. Also most patches end up breaking the game or breaking the mods; pick one. Doesn't matter what version of the game; what matters is that the game works and the mods work, and we need/want that to be able to play. Also it's advantageous to make backup installs of the game for specific versions that we keep for long after it's updated; for one reason or another. CDPR has adopted a diagnostic tree that begins with uninstalling the game, and deleting the folders in users/name/appdata/local/ CD Project Red && REDengine. While savegames are taken from users/name/Saved Games/ CD Project RED Although the REDengine folder keeps crash reports that can total up to 1 GB or more per month, mostly depending on luck. There is also cashe data in there somewhere, which I suspect CDPR support is looking to include the deletion of all associated files with the uninstallation to clear the canvas so to speak. Also CDPR support has older video drivers that it tends to focus on. 460.79 on the Nvidia side. Not sure about AMD/ATI. Win10 hates the game. DX hooks hate the game. Actually most people hate the game even if they never played CP77 at all. So it seems we are in a form of ironic symmetry. But that isn't our bag. It's not our job. Outside of our true nature only lies the muddling up of our parties. It's not a negative thing for us. We like CP77. We enjoy the game. We are happy. It's our job to play the game. So someone discovered to search for Graphics in the Win10 settings search box, and to create a profile for CP77 that is set to high performance. Which has the heuristic effect of allowing Win10 to be mostly okay with CP77 running. Then DX hooks that work for every other game, don't work for CP77 is actually fixed by launching CP77 then hit the windows key to launch the 3rd party programs which required Direct X or Vulcan hooks for those programs to operate. Frame counters, capture software, or RIVA Tuner Statistics Server for example. The DX window, API, or Runtime are all custom it seems, and that doesn't play well with all the other things we regularly use; even including Steam for fuhks sake. But far be it from us to throw pragmatism out the window. For example, if we wanted to scooch across the border at the beginning of the game just so we had a empty city that we could put tens of thousands of zombies running around munching on everything they can get their grubby hands on; just because we wanted to play out a zombie survival game inside CP77, well there isn't anything stopping us from doing that. This is the nature of our community. Whatever someone does to end up in a derived version of that is counterproductive to that person's nature. It's cut and dry. We play video games, and we modify the video games. We love modding. We love playing video games. All that other garbage isn't even applicable. Bring any of that other crap in, and it will only result in negativity. Then you got toxicity along with the death of creativity. That's not good. Just saying. Set yourself free. Open your mind. Remember how to use your imagination. I'm still reading Ready Player One, just because the book gets really good for people like us. Although Ready Player Two came out a month before CP77! Oasis uses copper coin basically. Base value. The coins are gold or silver. Though the actual coin is roughly $10,000 because it plays off rarity in the old days hundreds of years ago, and as it turns out that stuff is all $10,000 now. Pieces of eight, or the Spanish dollar. But those syndicate coins in John Wick, for example, are $10,000 in gold. So you see this kind of thing can be very fluid in how we view currency. To us though that's just earning points in video games for doing anything. Copper coins, mate. 100 coin is $1. You earned 300 coins playing the game; then by all means spend that on a loot box or other suitable MicroTâ„¢ because that business model isn't going to change for decades. Earn the money by playing the game, and if you lose or get killed the money vanishes. Buy whatever video game product you want with that, but play the game to earn. Risk what you earned to the loss in the game or death. Win/Lose. Reconfigure your whole thought process, and just keep doing that. If you can't beat them, join them! The hate train on micro-transactions and this train of thought that every gamer jumps onto where we are all thinking, saying, and doing the same thing. It's control. The industry forcing control upon you, me, and everybody else. Fuhk that! Set yourself free. Don't do what they want you to do. Don't do what they expect you to do. Don't do what they exploit human nature to force you to do what they want. Set yourself free from all that. Gamers are not toxic. They are a toxicity intrinsic to what they are a product of; the video game industry. Everything, everything, about the industry's customers are precisely measured, countered, and controlled so that in a medium where you are free to do as you please; we find you now imprisoned to their whim at all times. This is why we by and large all say, think, and do the same thing. Because if that's established we then know what everyone is saying, thinking, and doing. Which is where the exploitation comes in as a means to a end to stabilize and establish profit. Not greed. Profit. They made the game. We bought it. There is no other reason to have a relationship with them or even acknowledge anything about them as it is not directly involved in what it is that we are here to do, and as such it's just another form of control and derision thereby. We can't just buy a game to play a game for what it is; without knowing what it is first. But that would be the ideal. Further, that mindset of being that open about it; is essentially a ideal situation. So then we go forwards knowing this. Accepting this. Let the community be what it is. Let the industry be what it is. The games can be what the game is. We are setting our direction true, and towards the simplicity of the act itself. To play video games to be playing video games. Professionals have this problem all the time. They have lost the ability to do something just to be doing it because we find that enjoyable, to desire, or feel we should. The act of that. Our authenticity combined with the purity of that which we enjoy life as part of. Also combined with this is the fact that more often than not a player is playing a video game for what they think that video game is. It's prone to exploitation. In that the player is playing a game that they think is something which another person influenced them to think. Control again, and derision. Instead, play the game for what it is. The game certainly also isn't what it is not. Play the game for what it is, and make that what it is to you inside your own mind; however you want, like, or imagine. The most fun games to play are the games we made up for our self and our friends. Ubisoft games cost $125 to play, to start out. That's the cost to get into the door for most players. They know that. It doesn't have to be a bad thing. Whatever the cost is, it is also most certainly not what it isn't. We pay to play in the tens of thousands of dollars. Everyday. It is a healthy hobby, and how we chose to spend our time. Why would you rock the boat that is crossing the river to get to the sparse amount of time we have to spend playing video games. It should be the case that when these things detract from our goals or activities; that we focus on that which matters the most in these situations. Unfortunately the whole thing is more often than not, a derided situation to the ideal; when in fact we live in a fictional space in the digital world. Last year I thought to myself why couldn't it all be the same thing. All the things I like and enjoy. Why couldn't it be Oasis where 27 boxes of space were set aside for me to fly between to visit one game or another just to play. Why couldn't I be free like that? Why couldn't I fold TV shows, movies, and books into that? I can, I am, and I will. You can all keep taking this long walk off a short pier. Walk right off the cliff to your own doom, like Lemmings. We are the people that turned around to walk the other way. That's modifying PC games in a nutshell. It isn't easy to do, and requires work to accomplish. That's partly why the pay off is so good. It is a work/play hobby. What madman talked you into using a computer program to do that for you because it was less work. You don't get the pay off without doing the work. The work we do to create these mods, isn't fun. It isn't something I enjoy doing! But that work is put into it because we know what the result will be. How organized that is as a system or it's implementation is left entirely to the end user. And like I said before it's best to start with what the mod developers have written out. If it's not enough just ask. Perhaps I don't understand the desire of wanting a easy life because my life is the opposite of easy. Pragmatism though. We use what works. Your methods whatever those might be, are subject to immediate change when it doesn't work. I default to whatever gets you back playing the game the fastest with the least amount of effort. Buggering around in some manager to do that probably isn't a good idea. Change the narrative. Media is writing that narrative, and you have no choice but to be influenced by them. But they are wrong. For one thing they are writing out that narrative because it gives them $15,000 per month. We are so far past totally corrupt and morally bankrupt. It's not enough that you actively chose not to listen to them. In many cases you will have to ignore them entirely. I wasn't going to buy CP77. They delayed it in April, right? I had planned to play it then. I got bitter, and it turned me off. So I didn't plan on ever playing it. When CP77 launched the news lit up a fire of media frenzy that part focused on the fact that the game wouldn't work. I bought the game in January because I felt deep down inside me that I could make the game work. Also negative news stories are just a way to get everybody talking about something. Everyone does that, hates on new things when it comes out. But in those situations it's a good place to be because all those people will disappear, and that leaves us with the core fans made up of computer nerds of the last 50 years. There isn't much negativity or toxicity that ever comes from the core gamers. We belong here. You belong here with us. On the wise dollar that is our happiness in life come to fruition. That right there speaks to me. When all the other people hate the movie or game. It means there is more for me because they sorry arse has fuhked off to the barn to eat hay, and while we are out in the world in the broad fields of our imagination. It's not that people are shite. It's that most people are shite. And most people are gamers now by association, but they are not actually a gamer. They play games to make their self feel better. We are entertained. We are a hamster wheel of dopamine kicks that later decides to get mouthy and toxic over a bunch of garbage that didn't even matter in the first place. A gamer will beg for the chance to play CP77 in 720p even knowing it's a bad game. CP77 isn't a bad game. That whole narrative is garbage. A game is to be played. The game itself doesn't even matter. It's only ever how we play the game that matters. And in that we are given the freedom to define our own reality. Of the millions that bought CP77, and if hypothetically CP77 was a bad game; even then there would be some gamers that played it anyway because that is their nature you know. To prove them wrong. To make up their own game. It says to me that I should buy a game everybody else hates because they were wrong. Systemic exploitation made them wrong, and we went beyond that because we knew the whole thing was garbage. It's all one mindset or another of systemic exploitation and derision. Often these things are a prison for the mind, and to go beyond that is to set our self free. In the old days we would read the box and the included instructions for the game. This would put us in a position to play the game. We would read the whole instruction book. The game art, and writing were all foundations of getting into the game. Where we were really into it you know. That's gone now. So we have to actively seek out that position. It's why CP77 was so hard to get into, besides the wasted marketing hype train. It was a marketing campaign to create sales instead of one that gets the players into the game. I mean that they feel the game. Can feel the game in a way that allows them to play the game which the result of doing so is more well received by them, and as a good result of playing. I run CP77 in 1080p instead of 2160p because the clarity in 2160p detracts from the game play. In two years I'm sure well be running this game fully developed in 4K or 8K, but what I'm saying is that I find that the game is better received by me as a 1080p game with a ton of post processing instead of a 2160p game that is very detailed. Part of it is Riva Tuner Statistic Server allows us to use TW3 trick on the RED engine again only in CP instead of Witcher. That allows us to run a smooth frame time low frame rate of 30Hz which also allows the engine to run extremely fast. I still want to run CP77 on Windows 7 just to see how fast I can push it. Then maybe later on we'll have 120Hz or 144Hz displays if we work hard and save our money. Pick up a 6060 RTX Ti or whatever future hardware can run CP77 really well in 4K or 8K. But for right now the slightly blurry 1080p CP77 with tons of post processing mimics what games were like on Win7 (which were classics) and inside that the actual game play and the game mechanics of CP77 really shine I believe. Also we can record it without a $2,000 4K pass through PC gaming rig. I don't know though. That's the thing. All these things people say, they don't know either. And that's the point I guess. Play The Game You Want To Play. Good Luck, SpaceMachineSixThousandOne
  5. First you should get FO4 running stock. Resolution might be the largest render load. 1920 x 1080 is fine, it relies on post processing to clean it up. Here that is TAA. Then technically you only need 8x anisotropic filtering; it's a distance setting. I think 8x Af covers everything from 0 to 50 feet away or more like the immediate area of the player. See, the further away a texture is from the camera the more blurry it becomes, and the AF cleans that up. 2020 from O.C. benchmark competitions we switched from using High Quality Anisotropic Filtering to Quality, and then to performance. These little things add up, and when the real heavy load hits the computer; because you got ready before there is a amount of overhead that keeps your framerate steady. Frame rate is actually what you have been playing on. It takes a little while to get used to drastic changes in frame rate. Because of that people that play on 60Hz to 100Hz end up taking a look at good old industry standard 30Hz, and they freak out. It's also the reason people chase the dragon going above 100Hz because nobody can tell the difference above that; well at least nobody that is just doing this for fun at their house. FO4 was made to run at 30Hz. I like 30Hz cause it's easy to film, but I keep it when I'm not filming because that is what a video game should look like. In extremely heavy combat; when the player has actually started a war in the game there are times if the player is mentally focused on a tactical assessment and application, 60Hz 75Hz 100Hz. That is only if you drastically increased the spawns, so instead of 9 Raiders it was 50+ Raiders. Sections where tactical application is being performed to clear the room; there is a delay in aim on a 30Hz set up which is only a slight problem. So it's really a tactical choice, but the only problem is this isn't DOOM or Wolfenstein. FO4 isn't a shooter, it's only a slight improvement on a old garbage shooter. It's not competitive in anyway. But you could argue the merit to playing FO4 in that super fast pace GOT TO GET THE JOB DONE, OMG OMG, HURRY HURRY HURRY! Me: I just live in the wasteland, and for the last 39 years. I started learning how to make mods 10 years ago. Now I make whatever I want just for me most of the time. Subtle ENB is your best bet. We even put a FXAA on top of ENB and TAA for extra polish in 1080p. I'm running at ROG O.C. 2020 this year. Just need to paint the sides with the ROG colors. The display is 3840 x 2160 or 4 separate 1080p screens. I believe that was compared to a R590/2060. At any rate, most players didn't upgrade to 4K, instead it was 1440p because they needed to use that to keep the frame rate up. In that case the post processing would have to attempt to make it look like 2160p. But these PC gaming rigs are usually built for one benchmark; for one main purpose. Here it's to hit 45Hz in RDR II 2160p. That is just a 2060 RTX or RX 590. 30Hz with 15Hz extra as overhead so the frame don't dip. FO4 was a minimum 570 GTX I think. It would just barely do it, and in 1080p. Even that slow card was able to use Subtle ENB. You should have been there, you would love it. The game was hyped to look one way, and the reality didn't look that good. The game looked horrible. Vogue ENB and Subtle ENB are designed to correct it so it looks like as advertised. Vogue ENB started getting really fancy though. Subtle is the go to because it sets the standard for great looks and great performance too. Then the frame controller built into FO4 sucks. You know, it prioritizes streaming/culling instead of the actual framerate. To them the frame rate can be 40 to 60 (and that's okay to them) 40 to 60 isn't good though, it isn't stable. So we derail that train, make it crash into a school full of small children. Your RX 570, go into the settings for FO4, disable Vsync. Then we'll use the configurator to disable it on the engine. Then use Riva Tuner Statistics Server to control the framerate. The Witcher III and FO4 both run smoother if we run it through Riva Tuner Statistics Server. Bandicam has a frame counter, easy to use. I use that to film, but the frame rate indicator is helpful too. There are others. I'm sure you have that under control and keep a eye on your temperatures from time to time. Then FO4 Tweaker. Slows down the rotation on the screensaver. Fun to just let the camera spin slow. People don't know this, but iFpsClamp is set to 0 to clamp physics to the refresh rate, that's 60 times a second at least that physics are being calculated, lot of numbers, bunch of math. Anyway, here because I want to run a 30 frame rate or whatever, for a specific frame rate, instead of the refresh, the clamp here will clamp the physics calculations to my frame rate. Dumb stuff we have to do to get the game playable/modifyable. I tried to get it close to what I would run on a RX 570. Not much changed from what I run on a 2060 RTX. MipMap Skip is set to 1 to lower textures from 1 above ultra to ultra, and the 1 here for High. Because the textures are too large, and streaming takes care of that anyway most of the time. Sometimes I might run a -1 or 0, but mostly I leave it on High. That was true for 1080p and 2160p. It just, doesn't matter. There are only a few places that need some more detail, and I usually ignore those. I'll fix it later, because we can just reskin it to whatever, which brings me to advise you to pick the lowest detail for mods 512 or 1k, but you can take 2K if you want, just not 4K or 8K. Here by picking 512 or 1K you kept the game at a very high performance level, and this allows you to have more fun with chaos or complex mods. Particle Count 1280 is maybe the max, 1024 isn't enough for sandstorms. The 1280 is there just for sandstorms or big storms. 2560 shadows or 2048 if 2560 was too far. The 2560 is just shadowing the Red Rocket gas station. That amount. Because GTA V does that, makes high performance shadows. But here the Shadow LOD 640 pushes the max detail way farther than GTA V. You can start with 1280 shadow maps, where it says Resolution 1280. You can set that to 2048 if you want. You can set Shadow LOD to 2560 and it will draw the whole area in 1280 or 2048. Sometimes I try 4096, but it isn't as useful now that we have a good Shadow LOD. 1280 shadows are just a upgrade from the lowest, but it's custom, they don't put that in there for us, because it's the end user that configs it. It should make shadows look playable, but you won't drop frames downtown. Hence the high performance shadows here, which, if we are not going downtown, means we can bump the detail all the way up. It gets switched however we want. Volumetric Lighting and God Ray are both double disabled. It's dumb. The cascades from it tank the frame rate most of the time, but even if it didn't, it's a dumb idea. Volumetric makes everything look too white, cause it's trying to provide a volume effect to lighting, which is done with a slight fog, it sucks. God Rays are even more dumb. In both cases the art department used to hand make these effects, and this is like a procedural generation of those, and one that isn't any good. It also conflicts with AA but upgrade to 4K you won't need AA. Still though, it's a dumb gimmick. Grass uses 2560 because it pushes the fade out far enough away that we don't care about it. Same reason the shadows cut out there. 2048 also works good maybe? The important part is the Actors which 6 is a minimum. I use 8. But 6, 7, or 8 are all good for combat pretty much. It's just set to minimum, because you can only see 25 cells in the game anyway. If you wanted to double it or max it, then go out trying to shoot snipe (sniper) then you might could have some fun with that setting. What I meant here is just basing the other settings off that. 25% sliders is like 8 times further than older games. LOL. Basically a FO3/FNV camera that accounts for PA being about a foot taller. So zoom all the way out is head to toe in PA. Then zoom in 1 and that is head to toe on foot. The 70 FOV is changed from the vanilla 80, because I don't like changing from 70 to 80 or whatever, I want the FOV to stay the same. Here I picked 70 because that optimizes the game. Less to render, less errors, cause the game wasn't built to use 90 which sucks I know, but here we can gain some high performance which is why I use it. 3rd person, 1st person, Aim Down Sights, it's all 70. Then the 30 min looks cool in 3rd person iron scope. Recommended pushes the limits of texture streaming from PS4/XBO to PC specs. It also enables the update on the other texture maps besides the defuse. Your bump maps, specular, environment, ect. Here though I decided to use the vanilla distances for PS4/XBO but I enabled updating the other maps. I switch this on/off but I never go above the recommended because it increases loading times. It's also good to limit the decals on actors cause if 25 decals stack up it looks stupid, keeping it low just makes them look wounded, but this also requires setting decals on actors to last longer than a little while, like 5 minutes, I always forget to do that for some reason. Dope colors, basically. The dark gray blends into the scene for UI, and the blue is just fun. Sometimes I make a real nice radioactive looking green cause of FO3. But you'll have to figure out the PA settings on your own, I'm not sure anyone even knows how to set that, it's kind of a mess. We use a mod for PA UI and HUD anyway. Dumb stuff we have to do to play the game. You'll have to turn the master all the way up, I was testing something while listening to the radio. The voice setting is so when I see someone talking, what that looks like, makes sense with what I usually experience. The voice seems real, like it came out of the mouth, and not like it had the volume turned way up so everyone could hear. It's set so it looks real, and the voice sounds real coming from the mouth. Hit me up on Discord @ Hunted Plaster#9656 or Join my empty server for some Fallout stuff. https://discord.gg/B4HQfgWt8T I'm spent. Too Tired.
  6. You got the wrong body or a old HH instead of the new HH?
  7. Quest got quest scripts; which have vars (it's like storage of numerical data or yes/no answers to things). Sim Settlements is the only one I know that would produce that many. Baka ScrapHeap Baka ScrapHeap was the solution for too many Sim Settlements. Though now we got Canary which let's us know when the save game goes corrupt basically. Also PC Gamer has a run down the console commands, maybe you could fix it. Since FO4 launched, I've had to start over 100 times or more. I'm usually the one that broke the game, but I always try to fix it. When I can't fix it, I ditch it. Steam can make backup installs of games, and can even backup game data. Backup and Restore games is in the top left file menu, it say Steam. Face Menu, Looks Menu, ect. Will make a .json of your character, what they look like. That allows us to move characters through a bunch of different builds of the game. It's just as important as making a clean savegame right at the end of the tutorial or after it, a save game with no mods. FO4 I use right before I exit V111. I keep the BAK content (the backup copy, the BAK) where I can't lose it. So I've probably used mine 100 times already, but I played that same character for 5 years now. Most of it is simulated time. I'm not in the game, I just imagine the character getting fat while they watch TV or eat cheesecake for 2 months. I make a new build of the game, and try to play the character like it was one huge story.
  8. Globals, built into the game? The globals or scripts keep up with that in save games. You know, it's persistant. Your SPAM is limited to GameMode scripts that are expected to run 1 time for every frame being rendered. So when we estimate a call every game hour, that's once every 10,800 - 43,200 frames. But testing would show if it effected other parts of the game, which could then be conditions on whatever it was. Also FO4 Creation Kit and Modders.
  9. That doesn't matter. CTD is only caused by a few things. The computer system isn't one of the causes for CTD. If the system will run the game then that is enough to play it. Plenty of players ran FO4 with hardware below spec. On the other hand, the build of the game in this situation the OP is talking about CTD at 254 mods or at limitations of load order .esm/.esp ; that is caused by conflicts which result in a un-tested build. Get it? There ain't no QA on that. The game might be 30-40 GB, but the mods might be another 30-40 GB plus another 30-40 GB (Hell you need 60GB of mods just to make FO4 fun). So... No big deal. Uninstall everything, if you want use Steam to make a backup install disc of the game so you won't have to download it again. Do that in Steam, top left, file, backup and restore games. I mean, search Steam Backup And Restore games. Once you got the backup made, remove the game, and everything left in the Steam/Steamapps/Common/Fallout4 <--- folder, that's all the mods, emb, F4SE, ect. Compress it, and write it to disk to make a BACKUP copy. Also you should grab the load order @ Users/Name/Appdata/Local/Fallout4 It's in hidden folders, show those, or grab a save game and use Fallrim Tools to extract the load order later. Next time you build a load order, don't do it all at once. Add a little bit to it, and then play test that. I tend to download the mods, but install them in the order I want it to load. I might move it around a little bit, but I'm not sitting there with 254 mods I'm trying to put into a order. Also I don't really clean anything until there is a problem, and I don't usually fix anything with xEdit unless there is a problem. Most of the QA or stability is built into the load order because I built it slow over many months, and tested it constantly. Then you know, it's not a big deal because I would encourage you to built many different load orders, as to find the best way to change the game for yourself. Good Luck, SpaceMachineSixThousandOne P.S. Also, you probalby shouldn't play really janky low quality games like ZeniMax/Bethesda makes.
  10. We don't do it like that anymore. By the time we needed to begin FO3PlugIn Utility, it was a script in xEdit as you see in the above links, but shortly after FO4 launched, Merge Plugins launched for Oldrim. Works just the same on FO4, but we don't have to decompile/recompile scripts, and we have to unpack .BA2 manually. I make backups of everything when I merge. Usually I start merging mods as soon as I get enough mods to play. I've had 3 good builds of the game merging while I was learning how, and getting better at it. Then 2-3 times it catastrophically failed. The last two I've spent 6 months to a year building. 478 mods, I work on it for 6 months to a year. Only ever made one 20Gb larger than this. I also repair all the broken stuff or set it how I want things. It's a real work/play hobby. I even make new things in the game sometimes. Try out experimental ideas. The main thing is to play the game though. While building this I play it to test it's going good, and I just keep working on it until I can make a much longer play of the game. This 478 is stable, it's most difficult to get a stable build, going into 400 mods is difficult, this is stuff I had to have, I didn't try to get all of anything this time, well maybe, all the food, all the mods that add loot or collectable items, it's 200 loaded, 178 is .esl or hidden in merges. Fallout4.esm DLCRobot.esm DLCworkshop01.esm DLCCoast.esm DLCworkshop02.esm DLCworkshop03.esm DLCNukaWorld.esm $CreationClub$ ccbgsfo4016-prey.esl ccbgsfo4018-gaussrifleprototype.esl ccbgsfo4042-bfg.esl ccfsvfo4001-modularmilitarybackpack.esl ccfsvfo4002-midcenturymodern.esl cceejfo4001-decorationpack.esl ccbgsfo4045-advarccab.esl ccfsvfo4003-slocum.esl ccawnfo4001-brandedattire.esl ccfrsfo4002-antimaterielrifle.esl cceejfo4002-nuka.esl cctosfo4002_neonflats.esm Masters HUDFramework.esm ArmorKeywords.esm Arbitration - Resources.esm DamageThresholdFramework.esm Radlings Commemorative Baseballs.esm WorkshopFramework.esm Homemaker.esm Darlene.esm Loads.esm Knockout Framework.esm TrueStormsFO4.esm Endless Warfare.esm RSE_II_Resources.esm Unofficial Fallout 4 Patch.esp 2nd batch of .esl & .esp flagged as .esl Preydiation Suit.esl AutomatronDisassembler.esl Charming High Heels.esl BostonTeaParty.esl GKX Fine Dining.esl AusSnacks.esl VariousJunk.esl GKX Worthwhile Caps Stashes.esl RealReadableBooks.esl CCKCR.esl Recipes76.esl GKX Apple Tree.esl OP_CCNuCafeOlaFullSettlement.esl VendorCaps.esl PublickOccurencesPlayerHome.esl Wasteland Illumination DLC.esl Automatron Torso Misc Advanced Mod.esl Automatron Special Defense Assembly.esl Slocum_Survival Patch.esl wastelandwoundcare.esl DDLL.esl GKX Gone Fishin.esl Corpse Collision.esl BerettaM9FS.esl ClassicSuperSledge.esl TommyStickMag.esl=1 1_FuturePoliceWeapons.esl AutoLaserMusket.esl ehtyeci_MPX.esl LMNSOverlays.esp CookedPrewarFood EN.esp UncappedSettlementSurplus.esp CROSS_BrotherhoodRecon.esp Plugins Woo Hoo ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp MojaveImports.esp VIS+ Wasteland Imports - AIO.esp CWSS Redux.esp evan_modular kitchen.esp AutoDoors.esp CraftMergeII.esp (II, so I can see it, contains 12 mods) th1nkEyebot.esp ManufacturingMergeII.esp (6 mods) SettlementMenuManager.esp Armorsmith Extended.esp LooksMenu.esp LooksMenu Customization Compendium.esp LooksHairEyeMergeII.esp (11 mods) BodyClothArmoMergeII.esp (20 mods) LegendaryModification.esp LegendaryModification2LM.esp LegendaryModificationMisc.esp LegendaryModificationCSA.esp LegendaryModificationGroknak.esp More Power Armour Mods.esp Craftable Armor Size.esp Craftable Armor Size - Fix Material Requirements.esp EndorsCustomCombatArmor.esp EndorsCustomCombatArmor_AE.esp EndorsCustomCombatArmor_CAS_CCA_Cost.esp BZW_SATO_Marine.esp BZW_FTL_Forest.esp BZW_Warfighter.esp BobbleGirl.esp GKX Random Valuables.esp K9TacticalHarness.esp DocDrumlin.esp Nexus_PMC.esp FCOM.esp FCOM PMCs_3.0.esp Better_Notes.esp Publick Occurrences Expanded.esp WIPAG_Power Armor Overhaul.esp Worsin_Ultimate_NV.esp WIPAG below .esp flagged as .esl (doesn't count) WIPAG_Paint_Garage_Style_1_Master.esp WIPAG_Paint_Garage_Style_1_Waxed.esp WIPAG_Paint_Garage_Style_2_Master.esp WIPAG_Paint_Garage_Style_2_Waxed.esp WIPAG_Paint_Garage_Style_3_Master.esp WIPAG_Paint_Garage_Style_3_Waxed.esp WIPAG_Paint_Garage_Style_4_Master.esp WIPAG_Paint_Garage_Style_4_Waxed.esp WIPAG_Paint_Garage_Style_5_Master.esp WIPAG_Paint_Garage_Style_5_Waxed.esp WIPAG_Paint_Garage_Style_6_Master.esp WIPAG_Paint_Garage_Style_6_Waxed.esp WIPAG_Contraptions_DLC_Addon.esp WIPAG_FarHarbor_DLC_Addon.esp WIPAG_NukaWorld_DLC_Addon.esp WUNV_ArmorsmithExtended_Patch.esp ProjectVariance.esp WeaponsMergerII.esp (19 mods) MikeMooresMCAM.esp NVUMP.esp UniqueUniques.esp Colt Python.esp Extended weapon mods.esp GKX Better Destruction Through Science!.esp NV4.esp M2216.esp mysteriousmagnum.esp TFDeagle.esp WeaponsMergerIII.esp (10 mods) WeaponsMergerIV.esp (10 mods) WeaponsMergerV.esp (10 mods) WeaponsMergerVI.esp (10 mods) Superior Energy-Weapons.esp Laser Musket Mods.esp LMOSLP.esp Pipe Guns +.esp DTFOptionalPlugin.esp CF_AtomicWarlord.esp Synth Overhaul.esp Synth Overhaul - White Patch.esp EndorsCustomCombatArmor_SynthOverhaul.esp RaiderOverhaul.esp SuperMutantRedux.esp W.A.T.Minutemen.esp GunnersOverhaul.esp brotherhood of steel overhaul.esp Unique NPCs - Creatures and Monsters.esp America Rising - A Tale of the Enclave.esp AA FusionCityRising.esp OutcastsAndRemnants.esp Depravity.esp ProjectValkyrie.esp Flashy_CrimeAndPunishment.esp PlayerComments.esp IcebreakerCDO-Settlements.esp PlayerComments_IcebreakerCDO-Settlements_MainVersion_Patch.esp IcebreakerCDO-Piper.esp PlayerComments_IceBreakerCDO-Piper_Patch.esp ImmersiveGenericDialogues.esp PlayerComments_ImmersiveGenericDialogues_Patch.esp PlayerCommentsCWSSPatch.esp PressXtoRespond.esp ellen.esp DarleneDLC.esp llamaCompanionHeather.esp Companion_BloodRose.esp NatalieCompanion.esp Pet - Call -Feed Dogmeat.esp 3DNPC_FO4Settler.esp RecruitableSettlers.esp EasyMegaMergeII.esp (48 mods) LeveledSpawns.esp Mutations.esp ModdableRobotSettlers.esp fo3friedghouls.esp vaulttecpipboy.esp Unlimited SPECIAL.esp ColorfulSurvivalIcons.esp Arbitration - Button Lowered Weapons.esp EndlessWarfareDLCFixes.esp UNnaked Power Armor.esp PrivateVertibird.esp Vertibird Alt Fix.esp EFF.esp TakeCover.esp See You Sleep CW editon - Beta.esp FactionMaintenance.esp MoreAGOMBz.esp Immersive HUD.esp Immersive Fallout (DLC).esp YouAreSPECIAL.esp Perks76.esp FoodDrugMergeII.esp (19 mods) Eli_Immersive Coffee Mod 9000 GTX French Roast.esp Smoke-able Cigars.esp Animated Drinking.esp AnimChemRedux.esp slevins_chemVFX.esp MK_Agony.esp jags78_ExtendedAgony.esp AdvancedNeeds2.esp AdvancedNeeds2_Expansion_01_Ghoulified.esp AdvancedNeeds2_Expansion_02_Spoilage.esp AdvancedNeeds2_Expansion_03_AAF.esp AdvancedNeeds2_Expansion_04_MestrualCycle.esp AdvancedNeeds2_Expansion_05_Gasmasks.esp AdvancedNeeds2_Expansion_06_ExtremeSurvival.esp AdvancedNeeds2_Patch_CWSS.esp Advanced Needs 2 Vis-G.esp AdvancedNeeds2_Patch_Agony(Survival).esp CHKFlora.esp Farm.esp TamatersAndTaters.esp LootMergerII.esp (18 mods) GKX Random Junk DLC.esp GKX Scrapper Junk.esp LootableSkeletons - All DLC.esp VaultSuitBoxes.esp DumpsterDiving.esp WZWildWasteland.esp MAGS.esp WastelandCodex.esp CollectionMergeII.esp (11 mods) Vault75_ver1.esp Vault98.esp Vault111ExtSettlement.esp 111Settlement.esp Rebuilt_HomePlate.esp RW9 Cambridge Police Station Settlement beta.esp DrumlinDinerSettlement.esp Sanctuary Hills - Repair and Cleanup - Compatibility Version.esp EvilViking13_PatchworkSanctuaryBridge.esp Vault4.esp Vault 88 Template - Optimised.esp Concord Revised.esp DWUK_LexingtonInteriors.esp subwayrunnnernodynamic.esp SOTS.esp BTB- Beyond the Borders FO4.esp BTInteriors_Project.esp BTInt_Optimization.esp More Where That Came From Diamond City.esp More Where That Came From - Classic.esp OWR.esp OWR2.esp AtomicRadio.esp Reverb and Ambiance Overhaul.esp WeatherMergeII.esp (16 mods) Local Map Expanded (Zoom-out Ext. plugin).esp Override-FDA.esp Override - Armor.esp ImmersiveScrapping_SeasonPass.esp Merge Patch.esp Scrap Everything - Ultimate Edition.esp
  11. I had difficulty finding this mod, Reneer's Radio Mod so I was posting it here so later on it will be more easy to find.
  12. Development wise. I've only thought about it a few times. The original mod was removed due to some drama between the author, and some users. Since then we tried to rectify it in the digital space, and also to match Oldrim Skyrim. Because some players have a tendency to want to get things done, they run the whole time. Instead of this the sprint drains AP. Then we walk normally. When we want to run we press shift, and it runs. This drains AP as well. When AP hits zero the PC can no longer run. For example, a player character is being attacked, trying to run, but between No Infinite Running, VATS, and Sprint the AP reaches zero, and now the player can only walk, which is a really nice freak out moment. I'm only writing because I've made some headway in the initial game mechanic design, and technical side. No Infinite Running could under some conditions cost a bit of performance, but this was rare. I have no idea how they made it. Instead we'll just have to develop a new one that the community can agree on. So just consider what I say, it's not set in stone. I'll end up making it however I want to play FO4 anyway. Performance comes first, so how do we do this without dumping in a game mode script running. Well, this pointed me to a script that adds a perk which runs a spell. Because the engine is designed to do this already I thought it wouldn't be as bad on performance. The real question is will it allow us to do that with the SDK or FO4edit. I don't know yet. Add Perk Spell is PC running if 1 subtract Action Points Then Script via spell on conditions if timer less than beginning timer amount for timer seconds (idk pick a amount) and global greater than zero attempts left to start running = use more AP (as penalty for lack of control, and as the effort we put into beginning to start running, messing up for example) The script does two things right now, shown below. (Here, we want to provide the ability for the player to start/stop running a few times, which uses more AP, and will Ragdoll them if they try to many times, as if beginning to run was more of a weighty feeling, the player thinking out their controls carefully.) (Then we implement the progression path of running itself. The longer the player runs the higher the AP gets. Maybe throw in a couple of choices instead of AP higher than 256 at level 10 or below, so stagger the amount. But VATS almost always works better when we have a large amount of AP, and it's here that it's original function actually works, it provides ability to fight when FPS or 3rd person combat won't do the job because the player literally can't, or later on just to mix up the combat. Because of that, ideally by running the player would eventually get 1024 Action Points, something like that, and yes I know it's drastically increased, I am a gamer, this is how we do things, make them fun. What good is any of this in this game when it's gated off by limitations.) Then don't forget the Ragdoll is added in to this part above to simulate a person freaking out trying to run, and stumbling or falling to the ground, easy peasy, and fun. The tie into action point increase really is just setting the distance that the player can run, but it also benefits VATS. If you wanted to make that turn based it wouldn't be difficult to implement that as penalty for such increased VATS use by way of increased Action Points, and going along with that maybe the VATS system overheats, but we can still run. The progression part rewards the player with messages or sounds, and thus makes running or long distance running another non-combat activity to enjoy while roaming Boston. Quest in the Boston marathon if you want. I mean, it is Boston after all. Then at the end there was some simple menu messages that ask the player questions about their character, and then we make changes without really telling them what we did. Okay, good. Yes, that will work great, then just nerf the crap out of them. It's not a lie, we just want to hide that part. Like FNV with the personality test or the Rorschach. The GECK aptitude test? Never know what you are going to get, but it's fun for the player. Stuff about the character could effect AP and/or speed, but I figure most people use Immersive Fallout which changes speed anyway to a slower amount that the engine does better with, which kicks that part out, and we can focus on AP. Does your character have big boobs? blah blah blah, yes those are big. (harder to progress as a runner, to get more AP, more work) Is your character a fat dude behind a desk? Oh that's not so bad, I'm sure you'll do fine. (nope, you and big boobs McGee can race in the back) Then just add simple messages, or message box in sort of roleplay text based stuff, sounds of heavy breathing, dehydration due to sweat, runners high when you ran so far you got drunk off it basically but it's a high, random tripping and falling at speed we got to do that, and some kind of lasting effects like injury or stinking like BO from exercise. You would be surprised how far a little text can go for roleplay in games. Admittedly this isn't well thought out. It contains a broader idea, that came together all of a sudden, so I wrote it down, and at least tried to describe it. It's in the hope that we can find a elegant solution to limit the distance the player can run or sprint, but provide them agency, progression, dumb stuff that is fun for gamers like animated pipboy icons for the level up menu ex & Pipboy perks/effects sections, limitations on the super hero player character, interesting combat situations, non-violent activities in the digital world, and there is probably more there to find. Then just buff the Power Armor legs/mods so we can run faster in PA at the cost of less carry weight; in reverse too, more carry weight for slower run speed, because we can run fast in PA up to the point where it begins skating which is a different speed for each set of PA. With it in mods it would be easy to limit that to like 30% faster speed on T-45 (at vanilla speeds) then slower amounts for the others. But this sort of playing into those West Tek Servo System, or whatever Sturges was talking about. Thanks for working on it, thinking about it, continuing the development on Skyrim No Infinite Running to see what new ideas we found by exploring around this replacement of a mod that was deleted due to Nexus drama.
  13. Unfortunately it doesn't matter. The map is a messy island drawn in the middle of a vast ocean. Distant LOD is ignored during generation if the land is underwater. Which is why they flooded the United States in order to build Boston. You know, instead of building a game world to build Boston inside. FO3/FNV world maps are larger because it wasn't built as a ocean with a island in the middle. It's fake. The whole thing is fake. Going all the way back to 2004 they have only been creating fake worlds being sold on lies and gimmicks. 96% of Fallout fans didn't want to have anything to do with Fallout in 2018. All the tomfoolery aside the business model is brilliant. They sell us a fake version of a world they created quickly, and built for cheap. Problem is that this business model has to compete with the rest of the game industry. And here it has to provide a quality level which makes the game worth working on or playing. That just isn't the case considering how many hours the players invest on either playing or working on the games. Skyrim for example is just barely worth it, which is fake, messy, broken, and also smaller than Oblivion. For FO4 to be worth it, that entire -90 +90 to +90 -90 grid would have to be regenerated as land space for the game world, and with all those locations filled in. It's a similar situation with F76 with it being such a small map at such a low density of things to do for the player. 2015 FO4 needs over 70Gb of content from mods to even begin becoming interesting in a way that would compete with the many other games available. Then making matters worse the game survives by ignoring decades of innovations in game mechanics which are seemingly all but impossible to provide. It's a fake world for the fake tough and phony brave wrapped in a sex simulator that everybody usually ends up hating. Digital masturbation. Pages of PC gamers complaining in 2015 at how disappointing this game is; was the reality of it. It's a prison of players being fooled into the thinking that these games are anything other than a poor version of TES that was drastically watered down. None of the games even make decent ARPGs which ARPG in itself is opposite of what the majority of the player base wanted. It isn't a good game because of what it was made to be, a trick, a product of lies to fool customers. Are you really saying these ZeniMax games are worth building a 2160p PC gaming rig for? Are you saying that all the time we spend working on these horribly broken poor examples of modern video games is worth something? All those players that are fooled into the thinking that they are somehow addicted to these games. All the developers that are addicted to working on them. These games are not even worth fixing the broken parts just to be able to play them. ZeniMax is a international company that used to make billions of dollars off these games, and they didn't even bother to actually build the game well. You Should Undoubtedly Pivot To Better Games, SM6K+1
  14. It's -90 + 90 in the upper left, and then all the way down to +90 -90 at the bottom right. The blue section of triangles making a giant square is the interior of the borders of Boston and the commonwealth of Massachusetts. It's difficult to create these maps so we can use the Pytagorean Theorem to calculate the distance from the center to the outer edge of the map. But sometimes I end up creating them because I actually needed something. Wrapping your head around it is difficult to avoid making mistakes.
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