Jump to content

orangedeal

Supporter
  • Posts

    190
  • Joined

  • Last visited

Everything posted by orangedeal

  1. In the case of internal locations, I tried both ways - I didn't see any difference. But is "All Loaded Cells" any different if we have an internal location? After all, we still only have 1 cell. A few years ago I was trying to figure this out because I didn't know what to choose. When changing the location in my plugin, only ESMs were loaded (no other plugins). At the time of testing, only one plugin was active. I tried to do everything to avoid conflicts. And this happens only when entering a location on an elevator. When I get to this location in a different way, everything works. I can also save the game after riding the elevator, then reload the game and load the save - everything works too. On external locations, I had no problems creating all this (once I figured out how to do it) on dozens of locations. For now this will remain a mystery to me...
  2. The sequence is this: I load GreenetechGenetics01 into CK and create: - PreCombine Geometry for Current Cell - Generate Visibility for All Loaded Cells (or Current Cell) - Generate Precombined Visibility for All Loaded Cells (or Current Cell) I'm starting the game and doing "coc GreenetechGenetics01" and see that everything works as it should. I restart the game and do "coc GreenetechGenetics02", which causes the player to end up at the elevator that leads to the GreenetechGenetics01 location. After the elevator ride, I find myself at the GreenetechGenetics01 location and see a lot of visual glitches (as is the case with MassFusion02, Vault81, Vault81Secret and Vault95 - more precisely, in all the locations where I did geometry and visibility and where I get on the elevator). At the time of testing, I disabled all other plugins. So far I have solved the problem by excluding many objects from creating Visibility, but this is long and tedious, because in some locations I can't add the BlockPreVis parameter to everything, because the performance might drop too much. As I understand it, when adding this key, the object is excluded from creating geometry too? Another thought came to me that the problem might be that I find myself at different points in the location - on the elevator in one place of the location, and through the coc command in another. Therefore, I placed an NPC near the exit point from the elevator and from the main menu of the game I executed player.moveto ID, which allowed me to be right at the elevator and there were no visual glitches.
  3. From what I could notice, the game always loads locations with my data. If I understood correctly what you wrote. But I first tried to make a copy of the cell, and then I realized that I didn't know how to get there by elevator. But even if this is the case, I still don't know how to solve the problem without excluding various objects from the Previs creation. It may seem incredible, but could this be affected by the 3D V-Cache on AMD's x3D series CPUs? I'll have to try disabling it in the BIOS. So far I have made Vault81, Vault81Secret and Vault95. All these locations had similar problems. Now I encountered this on GNN01. So far, the most problems were with Vault81Secret and to fix this, I had to add BlockPreVis to almost all objects in the location. After this, the specified locations work as they should (as they are displayed when entering them without taking an elevator ride). For all the time I have done PreCombines & PreVis at many locations, but I have never noticed anything like this. Or because I only accessed them through the coc command or... because I changed the hardware? But this is very unlikely.
  4. This is very likely. Does this happen to everyone who has done precombines? Maybe I did something wrong somewhere? So far I haven't been able to find a solution and so I just add BlockPreVis to the many glitched objects in the locations. I don't want to uncheck the Non Occluder checkbox for all objects in the game, because I don't know what negative effect this can create in all locations. So far, the most terrible thing I've seen was when I took the elevator from the Vault81Entry location to Vault81Secret... The second screenshot is what it looks like if I save the game in this location, restart the game and load the save.
  5. As I feared, this applies to all locations that the player enters through loading while riding the elevator. MassFusion01/02 and others. That is, it turns out that after creating PreCombines Geometry & Visibility, I will still have to edit many objects, adding BlockPreVis and updating PreCombines. And in those locations where performance does not drop significantly due to broken PreCombines, the famous Room Bounds and Portal Basics are broken, not all of which I was able to fix. Could I have made a mistake somewhere? I checked everything about elevators again and couldn't find anything suspicious that could affect the created Previs
  6. Some objects do not display normally (appear and disappear). This only happens if I get to these locations by elevator and under the condition that in the current game session these locations were not already loaded: I started the game, loaded the location before entering the elevator (Vault95Ext or Vault81Entry) and go down the elevator. Then visual glitches appear. But when I launch the game and immediately get into Vault95 and Vault81 through the coc command, there are no glitches. If after loading these internal locations I exit them by elevator, then going up on the elevator and then going down again, then there are no glitches either. I tried everything I could find on the Internet and the only thing that helped was adding the "BlockPreVis" entry in the "Location Ref Type" field in the properties of so many objects, for example all objects: Vault_Shelf_*, VltGreebConduit*, VltGreebVent*, VltLGHallHalf01_PipesCeiling* and some others. After another redo of PreCombines and Previs everything became normal. I found this here - https://www.nexusmods.com/fallout4/articles/4316 Why is this and what does the elevator ride have to do with it? I can only assume that the same situation would have happened in other vaults, for example, Vault75, if there was location loading when riding the elevator. As far as I can tell, there are no conflicts among the mods (I disabled others). Did I do something wrong?
  7. I can't figure out where they come from. At first I thought that I was accidentally making them myself, but I did everything carefully. After deleting them and further editing of NavMesh, they appear from somewhere again, but in different places.
  8. So both options can lead to unpredictable results? In 01.png screenshot, the specified turret. Below is the result if NONE is selected and even lower if Clear Value is selected. Even in the second case there can be problems? Now I know for sure that it is better to avoid deleting what is in use. If it works somewhere, then in other cases it can lead to blocking the quest. For example, when entering Vault 81 (Vault81Entry) to remove two LvlTurretBubbles that are used in the quest V81_00_Intro (screenshot 02.png), then I press the button to open the vault door, nothing happens. If these turrets are removed in the quest, then everything works. The easiest option is to simply move all the turrets off the map or even replace them with radroaches, as I did at first. But then I thought, it's too unhygienic... It turns out that it would be better if I stayed with radroaches.
  9. So there may be problems with the fact that the event in the game (quest) simply will not be started or continued? Or even CTD? I don't like both of these things... But what if EnableParent is empty? For example, in GlowingSeaPOIJS01, there are two LvlTurretBubble turrets. There is no binding in their settings, but both of them are used by DefaultDummyON, which has a GlowingSeaPOIJS01Script script, which specifies two Protectrons and two turrets. If NONE cannot be set in the script, can I make Clear Value? Then opposite Turret02 will be <<Default: None>> The simplest solution is to simply remove the turret without changing anything else, despite the warning that this object is used by the DefaultDummyON specified above. I did this and checked - it works. When I flip the switch in the bunker, Protectrons are activated, they turn on and attack me, but there are no turrets, because I removed them. If I set to None, then turrets are present but not activated in any situation. If CK writes about "they will be checked out and their use of it will be removed", then would this be acceptable, given that I don't need to use them?
  10. I want to remove turrets from BoS302 quest. If I do like in the screenshot? I will simply select in the field Cell - NONE? What could be the consequences? Because to get into the script itself and edit it, then, as I understand it, it will need to be compiled, and this is more difficult, and if I can do it as above, then why not? But in order for me to check the work, I will need to reach this point in the game? And if there are problems, then I will have to restart the quest through the console...
  11. In my opinion, this is how it should be done. http://distlinks.net/img/lnk1/za7p8l3e4a.gif But this damage does not decrease with distance (Out-ofrange Multiplier does not work). I'm under the impression that NPCs only hit limbs by accident. That is, they are neat enough not to hit the body. And with this setting, additional damage will only be dealt on random hits from other NPCs. According to the game, the player does not make random hits. The game is so unfair...
  12. That's how it works. But this will take additional damage to all targets. I don't remember now what needs to be added so that only non-target characters take damage. http://distlinks.net/img/lnk1/s1brjub44fa.gif Something needs to be added here. I don't remember why I have the Hostile flag unchecked. http://distlinks.net/img/lnk1/2xgh11d54b.gif
  13. This already exists. They often hit each other a lot, but the damage doesn't count. I found a "dumb" way to fix this - just add additional damage or effect, but only when hitting friends (Magic -> Enchancement and add it to each weapon.), for example, broken limbs. However, such battles quickly tired me and I decided to leave only visual effects (stagger and sniper push effect). Characters can even fall when hit, but do not receive any damage. Otherwise, raiders, gunners and others, would often kill or maim each other by accident.
  14. I want to make all crates, especially wooden ones (WoodCrate), be destroyed along with the contents, so I decided to add this feature to Destruction Data. The Disable Object and Destroy Object options are set there, and everything seems to work. But I'm not sure that after a certain time, when the respawn of items in a specific cell should have occurred, this box will be recreated. My intuition tells me that the "Disable Object" option will prevent this from happening, but I'd like to be wrong. I would like to know your opinion. Thank you!
  15. I also noticed that if I start the game and then load a save in an internal location, then use the specified console command and then exit to an external location, the game will not look as it should (in the distance, the image will be blurry, as if DoF is not working correctly). It helps to restart the game with loading an external location and only then enter the sph command. As for the use of ENB, I had to stop using it for a number of reasons. I use ReShade just a little, for darkening. I'm still trying to figure out if it's possible to make the appropriate changes to the ini file to avoid typing this in the console. There must be something like that... http://distlinks.net/img/lnk1/fogwnbiomy.jpg http://distlinks.net/img/lnk1/zzpomt1xwt.jpg
  16. Thanks for the answer. If I enter this command in the Fallout4Custom.ini file, then it works the same way as if I write it in the startup.txt file - a gray screen when loading the save. If I understand correctly, it is impossible to change the HDR parameters in this way and changes are possible only directly while in the game, and not from the main menu (when all start-up commands work). I hope that it should be possible to change the HDR parameters in other ways, through the config file ... I just don't know what exactly to enter. Searching for "HDR" in all config files only finds the [blurShaderHDR] section in the Fallout4Prefs.ini file and only the entry "bDoHighDynamicRange=0". There are a few more entries with "shader", but no more.
  17. I use the SHP command, specifically "shp 0.2,0.01,0.02,0.65,0.2,6.0,1.5,4.0,2.0". More precisely, I run the bat file where it is written. I have to do this every time after loading a save. Adding this to the startup file does not work - after loading the save it will be white (gray screen). I came across information that it is "SetHDRParam". But what should I enter in Fallout4.ini or Fallout4Prefs.ini to get the parameters I need, so as not to enter this every time after loading the save?
  18. I want to turn off the opportunity to encounter Kat and her bot. To do this, I opened Retravelct03, than I opened Trigger - Event: Script Event Data: Ref 1 and added requirement for player's agility to be at level 50, into the Match Conditions field. Am I understand correctly, that in this case, there will no be that RE until player gets Agility level at 50? Thank you! http://distlinks.net/img/lnk1/gqx4bb4jvs.jpg http://distlinks.net/img/lnk1/1cn3zihnv8.jpg
  19. Let's say we create a large field with the ExtInteriorFakeInteriorBrickLarge effect and inside it we create a small field with the ExtInteriorFakeInteriorBrickSmall effect. What will be inside the second field? Will only one effect be used, or will Large be used first and Small be applied to the already modified sound? http://distlinks.net/img/lnk1/wep4sx5gnd.jpg
  20. I have noticed that some lights have this setting enabled so that the light is visible even when the cell is not loaded. I decided to add more such sources, including those in Boston. It will be a simple light (no shadow). Can someone share their experience, is it possible that performance will drop because of this? The question is not about loading the graphics card, but because of the FPS drop in difficult places due to the specifics of the engine, especially when uGridsToLoad is greater than 5. Thank you!
  21. If suddenly anyone is interested, then the problem was in the iDirShadowSplits parameter of the Fallout4Prefs.ini file. Only 3 should be set. With 2, there will be such gaps, even if fDirShadowDistance and fShadowDistance are set to 20000 :happy:
  22. I use a lot of this type of light in outdoor locations to make rooms much darker during the day. But I noticed that at short distances, in some places, there may be gaps, although they should not be. Up close, everything is fine. I took 4 screenshots to make it clear how I did it and how it turned out. What could be the problem? In game shadow settings? But there's nothing special. Thank you!
  23. I was looking for information on this, but I did not understand what it means and why it is necessary, because everything looks good even without these sources of light. But, nevertheless, in all locations there are a lot of these sources, placed by the developers, next to the usual light sources. For what? And how do NPCs determine the level of illumination on the map (when to turn on the flashlights) and how does stealth work depending on the level of illumination? I know that there are parameters responsible for this (fSneakLightXXXX). Can I safely remove all NonSpec light sources if everything visually suits me? Thank you!
  24. I need to make various changes in multiple locations, including creating precombines. All internal locations now took 2 files - 4 MB (and 10 thousand files in PreCombined and VIS folders) and 3.5 MB (5.5 thousand files). Then I will create the archives. Now I'm doing external locations and, as I understand it, plugins will take up no less space, but I'm unlikely to do precombines. Should I split files to reduce their size? Creation Kit takes longer to open and especially save large plugin files. I did not notice how the game reacts to larger files, so I'm asking for your opinion. I am especially worried about external locations, so that when moving around the map between cells there is no jerking and other things. I just don't know how the game reads these files, but in theory, the larger the file, the longer it takes to search for information in it. Thank you!
×
×
  • Create New...