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Gernash

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Everything posted by Gernash

  1. Thanks for that I'll change the links in the Wiki I'll upload the next version of the test tonight, Playing with a way to reduce file size. Should resolve those issues.
  2. Creation Kit: anyone have info about how to get the CK to allocate more memory that 157Mb of internal memory to the render windowmake use of cuda coresuse more than 4.7gig memory before using swapspaceAny links or info would be appreciated.
  3. I've only done one 5/7 grid as per the pic I linked. The cough while entering the area is the transition area from a non modified zone with placed objects or modified meshes (cough barrels) into the remade precombined mesh and will reoccur when leaving it. I've been experimenting with it and the "cough" disappears when I rebuild the zone on a grander scale Ugrid 9 or 11. I'm still experimenting with it. The down side is the size of the patch would people want download a 10+gig patch if it basically doubles your frame rate? Also if people use additional Worldspace mods it will break the fix and they would have to ask to have a Precombined mesh made for them. Other choice is to do a basic writeup on how to generate a precombined mesh (small mesh 30 min large mesh 1-2 hrs.) the procedure is quite simple though. I'm trying to wrap my brain around what would be the best approach atm.
  4. Next week I'll have a stare at it. I do not know much about pex and the actual code. I've only glanced at basic uncompressed code i.e. functional displays and it was normal to my eyes. I'll look at the more complex stuff and get back to you on it. Most of the other mods I've seen that do similar things are mainly sloot armies. If anyone is aware of a mod that changed the appearance and naming of settlers in an all-in-one overhaul please tell me all about it.
  5. I've not looked into scripts, the "bug" is the resetting of settlers after a period of time as far as I understand it. so there name and stuff changes. Unless you get "attached" to a settler I don't think you will even notice. Personally I've had the mod running a long time and had no adverse effects.
  6. the "patch" is a full rebuild of the precombined mesh and rebuild of all the occluded space (lighting) and imaging off all the loose and static items. follow instruction in the link I've checked all of concord I cannot find any glitches with it at this point
  7. if you get 45fps in a city then 60+ is not unreasonable I linked https://forum.step-project.com/topic/11782-wip-fallout-4-using-modorganizer-2/page-113#entry193964 but nobody has tried it as yet. So I only have my own testing data. I've completed a couple of other areas so far (none of the congested ones as there are texture aberrations in there that I'm trying to sort out i.e. combat zone) IF you want to try, it's just concord at this time it will not damage a save game
  8. NP happy to help I find that Workshop Rearrange is very clever in the way he had sorted off all the items. Makes it more intuitive. in some of the earlier releases some items were difficult to find. I've not had a chance to play settlements for a while still tinkering with Worldspace. If I fix it all and give you a 50% fps boost then the patch will be about 10Gb I think. and you will only be able to use approved scrapping mods or it's pointless
  9. https://dl.dropboxusercontent.com/u/73053307/MODWiki/MODWIKI%20OCD.esp that is a patch to add the full menu to decor I think you will find it's all throughout the decor menus and this just it's "Native menu"
  10. Discord realtime chat https://discord.gg/53b7AtJ
  11. yes, workshop rearranged moves a lot of the objects around the decoration menu into logical folders, are you using an old save? missing folders? then you may need to recover/rebuild your menu. https://wiki.step-project.com/User:Gernash/MODWiki_Settlements
  12. OK I'm Up Loading MODWiki-Navmesh-Patch v2.2.0 ALPHA TEST It is not optimized for size sorry 260mb change to fPlayerDisableSprintingLoadingCellDistance=4096 this is only Concord. The Quarry will CTD the buildings above concord are included and RR What I'm looking for: FPS Feedback Lighting and sound Glitches (Flashing texture, artifacting etc) (I know about the door at the back of the place but that is how that mod is) Personally I noticed a FPS increase. Lighting and Fog effects working as intended. i.e. church with rain transition space, fog with front of Subway Also you can shoot through the new buildings now and hit stuff (used to hit an invisible wall) Please tell me if you spot anything. I'll be working on better process so the patches are smaller the little bit I edited is here. I used 3 different techniques throughout the area to test how they work and affect the game and worldspace in Fo4Edit
  13. THE RABBIT HOLE So, I've been playing a little with the CK. I've asked around the place for a GURU to explain the ways if the force but so far no go. Enter the Chuck Norris approach.... Precombination, Previs and NavMeshes This is where the Willy Wonka's umpa lumpa live. I've been successful(To an extent) in combining a couple of zones (Combat Zone and Concord) for testing. I've been able to marry up 3+ WorldSpace mods into a single precombined mesh and being able to run ingame without the use of fPlayerDisableSprintingLoadingCellDistance=0 (using default fPlayerDisableSprintingLoadingCellDistance=4096) this seems to have brought my frames up from 12-25 fps in these dead zones to 25-50fps (I've ordered a new motherboard, as I think my Graphics card is to clever for itself and is throttling itself down.) At this point, I'm assuming, people who don't fps dip at say, the Red Rocket "Should" Keep that frame rate in both test zones. the only problem I have is when a precombined mesh becomes unraveled and you need to use the sprint fix (fPlayerDisableSprintingLoadingCellDistance=0) then the base object in say a building shows through it's texture and causes a flicker. I'm unsure if I'm supposed to Hide the Base object (this does resolve the issue but I'm unsure of any consequence.) This flicker persists when I recombine the nif (unless the base object is hidden). Also I've noticed fps increase if base objects are hidden, I'm assuming at this point the 2x the objects are being rendered via the Previs from the precombined visibility generated from the CK. I'll play with it for a few more hours and upload an APLHA patch if your willing to try (It has not potato'd my saves in fact I can save in those altered zones as per normal even in Power armor without getting trapped inside.) This is mostly a ramble for myself but you never know someone might read it and give them a eureka moment.
  14. Is anyone aware of a FO4 Map with Block and Sub-Block co-ords? example of issue: entering University point from 1 direction causes CTD but you can exit and there is no issue and from any other direction it's fine. I'd like to have a map grid with the references without having to use the CK and be able to examine the Subblock for any obvious issues.
  15. Thanks, I'll start crawling down that rabbit hole.
  16. Has anyone played with alternate start mods? Alternate Start - Infinite Answer Another Life - Alternative Start Mod Paths of Life Start Me Up - Alternate Start and Dialogue Overhaul I'm looking at https://www.nexusmods.com/fallout4/mods/18946/? Start me up anyone have opinions? Also started Gunner overhauls.
  17. There are a few Diamond city overhauls out there I will include them as I go but some of the mods in the Wiki add NPC's so I have to check what their patrol is so they don't turn into potatoes. Diamond city expansion https://www.nexusmods.com/fallout4/mods/21853/? was the one that was linked. (basically if I do one I'll DL the different ones and have play)
  18. https://www.nexusmods.com/fallout4/mods/10658/? Looks like a nice (not over the top) green to the commonwealth.
  19. I'd wait till the next version of Diamond City as there seems to a removal of a dependency that was used as a mesh edit. (Might be what people are posting odd issues about on their forums) But it does look great and will be most likey added to the world space mods.
  20. I've looked at the mod page of those mods they look promising. Will load them up at some point. They dont appear to conflict with much, there is some item placement form Modern weapons, Mojav and 3DNPC. "May cause floating placed items"
  21. ITexMipMapSkip=-1 does not seem to be working with thing like Vines on buildings. they take forever to load and flicker at a distance since the latest FO4 Patch. Is anyone else having this issue?
  22. I'm running it atm Some of the sign writing and engraving are clearer but other then vram usage not too much difference. The specs are hinting at 2k-4k resolutions I believe. Been playing all day with Graphics performance.... the best I can do is stop the 12-20fps dip and have 30-40fps at the lowest but you cannot use fPlayerDisableSprintingLoadingCellDistance=0 so any MOST scrap mods(The ones that make co objects and dont need sprint fix edit are OK.) my worldspace patches or Fallout 4 HD Reworked Project Revised (It uses the remove all method for combined objects) If you are getting MASSSSSIVE FPS drop in son areas try disabling hdreworkedprojectrevised.esp or Fallout 4 HD Reworked Project Revised If that doesn't help then all worldspace mods and worldspace patches. If FPS becomes "Fallout 4 Normal" then just enable beantown with no worldspace patches. Also change fPlayerDisableSprintingLoadingCellDistance=4096 Green flickering, In my case some objects flicker seems to be mainly with ENB if I disable ENB then it goes away. For me it seems to be some sort of LOD or MIPMAP issue.
  23. Flicker? you use DOF? turn off and see if it persists.
  24. Updated F4SE 0.3.0 LooksMenu v1-2-1Realistic Guns and Bullets Overhaul 3.3Workshop Rearranged.
  25. @baronaatista Oh and One last thing pre vis if an onject with an enviroment space (Box thingy in CK) is placed in a cell if you look "through" it you cannot see other objects placed behind it (i.e. Concord Subwayrunner, that whole zone is an advertisment for all these pecombined things.) https://ck.uesp.net/wiki/fallout4/index.php?title=Precombined_References So when you enable Pre Vis FO4 jsut calculates what it's ment to SEE then it all works. Removing XCRI References works similar to bUseCombinedObjects=0 bPreCulledObjectsEnabled=0 is like Thor's hammer that will defiantly "fix" everything even without edits, but you get Micro load stutter as it calculates everything all the time without pre-cache to adjecent cells. Note: these are my opinions and observations not something written in stone.
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