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Everything posted by orangedeal
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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...
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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...
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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
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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.
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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!
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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
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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.
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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?
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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
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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
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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!
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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!
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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!
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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!
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When I decided to replace light sources in all internal locations, I quickly discovered that the best ones are those that cast shadows, but only because they do not shine through at the junctions of textures (objects). However, with a large number of them, this can heavily load the system and lead to a drop in FPS. Therefore, I had to use them to a limited extent, and on external locations I decided not to use them at all. I've seen a lot of Lightboxes in all locations, I couldn't understand exactly what they were created for, but today I finally understood how they work - like an invisible wall of ordinary light sources that are attached to them. I don't understand why I didn't notice this before. If a complex location has a large number of simple light sources with many Lightboxes, can this affect performance? I see no reason why, but what if? I really don't want to redo everything later. Also - are there round lightboxes? I understand that I already want too much, but what if? Or oval. These lightboxes change the situation radically - now there are no light sources passing through corners and joints... Thank you!
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In the properties of an object, there is an option to change its emittance. There is also an option to turn off the lighting during the daytime. But I found an option for warm light only - FXlightRegioninvertWarm. And if my light source should be white (cool)? Do I understand correctly that Bethesda forgot to add this one to the list? Or is there some other way? I have tried other options but they work very differently. Thank you! http://distlinks.net/img/lnk1/cqgg3xexkq.jpg
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I am making changes to various locations (all settlements) and doing PreCombine, Generate Visibility and Generate Precombined Visibility. I want to get one archive for everything. Now it just all lies in the PreCombined and VIS folders. These two folders are 750 MB in size and contain 4753 files. But I got the impression that the locations that I did before are displayed incorrectly after creating newer ones. Is this a conflict due to content in folders? For example, TaffingtonBoatHouseExt. 5 days ago I made TaffingtonBoatHouseExt and CovenantExt. After that, I changed the rest of the settlement and today I walked into the Taffington Boathouse and found that I could not climb the stairs in the house, but I saw the stairs. Problems with PreCombine Geometry? Then I created the geometry for this cell again and then Visibility and Precombined Visibility for the loaded area. I checked TaffingtonBoatHouseExt and CovenantExt in the game and everything is fine. I've already spent a lot of time creating all of this and would not want to redo it. Besides, I don't want to have extra 31 plugins and 31 archive because of this. Why could this happen?
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- visibility
- precombine
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(and 2 more)
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g:\_F4\ this path to one of the folders that I had before (over symbolic link) But this path no longer exists. I have not edited the scripts. At least it shouldn't be in this .esp. This only happens when my plugin is active. I am concerned that this may cause performance drops while playing. Somewhere in my esp there is a reference to this path. But I searched in different ways and even removed with FO4Edit some of the things that I thought were responsible for this.
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The Papyrus.log contains many entries like this: [02/20/2021 - 04:25:06PM] error: (0018E8F3): cannot start scene because its parent quest was not running. stack: [ (0018E8F3)].Scene.Start() - "<native>" Line ? [RelayTowerQuest (0003C605)].RelayTowerQuestScript.StartAllScenes() - "g:\_F4\Art\Raw\ScriptsMilestone\RelayTowerQuestScript.psc" Line 13 [RelayTowerQuest (0003C605)].Fragments:Quests:QF_RelayTowerQuest_0003C605.Fragment_Stage_0000_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_RelayTowerQuest_0003C605.psc" Line 11 [02/20/2021 - 04:25:06PM] error: Cannot call OwnedByPlayer() on a None object, aborting function call stack: [DLC01MQ00 (01000805)].dlc01:dlc01mq00script.ClearRobotWorkbench() - "g:\_F4\DLC01\Art\Raw\Scripts\DLC01\DLC01MQ00Script.psc" Line 250 [DLC01MQ00 (01000805)].dlc01:dlc01mq00script.Startup() - "g:\_F4\DLC01\Art\Raw\Scripts\DLC01\DLC01MQ00Script.psc" Line 49 [DLC01MQ00 (01000805)].DLC01:Fragments:Quests:QF_DLC01MQ00_01000805.Fragment_Stage_0010_Item_00() - "g:\_F4\DLC01\ [02/20/2021 - 04:25:07PM] error: Cannot call spawnBird() on a None object, aborting function call stack: [ (00215942)].birdspawnerscript.spawnBird() - "g:\_F4\Art\Raw\ScriptsMilestone\BirdSpawnerScript.psc" Line 122 [ (00215942)].birdspawnerscript.OnCellLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\BirdSpawnerScript.psc" Line 49 [02/20/2021 - 04:25:07PM] error: Cannot call spawnBird() on a None object, aborting function call stack: [ (00215942)].birdspawnerscript.spawnBird() - "g:\_F4\Art\Raw\ScriptsMilestone\BirdSpawnerScript.psc" Line 122 [ (00215942)].birdspawnerscript.OnCellLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\BirdSpawnerScript.psc" Line 51 I've only written a few. Why is there a link to "g: \ _ F4"? Some of the game files had been there for a long time, and this folder was linked by a symbolic link. I could put the "_" symbol only to temporarily exclude it. I reinstalled the game completely including NMM. Now only my mod (one .esp file), CK and FO4Edit are installed. But my plugin file that I've been doing for a long time keeps referencing there. The installation is now clean, no other mods or esle. I cannot track this through either FO4Edit or CK. I made my mod 99% of the time in the CK, so asking here. For example, I didn't change RelayTowerQuestScript at all :sleep:
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Thanks for the answer. I decided to give up the idea of clearing the whole world of hanged bodies, debris, etc. I decided to do it selectively and a little, mostly next to some settlements. But I noticed that if done in this sequence: World -> PreCombine Geometry for Current Cell Visibility -> Generate Visibility for All Loaded Cells Visibility -> Generate Precombined Visibility for All Loaded Cell Visual glitches may occur (of a dozen of changed places so far only in the Sanctuary Hills). I've even tested and reworked it several times. Apparently, I was wrong somewhere. Then I decided instead of PreCombine Geometry for Current Cell to do for Loaded Area. This increases the size of the PreCombined folder, but bearable. But it's hard to make a mistake. The main thing is that Geometry and Visibility will be created strictly for the same group of cells. I first take a screenshot (see below) and align to it before doing the next operation. Am I right? It seems I've managed to solve the problem. Does PreCombine Geometry Loaded Area have any disadvantages besides the larger folder size? If we need to redo the geometry for more than one cell. In general, can such operations reduce the performance in the game, taking into account that we will then pack everything into an archive? Especially in complicated places like Boston. I read that some users alter almost half of the map http://distlinks.net/img/lnk1/6riyt3ldmm.png
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If someone ever encounters a similar problem and the tips above will not help. If this happens on a specific character, delete all entries from the inventory of this character through FO4Edit, save and open it in CK again. If it helped, then that was the problem. I've encountered this a few times, but I had big changes in the plugin. Moreover, after adding all the same entries to the inventory, the problem did not come out. All this is strange.
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Can we do it in an easier way? We change everything we want in the whole world (external), saving and restarting the editor many times. After many numerous edits, we are doing "PreCombine Geometry for World". On a Coffee Lake CPU, this will take 4-5 hours (with all DLCs), and the PreCombined folder will take up to 12 GB and will contain 100,000 files. Then we do "Generate Visibility for All Loaded Cells" and "Generate Precombined Visibility for All Loaded Cells" in the zones where we made the changes. Then we pack it all into an archive using Archive2, specifying the maximum archive size of 4 GB and the maximum number of files 3. Will this work? Otherwise, when we have a lot of edits and we are forced to strictly watch the cells, and the editor is very slow when switching between them, editing turns into torture :confused: