
GabaZieute
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Everything posted by GabaZieute
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wip-fallout-4-using-modorganizer-2
GabaZieute replied to Gernash's topic in Unofficial Fallout 4 Guides
Does anyone also hqve issue with NAC, where screens goes shaky in splotches of bright 8 bits colors ? So far I hqve narrowed to be near a robot which has been modifiy on the workbench with the following torso mods Sensor arrayStealth fieldResistance fieldRegeneration fieldand some ghouls that emit radiations -
wip-fallout-4-using-modorganizer-2
GabaZieute replied to Gernash's topic in Unofficial Fallout 4 Guides
wow weird it works fine if I use Fallout 4 Configuration Tool to disable preculled objecty, but not if I do it manually thx for the tip -
wip-fallout-4-using-modorganizer-2
GabaZieute replied to Gernash's topic in Unofficial Fallout 4 Guides
I did the test with TPC and it works I already have bUseCombinedObjects=0 bUsePreCulledObjects=0 in Fallout4Custom.ini I added the same lines in Fallout4.ini still the same Somehow it looks like bUsePreCulledObjects=0 in not read properly by engine, because If I type TPC, console says "PreCulling is now disabled" -
wip-fallout-4-using-modorganizer-2
GabaZieute replied to Gernash's topic in Unofficial Fallout 4 Guides
Same thing I have the settings bUseCombinedObjects=0 and bUsePreCulledObjects=0 as recommended, but I get full parts of cities disapearing I wouldn't mind a few flickering building, but when I get disapearing stuff to hat extend (taken from invisible Startlight Screen Top) I think it's time to remove the PreVis Patch What does the Navmesh patch in [ModWiki 2.2.6] [Core] [WorldPatch] do ? -
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GabaZieute replied to Gernash's topic in Unofficial Fallout 4 Guides
I have updated to Modwiki 2.2.6 V6 Worldpatch still there, but using the esp from CORE Modlist Loadorder the culling panel from the worldpatch are still acting very weird ie Starlight 1step forward and it gets worse around Starlight -
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GabaZieute replied to Gernash's topic in Unofficial Fallout 4 Guides
Weird, colming back after 2 months hiatus, the culling is all going bonkers in my game (ie starlight screen is ok till I get close then it disapears) I tried to reinstall worldpach (with big preculling ba2), upgrading from 2.2.2 to 2.2.6 , reinstalling worldpatch, changing ini settings nothing works, one culling issue is fixed here another appears there. Will wait for modwiki 2.3 guide to start from scratch. will you make a separate page for NAC ? (from what I understood, there are much more settings in the new version) -
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GabaZieute replied to Gernash's topic in Unofficial Fallout 4 Guides
Settled in Uk : Check Internet acces: Check :: Ofc lots of changes while I was away I'm runing modwiki 2.22 with world patch 6 Do I need to take any precautions before upgrading to 2.25 ? Weird thing lasy night, all building walls were gone unless I switched from UsePreculledObjects=0 bUseCombinedObjects=1 to UsePreculledObjects=0 bUseCombinedObjects=0 ...guess it's probably better to wait for guide 2.30 and do a full review of my setup -
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GabaZieute replied to Gernash's topic in Unofficial Fallout 4 Guides
Why not leaving it as a patch for CORE instead of merging it to CORE ? IMO it will make modwiki more flexible for people who don't like a lighting mod or want to change weather mod But it's maybe too much time consuming to maintain a bazzilion of patches -
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GabaZieute replied to Gernash's topic in Unofficial Fallout 4 Guides
The wife is happy to move from France to Uk. Poms they are, but at least they speak english (as you have guessed she is aussie too) -
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GabaZieute replied to Gernash's topic in Unofficial Fallout 4 Guides
By sea change I meant moving country. Last Friday, works told me I have to report to our London Office on May 2nd So lots of things to organise in less than 3 weeks Yay... -
wip-fallout-4-using-modorganizer-2
GabaZieute replied to Gernash's topic in Unofficial Fallout 4 Guides
Going back after a few days (organising a Sea Change in 3 weeks = no fun ) I see there is a new world patch What settings do you need for bUseCombinedObjects and bUsePreCulledObjects for v6 ? -
wip-fallout-4-using-modorganizer-2
GabaZieute replied to Gernash's topic in Unofficial Fallout 4 Guides
Ah... ok (penny dropped) for me that was filed under sprint bug, not preculling thingy is the MODWiki-DNV_HAIA-Hotfix v5 still compatible with World Patch v5.1 ? -
wip-fallout-4-using-modorganizer-2
GabaZieute replied to Gernash's topic in Unofficial Fallout 4 Guides
is BTI beantown Interior ? because I can't find those preculling instuctions in their nexus page -
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GabaZieute replied to Gernash's topic in Unofficial Fallout 4 Guides
Diamond City Outskirts - The Hole REDUX, I am not sure But Hangman's Alley Interior Apartments transform a shithole into a nice settlement, so yes I keep that one. So if unsderstand, I need to make sure that no world mods I added have a navmesh conflicts (the Worldpatch fixes navmesh conflicts from Modwiki world mods) going to google that ;) -
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GabaZieute replied to Gernash's topic in Unofficial Fallout 4 Guides
Just to be sure Any World mod (like Hangman's Alley Interior Apartments, Diamond City Outskirts - The Hole REDUX) have to be loaded after the worldpatch so they won't be affected by the patch culling Same for Tree mods ? -
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GabaZieute replied to Gernash's topic in Unofficial Fallout 4 Guides
So if I want to stay on the combined meshes side, I need to use WorldPatch 3 and BT 8.9.2 ? -
wip-fallout-4-using-modorganizer-2
GabaZieute replied to Gernash's topic in Unofficial Fallout 4 Guides
With v4.7 if go back to combined meshes I get a lot of disapearing invisible building, highways, etc... Is this normal ? Also I just have found a nice mod Rustbelt Flora: Nice tree mod that doesn't require neither bUseCombinedObjects=0 or bUsePreCreatedSCOL=0 Need to remove A touch of green to get the rusty color -
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GabaZieute replied to Gernash's topic in Unofficial Fallout 4 Guides
Same here, using my quite old iRite Display 1BTW, ages ago a modwiki patch had your tweaked version of hdreworkedprojectrevised.esp Do we still need to use that one or do the mods original one ? -
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GabaZieute replied to Gernash's topic in Unofficial Fallout 4 Guides
Photorealistic commonwealth's control system,are you talking about Anac holotape or the ENB menu Would you mind sharing your settings ? -
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GabaZieute replied to Gernash's topic in Unofficial Fallout 4 Guides
When you go to the nac page, you can see that Interior enhanced and Enhanced Lights & FX are listed in the not compatible mods list Interior enhanced: NAC FULL changes all interiors lightning templates and cells. Use NAC - Exteriors Only (NACxo) if you want to use Interior enhanced for interiors. same for Enhanced Lights & FX NAC for PRC doesn't have NAC - Exteriors Only (NACxo). Do you have an issue ? -
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GabaZieute replied to Gernash's topic in Unofficial Fallout 4 Guides
Dang Exactly what I feared... (Drama Music...) Clothing patch rely on the mods esps... In order to keep mods counter low, I have merged all my armor and clothes mods into 2 patches: Armor Mods Merged & Clothes Mods Merged (I'm genius master namer I know ) Is there a way that I could modify the MODWiki-BettersettlersClothing-Patch.esp to look into thoses mods instead ? -
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GabaZieute replied to Gernash's topic in Unofficial Fallout 4 Guides
Thanks for your help I'll update my inis and test. I'll add back the bUseCombinedObjects=0 and test again. (if it fixes it, I will keep it even if it destroy the occlusion culling from Railroad Headquarters Expanded After that, I cannot fix it, well I'll have to live with it and thank Bethesda for their awesome Creation-Bryo-Merse Engine As you enjoy patching so much , may I ask a separate PA and MW patch, to keep modwiki modular ? -
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GabaZieute replied to Gernash's topic in Unofficial Fallout 4 Guides
So we need Gunner overhaul ford WorldPatch v4 (it was on my list to install soon list, so excellent) Is MODWiki - CORE - Patch.esp being replaced by MODWiki-CORE Gunner-Patch.esp ? Or does the later replace it ? Also, I'm not using ModernWeapons Since PA and MW are merged now, can I still use MODWiki -Power Armor-Patch.esp or will there be some draw back ? -
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GabaZieute replied to Gernash's topic in Unofficial Fallout 4 Guides
It's more a freeze than a stutter It looks a lot like what you described before, "FO4 will go into Failsafe mode when entering that zone and start rendering every object one at a time(...)" I did a small video (sorry for watermark, had to find quick way to recompress as original video was around 400M) It captured on of the worst case Fallout4_Lockup-Freeze.mkv There is some stuttering in the begining, then near bridge a freeze followed by biggest one I have ever experienced Apart from those game run between 46 to 58fps (capped in enblocal at that value) -
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GabaZieute replied to Gernash's topic in Unofficial Fallout 4 Guides
I don't think it's a hardware issue (i7 6700K, 980Ti 6GB, 32GB Ram, SSD)Yes switched from Worldspace 2.20 to v3 Tried going back to v2.20 => sameNo scrapping mods and bUseCombinedObjects is still onI removed all landscape mods => sameI run Fallout 4 in borderless windowed modeThen went to remove all from the misc textures section => sameTried the ipresentintervall off and adaptative vsync in nvidia drivers => sameForceVideoMemorySize=trueVideoMemorySizeMb=24576 (I have 32GB Ram) => samedeleted ini and let game recreated them => sameapplied Bethini tweaks => same Kinda lost there