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Possible city overhaul idea, need some help with it - Closing off downtown Boston with load screens, a wall.


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So I got the idea from Donald Trump, no joke.. he wants to wall off a country, but a real problem also exists in FO4, downtown lag and all that good stuff. What if we simply walled all the s#*! off and had load screens to enter new areas of the city?

 

Megaton and Rivet City are good examples, also downtown DC and New Vegas, all good examples, but here is where it gets interesting, Skyrim's Open Cities mod. The author did the opposite of what I am trying to do, he made places like Whiterun and such all part of the exterior worldspace so you didn't have to go through a load screen to get there, loss in FPS and performance for most people.. yes.. but much more immersive.

 

That is the thing, if the author of that mod was able to do the opposite, would it be possible to duplicate a bunch of areas of downtown Boston and put them into their own worldspace, while removing everything of where the worldspace WAS and instead walling it off, so to get into it, you have to go through a load screen like New Vegas?

 

Imagine how much performance you'd gain going through the city with them all being in their own cells, also this could open up future mods to adding unique locations into the area. Lets say theres a basic door to enter the city, well imagine it going not straight to Hubris Comics or Swan's lil puddle of doom area, but instead having the whole cell remade with another mod, can even open up city extensions and such since it isn't a SET worldspace size and it is split up. Technically you can't see how big it is anymore from the outside of the walls.

 

I was wondering if it would be possible to duplicate an exterior worldspace like Sanctuary or Concord, and have the part that is duplicated, become the actual location, and make the area where the original was.. empty, freeing up FPS and all that good s#*!?

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It's possible, but very messy. Especially for places with quest markers, of which the city has many.

 

If we had the actual tools Bethesda uses, it would probably be much easier, but as it stands we have the shitty, crippled versions they are willing to provide us.

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This idea is possible but, it would take a long time and possibly in the end be self defeating and not even fix the issue. You have to remember that in FO4 there are a lot of vertical dungeon crawls such as Trinity Tower where the player can see great distances once on top. All of the buildings would still need to be on the other side of the walls because of this or you would see empty landscape.

 

I could be wrong but, I don't think breaking downtown up into several worldspaces would help all that much in the end. Yes there would be less NPC's in one cell but, the object draws would practically be the same due to the vertical nature of the game.

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copy paste from the thread you started about this...

 

As a location modder ill try to give some input here...

 

First of all its a great idea considering the fact that most location modders avoid this area like the plague because of its data overload and can barely move around in the CK when loading up these cells..

I would love to be able to mod the crap out of the commons but stopped mid way several times after seeing that even a little editing added to the problem.

 

In my opinion due to the amount of data within this area ...only a full RE-DO of the area would work....editing it will make it worse and probably break a lot of things.

 

Other than the visual issues we have there are also the things that we dont see as players like NAVmesh,LoD,markers,triggers etc.. and these also contribute to the lag/fps loss. There is simply too much data to process.

 

So to make it simple...we would have to "remove" a gigantic chunk of this worldspace and make it over....

Also note that all surrounding blocks would have to be edited as well to take in the changes of the edited/redone area..(LoDs,Navmeshes etc).

Then we have Quest related issues that will have to take into account the load screens..

 

It would be like creating a Gigantic "Diamond city " where we have a big ass fake exterior with LOD and then the opposite on the inside..

 

So i would agree that its improbable ( not impossible)...just not worth the effort since this would be larger than a DLC as a mod..and would take months and a lot of people to do...

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It might be easier to 'just' go into Boston and start deleting different bits of hidden / negligible crap. A massive pile of trash inside a building with only the edge poking out? Delete it. An entire tree underground so just the branches poke out to look like dead saplings? Delete it. Walls INSIDE unenterable buildings? Delete them. Highly detailed roofs you can't reach without noclip or jetpacks? Clear it. A flat, unreachable roof made up of multiple high res sections? Delete loads, scale up the existing roof part. It'll probably look the same from a distance anyway.

 

Although I'm not sure how well deleting works - disable, maybe?

 

Either way, go in and brutally strip down the areas. Maybe it won't look so good with all the additional 'flavour trash' around, but I'm sure careful edits could avoid it (e.g space trash out using half the amount, rather than piling models on each other).

 

 

... Tempted to try, but I have no idea where to start. I have a horrible suspicion that touching any vanilla stuff might cause conflicts galore.

Edited by Athanasa
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... Tempted to try, but I have no idea where to start. I have a horrible suspicion that touching any vanilla stuff might cause conflicts galore.

 

Never delete! Disable but, that being said the problem your going to have is that any edit to a mesh that is included in a Pre-Combined Mesh disables the Pre-combined system so you'll be removing the vanilla optimization. So you would have to Re-Generate new Pre-Combined and Pre-Vis for every edited cell. Doing this would make the mod highly incompatible with other mods that edit the downtown area.

 

so in short it's a lot of effort to do something that may not even be a big improvement.

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