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orangedeal

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    Fallout 4, CK, FO4Edit, Far Cry, APB Reloaded

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  1. This can cause serious trouble because he can be in the bushes and see everything perfectly well. But I don't see him. So I wanted the NPC to be able to move, but very slowly, like the player would do when both his legs are damaged. What needs to be changed in the screenshots below? I want to leave the ability to damage all limbs.
  2. DMP_Combat_HoldPosition_xxx DMP_Combat_HoldPreferredPosition DMP_Combat_HoldUntilEngagedPosition I have only one explanation - this was done to make life easier for the player, otherwise the enemies might start attacking in droves. Or I'm wrong and this was done in order to make life more difficult for the player, so that he would go to the enemies and they would wait for him in different places? I tried to remove these records and the enemies behave differently - they really are a crowd. I'm thinking - what is more realistic, how this would happen in a real life?
  3. The video shows that as soon as the character crosses the cell border, the light source starts working differently. I noticed this in some locations (Red Rocket in Nuka World, The Castle and maybe on some others, but not all). I have not yet been able to figure out what is to blame, weather changes (I understand that this may be the reason, but not so quickly) or something else. I have tried to make changes in various entries in the Region, Climate and Weather sections, but have not been able to fix it yet. What should I pay attention to?
  4. Am I right in thinking that if we create PreCombnies using a modern version of CK, but the game is version 1.9.4, then any problems that may arise should be blamed on the old version of the game? That is, could the developers have changed something in this regard in newer versions of the game?
  5. I have a rather old ESP that I made a long time ago and now I decided to delete the unnecessary stuff from it via FO4Edit, I also deleted the information about the previously created geometry and visibility. Now I need to recreate them. In the case of geometry, I have no questions, but what about visibility? I can't figure out how best to group them to start creating all this. The screenshot shows part of the cells (3 pages of these in total). It would be easier to navigate by EditorID, but some cells don't have it and they may be next to those that do. I can navigate by FormID and Name (coordinates), but then there will still be no order. For example, EgretToursMarinaExt and EgretToursMarinaExt02, but I also made changes in cell 0000E5F7, which is called Wilderness and is located above the EgretToursMarinaExt cell and there I will also have to do geometry. And then I need to make visibility for all these cells. Another example is SanctuaryExt. If I use FormID as a guide, there are cells next to and between them that are quite far away. How to do all this without getting confused?
  6. I couldn't find it through Google, but it turns out to be simple - Flatten Blocks/Sub-Blocks. Could you explain why this display feature was added at all and how the editor calculates them? I was able to disable blocking, but only when searching. Is it possible to disable blocking without the search function?
  7. So that everything could be ordered, for example, by FormID and so that all records follow one another, without being divided into blocks.
  8. Yes, I'm sure of it. If there is an entry "sStartingConsoleCommand=bat startup" in Fallout4.ini, after starting the game there is a black screen for 5-6 seconds and then a video appears. If there is no record, the video starts playing after 0.5 seconds. Moreover, the startup file may be completely empty.
  9. I couldn't understand why it took 5-6 seconds from clicking on Launch to the loading screen appearing. And for me it turned out that this happens when there is an entry pointing to the startup file. The contents of the file do not matter (it may be empty). Is it possible to somehow keep the option of an autorun command file, but at the same time remove this delay? For now, all that remains is to either wait or run the file from the console manually. Both options are not very convenient. Why is there this delay at all? There is nothing demanding on hardware performance...
  10. These two files are located in the folder where CreationKit.exe and Fallout4.exe are located. Apparently, the size of these files only changes when I create PreCombines in CK, but I could be wrong. I Googled, but didn't find anything clear.
  11. I also noticed this at the DLC03BeaverCreekLanes01 location, where there are no RoomMarkers and PortalMarkers, but I broke the pre-combines. Thanks for the advice. I've never used Nifskope before, but if I had to, I'd give it a try. And how does this happen in the case of creating this workbench through the creation of objects in the workshop? Everything works there. Also, the workbench does not disappear if I spawn it through the console, but only on external cells. If I do this on the internal cell, it disappears. If I understand correctly, then your file should be located (it needs to be renamed): Data\Meshes\Furniture\Workstations\WorkbenchWeapons\WorkbenchWeaponsA.nif Just in case, I also tried leaving the original name (WorkbenchWeaponsA_BSFix.nif) The workbench still disappears
  12. How could one explain that even with "disabling" all RoomMarkers and PortalMarkers, there is still a visual glitch - out of the corner of your eye you can see that workbenchWeaponsA disappears at location BADTFL01? For RoomMarkers I set Bounds = 1 + Initially Disabled in the fields, and for PortalMarkers in the PortalMarker fields Bounds = 0 + Initially Disabled.
  13. Thank you. I don't even understand how I forgot about "Initially disabled". It seems that it worked even without entering zeros in the Bounds field (if I understood everything correctly).
  14. I need to remove portals and generally Room Markers in various locations, because I broke PreCombines and visual glitches appear because of this. If the locations are not very large, then the drop in performance will be insignificant and I see no point in reworking Precombines. So far I have found one solution - I delete all PortalMarkers, and then stretch all RoomMarkers over the entire area of the location (across all planes). Having tried it on FensParkviewApartments01 and I did not see any glitches. If the location were more complex, then this method could significantly reduce FPS. In other words, if the FPS suits me, then can I do this way? What else could this affect? I also noticed that RoomMarkers may contain a specified Image Space and Lighting Template, but I can handle that. Am I understanding correctly that this has nothing to do with NPCs and will not affect their behavior in any way? Thank you!
  15. For example, the elevator ride from Vault81Entry to Vault81 takes 6 seconds if FPS is fully unlocked. If "Long Loading Times Fix" or "Load Accelerator" is enabled, then the trip (with loading) takes 20 seconds. I was under the impression that the game added a few seconds to the elevator ride. But even without these "mods" the situation with glitches is as I described. Yes, the game says "Pre-culling now disabled". The situation is corrected, but at the same time light sources (in all locations I changed absolutely all the light sources, and deleted most of them) that are not within view disappear, but there are no other visual glitches. When I enter tpc again, the lighting appears, glitches return, and the game writes "Pre-culling now enabled". No, I don't use this mod.
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