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AI travel packages when unloaded


SKKmods

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I'll post any interesting settings in the spoiler below.

 

 

[Papyrus]
bEnableTrace=0
bAssertOnOverflow=0
bEnableProfiling=0
bLoadDebugInformation=0
iMaxStackDepth=100
iMaxAllocatedMemoryBytes=153600
iMaxMemoryPageSize=512
iMinMemoryPageSize=128
fPostLoadUpdateTimeMS=500.0000
fExtraTaskletBudgetMS=1.2000
fUpdateBudgetMS=1.2000
sTraceStatusOfQuest=
bEnableLogging=0
[Pathing]
fActorAvoidanceDialogRadiusMult=2.0000
fMaxCommandTravelShiftMult=1.5000
bValidateTravelCommand=1
fMaxDistanceToPathToFurniture=500.0000
fActivateDoorFailedTimer=5.0000
fINIDetectDoorsForPathingTime=0.5000
fMinDistToWalkFast=500.0000
fMinDistToJog=1200.0000
fMinDistToRun=1400.0000
[Actor]
fVisibleNavmeshMoveDist=4096.0000
fNotVisibleNavmeshMoveDist=2048.0000
bUseNavMeshForMovement=1
[MapMenu]
uiLocalMapRenderDelay=4
fMapMoveSpeedMult_G=65.0000
fLocalCompanionMapMinFrustumWidth_Interior=4096.0000
fLocalCompanionMapMinFrustumWidth=4096.0000
fLocalCompanionMapLoadedAreaRadius_Interior=4096.0000
fLocalCompanionMapLoadedAreaRadius=4096.0000
fLocalCompanionMapRatio=0.6300
fLocalMapMinFrustumWidth_Interior=4096.0000
fLocalMapMinFrustumWidth=4096.0000
fLocalMapLoadedAreaRadius_Interior=4096.0000
fLocalMapLoadedAreaRadius=4096.0000
uLockedObjectMapLOD=16
uLockedTerrainLOD=32
uiCompanionLocalMapMaxCells=5
bCullLocalMap=1
fMapLocalHeight=15000.0000
[NavMeshGeneration]
bGlobalNavMeshCheckDeleteWarningTriangles=0
bGlobalNavMeshCheck=0
uNavmeshTriangleCountInteriorWarnThreshold=5000
uNavmeshTriangleCountWarnThreshold=3500
bFixPortalEdgeindices=0
[AI]
iFramesBetweenClosePointRequests=10
bSandboxPathFailedDebug=0
bSandboxStandingEnterDebug=0
bSandboxSmoothPathDebug=0
fStandingEnterOnlyWeightMultiplier=0.5000
bEndOfPathTracksTargetWhenTargetNotFollowingPath=0
bUseTargetNotFollowingPathBehavior=1
bShowFurnitureExitMarkers=1
bShowFurnitureEntryMarkers=1
[Animation]
bUseVariableCache=1
bIgnoreNIFFlags=0
bShowPoseTransformWarnings=0
bRandomizeGraphSeed=1
fMaxSpeedAdjustmentPercent=2.0000
fSameBinAdjustment=0.0300
bDrawRagdollPoseInVDB=0
bDrawAnimPoseInVDB=0
bDriveRagdollWithGraph=1
bHandIK=1
bFootIK=1
fAnimInterpSlop=0.2500
fAnimInterpFarDist=1800.0000
fAnimInterpNearDist=1400.0000
fAnimInterpMaxTime=0.2000
fAnimInterpMinTime=0.0800
fBoneLODDistanceScale=1.0000
bAlwaysSaveAllInfo=1
sHkxDBNameContextPrefix=meshes\
bFootIKFeedback=1
bUseContoursToControlSpeeds=1
fControllerYOffset=0.5000
fControllerXOffset=0.5000
fControllerIronSightMult=0.4500
fControllerYSpeed=1.0000
fControllerXSpeed=0.9000
fControllerYMax=0.5000
fControllerXMax=0.5000
fDirectionSmoothedAcceleration=2.0000
fDirectionSmoothedMaxSpeed=0.2500
fPlayerFirstSpeedBlendOutTime=0.2500
fPlayerFirstSpeedDeltaSmoothedMaxAcceleration=10.0000
fPlayerFirstSpeedDeltaSmoothedMaxSpeed=1000.0000
fRotationSpeedBlendOutTime=1.5000
fRotationSpeedDeltaSmoothedMaxAcceleration=5.0000
fRotationSpeedDeltaSmoothedMaxSpeed=150.0000
fPlayerCharacterDrawSheatheTimeout=3.0000
iPlayerCharacterImagespaceModifierAnimCount=2
fFurnitureAnimationTimeout=24.0000
fFurnitureAnimationStartTimeout=10.0000
fApproximateDistanceToWalkSpeedFromStanding=25.0000
fFurnitureWalkingEntryMinAcceptableDistanceSq=60.0000
fMountDismountTimeout=8.0000
fSpecialIdlePickTime=250.0000
bAllowQueuedEventsSent=1
fMotionFeedbackMinTime=0.5000
fMotionFeedbackMinSpeed=5.0000
fMotionFeedbackMinAngleDelta=20.0000
fMotionFeedbackMinSpeedDelta=25.0000
bUseAnimationBoneLOD=1
bAssertOnBadMovementAngle=0
iMinBonesForForceMinimalBoneUpdate=3
iMinBonesToGenerateWhileSitting=5
fMaxFrameCounterDifferenceToConsiderVisible=0.0667
bAllowGraphDriven=1
bHumanoidFootIKEnable=1
bFeedbackToGraphFromCharacterController=1
bAnimInterpEnable=1
uVariableCacheSize=64
bSkipAnimationTextExport=0
bDisplayMarkWarning=0
fMaxTimeToMarkSec=3.0000
strPlayerCharacterBehavior1stPGraphName=FirstPersonBase.hkx
strPlayerCharacterBehavior1stPGraphPathAddition=_1stPerson\
fMaxVelocityAdjustPercent=0.3000
bApplyFootSyncVelocityChange=1
bValidateStanceData=0
iMaxAnimatedRefPhysicsDelayFrames=1
iMaxAnimatedRefDelayFrames=1
iMinAnimatedRefDelayFrame
[Combat]
bCombatPathSprinting=1
bCombatPathSmoothing=1
fMountedAttackRangeMultiplier=1.1000
fDebugCombatProjectileLOSTime=5.0000
bDebugCombatProjectileLOS=0
bDebugCombatLOS=0
fDebugCombatTextSize=0.5000
bDebugCombatTextColorDark=0
bDebugCombatThreats=0
bEncounterZoneTargetRestrict=1
bDebugCombatTargetLocations=0
bDebugCombatThreading=0
bDebugCombat=0
bDebugCombatDialogue=0
bDisableCombatDialogue=0
bDebugCombatCoverReservations=0
cImpactDecalMaxResults=10
fProjectileDefaultWaterSplashSize=10.0000
fProjectileMaxPenetration=120.0000
fProjectileNearMissDist=400.0000
fMostCommonProjectileCollisionRadius3=10.0000
fMostCommonProjectileCollisionRadius2=5.0000
fMostCommonProjectileCollisionRadius1=2.0000
bVATSProjectileDebug=0
fProjectileDebugDuration=5.0000
bProjectileDebug=0
bHazardDebug=0
cBeamProjectileMaxRaycastResults=5
fMagnetismObjHeadingMult=0.3000
fMagnetismObjLookingMult=0.0000
fMagnetismStrafeMinDistance=200.0000
fMagnetismInputRotationTargetMoveYawLimit=0.1000
fMagnetismSightsInputRotationTargetMoveYaw=0.4000
fMagnetismInputRotationTargetMoveYaw=0.4000
fMagnetismMeleeMovementLimit=0.4500
fMagnetismMeleeRotationYawLimit=0.6000
fMagnetismMeleeRotationPitchLimit=0.3000
fMagnetismSightsMovementLimit=0.4500
fMagnetismSightsRotationYawLimit=0.6000
fMagnetismSightsRotationPitchLimit=0.4500
fMagnetismInputMovementLimit=0.4500
fMagnetismInputRotationYawLimit=0.6000
fMagnetismInputRotationPitchLimit=0.3000
fMagnetismTargetSpeedMax=300.0000
fMagnetismFalloffExponent=0.7000
fMagnetismFalloffBorderMaxMult=15.0000
fMagnetismFalloffBorderMaxRange=6000.0000
fMagnetismFalloffBorderMinMult=0.0500
fMagnetismFalloffBorderMinRange=0.0100
fMagnetismFalloffBorderHeight=50.0000
fMagnetismSightsFalloffBorderWidth=100.0000
fMagnetismFalloffBorderWidth=100.0000
fMagnetismTargetScoreAngleWeight=6000.0000
fMagnetismMaxActorDistance=6000.0000
fMagnetismMinActorWidth=60.0000
fMagnetismZeroInputFalloffSec=0.3300
fTeammateAutoAimScreenMult=4.0000
fIronSightsZoomDefault=50.0000
bIronSightsZoomEnable=1
fAimChaseLookingMult=3.0000
fAimDownDegrees=90.0000
fAimUpDegrees=90.0000
fDeathForceCleared=1.0000
bPlayerAlwaysStaggered=1
bCombatDisableAmmoUsage=0
bPlayerUnequipAttackCondition=1
fDecapInitialSpeed=250.0000
bUseHitLocationAnim=1
fHitEffectThresholdMod=0.0400
fHitEffectThresholdSevere=0.0430
bDisableNPCAttacks=0
bPlayHitLocationIdles=1
bPlayStaggers=1
iMaxHiPerfCombatCount=4
fMinBloodDamage=1.0000
fHitVectorDelay=0.4000
iShowHitVector=0
bDismemberOneLimb=1
bChainExplosionDebug=0
bMagicDebug=0
fTeammateCommandMenuDegrees=16.0000
bDebugCombatPositionReservations=0
bDebugCombatAttackRange=0
bDebugCombatTargets=0
bDebugCombatViewLocations=0
bDebugCombatAimLocations=0
bDebugCombatUnreachableLocations=0
bDebugCombatArea=0
fAimModelPlayerSnapSpeedDeg=80.0000
fAimModelPlayerSnapTimeSec=0.4000
fAimModelPlayerSnapHeightPercent=0.7000
fAimModelPlayerSnapMaxDist=2000.0000
fAimModelPlayerSnapCapsuleRadius=85.0000
f3PArrowTiltUpAngle=2.5000
f1PArrowTiltUpAngle=2.0000
bForceNPCsUseAmmo=0
bAimSights=0
bLaserSights=0
[Explosion]
fMaxLinearSpeedAfterExplosion=2000.0000
[Pathfinding]
bPathFollowerTweenBackToPathCenter=1
fDistFromPathForFollowingRadiusMult=4.0000
fDefaultTangentSmoothingFactor=1.0000
fDefaultPreferredFactor=0.5000
iDefaultRetryCount=3
fMaxHeightFromObstacleBoxToToNavmesh=16.0000
fMaxHeightFromNavmeshToObstacleBoxBottom=128.0000
fSmoothingStepHeight=25.0000
fMaxDistanceFromNavmeshMult=0.2500
fPathingFaceTargetLenToSourcePadScale=1.2500
bAttemptMovementTransitionAnimations=1
bAttemptTurnToRunAnimations=1
bTweenToFullRotationSpeed=0
fMaxAngleToCrossBlend=45.0000
fMaxAngleToConsiderFacingAndDirectionAligned=0.7500
fMaxAngleDeltaToTurnInPlace=15.0000
bContinueTweeingAfterTweenerEnd=1
fMaxDistanceToOpenDoor=150.0000
bAvoidBoxTriggersFailure=0
fDefaultAvoidBoxAvoidNodeRadius=32.0000
bUseActorAvoidBox=1
fNavmeshBoundsActorRadiusMultiplier=1.0000
fNavmeshBoundsMinTimeOfImpact=0.0333
fAngleGainRotationSpeedMinScale=0.5000
fAngleGainSpeedMinScale=0.7500
fAvoidNodeCost=24.0000
fAvoidNodeRadiusAdd=11.0000
fMaxTimeBlockedByActors=1.0000
iMaxActorsToAvoid=10
fAvoidanceTimeDelta=3.0000
fMaxAvoidanceRadius=512.0000
fMinAvoidanceRadius=256.0000
fMaxTimeSizeAvoidNode=1.0000
fMaxDistanceMoved=5.0000
bUseActorAvoidance=1
fFlightBankScale=1.0000
fFlightStopGoalEaseInGain=0.1000
fFlightStopGoalEaseInScale=0.1000
fFlightDistToStopGoalForEaseIn=400.0000
fFlightTweenGain=0.1000
fFlightSpeedGain=0.0300
fFlightPathFaceTargetDistScale=1.5000
fSlowDownMultiplier=0.5000
bFacePathVector=1
fMaxCollisionTime=1.0000
fMinCollisionTime=0.2500
fDropDownLedgeMaxXYJumpDistance=150.0000
fTweeningMaxPercentSpeedDelta=0.2000
iMaxObstacleBuildPerFrame=1
iMaxAvoidBoxCheckPerFrame=2
fDefaultStaticAvoidNodeRadius=32.0000
fDefaultAvoidNodeCost=32.0000
fAcceptableErrorRatio=0.9000
fTotalDisplacementThresholdRadiusMult=0.6600
fTotalTimePadding=0.5000
fTotalTimeThreshold=1.0000
bStaticAvoidanceTriggerMovementBlocked=0
uiSmallNavmeshInfoPathSC=3
bUseTangentSmoothing=1
bUseRayCasts=1
bCreateDebugInfo=0
bUseStraightLineCheckFirst=1
fMaxFitnessMultiplier=2.0000
fWaterTriangleCrossingCostMultiplier=5.0000
fWaterTriangleCostMultiplier=4.0000
fMaxEdgeLength=512.0000
fBadTriangleMultiplier=100.0000
fAvoidPreferredTriangleCrossingMultiplier=10.0000
fAvoidPreferredTriangleMultiplier=3.0000
fPreferredTriangleMultiplier=0.0100
fPathingLargeActorRadius=80.0000
bShouldTryPathEndIdles=1
bShouldTurnBackToPathDuringFollow=1
fPathEndIdlePickLocationDistanceMult=2.0000
fAvoidanceDistanceRadiusMult=1.0000
uiMaxFailedUpdatesWaitingForPath=60
fTeleportNodeAngleTolerance=5.0000
fMaxDistFromPathRadiusMult=5.0000
fRotateTowardsPathThreshold=5.0000
fShortPathRadiusMult=2.0000
fBackPedalAngle=160.0000
fMinimalUsePathingCost=409600.0000
bWarnIfHighLevelSearchFails=0
fTweenerAnimDurationOffset=0.1000
bUseTweenedAnimations=1
fWrongRotationalDirectionAdditiveToTies=0.2000
fWeightOfSpeedPercentageToTies=0.2000
fWeightOfMovementAnglePercentageToTies=0.3000
fWeightOfOrientationPercentageToTies=0.5000
fMaxAcceptablePercentStartSpeed=2.0000
fMaxAcceptablePercentDesiredSpeed=2.0000
fMaxPercentDesiredOrientationAngleToTween=1.0000
fMaxOffsetFromPathToIgnoreSqr=400.0000
fPathToAnimLengthMaxMultiplier=2.0000
fPOVSmootherAvoidNodeCost=7.0000
fPathManagerDebugInfoWindow=1.0000
iMaxQueuedPathingRequests=50
bDisableUnloadedPaths=0
bBackgroundPathing=1
fFindMaxSpeedMinParamIncrementPercent=0.1000
iFindMaxSpeedMinIterationCount=10
fTangentMagnitudeForPathEndpoints=1.0000
fLedgeJumpHeightBuffer=16.0000
fStaticPathTangentSmoothingFactor=0.5000
fNodeDistanceThreshold=25.0000
fMinFailureDistance=50.0000
fWarpMaxTime=4.0000
fWarpPathOffset=100.0000
fWarpRequestActorRadius=5.0000
iWarpMaxPathFailureCount=3
bWarpOnConsecutiveFailures=1
fMinStairSpeed=80.0000
fSprintAngleToPathThreshold=5.0000
fSprintDistToPathThresholdRadiusMult=0.5000
fSprintAccelerationMult=10.0000
fAICombatTurnSpeedScale=2.5000
fAITurnSpeedScale=1.5000
fMovementBlockedTimer=0.0200
iFlightLandingSearchMaxAttempts=5
fFlightLandingSearchStartDist=4096.0000
fFollowerTeleportOffsetFudge=30.0000
fRotSpeedCondScaleMin=0.5000
bUseVelocityObstacles=1
fMaxSpeedPercentageDifferenceToAttemptFootSync=0.0500
fLookAtPointZOffset=30.0000
fPercentOfPathToJumpForCompanionWarping=0.7000
fDistanceModForInteriorCompanionWarping=0.7000
fCriticalPathDistanceForCompanionWarping=6000.0000
fMaxPathDistanceForCompanionWarping=4000.0000
fMinPathDistanceForCompanionWarping=2000.0000
bUsePathDerivedCompanionWarping=1
bUseCompanionWarping=1
bFlightFavorXYCorrectionOnPathFailure=1
fFlightLandingSearchRadiusBaseDefault=550.0000
fExpensiveDoorCost=30000.0000
fObstacleManagerMinWidth=16.0000
fObstacleManagerMinHeight=48.0000
bCutDoors=1
fObstacleUpdateDeltaWhenUnknown=5.0000
fObstacleUpdateDeltaWhenMoving=1.0000
bBackgroundNavmeshUpdate=1
bUseTaskletsToRecomputeBounds=0
bFixNavmeshInfosOnLoad=0
fPercentageOfRadiusToStartPathingIntoRequest=0.8000
fPrecentageMinRadiusToGetFollowersTo=0.9000
fMaxTimeToStartMoving=1.0000
fMinTimeToStartMoving=0.2500
fDefaultTimeAheadToCalculateGoal=2.0000
fDistanceToStopMultiplierToBuildNewPath=1.2000
fDistanceToCheck=100.0000
fMaxSpeedPercentageReachedToMakeNewPath=0.1000
iMaxPathRequestsPerFrameTracked=32
iPathRequestsAllowedPerFrame=2
bUseNavmeshRaycastRange=1
bRangingDebugDraw=0
[bSPathing]
fPseudoSweptSegmentMinObstacleWidth=30.0000
fFindClosestEdgesRadius=512.0000
[LOD]
fLODMultTrees=0.5000
bMeshLODRenderAllLevels=0
iFadeNodeMinNearDistance=500
bFadePortals=1
fPortalFadeMultiplier=1000.0000
bUseTextureUpgrade=1
fLODFadeOutActorMultInterior=1.0000
fLODFadeOutItemMultInterior=1.0000
fLODFadeOutObjectMultInterior=1.0000
fLODFadeOutActorMultCity=1.0000
fLODFadeOutItemMultCity=1.0000
fLODFadeOutObjectMultCity=1.0000
fLODFadeOutActorMultComplex=1.0000
fLODFadeOutItemMultComplex=1.0000
fLODFadeOutObjectMultComplex=1.0000
fLODLandDropAmount=230.0000
bDisplayLODLand=1
fLODLandVerticalBias=0.0000
fSpecularLODFadeMax=0.2000
fSpecularLODFadeMin=0.0000
fLightLODFadeMax=3000.0000
fLightLODFadeMin=0.0000
fActorLODMax=15.0000
fActorLODMin=5.0000
fItemLODMax=10.0000
fItemLODMin=1.5000
fMeshLODFadeScalarMax=3.0000
fMeshLODFadeScalarMin=1.0000
fObjectLODMax=30.0000
fObjectLODMin=5.0000
fTalkingDistance=2000.0000
fLodDistance=500.0000
uDistantObjectExtraHideDelayMS=0
fFadeOutTime=2.0000
fFadeInTime=1.2000
fFadeInThreshold=0.7000
fFadeOutThreshold=0.3000
fDistanceMultiplier=1.0000
fLODFadeOutPercent=0.6000
fLODBoundRadiusMult=10.0000

Looks like some LOD settings might be locked, see fActorLODMin and Max for example. Also this setting interested me: bQueueCellAttachDetach=1
Anyway probably more rogue settings worth looking for under other sections. Navmesh ones might be of some help. Otherwise I didn't spot anything obvious that can help from INI level.
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Sometimes I see weapon effects and just plain still NPCs standing there in a paused animation.

yes Yes YES nurse ! That's one of the unpredictable symptoms I am exploring: sometimes (mostly not) npcs will generate visible aggro effects like beams and explosions outside of the nominalÃÂ uGridsToLoad rendering & event processing boundary. Debug log typically correlates this with the Schrodinger dead & alive effects.

 

I'd like to establish exactly what conditions cause this so I can replicate the behavior forÃÂ fine grain control of NPC activity and player experience, esp. on the xbox where uGrid settings are fixed.

 

I just tried a couple of runs with fLODFadeOutMultActors at 30 and uGridsToLoad 17 ... no additional NPCs or scenery, but the frame-rate tanked from rock solid 60 to 20 so I couldn't actually OnHit anything.

Edited by SKK50
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The NPCs not showing out of bounds with higher setting? Wow thats highly contradicting of itself. So some systems drop off and others stay on (at random?)

 

Well I guess next settings I would be looking at maybe the unload settings for cells, would be doubtful though. Or what happens if you decrease Actor distance? I forgot you have Xbox edition as well, I am not sure but maybe it's worth a try to insert your own Fallout4Custom.ini? I wonder if that works. I know the console INI is called Fallout4Console.ini.

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  • 4 weeks later...

To complete this thread, I have finished testing the interaction of uGridsToLoad + fLODFadeOutMultActors, published a mod and the findings under SKK Combat test tools for ranged weapons I have copied the dialogue here, any additional observations or other findings appreciated:

 

Configuring uGridsToLoad to increase activity range

 

To generate targets further than the default game render/event radius and weapon/ammo range of 10,240 game units, the default uGridsToLoad=5 in Fallout4Prefs.ini needs changing.

 

uGrids are 4096x4096 game unit boxes centered on the player that bound rendering and events. To work out the actual radius from the player, multiply the uGridsToLoad setting by 4096 for diameter and then halve it for player radius. Always configure uGridsToLoad as odd numbers.

 

If you have to drop your graphics quality below Ultra for frame rate, you will also need to set fLODFadeOutMultActors after you make any Options changes, else the NPCs will be active in code, but won't actually render to observe and shoot. Whilst fLODFadeOutMultActors (Low 5, Medium 7, High 9, Ultra 15) looks like it uses the same units as uGridsToLoad, it doesn't as 15 renders NPCs at 25 uGrids. Confused ? I am, so just set fLODFadeOutMultActors=15 and be happy. Props @SMB92 for suggesting this.

 

It is important to understand that this does not just enable more pretty GPU graphics, uGrids also enables event processing. That means the game engine has to manage real time NPC and object interaction in the active space as they are effectively "on screen". If you have large settlements and lots of roaming NPCs for immersion, your CPU will croak. Bethesda set the default 10K radius to maintain performance on average 2015 hardware with fully developed worlds.

 

 

uGrid Map radius

28837-1515443095-743987677.png

 

 

 

Performance monitor

28837-1515427237-1133227800.png

 

 

Running the Fallout performance monitor will typically show that neither CPU or GPU resources are maxed out during slowdown pre-CTD, so its clearly limitations in the game engine architecture (threads, locks, memory alloc).

 

The highest uGridsToLoad I have managed to generate and shoot NPCs is 25 (51,200 render radius) using this mod Hitscan components at Kingsport lighthouse. With an active world diameter of 100,000 units (compared to default 20,000) that's a quarter of the commonwealth running as if "on screen" in real-time, the only way to get the high uGrids without CTD is on the coast where half the active world radius is sea with nothing to process.

 

  • Do your shooting in the wasteland, best on the coast.
  • GTX1060 6Gb Quality/uGrid/framerate: Ultra 5/72 | Ultra 9/60 | Ultra 11/60 | Ultra 15/50 in scope | Ultra 25/30 in scope
  • GTX 750 2Gb Quality/uGrid/framerate: Ultra 5/50 | High 9/30 | Med 11/30 | Low 15/30 in scope | 17/CTD
  • Disable all pretty mods that add display complexity or mess with previs/precombine.
  • Disable mods that generate NPCs or spawn stuff unless they are your actual targets.
  • Basically disable all mods, except the ones you are testing.
  • Use a new character or the smallest savegame you have ~5Mb no settlement builds in the active area.
  • Even with high end cpu/ram (i7 16gb) the keyboard response will lag, mouse is OK.
  • E&OE
Edited by SKK50
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