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Everything posted by orangedeal
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Thank you for your advices. At first I discovered that I was naming the file with the archive incorrectly (I did not add the "main" word). Then I realized that CK was to blame (I`m also to blame, albeit a little :ermm: ) - during Visibility operations, an error appeared about the expiration of the Umbra 3 Optimizer license. CK loaded the processor and did something, apparently, optimized it, but the Vis folder did not appear. I used an outdated version of CK, because I was always afraid of problems. My game ver 1.9.4 and I don't want to update it to 1.10. If I use CK 1.10, then the files saved with it are not loaded by the game. Only today I realized that there is an SE plugin that can remove this check, or I can change the plugin header using FO4Edit. Now I do it all with CK 1.10 and it works! I am now worried about the thought - I removed a lot of small objects from different parts of the world, such as turrets, sandbags and so on. I'm afraid that I will have to do hundreds of such optimizations. Can I do everything by restarting CK many times and saving the plugin each time, filling the meshes\ PreCombined and Vis folders and only then create one archive? In principle, the drop in performance without optimization is noticeable mainly in Boston and only with uGridsToLoad=7. At 5, there is no need for optimization. But 5 is too little and boring. I can restart the game and change 7 to 5 (using the cmd file to make it faster) if I want to wander around Boston, but it's better to optimize so that it's not necessary to restart the game. When I started tinkering with the mod for myself 3.5 years ago, I always backed up these esp files, and as a result, I accumulated several gigabytes of them. Do I understand correctly that any changes can be reverted by removing the corresponding entries from the plugin in FO4Edit? I got the impression that yes.
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Could it be that I am creating the ba2 archive incorrectly? I see that the exact same situation without the archive in the Data directory. Maybe the game just doesn't see it? I tried it both from CK and with Archive2 (comes out faster). Also I can't figure out why I only get the PreCombined folder but not the Vis.
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I've tried about 10 times using different combinations. World -> PreCombine Geometry for Current Cell Visibility -> Generate Visibility for All Loaded Cells Visibility -> Generate Precombined Visibility for All Loaded Cells World -> PreCombine Geometry for Loaded Area Visibility -> Generate Visibility for All Loaded Cells Visibility -> Generate Precombined Visibility for All Loaded Cells World -> PreCombine Geometry for Current Cell Visibility -> Generate PreCombine Visibility for Current Cell Cell View -> Update PreVis/PreComb Timestamp
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I needed to remove various objects from the game and in order to avoid a drop in performance, I decided to do it like everyone else. World -> PreCombine Geometry for Current Cell Visibility -> Generate Visibility for All Loaded Cells Visibility -> Generate Precombined Visibility for All Loaded Cells Add files from folder Data\meshes\PreCombined to my archive. The Vis folder is not created. The performance is back to the original one, but some objects remain after loading the game (new game). Some objects are invisible - I can't pass through them. They are not present if I just delete the objects in the editor, but then performance drops.
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My settlers are all mortals for a long time, I see no reason to revive them, since new ones come all the time. But if they are revived, there may be problems, for example, with provisioners - after the resurrect command, the supply line is not restored, but I can live with that. The settler himself can only answer simple phrases. Perhaps he can become a settler again through the console command, then he needs to be sent to some settlement and talk to him there. But why. I also did an experiment - started a new game (coc ConcordExt), killed the raiders, then before talking to Preston, spawned the raiders who killed the whole group, then killed these raiders. Did save game via console. Restarted the game, loaded that save, revived the whole group and all dialogues were fine. It would be easier for me to make all the current companions mortal (especially, only non-story ones, but ordinary settlers whom I sometimes hire) and nothing more, but I don't know how to do this without unnecessary difficulties, so I decided to make all the characters mortal. Is there any recommendations on how else I could test the viability of this idea? I dont want to get stuck somewhere in the middle of the game...
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I want to make all immortal characters mortal and bEssentialTakeNoDamage=0 in the Fallout4.ini works for me. But I'm worried about the fact, that if a quest character accidentally dies, there may be problems with quests and even more so with such NPC. I tried this with Cait on a new game (right in the combat zone) and it seemed like there were no problems. There were no problems with Danse either - he was killed by others and there were no reports of quest failures, and after the resurrect command he began to act as usual. I understand correctly that in the future there will be no problems if these characters are killed not by me, but by others? I know that this can be achieved through CK and FO4Edit or some mods, but through the editors I cannot make companions immortal, and I cannot use mods, since there will already be a conflict with what I use. It's necessary this way - the follower was killed by the enemies, after removing all the outfit and stuff I revive him and enter resurrect command. Same will be with other characters, such as merchants. Safe?
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GECK all columns to the left workaround, win8/8.1
orangedeal replied to Deleted4782829User's topic in Fallout 3's Discussion
Still no other solution? Windows 10. Maybe something can be added in the config file? -
Black Loading Screen, Long Load Times
orangedeal replied to srmacpherson's topic in Fallout 4's Discussion
If the game is loading, but the disk activity LED is blinking or does not light at all, then the performance does not rest on the disk at the moment. -
Black Loading Screen, Long Load Times
orangedeal replied to srmacpherson's topic in Fallout 4's Discussion
The problem was solved after the Load Accelerator mod was updated to version 1.8 But if any mod is used to remove loadscreens, then sometimes it can create problems. -
Thanks for the answer! I would like to get by with a simple solution. In PexInspector, I found a parameter AllowUnownedFromLowHappiness_var http://distlinks.net/img/lnk1/kk43ztkjxp.png Can this help in my situation? If so, what is the default value? http://distlinks.net/img/lnk1/ccvupquldt.png I can’t understand why this has to do with happiness, because it was about 50%, but immediately after the battle, in which I participated and the death of two settlers (the attackers killed them), I lost access to the workbench.
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I have made all the settlers mortal, and when, after several attacks and deaths of the settlers, I can lose control of the settlement. No warning is displayed, and the level of happiness before that was almost 50%. Of course, I can kill all the settlers, including the Brahmins, so that the settlement becomes mine again, but this is a bad decision. Which parameter is responsible for this? I did not find anything suitable in CK and the workshopopscript.pex script. I would like to remove it completely. I had almost 30 people in my settlement... Don't let them die by my hand :sad:
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How to make the requirement for installation some object in the settlement, that it must be installed another object before that one? I know that somewhere here (screenshot) it should be, but I don’t know a specific entry. I did a similar restriction, but it was related to certain locations (IsLocationLoaded). If it's not difficult, please answer. http://distlinks.net/img/lnk1/a9zy4t5mq8.gif
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Help to recognize the sound.
orangedeal replied to orangedeal's topic in Fallout 4's Creation Kit and Modders
Found it. In the CK - NPCHumanWeldLPM or: Data\Sound\FX\NPC\Human\Weld\ NPC_Human_Weld_01_LPM.wav NPC_Human_Weld_02_LPM.wav NPC_Human_Weld_03_LPM.wav -
This sound sometimes remains after using the scavenging station (blowtorch more precisely). I want to find it and reduce the sound to a minimum level, but so far failed to find it. I tried many of the entries in the Sound Description.
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Force NPC to exit and enter power armor via console
orangedeal replied to 0xb160d1c5's topic in Fallout 4's Discussion
If I do this with a settler, he will exit the armor in a few minutes. Until this time, he will walk in it as if nothing had happened. Maybe he wants to sit on a chair, but in PA it can not be done?