Jump to content

jdb1776

Members
  • Posts

    7
  • Joined

  • Last visited

Nexus Mods Profile

About jdb1776

Profile Fields

  • Country
    United States
  • Currently Playing
    Fallout 4
  • Favourite Game
    Skyrim probably..

jdb1776's Achievements

Newbie

Newbie (1/14)

  • First Post
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. They just updated the update lol today, apparently addressing the redic load times. Quote: An incremental update is now live on Steam. Beta Update 1.3.47 Fixed texture threading issue causing unusually long load times
  2. In response to post #33374230. #33396750, #33399830, #33419400, #33425650, #33427940 are all replies on the same post. I did some quick testing to see if HBAO was a culprit of making longer load times. This is just one quick test, as I don't have all day to do Bethesda's job for them lol. From Commonwealth Into ArcJet Systems SSAO: 42.66 sec HBAO: 45.21 sec Initial Savegame Loading From Startup (Commonwealth outside ArcJet Systems) SSAO: 1min 14.18 sec HBAO: 48.02 sec (this might be a fluke, I expected it to be longer than SSAO). So HBAO might add a couple secs to interiors. Still, this is all on a OCZ SSD. Load times in 1.2 and prior were all between 5 and 10 secs maybe 15 secs for an initial savegame load from startup. Most interiors were loading in just a couple seconds, feeling fluid and immediate. This all now feels clunky and really breaks up immersion sitting there half the time waiting for things to load. This is with a brand new R9 380x 4gb oc, 8-core FX-9370 @ 4.8ghz, 2400mhz G.Skill oc ram, so I knowwww it's not struggling for hardware resources. It's simply bad code.
  3. Don't know why, but whatever they did with 1.3 caused ridiculous loading times. I have some of the fastest OCZ SSD's available, and I never had the 5 minute loading times everyone was complaining about on release. It would be like 5 or 10 seconds tops, with two dozen mods even! Now suddenly it's up near a minute or two. That doesn't make any sense.
  4. I've been digging at this very thing for many, many hours with all kinds of editors even hex editors, trying to alter the stats of my Alpha Railgun mod and to make a realistically powered .50 rifle. After this much digging and countless fails yet, I've come up with a couple conclusions. One, I think the other stats (like accuracy, value, weight, rate, ect) are possibly buried in the hex or somewhere I can't seem to find. (I thought I had found Accuracy buried in the hex code once and altered it, but it didn't change anything and hilariously disabled the automatic fire function lol.) Two, the way they have the weapons and mods set up is both awesome and frustrating, because many values change according to mods. Thus, and as you can see in FO4Edit, each weapon has different mods that configure differently and add or subtract values. So, the weapon mods hold some of this data we want to edit also, but so far in my digging, is in a format that doesn't make sense to any editor I've thrown at it lol.
  5. not the case on fallout 4 though,im using a 360 controller with mine and console works fine whilst plugged in :smile: Woohoo! Finally lol, that was always so annoying lol. I seriously, back in the skyrim days, was about to mod a controller with an on/off slider switch to interrupt the positive or negative wire to momentarily "unplug" it for using the tilde key haha. Figured eventually devs would catch on.
  6. Don't forget, if you're using a xbox 360 gamepad, you have to unplug it for a moment while you use the console. In most previous games at least... Because somehow the gamepad disables the tilde key, which looks like ~` on a US keyboard at least.
  7. I hope llamaRCA will port Willow to Fallout 4. :smile: I second this! I friggin loved Willow in Vegas, particularly the excellent voice acting. I'd probably hope for some fresh new dialog and everything, not just a basic port.
×
×
  • Create New...