Candide Posted May 10, 2017 Posted May 10, 2017 Oooooh, that reminds me of the other thing I meant to report. ELFx has issues for me. Periodically there will be ghosts of objects instead of the objects, my framerates drop to crazy low rates in other areas -- especially if there are a lot of fires. Disabling ELFx fixes both of those issues for me.I'm not using any of the mods that add areas. TotCW gives me too many CTDs, so I removed it from the Core patch. Is there a fix that I'm missing because of that? Or is it just my computer being cranky? It's not the most up-to-date, but I have a 970gtx and an i5 4690k cpu so it should be running things fine without an enb.
Gernash Posted May 10, 2017 Author Posted May 10, 2017 On 5/10/2017 at 6:31 PM, Tirencia said: hey was wandering in bethini the resolution is showing 1920x1080 but my recommended monitor res is 3840x2160, should i change bethini to what my monitor hasif you have the Horsepower then you can play at 3840x2160 Personally I'd run the computer at 1920x1080 then Upscale
Tirencia Posted May 10, 2017 Posted May 10, 2017 ok ty Gernash, hey for NAC are you using NAI too or just the NAC enhancer
rayhne Posted May 10, 2017 Posted May 10, 2017 (edited) What are other folks running FPS-wise? I just has a random crash in one of the open buildings in Concord. And my FPS has dropped drastically .... down to 30 in Sanctuary. 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VIS Icon Patch.espSanctuary Raider & Dog Removed.espSanctuary Round Up Bridge and Bricks.espWorkshopRearranged.esp3DNPC_FO4.esp3DNPC_FO4_DLC.espplenty 'o' exploration.espStumbleUponInteriors.espsubwayrunnnerdynamiclighting.espBTInteriors_Project.espImmersiveDrumlinDiner.espWRPatches.espMODWiki - CORE - Patch.espMODWiki-CraftingRedirect-Patch.espMODWiki-Power Armor-Patch.espMODWiki-BettersettlersClothing-Patch.espMODWiki-T49-Patch.espMODWiki-Doors-Patch.espMODWiki-WorkshopRearranged-Patch.espMODWiki-Worldspace-Patch.espMODWiki-AI-Hotfix.espMODWiki-NAC-Patch.espMODWiki-SnB-Patch .espMergedPatch.espScrap Everything - Core.espScrap Everything - Far Harbor.espScrap Everything - Nuka World.espScrapUpdate - Core.espScrapUpdate - FH.espFarm_CP_SE_Neutered_SU_Neutered_SuperCombo.espFarm_CP_NorthlandDiggers.espCleanSettlement Greenhouse Scrap Everything Compatibility.esp Edited May 10, 2017 by rayhne
Tirencia Posted May 10, 2017 Posted May 10, 2017 not sure yet I just got my computer together and just now installing the game sorry I can't help yet
rayhne Posted May 10, 2017 Posted May 10, 2017 (edited) On 5/10/2017 at 9:39 PM, Candide said: I loaded the MODWiki Core patch and Legendary Modifications into xEdit. For the conflicting records (it's easier if you look at LM instead of the Core), I copied the Core patch's record as an override into a new file, then changed the unscrapable field to the field in LM. Under what heading? Misc Items? I may not have the same setup. I don't, I guess. I don't even see unscrappable. I see uncraftable. Edited May 10, 2017 by rayhne
Candide Posted May 10, 2017 Posted May 10, 2017 (edited) On 5/10/2017 at 10:33 PM, rayhne said: Under what heading? Misc Items? I may not have the same setup. I don't, I guess. I don't even see unscrappable. I see uncraftable.Looking at legendary modifications fields, the only ones you have to concern yourself with should be colored -- they're all under Object Modifications. It's safe to ignore the yellow background records and just look at the red background ones in this case (the ones with the yellow background are just overriding Fallout4.esm) provided you have legendarymodifications.esp expanded. Anyway, you want to find the field under Property that has in both Fallout4.esm and ModWiki - Core - Patch.esp that says UnscrappableObject then some keyword stuff. LegendaryModification.esp field will say something like HASLegendary_Weapon_blahblahblah. Just drag that over onto your new file's field. It will overwrite. All the other conflicts you should leave alone, assuming your new file is overridden from the Modwiki Core patch. It's better to make this a patch than to overwrite the Core patch. That way when the patch is updated, you can just drag your patch and the new core patch into xedit and check for changes/incompatibilities/unnecessary records. Edited May 10, 2017 by Candide
rayhne Posted May 10, 2017 Posted May 10, 2017 This makes no sense at all. I actually went back to a completely unmodded game and I'm still getting 30 FPS in Sanctuary!!! Pardon me while I go scream somewhere ...
rayhne Posted May 10, 2017 Posted May 10, 2017 On 5/10/2017 at 10:49 PM, Candide said: Looking at legendary modifications fields, the only ones you have to concern yourself with should be colored -- they're all under Object Modifications. It's safe to ignore the yellow background records and just look at the red background ones in this case (the ones with the yellow background are just overriding Fallout4.esm) provided you have legendarymodifications.esp expanded. Anyway, you want to find the field under Property that has in both Fallout4.esm and ModWiki - Core - Patch.esp that says UnscrappableObject then some keyword stuff. LegendaryModification.esp field will say something like HASLegendary_Weapon_blahblahblah. Just drag that over onto your new file's field. It will overwrite. All the other conflicts you should leave alone, assuming your new file is overridden from the Modwiki Core patch. It's better to make this a patch than to overwrite the Core patch. That way when the patch is updated, you can just drag your patch and the new core patch into xedit and check for changes/incompatibilities/unnecessary records.I'm thinking because I play LM as Normal, it's suppose to be unscrappable because that's what LM says as well.
Candide Posted May 10, 2017 Posted May 10, 2017 On 5/10/2017 at 11:48 PM, rayhne said: I'm thinking because I play LM as Normal, it's suppose to be unscrappable because that's what LM says as well.Oh, yeah, it should be -- I play with it on hard (I like being able to choose the mods rather than deal with the RNG). Are you having problems detaching the mods? If so, it's another field that needs to be overwritten. It shouldn't be too hard to track down.
rayhne Posted May 11, 2017 Posted May 11, 2017 (edited) Like I said earlier, right now I'm trying to figure out why my game's FPS is dragging ... it is so weird. It's almost like it's capped at 30 but I can't see how. I seem to be going as fast and as smooth as before. I'd also like to know why BethINI and the Fallout 4 config overwrite the Fallout4Custim ini with the Fallout4.ini ... grrrrr ... Edited May 11, 2017 by rayhne
Candide Posted May 11, 2017 Posted May 11, 2017 Huh, some PC users do get capped at 30FPS -- . I don't know how good this information is as I don't have the problem, but here's an article about it with some possible fixes. https://www.gamepur.com/guide/21111-fallout-4-pc-error-how-unlock-fps-add-add-219-support-change-fov-mouse.html
rayhne Posted May 11, 2017 Posted May 11, 2017 (edited) On 5/11/2017 at 12:41 AM, Candide said: Huh, some PC users do get capped at 30FPS -- . I don't know how good this information is as I don't have the problem, but here's an article about it with some possible fixes. https://www.gamepur.com/guide/21111-fallout-4-pc-error-how-unlock-fps-add-add-219-support-change-fov-mouse.htmlThank you but I've already done those things and I'm still capped at 30. I switched VSync in the Control panel and in the NVdia inspector from adaptive to on but nothing. :( This is the Display part of my Fallout4pref. Reveal hidden contents [Display]bAllowShadowcasterNPCLights=0bBorderless=1bComputeShaderDeferredTiledLighting=1bEnableWetnessMaterials=0bForceIgnoreSmoothness=1bFull Screen=1bMaximizeWindow=0bPrecipitationOcclusion=1bSAOEnable=1bSinglePassDirShadow=1bTopMostWindow=0bVolumetricLightingEnable=0bVolumetricLightingForceCasters=0fBlendSplitDirShadow=0.0000fDirShadowDistance=3000.0000fInteriorMeshLODLevel1FadeDist=2600.0000fInteriorMeshLODLevel2FadeDist=1950.0000fLeafAnimDampenDistEnd=4600.0000fLeafAnimDampenDistStart=3600.0000flocalShadowMapHalveEveryXUnit=750.0000fMaxFocusShadowMapDistance=450.0000fMeshLODFadeBoundDefault=256.0000fMeshLODFadePercentDefault=1.2000fMeshLODFadeScalar=1.0000fMeshLODLevel1FadeDist=999999.0000fMeshLODLevel1FadeTreeDistance=2844.0000fMeshLODLevel2FadeDist=999999.0000fMeshLODLevel2FadeTreeDistance=2048.0000focusShadowMapDoubleEveryXUnit=450.0000fShadowBiasScale=1.0000fShadowDistance=3000.0000fTessFactorMaxDistanceScale=100.0000iDirShadowSplits=2iMaxAnisotropy=1iMaxDecalsPerFrame=100iMaxFocusShadows=1iMaxFocusShadowsDialogue=4iMaxSkinDecalsPerFrame=25iPresentInterval=0iScreenShotIndex=2iShadowMapResolution=2048iSize H=1080iSize W=1920iTiledLightingMinLights=40iVolumetricLightingQuality=-1sAntiAliasing=TAAsD3DDevice="NVIDIA GeForce GTX 970"uiOrthoShadowFilter=1uiShadowFilter=1uPipboyTargetHeight=700uPipboyTargetWidth=876bEnableRainOcclusion=0iTexMipMapSkip=2 Edited May 11, 2017 by rayhne
rayhne Posted May 11, 2017 Posted May 11, 2017 (edited) I should explain that if I have bBorderless=0 and bFull Screen=1, the opening of the game windows up into the left-hand of the screen but the game itself seems to load at a higher resolution (but gave me 50 FPS). If I do the reverse, then the game loads huge with maybe the upper left hand appearing on the screen. So I have them both set at 1, which until a short time ago worked just find and gave me 60 FPS. Edited May 11, 2017 by rayhne
rayhne Posted May 11, 2017 Posted May 11, 2017 Never mind. I think I figured out the problem. ::looking for hole to crawl into::
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