DoubleYou Posted August 25, 2023 Share Posted August 25, 2023 Discussion topic: Step Fallout4 Guide Resources: Nexus Mods Please submit feedback or bug reports about the 1.0 guide to this topic. Link to comment Share on other sites More sharing options...
z929669 Posted August 28, 2023 Share Posted August 28, 2023 I know you and Greg put a lot of time into this one ... way to go! Link to comment Share on other sites More sharing options...
magnificent069 Posted August 30, 2023 Share Posted August 30, 2023 Hi Im following the guide and i have downloaded all of the Extenders mods. When loaded the game to test it out like it told to do in the guide my character was moving really fast. I have no idea what could be causing this. Ive done everything according to the guide. Also when I type the text is moving really fast. Dont know what to do. Link to comment Share on other sites More sharing options...
DoubleYou Posted August 30, 2023 Author Share Posted August 30, 2023 4 hours ago, magnificent069 said: Hi Im following the guide and i have downloaded all of the Extenders mods. When loaded the game to test it out like it told to do in the guide my character was moving really fast. I have no idea what could be causing this. Ive done everything according to the guide. Also when I type the text is moving really fast. Dont know what to do. In the game console, type the following and report the value: getini "iFPSClamp:General" Link to comment Share on other sites More sharing options...
jeb1414 Posted September 4, 2023 Share Posted September 4, 2023 Hey everyone! I'm trying to adjust fOverShoulderPosX=0.0 In fallout, in order to do this you had to change the following value to '0', however when I try and do that, it breaks the camera. Any tips? bApplyCameraNodeAnimations=1 Link to comment Share on other sites More sharing options...
DoubleYou Posted September 5, 2023 Author Share Posted September 5, 2023 5 hours ago, jeb1414 said: Hey everyone! I'm trying to adjust fOverShoulderPosX=0.0 In fallout, in order to do this you had to change the following value to '0', however when I try and do that, it breaks the camera. Any tips? bApplyCameraNodeAnimations=1 Are you in the correct topic? This is the topic for Fallout 4 Step guide feedback, and these ini edits have nothing to do with that. Link to comment Share on other sites More sharing options...
z929669 Posted September 5, 2023 Share Posted September 5, 2023 1 hour ago, DoubleYou said: Are you in the correct topic? This is the topic for Fallout 4 Step guide feedback, and these ini edits have nothing to do with that. This had been posted incorrectly in the DynDOLOD forum, so not sure what game applies. Link to comment Share on other sites More sharing options...
DoubleYou Posted September 5, 2023 Author Share Posted September 5, 2023 1 hour ago, z929669 said: This had been posted incorrectly in the DynDOLOD forum, so not sure what game applies. I expect it was meant to reply to the Starfield ini thread, but would need verification. Link to comment Share on other sites More sharing options...
Anakin1773 Posted September 9, 2023 Share Posted September 9, 2023 Apologies in advance for any potential impoliteness that may arise from me. I have some criticism of the guide for Fallout 4. In the guide, in the BethINI section, it says that: "recent reverse-engineering research has shown that increasing iMaxAllocatedMemoryBytes improves script performance: In the Section drop-down, select Papyrus. In the Setting drop-down, select iMaxAllocatedMemoryBytes. Change the value to 500000 and click [Save]." I was always taught to never change any settings concerning Papyrus, except for fPostLoadUpdateTimeMS. Can you please explain why the above tweak is now safe, if possible? Link to comment Share on other sites More sharing options...
DoubleYou Posted September 9, 2023 Author Share Posted September 9, 2023 12 hours ago, Anakin1773 said: Apologies in advance for any potential impoliteness that may arise from me. I have some criticism of the guide for Fallout 4. In the guide, in the BethINI section, it says that: "recent reverse-engineering research has shown that increasing iMaxAllocatedMemoryBytes improves script performance: In the Section drop-down, select Papyrus. In the Setting drop-down, select iMaxAllocatedMemoryBytes. Change the value to 500000 and click [Save]." I was always taught to never change any settings concerning Papyrus, except for fPostLoadUpdateTimeMS. Can you please explain why the above tweak is now safe, if possible? See related discussion here by Nightfallstorm, author of Papyrus Tweaks NG for Skyrim Special Edition: https://forums.nexusmods.com/index.php?/topic/12225203-papyrus-tweaks/page-6#entry117447728 Nightfallstorm is a respected reverse engineer on the subject. Yes, this discussion is for Skyrim Special Edition, but the same rules apply with newer iterations of the Creation Engine. Remember that even Bethesda doubled the value between Skyrim Legendary Edition (76800) and Skyrim Special Edition (153600). Misinformation about INI settings unfortunately is widespread across the internet. Link to comment Share on other sites More sharing options...
HunterZ Posted September 23, 2023 Share Posted September 23, 2023 (edited) When I archive xLODGen object & terrain outputs into ba2+esp packages using Cathedral Assets Optimizer and try to use them, I get corrupt trees and vanilla terrain textures - same effect as not loading them at all. If I instead install the outputs as loose files, everything works fine. Any idea what I might be doing wrong? Update: I think I got it working - apparently the game doesn't like everything being packed into just a "Main" BA2. I enabled the separate BSA options in CAO and go "Main" and "Textures" BA2's, and those seem to be working as expected. Edited September 23, 2023 by HunterZ Link to comment Share on other sites More sharing options...
z929669 Posted September 23, 2023 Share Posted September 23, 2023 48 minutes ago, HunterZ said: When I archive xLODGen object & terrain outputs into ba2+esp packages using Cathedral Assets Optimizer and try to use them, I get corrupt trees and vanilla terrain textures - same effect as not loading them at all. If I instead install the outputs as loose files, everything works fine. Any idea what I might be doing wrong? I don't use CAO at all and would not recommend it for most applications. It's possible the BA2 folder structure you are packaging is using an incorrect root folder in the archive. I also don't play FNV, so I'm not sure of the limitations/expectations with that game, but packaging in 7z seems like a better option. I package all mods as loose files for Bethesda TES games and use MO, and I know Skyrim/MO work fine with 7z archives as well. If FNV requires BA2, then you might want to try BSArchPro instead. Link to comment Share on other sites More sharing options...
HunterZ Posted September 23, 2023 Share Posted September 23, 2023 2 hours ago, z929669 said: I don't use CAO at all and would not recommend it for most applications. It's possible the BA2 folder structure you are packaging is using an incorrect root folder in the archive. I also don't play FNV, so I'm not sure of the limitations/expectations with that game, but packaging in 7z seems like a better option. I package all mods as loose files for Bethesda TES games and use MO, and I know Skyrim/MO work fine with 7z archives as well. If FNV requires BA2, then you might want to try BSArchPro instead. Uh, what? This is the thread for the STEP FO4 guide (not FNV), which specifically instructs people to use CAO to archive xLODGen object and terrain data so that it doesn't have to be installed as loose files. As indicated in my edit, the problem seems to be that the default CAO settings result in all of the data being packed into a "xyz - Main.ba2" archive, but apparently the game will only accept the data if it's instead split between that and an "xyz - Textures.ba2" archive. Not sure why the STEP guide recommends CAO if it's not the best tool for the job. Link to comment Share on other sites More sharing options...
z929669 Posted September 23, 2023 Share Posted September 23, 2023 1 hour ago, HunterZ said: Uh, what? This is the thread for the STEP FO4 guide (not FNV), which specifically instructs people to use CAO to archive xLODGen object and terrain data so that it doesn't have to be installed as loose files. As indicated in my edit, the problem seems to be that the default CAO settings result in all of the data being packed into a "xyz - Main.ba2" archive, but apparently the game will only accept the data if it's instead split between that and an "xyz - Textures.ba2" archive. Not sure why the STEP guide recommends CAO if it's not the best tool for the job. Lol, sorry, I misread the OP/forum. My input still stands though, but since I also don't play FO games or manage this guide, you may dispense with my advice and await @DoubleYou's input. He knows his stuff, so if he's recommending CAO for this procedure, then that's the way to go. Sorry guys! Link to comment Share on other sites More sharing options...
DoubleYou Posted September 23, 2023 Author Share Posted September 23, 2023 6 hours ago, HunterZ said: Uh, what? This is the thread for the STEP FO4 guide (not FNV), which specifically instructs people to use CAO to archive xLODGen object and terrain data so that it doesn't have to be installed as loose files. As indicated in my edit, the problem seems to be that the default CAO settings result in all of the data being packed into a "xyz - Main.ba2" archive, but apparently the game will only accept the data if it's instead split between that and an "xyz - Textures.ba2" archive. Not sure why the STEP guide recommends CAO if it's not the best tool for the job. CAO is quite simply the best tool for the job. BSArchPro is extremely user unfriendly and can cause bugs if you make the slightest misstep. The CAO instructions tell you to use Separate Textures archive option, and I have a notice to ensure correct settings before usage, so I'm not sure how you missed not using that setting the first time around. Link to comment Share on other sites More sharing options...
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