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Zzyxzz

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Everything posted by Zzyxzz

  1. Hello, I'm not sure where I read this exactly, but I heard it somewhere. Depending on the light level and perks, even when you turn on your pipboy light, enemies still dont see you in the dark. Has anyone ever experienced this "bug"? I haven't experienced this issue for myself, but I started working on a fix for that. I tried to verify the issue, but I'm not sure which conditions need to be met to trigger that.
  2. I will look what I can do, when I come home.
  3. It always depends on the ingame time. I also have areas where I can reach 60 FPS, but once the sun sets(not sure 7pm or 8 pm), my fps drop to 42. It's because of the lights and shadows.
  4. I always thought precombines make sure that only objects are loaded that you can actually see? Do interiors still load everything even if they've precombines? Pre-combined meshes literally are multiple static meshes combined into bigger chunks, to reduce loading time and draw calls, if I understood this correctly. It's the "visibility"/pre-vis that culls the objects that are out of sight, but this doesn't dynamically load/unload objects from disk into memory, rather they just dynamically show/hide objects to lighten the load on GPU. Indeed. Many objects can still cause "stutters" when entering a cell, even when they are not drawn by the GPU. This is something I've learned. Afaik, there are no limits, but you should always think about how you layout the area and how many objects you are going to place. Splitting your interior into smaller interiors can also help you to manage things easier. But it depends what you want to do.
  5. Well that's not 100% correct. You can modify constants. At least I know it works for global variables. If a global variable has a constant flag, you can modify it, but as soon as the player loads the game again, it resets to the constant/initial value. In other works modify constant global vars, but they don't save the value. Any form being pointed from a constant property can be changed, what you can not change is the form itself. So, following your example, you can change the value of the global that the property is pointing to, but you can't change the global (the form) to which this property is pointing. To make it clear, I'll do the example with an Actor property, if you have a script with a constant actor property, and this property points to Valentine, and then you want to change this actor to Piper you can't, but you can change an actor value of the actor. Even simpler to visualize: if you set a property for a constant integer, and you set this integer to 5 and, in run-time, you try to change this property to 10, you wont get it changed. Because you are trying to change the value of the property. But when the property is a form you are not changing the value, you are changing the form value. I was not talking about scripts. That's correct. When you create or edit a global variable, you can check a constant flag in the CK. That's what I meant. You can still change the value, but it gets reverted. That was surprising to me. One would think, when you check the constant flag, you can't change it anymore. That's the only thing i wanted to point out :-)
  6. Well that's not 100% correct. You can modify constants. At least I know it works for global variables. If a global variable has a constant flag, you can modify it, but as soon as the player loads the game again, it resets to the constant/initial value. In other works modify constant global vars, but they don't save the value.
  7. Hello, I have an issue with 2 scripts attached to 1 quest. The values are correctly detected by MCM, but I can't change them. MCM always resets them. One example of those sliders: { "text": "Hunger Fatigue", "type": "slider", "help": "Default: 2", "valueOptions": { "min": 0.1, "max": 10, "step": 0.1, "sourceType": "PropertyValueFloat", "sourceForm": "Fallout4.esm|80E", "propertyName": "SCM_HC_FatigueHungerBalance", "scriptName": "hardcore:HC_Managerscript" }, "action": { "type": "CallFunction", "form": "SCM.esp|FA8", "function": "CallDamageFatigue" } }, the variable is defined in the script as: float Property SCM_HC_FatigueHungerBalance = 2.0 auto Tried to look up similar issues, but couldn't find any. Really don't know if that's a bug with MCM or if I made a mistake.
  8. It's kinda sad for me to say, but... I have about ~1400 in Fallout 4 and never finished the game. I haven't done all quests. I have never been to the institute! Yes, never. I haven't finished any faction. I've started some factions and only done some quests. Far Harbor, some quests for DiMA. Yes, I have done the puzzle stuff, where you are in his memory. Many people disliked that, but this was really one of the most fun things I've ever done in Fallout and maybe even of all games. Really loved the TRON vibe it gave me. I wish there was more content like that... Then I went to the childs of atom and did 2-3 quests and that was it. Nuka World... mh...I cleared Kiddie Kingdom, Dry Rock Gulch, Galactic Zone. I did the whole quest series for Hubologen, which was also nice and let's say "funny". Liked that one. And that was it. Most of the time I spent ingame is modding time/testing(doing random stuff). So yes, there are still spoilers ahead for me. But I already read a lot of them... accidentally... still try to avoid them. After nearly 5 years, there is so much content for me open to discover. The same goes for Skyrim, never played Dragonborn. But I did a lot in the base game and Dawnguard. I didn't play Dragonborn, because my load order said no.(this was before I started modding.)
  9. The only time I use power armor, is when you have to do it(First quest with Preston). There is just too much "broken" / they are really shitty implemented by Bethesda. I really like the idea, but it already starts, when you can get killed by a blood bug while wearing a power armor. When a rolling pin can destroy your power armor, which said is resistant to explosives and bullets. I'm also not a great fan of the armor/damage calculation.
  10. I wonder how you activate those... already tried it with console commands, but it didnt work
  11. Do you mean this? https://www.nexusmods.com/fallout4/mods/19228 Edit: Oh, I see you responded to the mod..
  12. I wouldn't say that. They indirectly help the people. "They" clear areas of ghouls/super mutants. Which is not easy and very dangerous. Specially a super mutant base. Those super mutants tend to raid settlements, capture people and more evil stuff. So when the BoS clears those dangerous areas, they do the settlers a huge favor. ------------------------------ @Topic Danse is a good character. I'm missing some depth here and there, but I really enjoyed the storyline so far with him. He is not my favorite companion. (which is Curie) But they did a solid job with him. The voice actor is also superb.
  13. Bethesda does a lot, just for balance and gameplay reasons. A bloatfly with more health than a super mutant? NPCs sitting on the ground after they catched a rocket with their face? But we can talk about, why do Bethesda laser rifle have recoil? Is there a special mechanic in the rifle that spins and releases, which causes the recoil? Or is the laser using a kinetic force, a development of the army to penetrate material more efficient? Everything is possible.
  14. The only way to fix the bug temporarily is to save and reload. It doesn't matter how long you wait. As additional info, the bug only affects the display and the audio. Why the audio? Some mod authors tend to add different sounds to the weapon @different RPM. So in order to fix the sound bug, it's very easy. Open the weapon mod with the sound issue and delete all fire sounds, except one, which one you want to keep, and which matches the RPM. You will still have a wrong display of RPM, but the sound no longer change and you can call it "fixed"
  15. As far as I learned. Best practice would be to use no compression at all times, if you don't care about memory. Compression is only used to reduce file size. If you compress files, the game has to decompress it, which again costs time and resources.
  16. You may want to drop Better Settlers, It's known for causing issues.
  17. Thanks for that hint. Will try that too. The only reason that compression is used, is then probably space?
  18. Have to test that on a new save. A new game without any weapons loaded,visit the area, trigger all spawns and then enable the mods. This could explain the issue and would mean: On cell load, objects are loaded into memory / rendered but not drawn. As soon, as you look around the corner, the objects are drawn. I have experienced the same with Sim Settlements. As soon as I enter a heavy crowded settlement area, although nothing is drawn, you notice that something gets loaded in the background. I always thought, that objects are only loaded, right before they are drawn. So if you have an area that is culled with many complex objects, they are still getting loaded, even when you don't see them and impact performance for the calculations. Once the engine is done loading them, the loading process aka "stutter" ends. Further impact is then only, when they are drawn to the area. Have to keep that in my mind, when I'm going to create some "exploration mods". I wonder how it looks like with interiors.When you bind objects within an interior, is the cell persistent too? Like for example you apply a "timed bomb"-script to an actor in an interior cell and the timer runs out, when you left the interior. The actor probably dies, but the explosion won't affect anything, as nothing else is loaded. Except, when you are probably in combat. Enemies in combat still chase you through doors.
  19. Here is my log of a test run with all of my mods enabled. Which looks actually very okay. My auto save script had an impact with 2%, every time it saved. I'm quite surprised that my scripts perform that well. My mod Better Locational Damage mod spreads a script on NPCs via a cloak. There were also some gun fights here and there and I didnt see any impact of that. Maybe in a bigger fire fight, there could be some impact, but I guess that will be barely noticeably. I wrote the scripts to be very fast and I bind objects for a short time only. Your test with persistent objects is also very interesting. I wonder, what is the most stuff from Sim Settlement that "bloats" a save file. With Sim Settlements a save file can get very fast, very big. Regarding the issue I found. I'm still not sure, but the worst place is Cambridge, when going to the police station. It's really strange. When I walk to the Weston water treatment plant the issue is barely noticeable or not noticeable at all. Tried also walking along the side of Vault 111 down to the pond and I had not a single stutter. Still I wonder, what does trigger it near Cambridge. Something in the cell makes it really hard to load the area.
  20. My save, where I test this issue is near cambridge police station, the road, where you walk with Danse for the very first time to ArcJet Systems. This is a brand new save and I only did Prestons quest, after that I went straight to Cambridge Police station and accepted the quest for ArcJet. I finished the quest with danse and went back to the station. I saved right before the border. I think most of them inject into LL with one starting quest like: Raider_Auto.addForm(newWeapon,X,X) I've tested now the cambridge area and downtown. The issue persists. Wild areas are a good hint. Have to check on that. But I don't know, which areas have no weaponized NPCs. In this case, this shouldn't matter anyway, I guess, as the city is walled off, by a building and everything behind the wall is not rendered anyway. Except, the object is bound to a quest/script. This remembers me of an area, near cambridge. When you come from the starlight drive in down to cambridge. There are some raiders at a pool. This is near Lexington Appartments. There is a stone fence. You can trigger the culling there and observe what happens. Would be interesting to see, if the raiders also get culled and their weapons. Normally they should also disappear with everything related and you should only see void. I guess it's not possible to see the NPCs or objects, that are loaded in the current cell. I'll try your Script Latency Test, when I'm at home and see how the scripts perform. I will also try the Fallout 4 performance monitor and check what it says. It's really strange. Never seen that behavior before and I thought I have seen everything. First I thought, previs/precombined meshes or facedata...as always. Which would be the easiest stuff to fix. With uGridToLoad 5, the game loads 5 cells: ---x ---x xxPxx ---x ---x But what is exactly loaded in each cell? As I remembered correctly, I once saw this video from you: https://www.youtube.com/watch?v=JePhwhSHzXg killing @50k distance. Which means, NPCs are loaded in each cell, so are probably scripts, quests, objects etc. LOD range is unaffected(cell objects like trees, streets, houses, which has LOD). Not so sure about cars and trucks, to they have LOD? they are probably fully rendered, like the NPCs, weapons etc.
  21. Hello, I'd like to talk about cell loads. Has someone details on how they work, what do they load exactly? Right now I'm experiencing a very strange issue and I found out what it is, but I still don't get why. My issue are cell load stutters, but! It's not related to NPCs and it's not related to previs/precombined meshes! Instead, it's related to ba2 archives. I tested it with several weapons mods by DeadPool, NovaFinch, AsXas and some more. (Yes, I deactivated my whole load order in order to test that.) The more weapon mods get activated, the worse it gets. When I activate about 15 weapon mods, it still works fine. When I walk over a cell border, there is no stutter. When I load more than 15, the stutter is more or less random but it's there and subtle. The more weapon mods I add, the more consistent the stutter gets and the intensity is getting stronger, till it stutters always, when I cross the cell border and the game attempts to load the new cell. All weapon mods are packed into ba2. Ones that were already packed have been checked, they look ok. Correct file type and the correct compression settings. Loose files have been packed. I have also checked for NPC data, which could cause this issue, when they have the faceData missing. Fun fact is, when I activate my whole load order with all texture mods and Boston Surroundings, but deactivate most of my weapons, it works very well. It's also not a specific weapon mod, that causes this issue. I tested them all. One by one. Several hours. I also tested several combinations of mods. I always end up with the same issue, no matter what. For my understanding, the game loads only meshes/textures, references of the world(objects, npcs etc.), when they are connected to the cell. How comes, that adding weapon mods, have a effect on cell load, when they are not connected to it? The only thing, that comes to my mind are the ba2 files of the weapon mods.That the engine somehow loads them too on a cell load. I have absolutely no idea what's wrong. My RIG: R5 2600x Vega 64 16RAM Windows 10 on HDD Steam + Mod Organizer 2 + Fallout 4 on SSD (EVO 750)
  22. Bethesda fkd up. As the previous poster said. Bethesda brought that bug with Nukaworld.
  23. You can add a script to Jet. When player has magic effect jet then player.additem jet
  24. I managed to find a handy article about variables. Bethesda uses 32bit bools. So you can scan the memory with 4 bytes. Which effectively reduced the time to some seconds. I have also managed to find the block address, but still have to find the base address, had no time yesterday to finish it. IDA, haven't heard of that program. I'm new to all that stuff. I did some assembler programming at the university, the very basics. I'll have a look for the f4se server. Thanks.
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