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YouDoNotKnowMyName

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  1. Ok, so I think I found something interesting ...

     

    I just created a new worldspace in the CK and edited the landscape a bit (just a little "island" a few cells big).

    I did not generate LOD, PreVis or any of that crap, I just COCed into the a cell in that worldspace and the sprint bug was gone.

    I could move normally, sprint, jump, sneak, everything worked fine!

     

    Weird ...

     

    The other worldspace that I generated which had the sprint bug was created using TESAnnwyn (from a heightmap).

  2. Sorry, I have been away for some time ...

    I read the thing with the sprint bug here:

    https://forums.nexusmods.com/index.php?/topic/4461460-tips-for-large-world-space-creation-and-workflow/

    My FO4 version is (almost) up-to-date. (I didn't download the november 2019 update).

     

    I don't really care about optimizing every little bit, I just want to be able to sprint in custom worldspaces ...

  3. Hello everybody!

     

    I have a question:

     

    Is it (technically) possible to make a new custom race in Fallout 4? Like with custom meshes and all?

     

     

    If so, how would this be done? And how hard would it be? Any tutorials for this that explain the process in detail?

    I have a little bit of experience with the CreationKit, NifScope, 3DSMAX.

     

     

     

    If you want to know why i am asking, it is for a personal project.

    I can't decide between playing / modding Skyrim or Fallout 4, so I want to "port" Skyrim to Fallout 4.

    I know this will probably take years of work, but I have lots of time.

    Things like importing the landscape and the 3D assets will be no problem, they will just take lots of time and hard work, but the whole race-thing makes me worried.

    [No, I do not plan to publish this ever, it is just for me alone ...]

    I know that this is a crazy project, but I like to focus my attention on one thing instead of "wasting" time on to things at once.

    And I decided to port Skyrim to Fallout 4 because FO4 has "more features". It would be impossible to get the "Settlement building" thing form FO4 into Skyrim.

  4. Stitchen, von Daniken, Foerester... All you're missing is Gardner and you've struck my rage-quartet. Any time i so much as HEAR their names on tv or youtube, i feel the beast welling in my stomach. Hell, Stitchen almost managed to ruin Mystery Inc for me, and i KNOW Scooby Doo is fiction.

    I don't really watch TV or get into all of the "conspiracy" and "alien" stuff anymore, so I don't have those problems :tongue:

    I used to be all about that stuff, but now I just worry about the problems I can actually solve myself or that impact my life directly.

    Yes, that means I am a bit "disconnected" from what's going on in the world, but it is better for me that way!

    That's one of the reasons why I love playing Skyrim. To me it feels like I can make a (positive) difference, unlike in the real world where I get overwhelmed with problems that I can't solve.

     

    I also usually don't get "triggered" by real-life-stuff, but artificial game limitations (for example the custom worldspace size limit +-64 cells in the X axis, now that gets my blood boiling, because it is affecting my life directly -> I can't create very large worldspaces in Skyrim or Fallout4).

     

    By the way, this is really getting off topic (from quicksilver ingots to alien-conspiracy to my crazy brain, but I guess that's just how the internet works, right? :laugh: )

  5. Oh, ok!

    That makes sense. I don't know much about Mithril, but I personally think the "quicksilver" stuff is an alloy made of mercury and maybe another soft metal like tin or something like that.

    So it's kind of like corundum: When I first played Skyrim and encountered that metal I thought "Oh looks like copper" but no. (Copper + Iron does not make steel IRL).

    Yeah, looks like real life metallurgy does not apply in Tamriel :laugh:

  6. Hello everybody!

     

    It took me a while to realize this, but the "quicksilver ingots" don't make any sense.

     

    Mercury (quicksilver) melts at about -37,8 °C, making it the only metal that is in liquid form at "room temperature".

    So having an actual ingot of the stuff makes no sense. It would be more realistic to have a flask filled with it, but as it has a really high density, having one of those large vase - things full of mercury would be nearly impossible to carry around :laugh:.

     

    I know, it's just a game, but this is just so ... wrong ...

    I get why they did it, they just took the basic ingot item and gave it a different texture for each metal, but still, it annoys me.

    Maybe I will make a mod that replaces all "quicksilver ingots" with "quicksilver filled flasks". And you could have a option to maybe mix it with frost salts to get the quicksilver into a "solid form", I don't know ....

     

    I don't really know why I posted this here ...

     

    Just my thoughts .....

  7. Good evening everybody!

     

    I just bought FarCry5 a few days ago (mainly because it was on sale and I thought "why not?").

    The first thing that I noticed was that you couldn't "save" the game manually. That is weird, but ok.

    Eventually I died for the first time and that was when I noticed that some weird stuff is going on:

     

    I had just rescued a guy from the cultists, walked a little bit and encountered another group of cultists, which killed me.

    After the game reloaded I was about where I died. I looked back to the sport where I just rescued the guy and he was there again.

     

    At first I thought that the game didn't "save" the fact that I "cleared" that "random encounter point". So I rescued him again.

    But after walking a bit (~50 m) I looked back and that encounter had "respwaned".

     

    That was when I realised that the "respwan time" for those encounters was really really short.

    As soon as you walk 30 or 40 m away from a place like that, it resets itself.

     

    What the ####?

     

    I mean this game has been out for quiet a while so I thought that a bug like that should have been fixed.

    That was when I searched around on the internet and I learned that this was indeed a real problem.

     

     

    This just makes the game "unplayable" for me.

    I mean I like that game, the landscape is nice and all, but this is just .....

    It makes me feel like I don't make a difference in the in-game-world, and I don't like that feeling (the time playing seems like wasted time).

     

    But how can we (or I myself) fix this issue?

    I am used to playing / modding games like Skyrim or Fallout where the official development tools are available.

    There is no such tool for this game.

    So is there anything that can be done to fix thsi problem (or do I just have to accept the fact that it is another game that would be great if not for one of two things)?

     

    It really would be nice if anybody could answer this question.

  8. Yes, I would like that too.

    I only have experience with modding games like Skyrim or Fallout, the developers have released the tools that were used to create the games for those.

    Sadly there are no such tools available for this game, so I think there are not many things that are possible.

    I just started playing Far Cry 5 (it was on sale a few days ago) and this really frustrates me aswell.

    At first I thought it didn't load my previous "save", but then I discovered that the spwanrate for "random encounters" is just way too high.

    I am pretty sure that this game would be great, but for me, this makes it unplayable.

  9.  

    After actually having regenerated precombined geometry/visibility, I have some things to add:

    • After generated precombined geometry, you must run both "Generate Visibility" AND "Generate PreCombined Visibility", in that order. Sometimes it seems to work without the "not precombined" visibility, but without, sometimes objects become invisible.

       

      I had that issue when regenerating them for my Fairline Hills Settlement. It affected a (scrappable) shelf, and a mailbox (container). Maybe more, hard to tell if it's invisible. Only doing it as described above fixed it.

    • A static object reference will be excluded from precombines if:Navmesh precuts don't seem to matter.
      • The base object has a scrap recipe. Regular recipes most certainly count, too. If the "created object" of a scrap recipe is a formlist with the object in it, that counts, too.
      • The reference has an enableparent. Probably also if it is an enableparent.
      • The reference is scrap-linked to something else, that is, linked using WorkshopStackedParentKEYWORD to something else, or has objects linking to it like this.
      • Probably also if the reference is linked using any other or no keyword.
      • NOT if the reference has a navmesh precut. These don't seem to be enough.
    • Precombining geometry disregards matswaps. No matter if the matswap is on the reference or the base object, if there is one, it won't make it into the precombines.

      The only way to make it works seems to actually create new NIFs which use the correct material, and replace the base object in the references. After that, this can be undone.

       

      I made an xEdit script to automate this process, but it isn't quite ready to be released yet.

     

    What I'd still like to know is:

    • Can the LoD be regenerated?
    • Can this whole thing be done via CLI parameters? The CK seems to accept some CLI parameters, for animations and such, but, does it have that for precombined geometry/previs?

     

    You made a XEdit script that does all of that or just that material swap thing?

     

    If you mada a XEdit script that does the whole precombined geometry and visibility thing, that would be great, because whenever i try to do that, the CK works for a bit and then just crashes to desktop.

  10. Thanks for the quck answer!

    When I try to sprint in my newly created worldspace, I can't.

    Don't worry, the actual "playable" area of the worldspace is much smaller.

    It is +-64 cells on the X axis and +-255 on the Y axis.

    There is a bug that lets you only use +-64 cells in the X direction or physics will be bugged or something, no matter anyway.

     

    Yes, whenever I try to sprint in the custom worldspace my character moves slightly faster then walking but slows down after a few seconds and then speeds up a bit again.

    That even happens when walking slowly.

  11. Hello everybody.

    I know how to generate precombined visibility for a loaded cell (to avoid the "not beeing able to spring"-bug) and I have read all of this:

    https://forums.nexusmods.com/index.php?/topic/5522717-fallout-4-optimization-and-performance-systems-explained/

     

    (I have looked through it to see if anything worldspace related has been explained there, but the only thing I found was editing a few cells and regenerating the precombined stuff for those few edited cells)

     

    I would like to know if there is a way to generate precombined visibility for a large custom worldspace.

    My worldspace is about 510 x 510 cells big.

    So far I only have imported the landscape and I haven't added any objects yet.

    Do I have to go through every cell by hand or is there a way to generate precombined visibility for an entire worldspace?

  12. YES!!!!11

    I finally got my heightmap into FO4!

    I used TESAnnwyn and it took me two days to figure out the right scaling and offset for the landscape height, but I did it!

    I used the xLODGen tool to create the LOD stuff for the landscape and so far it looks good.

    I mean the landscape is all "blocky" and looks like Minecraft (...) because of the low resolution of the heightmap that I used, but anyway, it's a start.

     

    I have read that there is a bug that makes you unable to sprint in a custom worldspace unless you generate precombine data for the landscape.

    But everytime I try to do that in the CK, it works through a few hundret cells but then it just "freezes".

    Am I doing something wrong, should I just leave it running for a few hours, or what?

    I am afraid that it will generate all of the precombine geometry and then still be "frozen", so that I can't save and all of the time that I have been waiting will be wasted.

    Has anybody experienced any issues with generating precombined geometry for the landscape?

    I had problems with generating the LOD in the CK as well and just ended up using the xLODGen tool. (I had no problem with that, I could even do other stuff on my PC in the meantime without everything "freezing".)

    Is there any external tool like that to create the precombined geometry for the landscape, or any way to do this without the CK crashing?

     

    I don't think that my PC is too "weak", I have 16GBs of RAM and I7 with 6 cores, I don't know much about that stuff, but my PC can run FO4 without problems (even with other stuff running in the background).

  13. Ok, so I downloaded, installed and tryed that DirectX Tool form M$ and ..... it seems to work!

    Kind of ...

    When I open the output file in Paint.NET (can open DDS) then it's just black. (But that might just be because it is 32 bit, so the parts that were white before are now very very very slightly less black then the rest ...)

    Anyway.

    I tried to import that file into the CK and it didn't work. It said that the file should have the dimensions like the CK suggests.

    The file that I tried was 16384 px X 16384 px. Texture files always have to be square with sizes like 2x2 4x4 8x8 16x16 .... 16384 x 16384 .....

    So I put in the CK that I wanted my worldspace to be [-254|-254] to [255|255]. But the CK says that the file should be 16321 px X 16321 px.

    But I can't make a file like that because the texture conversion tool can only make "power of 2" size files (like I said above).

    I tried to increase the ammount of cells slightly to get closer to the texturesize that I had.

    The closest that I got was 16385 px X 16385 px. So 1 px X and 1px Y too small.

    What is going on here?

    How am I supposed to make a 32 bit floating point DDS file of that size?

    I mean it really confuses me that a texture file that isn't "power of 2" is required here.

    Does anybody know what is going on here / how to solve this problem?

  14. Uhh... I just tried to convert a heightmap with that texconv tool and it didn't work. Here are the parameters that I used (or whatever that stuff is called):

     

    texconv.exe -w 16384 -h 16384 -f R32_FLOAT -ft DDS "D:\StuffForGames\Fallout4\ModDev\FK\ForExport.png"

     

    The tool gives me the following:

     

    reading D:\StuffForGames\Fallout4\ModDev\FK\ForExport.png (16384x16384 B8G8R8A8_UNORM_SRGB 2D) as FAILED [convert] (8007000e)

     

    I have no idea why it doesn't work. At first I had the wrong size (4097 px X 16321 px, like the CK recommended for -64 | -254 to +63 | +255) an texconv complained that the image size was not "power of 2", so I changed the size to 16384 px X 16384 px.

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