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Fallout 4 Optimization and Performance Systems Explained


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One thing i am confused about is the fact that when i am outside of the gate to GN, the changes ive made to the goodneighbor interior gate cell, or the goodneighbor alleys cell do not show. Im not experienced enough with how the game handles these cells to know for sure, but I'm guessing that even though the 2 secondary cells are cut off within goodneighbor , they are only accessible through the GN worldspace.

 

The changes don't show because they are in two different worldspaces, Goodneighbor interior and Wasteland (I assume) To get the changes to show you from the outside you would have to add them there to. this would be visual only and just what you can see from behind the wall, I'm guessing you added some signage or buildings.

 

Adding the changes to the exterior would give you continuity if you choose to do it.

 

You would also have to regenerate PCB's and Vis for the wasteland cells you edit.

 

 

 

Now my question based on the info I've provided is, am i safe to just generate the PCB and previs within those 3 goodneighbor cells, or will they break those in the cells outside of GN as well?

 

Your safe to generate PCB and PreVis in only the three cells you've edited. Generate the PCB's in all three cells first. Then generate PreVis, you only need to generate PreVis once because PreVis generates on a 3x3 grid by default.

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Thank you @chucksteel, that is what i assumed and was hoping is true. I did make pretty drastic changes to GN, but nothing to the gates that would be too jarring if i dont edit those outside cells. I try to be thorough about things like that, but compatibility is more important to me, and considering the performance and challenges of downtown Boston I'd much rather leave those cells alone.

 

I don't use the downtown Boston pre vis mod, but i know many people do so that has been one of my main compatibility concerns.

The only other mod I've considered is your beantown interiors mod. It's not in my load order right now so I don't remember if you edited anywhere near GN, but if you're correct about goodneighbor,and i assume you are, than i shouldn't have much to worry about.

 

Anyways, thanks for the tips on regenerating those, it is much appreciated.

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I don't edit anything near Goodneighbor so you don't have to worry about that.

 

As for your exterior changes you could try to fake it a little by placing buildings in front of the existing one you see from the outside. if you don't break the original Pre-Combined for the cells the performance hit shouldn't be that noticeable. I don't think you'll have much issue with things popping in the area if full of narrow streets and tall buildings.

 

just a thought and might be worth a try.

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That is something I definitely should have thought of when i first started building the layout. I ended up just adding similar looking pieces to the gates, some people may notice , assuming enough people check it out, but the loading screen helps mask the inconsistency.I may go back and change stuff, but I've been working on this for a while now and the layout is pretty much in a finished state that I'm pretty happy with. The only large area i added is in the center of GN and can't be seen from outside the gates. Right now I'm just experimenting with the npcs trying to utilize their ai packages as best as possible. I definitely had to break PCB throughout GN with all of the stuff i moved or disabled, including building pieces. Once I am happy with the NPC's I will regenerate and upload.
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  • 4 weeks later...

So upon the first step of regenerating precombined geometry for 2 of the 3 current cells in goodneighbor my CK crashes immediately every single time. I've tried countless times, and have lowered my ugridstoload to 3. I'm hoping there is another setting that i can alter to fix this. My pc is no slouch so I really can't imagine it's hardware related. Goodneighbor Interior Gate is the only cell that will successfully complete the action, Goodneighbor alleys and Goodneighbor origin both crash the CK. I'm worried that the modder resource meshes I've used might be causing problems? I will keep digging but thought I'd reach out here in the meantime.

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So upon the first step of regenerating precombined geometry for 2 of the 3 current cells in goodneighbor my CK crashes immediately every single time. I've tried countless times, and have lowered my ugridstoload to 3. I'm hoping there is another setting that i can alter to fix this. My pc is no slouch so I really can't imagine it's hardware related. Goodneighbor Interior Gate is the only cell that will successfully complete the action, Goodneighbor alleys and Goodneighbor origin both crash the CK. I'm worried that the modder resource meshes I've used might be causing problems? I will keep digging but thought I'd reach out here in the meantime.

As I stated in post 427 of this thread I was having a crash generating precombine visibility in the zones outside GN. I do not think I had a problem with the inside of goodneighbor. However I just got a new machine at work with a nVidia 1080 that does not crash with either the inside or outside of GN. I can't tell you why. My home machine has the same physical 16 GB of memory and uses a nVidia 1070 ti with same amount of vram as the 1080. Tried both normal clocking and overclocked to 1080 speeds and both crashed. Both home and work machine are using the same copy of a CK from a older third machine that really struggled to run the CK. All settings should be the same on both.

 

I am close to publishing a mod for the Third Rail and in the description link to your mod. Have also changed my children mod so AI package allows them to climb the stairs to top.

Edited by pendannadnep
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Set a 32GB page file in Windows, should fix it unless you have some other weird thing going on. Avoid having Monsignor plaza loaded as well, or if you do disable the rogue occlusion box hidden in the building. Or you'll have flickering previs everywhere
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  • 3 weeks later...

Ok I'm new to this so don't hate on me just yet. I just started learning about all this precombined stuff and been going through my mod list to weed out mods that break them.

 

Would it be easier/better to either :

 

1. Keep weeding through my mods till I hopefully have no mods that break the meshes. Or maybe just 1 or 2 that do.

 

Or

 

2. Just break every single precombined and be able to remove clutter, trash, fog, and stuff like that to maybe lower the strain on FPS?

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  • 2 months later...

I'm having trouble to regenerate previs for EastBostonPrepSchoolExt/02/03

 

Has someone experienced issues there? Everytime I try to regen previs there it jumps to easycitydownsext or DNPrimeBridge, depending on the location where I am.

 

I already regen for EasyCityDowns and that worked very well, but EastBostonPrepSchoolExt is completely freaking out. (Culling here and there, flickering everywhere.)

How I approached it: Created precombined for EastBostonPrepSchoolExt/02/03 and followed normal vis for current cell and then precombined vis for current cell. Tried to regen vis with each of the 3 cells.

Really don't know why it's not working.

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I'm having trouble to regenerate previs for EastBostonPrepSchoolExt/02/03

 

Has someone experienced issues there? Everytime I try to regen previs there it jumps to easycitydownsext or DNPrimeBridge, depending on the location where I am.

 

I already regen for EasyCityDowns and that worked very well, but is completely freaking out. (Culling here and there, flickering everywhere.)

How I approached it: Created precombined for EastBostonPrepSchoolExt/02/03 and followed normal vis for current cell and then precombined vis for current cell. Tried to regen vis with each of the 3 cells.

Really don't know why it's not working.

 

Previs is generated in 3x3 cell grids, unlike precombineds which are done on a per-cell basis. If you look at the RVIS subrecord for the CELL in FO4Edit, it will tell you what cell is at the center of the grid the cell is a part of. Looking at the EastBostonPrepSchoolExt cells, in vanilla they are using either DNPrimeBridge or EastCityDownsExt as the center of the relevant grid, which fits with what you are seeing.

 

That said, I thought being centered on the "wrong" cell would just result in it changing the RVIS for the surrounding cells, and likely causing some weirdness in-game. They may have updated the CK to keep that from happening, resulting in what you are seeing.

 

Also, there is basically no reason to do both normal vis and precombined vis. If the cell has precombineds, you should just do precombined vis. If not, generate normal vis.

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