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Everything posted by monesq
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OK. Was looking through another forum and in response to that and theories regarding the Institute spying on people of the Commonwealth I thought of a possible quest mod that would be interesting. As we all know, Tinker Tom is just plain nuts, but a genius. NO, I do not believe that there are nanobots or whatever in our bodies. Given the energy shortages, and the Institutes' goals of basically replacing humanity with synths, creating and producing sufficient mic-robotic spies to infest the food supplies would not be cost effective, and more than likely, impossible. Airborne spies would go everywhere, including animals. Too much in wasted resources. The Institute wants surface dwellers gone. Period. To them, surface dwellers are more of a virus than a commodity. My idea is a quest line that the protagonist uncovers a coordinated plan by the Institute to do three things: Spy on the Commonwealth; use that information to sow discontent such as sending synth infiltrators to growing settlements and reeking havoc; slowly poisoning the Commonwealth with drugs that would make people infertile and/or cause genetic anomalies in their progeny thus limiting or ending their progeny's lives prematurely. Such an effort would be easy and would be hard to spot as it could be blamed on radiation poisoning. Traders may buy the water to sell throughout the Commonwealth. The Institute is playing a long game and basically eliminating future generations of humans is very cost efficient as their scientists can manipulate the genes of plants, etc., so including drugs/chemicals into the water would be an easy task. A three pronged attack, spies, unrest in settlements to make sure they do not grow, and eliminating future generations of human citizens of the Commonwealth would be very easy and cost effective and would limit exposure of the Institute to the Commonwealth, that is until the sole-survivor shows up and catches someone trying to poison the waster supply in Diamond City, leading him on a quest to uncover who exactly is responsible for trying to poison the water supply, and leading to the full idea of a three pronged attack on the Commonwealth by the Institute. It would be an interesting quest actually to catch a synth who is poisoning the water supplies, tracing him/her back to a group of spies, both human and synth, thus lending credibility to Pipers concerns about synths. Just an idea mind you and frankly, not sure that it would work within the game limitations, but a little bit of intrigue and investigation by the protagonist using only notes and interrogation versus map markers would be an interesting addition to the Commonwealth story. Later
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Theres also evidence that the Institute has actual Cameras around the wasteland in the positions of the Crows Where have you seen cameras??
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If I recall correctly, the majority of the traveling traders are spies. I was surprised initially when I saw Trashcan Carla on the list. I think it is the terminal in the SRB that has this info. Having infiltrators in settlements actually makes sense. Remember The Institute destroyed a coalition of leaders who wanted to create a quasi government because the institute fears that a consolidated Commonwealth may present a security threat to the Institute, especially since they have energy needs and siphon energy from above, preventing a coalition brings havoc into the society which in turn would make it easier to siphon their energy needs. Reeking havoc in settlements weakens the settlements and they are more likely to be raided or just fall apart with settlers just roaming around and eking out a simple survival existence until they die of hunger or are killed by raiders or the wildlife in the Commonwealth. Very good tactics if you are playing a war of attrition. The birds and the monkeys, I shoot them on site. Have never found synth components in them. But they do react as something mechanical (the birds of course). With respect to the monkeys, I have my suspicions since their eyes glow when you approach them. Could these have been supplied to raiders as an early warning system by the Institute? As for Tinker Tom, he is just plain nuts, but a genius. Given the energy shortages, and the Institutes' goals of basically replacing humanity with synths, creating and producing sufficient mic-robotic spies to infest the food supplies would not be cost effective, and more than likely, impossible. Airborne spies would go everywhere, including animals. Too much in wasted resources. Their interests would be better served by slowly poisoning the Commonwealth with drugs that would make them infertile and/or cause genetic anomalies in their progeny thus limiting or ending their progeny's lives prematurely. Such an effort would be easy and would be hard to spot as it could be blamed on radiation poisoning. You simply add the necessary chemicals to the water supplies, such as the large one in Diamond City which is a hub for travelers, traders and the like. Traders may buy the water to sell throughout the Commonwealth. The Institute is playing a long game and basically eliminating future generations of humans is very cost efficient as their scientists can manipulate the genes of plants, etc., so including drugs/chemicals into the water would be an easy task. The three pronged attack, spies, unrest in settlements to make sure they do not grow, and eliminating future generations of human citizens of the Commonwealth would be very easy and cost effective and would limit exposure of the Institute to the Commonwealth, that is until the sole-survivor shows up. It would be an interesting quest actually to catch a synth who is poisoning the water supplies, tracing him/her back to a group of spies, both human and synth, thus lending credibility to Pipers concerns about synths. My two-cents worth.
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Hard to tell without a pic. I am not an expert, just have learned from my plethora of mistakes. The above suggestion is valid, there may be some mod conflicts or maybe some textures that are missing or damaged. It could also be an LOD issue or DOF, heck, there are more possibilities than solutions. Viel Glück
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Does anyone know a mod to improve textures?
monesq replied to RosyPlay's topic in Fallout 4's Discussion
Textures can have an impact on performance. Loose files can also impact performance. Check out this guide: https://www.nexusmods.com/fallout4/mods/23556 There is an updated version being maintained by Cybedanz on Discord. The files needed to optimize your original game textures and include other textures within those archives can be downloaded from this site. Texture mods I use (I have combined some of these with the original BA2s for efficiency and to reduce load times and increase performance) https://www.nexusmods.com/fallout4/mods/48403 https://www.nexusmods.com/fallout4/mods/46380 https://www.nexusmods.com/fallout4/mods/51219 https://www.nexusmods.com/fallout4/mods/46400 https://www.nexusmods.com/fallout4/mods/318 (Basically, anything from this mod author) https://www.nexusmods.com/fallout4/mods/23500 (Basically, anything from this mod author) https://www.nexusmods.com/fallout4/mods/37799 (again, great textures from this mod author) https://www.nexusmods.com/fallout4/mods/34181 (all of his texture mods are top notch, check all of them out. Don't be fooled by the AIO title, they are all broken down to several mods due to size and when created. Creatures: https://www.nexusmods.com/fallout4/mods/40280 (Check out all of this mod authors textures, including https://www.nexusmods.com/fallout4/mods/40423) https://www.nexusmods.com/fallout4/mods/46380 There are subjective qualities in all textures. You may find some of them are conflicting because they touch the same assets, but not all of them. You will need to pick and chose which ones you like and adjust your load order or create an archive with your favorite ones. What I do is pick a spot with a particular textures that I may want to change, save the game and switch load orders until you get what you like. Also, check out this mod tutorial which includes many of the texture mods above and the load order the author believes will represent the best textures. Try not to overdo it as I have in the past. I had a ton of texture mods and though many were archive files, not all of them were and it takes tome for the game engine and your PC to load them. As for 4k textures, unless you have a phenomenal system and monitor (and, in my opinion, even if you do) the difference between 2 K and 4 K is negligible and the tradeoff is performance, which, is not a good tradeoff. Of course, I am far from being an expert, my experience is based an mistakes and reading a lot from many many mod authors. Create a test profile so that you can test these out and pick and chose what you like or look at the guides and use their recommendations and pick which ones you like. It will take time. I have uploaded several settlement images on Nexus of my settlements using many of these textures so you can see if you like them. Good luck and don;t be like me and over-analyze and obsess over the perfect texture. PS Just thought of this, you may also be seeing a DOF issue, not sure. personally, I turn that off as it is more distracting than I like. -
Thanks for your input. Unfortunately, the performance monitor cannot monitor my GPU, not sure why as that makes no sense. I like the graphs that program provides, but without the GPU input, hard to gauge what is happening. Take care.
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I have heard this happen with the build menu. The mod Damanding mentioned should help. It's NEVER a good idea to remove any mod in a game in my opinion. I do play around with texture mods, but never save the game and turn off auto saves just in case I do not like what the mod does. It may be over-kill, but it is better than having a corrupted save. I have a problem where I have all my tabs and sub-tabs including tabs and sub tabs from mods, but I do not have a way to make the scrap station, the work-out bench or the pommel horse. For some reason, they are not in my workshop menu. I just console them in. I suspect it is a mod that is causing this, but since I have over 300 of them, I simply have learned to live without those three items or I just console them in if I am building some sort of workout room in a settlement. Good luck.
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Parking of Unparking your CPU; will that enhance game performance
monesq replied to monesq's topic in Fallout 4's Discussion
Hey You I agree. I tried it myself and the FPS actually dropped a bit. Not worth it. I think the person who posted his results on Youtube showing an FPS increase also had changed grass and shadow settings. -
As the title states, I am looking for anyone who has experimented with unparking their CPUs (usually they come parked). I fell upon some articles talking about unparking your CPU and one Youtube video that the author swears increased his performance dramatically by unparking his CPU. I have done a search of this forum and have only found one mention of the issue. Any CPU geniuses out there who play Fallout 4??? Share with the community because if there is one common element I see in the majority of forum posts is the issue of game performance.
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Creating Settlements as ESP's to rebuild precombines & previs data
monesq replied to MJS814's topic in Fallout 4's Discussion
I'm all into making modern looking settlements and the heck to the alleged "non-lore friendly" aspect of my settlements. Because of the detail I go through in making these settlements and the fact that more often than not, I may delete an item which will destroy previs and precombines, I have not shared any of my Settlement Blueprints as they will most certainly impact a persons game, and hell hath no fury as a pissed off gamer. So I asked a modder if it was possible to include with a Settlement Blueprint an esp or esl where I have initially just scrapped the entire settlement including all previs precombines and navmesh ("PPN")info in all settlements, then rebuild all the PPNs in the Commonwealth, and then creating my Settlement Blueprints in that redone commonwealth. I would then upload the Blueprint with an esp or whatever covering that specific settlement so when the Blueprint is run with the esp it will not impact the whole of the Commonwealth. It's a nice idea and the mod author said it could be done, bu it is way too much work and most people have already messed up their games limited optimizations. I wish I knew enough about the CK to be able to just create settlement replacements where I can simply fix all the PPNs in that build and release it as a replacement, but, as another commenter indicated, I am excellent at in game settlement building but have no talent when it comes to the CK. Plus, the CK ids SOOOOOO SLOOOOW. I am jealous of your ability. You can check out some of my pics of my settlements I have posted for ideas (or some eye candy as I do have a fully functioning stripper pole in all my bars). Bottom line for you I think is to just go for it and test it yourself. I am not sure anyone has done what you are proposing. I have heard of someone working on the entire Commonwealth to make broken PPN's a thing of the past, but I am not sure of all of the details. Good luck with your project. -
I just started a new play-through of the new mod Subversion and am looking for a different resolution for the Institute. I too am disappointed with my "son" as well as the majority of the scientists who view people on the surface as a meaningless scar on the face of the earth and Gen 3s which basically are a miracle of science and the closet man could get to being a God (if you believe in that sort of thing) as they created a likeness of man. Really, how can the abuse given to the Gen 3s not be considered slavery, they are not a toaster, they are sentient beings; and wanting what it left of human beings, who, for the most part are just trying to survive and grow (I wish there were more children in the Commonwealth) to simply disappear is also such a narrow-minded view. Not sure what Bethesda was thinking, though I doubt they we cognizant of the myriad of mods that would be created to "fix" their game. Bottom-line, I want to save the Institute and I want to actually have a say as to what happens with the Institute in that I often assume the role of Director and basically transform the Commonwealth to a modern society under the premise of the Institute have a new leader and that we are making up for the sins of the past by making people's life better. Hopefully I will be able to do so with the mod Subversion. As for the BOS, sure, I can spare them, but for this play-through, I will wipe them off the face of the earth (or at least the Commonwealth) as they are one of the toughest factions to overcome in my opinion and it is a lot of fun. I have never died more times than when I helped destroy the BOS.
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Fallout 4 CTD/ General Instability Even With Less Than 25 Mods.
monesq replied to zhuemin's topic in Fallout 4's Discussion
I feel your pain. Sometimes instead of relaxing you, the game infuriates. Check this out and see if it can help: https://themidnightride.github.io/index.html Also https://www.nexusmods.com/fallout4/mods/23556 I have not tried the former but the BiRaitBec Modlist is very popular and the guide is very detailed. There is a discord channel where you can get a lot more info. There is an updated guide available in Discord. The instructions are easy to understand and I have seen performance gains with respect to textures and the like. Many times, if you are not sure about an ini, don't mess with it unless you have a good source to go by. I have made that mistake more than once. One piece of advice which is also mentioned by the BiRaitBec Modlist is to install the game directly into your C drive not the program directory which is default. It would require that you completely uninstall Fallout from your computer and when Steam asks you where to install the game, pick the C drive (hopefully an SSD) c:\Games this way your Microsoft Defender and all the other stuff meant to protect your PC will not impact your game files by blocking certain mods or actions taken by mods. It can be frustrating, but once you have a stable set-up, it will be fun. Hope this helps. Forgot to add this one: https://www.nexusmods.com/fallout4/mods/50005?tab=files -
I too have had issues with Settlement Home Defense, not sure about the other mods, I did notice the Great Green Jewel mod. I have heard some good things about it but am unaware if it has been updated or needs an update. I know there were some issues raised and the MA moved the mod off of Nexus.
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It is frustrating when no one answers, but more often than not, that means that they have no idea. I don't. Have you tried loading a save outside of the triangle of death (Red Rocket, Sanctuary and Abernathy Farm)? Does the game still not allow you to load a save? If it does (at this point, I doubt it as your saves have probably been corrupted) you know it has to do with something affecting the unholy Trinity and I would start looking at mods that have any impact in Sanctuary, Red Rocket and Abernathy Farm. I did not count out all your mods, but there are a lot of them. If you are uninstalling mods to see if that uninstall helps with the save where you had the problem with saving, that will more than likely not prove fruitful. I have not had much luck (actually any) with Resaver. By removing mods and trying out to load a save with that mod missing, you have probably corrupted your save. The worse thing about that is you may not realize you have messed up your saves until later in the game when the game no longer runs at all. I did notice that you have Functional Displays. I have never used that mod so this is second-hand, but I have read several posts that the mod can mess up your game. Another idea (not enough detail was given in your query so I am grasping at straws), have you checked your ini files to see that they recognize where your save games are located?? When you tried to load any saves, was the option greyed out? If so, the ini may not be properly pointing to the location of your saved files. The save file location is in the Fallout.ini file usually located in your C:\Users\username\Documents\My Games\Fallout4. Open that file up with Notepad ++ or your standard notepad program and look for SLocalSavePath=Saves\?????\ where the question marks are the name of the directory. The save files should be in the same directory as the ini files for the game. Assuming that they are, and your Fallout4.ini file does not have the line above or the correct directory, then replace the question marks above the the file name, save the file, and try to relaunch the game. I would also comment that even if this works, your save files may already be corrupted, so I would: 1. Restart the game with all your mods (assuming the only problem was the game could not find the save directory) and have fun. 2. Restart the game as vanilla save the useless Preston and save the game. At that point, I would make two copies of that save, one for experimentation to find your culprit and the other just in case you accidentally save the game when experimenting. Once you have found the offending mod or mods, the use the clean save and load your mods (assuming that they can be enabled after game start). 3. You can try to enable all your mods in the experimentation save and see if that full mod list is causing any issues. If the issues continue, do not save that game, toggle the console and type qqq and the game will end without saving) and disable 1/2 of your mods. Rinse and repeat until you have narrowed down the offending mod. That's all I got man (used in the generic filial sense). Good luck.
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I have used performance monitor, did not help, though I am not that familiar with what to look for. I finally bit the bullet and stopped using Reshade and after playing for about 5 hours yesterday, no stuttering. I also optimized all the original texture files using Bitrait's (SP) guide and mixing in some of my own textures. Even without the Reshade, it all looks pretty good, though it did look better with Reshade. I was using ENB for a very long time. Some were good, some not so good, but they all had an impact on my performance in some way. I appreciate your response. I thought that Reshade did not cause any performance issues, I guess I was wrong.
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For the past few months I have had massive stuttering early on in the game. Once I build even a simple settlement, my goose is cooked. I never had stuttering before. Grant it I am running a lot of mods (318 that includes light). I do not scrap anything, no longer use scrap everything or mods that clean up the settlements,, I am using Buffout 4 and High FPS Physics (both very useful mods) but my stuttering just gets worse as the game goes on. I had read that a recent Windows update messed up Nvidia graphics cards or something to that effect so I was hopeful that was the culprit. It appears that I had delayed installation of that update so no dice. I really appreciate this game and settlement builds but I no longer find it as relaxing because of the massive stuttering, even when I am at 60 FPS. I have plenty of Vram, 32G of Ram and lots of SSD space available (close to one Terabyte) and still too much stuttering. My only weakness is my graphics card, an RTX 2060, but I've had it for awhile now and only recently have I experienced such massive stutter. If anyone has had this experience and has found a solution, PLEASE respond. Thanks and happy gaming.
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I am trying to figure out if I have micro-stutter or if it is something else. It has reached the point that my frustration over the game is exceeding my enjoyment. I love settlement building as I find it relaxes me and opens my creative juices, but whenever I create any settlements (large or small) I have this problem: My side-to-side movement is fine and many times in game, my sprinting is also acceptable. For the most part, I am around 60 fps. However, there are times when it just seems as if the game is struggling with my going forward, as if there is some sort of a bottleneck and then suddenly the gates are opened and the stutter/delay just goes away. (akin to turbo-lag in an engine). I have tried running the game with and without ENBoost, no change. I currently have developed a preference for ReShade as I really like the look but that should not cause this issue. I do have A LOT of textures and many of them are loose files, which I know can be an issue with FPS and are definitely an issue with loading. I know that I can pack them into an archive so that they are loaded more efficiently but I am uncertain as to how many of those textures I can include in just one archive file and how to deal with textures that are conflicting (I assume I pick the one I like and delete the other). I do not, however, believe it it the presence of all these textures that is causing my particular problem. I have installed the High FPS fix, and all its requirements, I also have installed Buffout 4 and all of its requirements. I have removed all cleaning mods that break precombines previ etc. (although I am using a few Clean and Simple mods from Jenncave as they only impact the cell in which the settlement is located and have not included all the settlements in the triangle of death other than Abernathy Farm clean and simple). When I heard of the recent Windows update that was messing up gaming, I thought that my problem was solved. I had not, however, installed that update. I have also tried pretty much every and all ini tweaks I could find as well as tweaks to Nividia, including suggested tweaks by the Bitrait Guide. I have tried using an overclocked set-up for my graphics card (I have actually 4 presets that I have tested). No difference. I have a reasonable set-up i7-9750H CPU @ 2.60GHz, 32 GB of 3200 speed RAM, and RTX 2060 and I play using only SSD drives. I am at a loss. Until I can get this fixed, I think I will create two profiles. One for playing the game and new quests etc. and one just to build settlements. Each profile will have different mods installed depending on how I will be using that profile. In my kicking a$$ and taking no prisoners profile, I will disable all settlement building related mods except for the essentials. For the settlement building profile, I will just have the base game and all the settlement mods. End of rant, cry for help.
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I have had this also, no idea what caused it. Do you have an Nvidia card? https://imgur.com/CKoBg2q I attribute it to over-building, but I also think I have way too many mods installed
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Not sure what is happening to your game and at this point if you are having these issues, they are baked into your saves, but Sanctuary can be problematic. Also, I would not use Spring Cleaning as that can destroy previs and precombines. Try Scrap Everything (https://www.nexusmods.com/fallout4/mods/5320) It has a FOMOD installation process. One of the processes gives you a warning regarding enabling a certain feature which will impact cell performance. I would not use that feature. If you are going to use this mod, you will need to start a new game.
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Try the vanilla route at least once without mods. You may miss something, but you will garner an appreciation for the game as is, flaws and all, After that look into mods that increase the efficiency of the engine (Buffout 2, High FPS fix). As for the rest: 1. Learn how to use the xEdit (FO4Edit) and learn about load order and conflicts. When I started using mods, I just haphazardly installed them, ignoring any error messages, and it left me with a sour taste in my mouth. 2. Look into QOL improvements as stated above. 3. Add visuals and good weather mods, maybe some weapons or armors. 4. There are some amazing Companion mods on Nexus as well as one "on the site that shall not be named" (not meant for a puritanical playthrough, though, given the tenor of this game where dismemberment is celebrated, not sure nudity and sexual innuendo is that bad). Companion mods will make the game interesting and many of them come with their own mini quests. 5. If you become interested (with some it is an obsession) in settlement building, there are mods that will essentualy let you build pretty much anything. You need to learn about navemesh and precombine issues as many settlement builds can decrease the efficiency of the game in terms of crashes or extreme FPS loss. 6. Once you understand about load order, there are a plethora of many great Quest mods. I have pretty much tried all of them. Some are just bad (but they are offered for free, so no complaints), but many are amazing. 7. Finally, you can start looking at sounds, ENBs or Reshade to further enhance the sounds and visuals of the game. Bottom-line, to have enjoyable playthroughs you really need to learn how to properly recognize load order issues and how to correct any such conflicts. It can be a long process. Good luck.
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I could have sworn that those have been regenerated after the cleanup and before the mod was uploaded. Isn't there a way to clean up a settlement in the CK, regenerate the precombines and turn that into a patch? I really need to learn how to use the CK, this way when I decide to release some of my blueprints I can also include a patch that would fix any broken combines. What I find interesting is all the blueprints out there that basically eliminate everything in the settlement. I was under the assumption that people would not release mods like that, or the FPS hit would be minimal. I have been playing this game since it came out and I become bored with all the "rustic" settlements I was building so I wanted cleaner versions. When I made that decision, I would start to scrap all the trash and buildings which I knew would impact precombines, but I took that risk. When I found the Clean and Simple mods, I was impressed. With minimal building, my FPS would still remain around the high 40s, low 50s using her mods. Now that I am getting into large scale settlements with more modern assets, my FPS goes down to the low 40s, worse when a settlement is attacked. Maybe I should simply avoid building walls around the settlement and build raised settlements, leaving the ground and trash as is, protecting my settlers, and not breaking precombines. I assume that you can scrap some items as intended by Bethesda, provided you do not use any scrapping mods. Is that assumption valid? Thank you, as always, for your input. I tend to use this forum and you have kindly responded to many of my posts. Take care.
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It could be . . . . 1. The breasts have mutated as a result of radioactive fallout; 2. Many people have been breast-fed so they long for the comfort one finds in large breasts. 3. The Commonwealth pillows are disgusting, need I say more. One problem I foresee, with all those top-heavy women in the Commonwealth and no chiropractic care, chronic back pain must be a huge issue after radiation. :)
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Your honest opinions will be appreciated. I have seen my game stutter and general game play many times decrease. I am at the stage right now where if there are no new Quest mods, I am busy building larger and larger settlements, thus the plethora of settlement mods. I do not have the confidence to combine mods, even with tutorials I am afraid I will muck it, and my game, up. This is my load order
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I am testing Clipboard Resurrection and it has worked very well, until last night. I decided to go big or go away, so I copied an entire settlement with approximately 5,000 pieces (a previous Sanctuary build) The copying and pasting went without a glitch, but I noticed right after pasting the settlement that the game freezes every 2 minutes or so for about 15-20 seconds. This is happening consistently not only in Sanctuary, but wherever I travel in the Commonwealth. This is a new game. Things I did: 1. Walked away from Sanctuary leaving the cell. Went to sleep for 3 in-game days. The problem persisted throughout the Commonwealth 2. I loaded a save before I pasted the entire settlement. No delay whatsoever. 3. I opened the save with Resaver to see if there were any errors shown. No errors in the save game. 4. I opened the Clipboard Resurrection log, no error messages were indicated. I then noticed an ini file was created around the time where I had pasted the settlement. When I opened it up, I noticed the following: LL_FourPlay [Custom Arrays] uMaxArraySize=2000 I know that the settlement system as a whole has a limitation in the uMaxArraySize files (I think it is set at 216, but I could be wrong, it may have been increased by the unofficial patch to 512.) Could this ini be the problem by somehow increasing the uMaxArraySize??? Any ideas would be welcome as I have never experienced such a "glitch" in all my years playing this game. Thanks. Thanks.
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Break the 128 array elements limit
monesq replied to niston's topic in Fallout 4's Creation Kit and Modders
Maybe someone will see this, maybe not, but I found the following ini after I had pasted an entire settlement using the newest version of clipboard: LL_FourPlay [Custom Arrays] uMaxArraySize=2000 When I Googled the ini entry, it brought me to this forum. I have no idea what this is. I am not a programmer. This ini was created after I pasted a settlement using Clipboard Resurrection. I pasted approximately 5,000 pieces of a recent Sanctuary build. Since pasting the settlement, my game freezes every 2-3 minutes for abut 15 seconds. I am stumped. If I go to a save before the "pasting incident" the game is fine. Any ideas? At this point it is more curiosity than saving a game as this was a test game for my settlements that I am creating either as blueprints of clipboard files. Thanks.