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turn off the TV
Aug 4, 2010

moderately annoying

Mr. Crow posted:

Less is more, especially if it's non-intuitive and you have no way of representing it to the player.

This can all be visible to the player with the aid of the Better Mod Descriptions mod.

aniviron posted:

Feedback as to your damage system:

There are three ways I think that I can do bleeding resistances:

Option 1, is to use the ballistic DT check to determine if any bleeding is applied. For example: if a bullet failed its DT check, then the armor is not penetrated and no bleeding occurs, but the target would still take impact damage. If the DT pass is made, then the target will receive the amount of bleeding corresponding to the ammo type and caliber used. I like this because it means that the total amount of bleeding damage can be kept in check across all weapon types.

Option 2, give bleed its own DT, separate from the ballistic DT. Because of the mod I plan on using to implement DT this would have to be an all or nothing effect. The disadvantage here is that much higher amounts of bleed damage would be necessary to bypass the DT, or ballistic rounds that fail to penetrate armor would still cause bleeding. This could be explained as internal bleeding from the impact, I suppose.

Option 3, have bleed be tied to a form of magic resist. This is a bit iffy because there is no bleed resistance in the editor, which means I would have to hijack one or use magic damage/resistance, which would also influence every other form of resistance on the character. However, there is a mod on the Nexus which claims to have a bleeding system and non healing items to remove the effect, so I might be able to incorporate that to create levels of resistance.

For what it's worth, current bleeding damage is just an enchantment, meaning that it's possible to make unique bleed spells for every weapon mod, allowing slower firing guns to deal about as much bleeding as automatics.

As for radiation as an additional damage type not being terribly useful, it would be possible to make a new form of a radiation spell that actually deals damage over time instead of lowering total health. There's already a form of radiation damage that just deals damage. Additionally, it would be possible to have the burn effect caused by lasers apply to fire or explosion resistance.

I would also remove robotic immunity to radiation to pair with robotic immunity to bleeding. This would make lasers more focused on humans and robots, and ballistic weapons more focused on humans and mutants.

As for impact/burn damage, the idea is to basically for it to be the 20% of damage that always makes it through the DT so that everyone can still do damage. As a result, though, I'd need to give it to creatures.

Bilal posted:

The immediate problem I see with that ballistic damage system is how counterintuitive penetrating vs standard ammunition is. As a player, if I'm going to be fighting guys in power armor, I am going to say to myself "okay, power armor guys, that means I take armor piercing ammo with me." You'd have to do quite a bit of explaining to the player to get the point across that no, penetrating ammo is best for guys in leather, if you want to fight power armor guys the optimal choice is standard ammunition. Doesn't make any sense.

I'd go the simpler and more obvious route- armor piercing ammunition best for targets with good DT, hollowpoints for targets with low DT, and standard/FMJ ammo as the middle ground that can work against both but inefficiently. That adds the additional problem that players are lazy and would ignore the special ammo and just stock up on standard ammo because it works against everything and there's no need to switch ammo types, but it would make sense for a modded game that drastically cuts down ammunition drops- if you can't stock up reliably and if every bullet counts, players would have to use the best ammunition for the situation in order to kill the enemies in the least number of shots.

The ballistic system might be a little confusing at first, but the AP ammo balance doesn't work any differently than it did in New Vegas. In NV AP rounds bypassed more DT at the cost of overall damage, meaning that if they didn't pass the DT check they would deal less damage than regular ammunition, as a DT failure meant that 20% of the total damage is dealt.

For the most part, however, high caliber AP rounds are going to be your best bet for dealing with armored targets, but if you don't have the capability to beat the DT of an opponent then just bashing their armor with your hardest hitting attack is the next best option.

As for people not really switching ammo types, that's not really a concern of mine, as one of the ways I'm considering implementing the mod is by having you only use one pool of ammunition and switching out at the workbench.

OwlFancier posted:

In that case I would suggest adding an invisible 10-20% damage to every weapon which just bypasses DT, which would simulate the mitigation cap in FNV. Don't actually show that because the player doesn't need to know or care about it as it shouldn't differ between guns, it's just an innate property of guns that they can't be completely blocked by armour.

On top of that I would suggest that things that gain bonuses to beat DT as in FNV is still the best way to do armour penetration. I found it very easy to make sense of and capable of ample depth in terms of different ammo types and their effects. And as above, AP for armour, hollowpoint for unarmored targets, standard for general use, makes a lot of sense and is easy to understand, and more importantly, simply makes guns more viable.

I would say though that doing it with receivers is going to be a bit tiresome, FNV worked because you could swap out whenever. Having to carry multiple guns or find a weapon bench to swap ammo is going to take a lot of the enjoyment out of it.

In terms of Stalker I honestly find FNV to be more interesting than Stalker in terms of guns. Stalker is fun, but the gun variety for me amounts to "find the most accurate rifle and put AP rounds in it, and find the most powerful shotgun and put buckshot in it, use former on people, use latter on animals." Because animals just eat bullets, people die if you shoot them in the head.

Whereas FNV had a whole bunch of cool ammo types and guns and stuff you could use.

The impact/burn damage types are intended to fill the 20% damage type gap, as there apparently is no way to have guns just innately ignore armor.

My current plan is to have the different ammo types be tied to their own weapon mods that don't really impact the rest of the gun. This is specifically to encourage weapon switching and to reduce the amount of actual ammunition and receivers that would have to be added in.

Fallout also kind of differs from STALKER in that there are way, way more situations where you're going to be fighting at close range, making sniper rifles less optimal. I'm also planning on retooling the weapon stats and perk trees to make certain weapon configurations a lot more situational.

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OwlFancier
Aug 22, 2013

Essentially I guess I just don't really see the need for impact/burn as separate things or for them to be conveyed to the player at all. If you tell me a gun does 5 damage types I'll probably just think "why do I need to care about all of this it's a gun it hurts stuff when I shoot it"

And going too far into different damage types tends to make the game just annoying because you end up with enemies that just don't take damage from your murdergun because your murdergun doesn't do the counter damage type.

The other reason I like FNV is because while there's lots of different stuff it's all very simple mechanically. Armour takes off flat damage from things you shoot at it, more armour is good, some guns/ammo shave off a bit of armour when you use them, that's it.

Things like AP ammo doing a bit less damage for more penetration, energy guns having a bit of innate penetration, shotguns being a bit weak penetration wise all stem from that simple system and that's good.

turn off the TV
Aug 4, 2010

moderately annoying

OwlFancier posted:

Essentially I guess I just don't really see the need for impact/burn as separate things or for them to be conveyed to the player at all. If you tell me a gun does 5 damage types I'll probably just think "why do I need to care about all of this it's a gun it hurts stuff when I shoot it"

And going too far into different damage types tends to make the game just annoying because you end up with enemies that just don't take damage from your murdergun because your murdergun doesn't do the counter damage type.

The other reason I like FNV is because while there's lots of different stuff it's all very simple mechanically. Armour takes off flat damage from things you shoot at it, more armour is good, some guns/ammo shave off a bit of armour when you use them, that's it.

Things like AP ammo doing a bit less damage for more penetration, energy guns having a bit of innate penetration, shotguns being a bit weak penetration wise all stem from that simple system and that's good.

Impact and burn have to be separate things because the implementation of the Fallout 4 DT mod, where an attack that falls below the target's DT does not deal any damage at all. In New Vegas an attack that falls below the target's DT will still deal 20% damage. Replicating that behavior in Fallout 4 means adding an additional source of damage that is not checked by DT, as there isn't a way to get the game to take a failed DT check and still deal 20% of the attack's damage.

This could be simplified by just calling the additional damage something along the lines of true damage, and giving it no resistances. However, I'd prefer for all forms of damage to have some sort of resistance.

Also, again, I want the player to run into situations where they want to switch weapons. There are a ton of guns and different weapon mods in the game, but I wound up just using a semi-auto combat rifle the whole time because the gun did literally everything I needed it to.

The other thing is that this mod would not add any additional elemental forms of damage. Impact is explosive ballistic damage, burn would be fire or energy explosive damage. Bleeding is already in the game, as is radiation damage. The only actually new mechanic the mod would include is the damage threshold.

E: The reason that I don't want to do high AP/low damage, medium AP/medium damage and low AP/high damage is in large part because of the 20% damage is always dealt aspect of DT. If I want to keep that percentage of damage consistent across all weapons then high damage weapons, despite ideally being weak against armor, will still be dealing the most damage in a failed DT check. This would make them the best option against both unarmored targets and targets with a DT that your available AP rounds cannot beat. I could make the percentage of guaranteed damage differ between ammo types, but I feel like that would get more confusing and be more difficult to balance. I feel like the three options being AP/Burst/DoT would be pretty easy to get used to.

turn off the TV fucked around with this message at 05:40 on Feb 26, 2017

Midnight Voyager
Jul 2, 2008

Lipstick Apathy
Oh, now there's TWO Wattz 2000 laser rifles. From Fallout 1/2, a fact I'd forgotten.

http://www.nexusmods.com/fallout4/mods/22189/
http://www.nexusmods.com/fallout4/mods/22282/

aniviron
Sep 11, 2014


Yeah, and I have no idea which to use. One looks like it's way better made, but the other looks a lot more faithful to the classic Fallout design, which I quite liked.

Catalyst-proof
May 11, 2011

better waste some time with you
Some settlement poo poo. For ages I would use Homemaker because of the plethora of stuff it gave me to build with. I always felt like it was kind of half-assed, and spewed crap all over my menus even with SKE, but it was fine. Once I expanded the sizes of my settlements, I started using Spring Cleaning, which I thought was super thorough.

For my last re-roll I decided to switch to Workshop Rearranged and Scrap Everything as replacements for the above, and holy cow. Workshop Rearranged adds tons of great objects and organizes the menus in a sane way. Scrap Everything is insanely thorough, allowing for settlements to be completely emptied, and gives every single object a human-readable asset name, which is a nice piece of polish I didn't even know I wanted. So yeah, if you're used to Homemaker + Spring Cleaning, try Workshop Rearranged and Scrap Everything instead.

Dick Trauma
Nov 30, 2007

God damn it, you've got to be kind.

horse mans posted:

Some settlement poo poo. For ages I would use Homemaker because of the plethora of stuff it gave me to build with. I always felt like it was kind of half-assed, and spewed crap all over my menus even with SKE, but it was fine. Once I expanded the sizes of my settlements, I started using Spring Cleaning, which I thought was super thorough.

For my last re-roll I decided to switch to Workshop Rearranged and Scrap Everything as replacements for the above, and holy cow. Workshop Rearranged adds tons of great objects and organizes the menus in a sane way. Scrap Everything is insanely thorough, allowing for settlements to be completely emptied, and gives every single object a human-readable asset name, which is a nice piece of polish I didn't even know I wanted. So yeah, if you're used to Homemaker + Spring Cleaning, try Workshop Rearranged and Scrap Everything instead.

I tried a mod to do some basic cleanup to Sanctuary, like fixing the roofs but I've stayed away from WR and SE because of concern they might break too much stuff.

SeanBeansShako
Nov 20, 2009

Now the Drums beat up again,
For all true Soldier Gentlemen.

aniviron posted:

Yeah, and I have no idea which to use. One looks like it's way better made, but the other looks a lot more faithful to the classic Fallout design, which I quite liked.

It's like that whole waiting for a bus thing and a bunch of them show up out the blue when your not looking.

MOD ROUND UP for the week!

Makconners Spartan Cockpit replaces the power armor HUD with a series of physical looking helmet style interiors which even has customisation options. Works for all power armor sets.

Torah Dogmeat has turned Dogmeat now into a Pitbull.

Modify grenades and mines for those who want to play with explosives more.

Recreation of the classic PUNISHER coat and t-shirt.

Somebody remade the Vera Keyes pretty formal dress from New Vegas, ignore the creator screenshot quality and look at the submitted ones instead. Modder has bad graphics card.

Classic Army Helmet replaces the default low tech combat armor helmet and not only has more in depth customisation but lets you craft a few different variant types too.

Classic Red Scribe Robe For Brotherhood Of Steel replaces what the Scribes in BOS wear for something more old school.

Amazonian Princess is a pretty decent looking fantasy light armor not from a porno set done by modder Crimson Raider.

Orphelia Accessories ports over a tonne of flowers in hair garland head pieces for female characters from Skyrim.

Tough Traveler outfit is the standard gritty armor, cargo and neutral military fatigues for bad rear end male characters.

Deathclaw Power Armor is the Fallout universe Hitlers Brain In A Shark thing right here.

Honourable mention, some dude has figuired out a way to convert physical movement to armor/outfits without having to constantly reskin them. And the usual tits, tits and more tits.

SeanBeansShako fucked around with this message at 19:30 on Feb 26, 2017

Kokoro Wish
Jul 23, 2007

Post? What post? Oh wow.
I had nothing to do with THAT.

SeanBeansShako posted:

Makconners Spartan Cockpit replaces the power armor HUD with a series of physical looking helmet style interiors which even has customisation options. Works for all power armor sets.

gently caress yeah. Been looking for something like this for a while.

Saint Sputnik
Apr 1, 2007

Tyrannosaurs in P-51 Volkswagens!
The combination of mods that insert DLC creatures into level lists + manually deleveling the encounter lists makes for some really interesting variety. I cleared that satellite compound to find the farmer's locket, and after finally sneaking around and killing everyone I unlocked the double doors to the sideroom that's usually full of radroaches... and it was hopping with deadly cave crickets.

potaties
Apr 8, 2005

meow meow
Does anyone have v0.05 of Simply Modular Housing kicking around anywhere? I always wanted to try it out, but apparently 0.06 has issues with navmeshing, roofs, and windows, and I can't find 0.05 anywhere.

Fewd
Mar 22, 2007

#vmp #opsec #kolmiloikka #happoo

Midnight Voyager posted:

Oh, now there's TWO Wattz 2000 laser rifles. From Fallout 1/2, a fact I'd forgotten.

http://www.nexusmods.com/fallout4/mods/22189/

I like this one. Anyone know if it's even remotely balanced compared to vanilla weapons? Modders tend to make their weapons stupid good and I don't want that. Although, vanilla laser rifle pretty much throws balance out of the window too so :confuoot:

Alexander DeLarge
Dec 20, 2013
0.999 Horizon is finally out holy poo poo these patch notes
http://www.nexusmods.com/fallout4/mods/17374/

Alexander DeLarge fucked around with this message at 11:30 on Feb 27, 2017

Nuramor
Dec 13, 2012

Most Amewsing Prinny Ever!

turn off the TV posted:


This could be simplified by just calling the additional damage something along the lines of true damage, and giving it no resistances. However, I'd prefer for all forms of damage to have some sort of resistance.

I think you will have to leave this idea behind for your mod to do what you want it to. From what I understand the big problem isn't the guns doing no damage, but that enemies stop attacking and run away once it happens. Maybe you should go the way of adding a minor amount of "true" damage to everything, just so that regardless of used weapon or equipped armor they keep attacking, even if it doesn't do anything.

Catalyst-proof
May 11, 2011

better waste some time with you

Alexander DeLarge posted:

0.999 Horizon is finally out holy poo poo these patch notes
http://www.nexusmods.com/fallout4/mods/17374/

Well, guess I'm consoling in all of the magazines I've already sold...

Falken
Jan 26, 2004

Do you feel like a hero yet?
I'm not sure what has caused it, but finishing a quest such as clearing out the raiders from the quarry north of Sunset, or the Corvega plant breaks the game. I lose the ability to go 3rd person, access the workshop with the V key, and use my hotkeys. It also breaks that particular save... Anyone else had this?

turn off the TV
Aug 4, 2010

moderately annoying

Nuramor posted:

I think you will have to leave this idea behind for your mod to do what you want it to. From what I understand the big problem isn't the guns doing no damage, but that enemies stop attacking and run away once it happens. Maybe you should go the way of adding a minor amount of "true" damage to everything, just so that regardless of used weapon or equipped armor they keep attacking, even if it doesn't do anything.

That's the plan, which is why I need to add a second form of damage for every weapon. However, DT only applies to regular weapon damage, not enchantment damage, so it's possible to have additional damage that's checked by damage resistance and not thershold.

I've also thought about this more, and yeah, having just regular ballistic/energy damage alongside bonus explosive damage that's not tied to the overall attack damage is probably the best way to go. That'll still give the player three forms of damage to consider when choosing their armor and upgrades.

I've also been thinking about how I want to change weapons and weapon perks, and I'm planning on something like this:

Rifleman decreases recoil with rifles and the amount of time to aim down sights.

Commando decreases reload times and improves hip fire accuracy with rifles.

Heavy Gunner improves hip fire accuracy and recoil with big guns.

Sniper increases the fire rate of semi-auto rifles and increases the amount of time a player can hold their breath when aiming down a scope.

Steady aim improves hip fire accuracy for all weapons and decreases sway when aiming down a scope.

Gunslinger improves hip fire accuracy and recoil of pistols.

If possible I'm planning on increasing the amount of recoil for every weapon, correlating to its caliber or damage. The idea is that, in order to use more powerful weapons, the player will have to take perks which make aiming with them more feasible. They’ll end up doing more damage if only because they'll be able to stay on target with more consistency. This should end up working kind of like the strength requirements of New Vegas. I'm still unsure of what to do with melee weapon damage skills.

I would also like to make weapon spread stats more noticeable and impactful, with certain weapons having spread patterns emphasizing hipfiring, others short bursts or single shots, and still others sustained fire.

OwlFancier
Aug 22, 2013

Alexander DeLarge posted:

0.999 Horizon is finally out holy poo poo these patch notes
http://www.nexusmods.com/fallout4/mods/17374/

I hope that the factory buildings get readded before final release.

Jigoku San
Feb 2, 2003

Falken posted:

I'm not sure what has caused it, but finishing a quest such as clearing out the raiders from the quarry north of Sunset, or the Corvega plant breaks the game. I lose the ability to go 3rd person, access the workshop with the V key, and use my hotkeys. It also breaks that particular save... Anyone else had this?

I had the problem with the hotkeys after killing a raider patrol, didn't try accessing workshop or 3rd person. I had to load a previous save.

The raiders were spawns from War for the Commonwealth, which I don't use anymore and it hasn't happened since, but I don't know if that's what was causing it.

Saint Sputnik
Apr 1, 2007

Tyrannosaurs in P-51 Volkswagens!

Alexander DeLarge posted:

0.999 Horizon is finally out holy poo poo these patch notes
http://www.nexusmods.com/fallout4/mods/17374/

I'm getting a hell of a lot of crashes after updating to Horizon: Herman Cain Edition and starting a new game... They more or less went away when I reverted to 998 and the merged patch I was using at the time.

turn off the TV
Aug 4, 2010

moderately annoying

I think that I've found the most Bethesda thing imaginable.



Here's a wire frame view of Fens, with all the bells and whistles turned off in the editor.



Here's that same view, but with occlusion planes turned on. This, uh, doesn't appear to be a bug. That's one building in the entire cell with any occlusion included.



This is another wireframe screenshot with only occlusion planes enabled, this time from around the Boston Commons looking towards Goodneighbor. Again, one building in the screenshot has occlusion planes.



In contrast, here's Concord. Nearly every single building that doesn't have an interior includes occlusion planes.

From what I understand there may be an issue with occlusion planes where having two of them overlapping one another causes lag, but Bethesda doesn't seem to have minded this when designing Concord.

aniviron
Sep 11, 2014


I always hated placing occlusion manually, was a pain in the rear end, but then again I was a modder making relatively small multiplayer maps instead of a professional game designer working on a triple A singleplayer game.

I wonder how much of a performance increase you'd get from doing a better job with the occlusion alone, if it'd be worth making a mod for. I'm not going to be the one who does it, but it does make me wonder.

turn off the TV
Aug 4, 2010

moderately annoying

aniviron posted:

I always hated placing occlusion manually, was a pain in the rear end, but then again I was a modder making relatively small multiplayer maps instead of a professional game designer working on a triple A singleplayer game.

I wonder how much of a performance increase you'd get from doing a better job with the occlusion alone, if it'd be worth making a mod for. I'm not going to be the one who does it, but it does make me wonder.

I'm pretty curious about this as well. Occlusion boxes appear to snap somewhat closely to the dimensions of selected meshes, so doing a quick and dirty pass through some of Boston to see what happens is something I'm thinking about. Unfortunately, the Creation Kit wigs out whenever I load a cell in Boston, making moving the camera around nearly impossible.

If there isn't a performance bug with having multiple layers of occlusion boxes, however, the performance boost might be pretty massive. A good deal of the FPS loss in downtown Boston can be solved with the shadowboost mod, so I imagine better occlusion would go a very long way.

Fina
Feb 27, 2006

Shazbot!
That is a pretty cool find. That area has always been one of the slowest, shittiest places in the game to visit and I try to avoid it whenever possible. I'd be pretty amused if that was the issue all along.

Falken
Jan 26, 2004

Do you feel like a hero yet?
Benelli M3 Super 90

Literally just released, has custom sounds and animations. Same as the Remington 870. Looks nice!!

e: Actually the textures are rear end.

I loving hate the nexus

I criticised a couple of things with the shotgun, and I get told that my post was "unnecessary". Someone else also tells me that because I can't make a model and texture myself, I can't say bad things about it.

:suicide:

Falken fucked around with this message at 17:02 on Feb 28, 2017

Gobblecoque
Sep 6, 2011
Nexus is like the biggest hugbox on the internet. I'll usually skim through the comments on a mod to see if there are any bugs before I install it or if I'm having issues but otherwise I treat it like Youtube comments and pretend they don't exist.

Babe Magnet
Jun 2, 2008

Falken posted:

I criticised a couple of things with the shotgun, and I get told that my post was "unnecessary". Someone else also tells me that because I can't make a model and texture myself, I can't say bad things about it.

Even if you could that doesn't matter, I'm a modeler myself and all of my advice about "hey maybe don't make your guns the poly-count equivalent of 7 entire suits of power armor" or other optimization tips are lost on them because That's How The Big Boy AAA Studios Make Their Guns which isn't true either lol

Making a super HD 4k res model is cool and all for display pieces or a portfolio but not optimizing for a game is total hack work. They think more polys = more better but in fact it's the opposite

Babe Magnet fucked around with this message at 21:18 on Feb 28, 2017

HoboTech
Feb 13, 2005

Reading this with the voice in your skull.

Babe Magnet posted:

Even if you could that doesn't matter, I'm a modeler myself and all of my advice about "hey maybe don't make your guns the poly-count equivalent of 7 entire suits of power armor" or other optimization tips are lost on them because That's How The Big Boy AAA Studios Make Their Guns which isn't true either lol

Making a super HD 4k res model is cool and all for display pieces or a portfolio but not optimizing for a game is total hack work. They think more polys = more better but in fact it's the opposite

Why yes my pyramid does have 87,000 polygons, why do you ask?

aniviron
Sep 11, 2014


HoboTech posted:

Why yes my pyramid does have 87,000 polygons, why do you ask?

"Materials are for lesser humans."

Babe Magnet
Jun 2, 2008

time to do some high resolution sculpting

*subdivides a cube 9 times*

OwlFancier
Aug 22, 2013

turn off the TV posted:

I think that I've found the most Bethesda thing imaginable.

smh if you use occlusion boxes and can't be bothered to place them.

I want to give bethesda the source engine and see what happens when they encounter potential visibility sets.

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal
I'm thinking of restarting my playthrough with Horizon, since y'all are talking about it a bunch, are there some good mods that complement it?

OwlFancier
Aug 22, 2013

I use NPCs Travel, Vivid Weather, Darker Nights, <your choice of lighting mods to make it look nicer>, and for guns the Crude Blowback, Defence Gun, Handmade Revolver, Makeshift Antimateriel Rifle and Wasteland Melody Chinese Assault Rifle all fit quite well and inject themselves into lists.

I would suggest not modifying the sneak effects of darker nights because stealth is quite important.

Oh and probably most important is Sleep or Save, because it turns beds into basically checkpoints. I strongly recommend a mod which allows you to save in some way with horizon, and the modmaker does too.

OwlFancier fucked around with this message at 04:43 on Mar 2, 2017

Funky Valentine
Feb 26, 2014

Dojyaa~an

Early in a playthrough of Horizon myself.

I hate overhaul mods that disable fast travel. Any good "fast travel but with a vehicle" mods out there besides the boat one?

OwlFancier
Aug 22, 2013

Funky Valentine posted:

Early in a playthrough of Horizon myself.

I hate overhaul mods that disable fast travel. Any good "fast travel but with a vehicle" mods out there besides the boat one?

Horizon does that, you can put caravan posts at settlements and they will let you travel between them.

Catalyst-proof
May 11, 2011

better waste some time with you

OwlFancier posted:

Horizon does that, you can put caravan posts at settlements and they will let you travel between them.

And I really can't overstate how great this is. For the first five or six levels you're going to be traveling a ton between sanctuary and diamond city, clearing areas and trying to organize safe travel lanes. Then you get your first caravan and will sigh this huge sigh of relief that you can even fast travel one-way.

My next caravan is usually placed at Hangman's Alley, then Jamaica Plain, for good coverage. By the time you take the Castle you should have enough materials for one at the Castle, Coastal Cottage, and Country Crossing, for fast access to Bunker Hill. If you join the Railroad, you can also fast travel to Railroad HQ, and i assume the same for Institute/BOS runs.

But if you're looking for a vehicle travel mod, search my posts in this thread; there was a motorcycle mod I really enjoyed on earlier playthroughs

EDIT: Here we go:

horse mans posted:

If you don't want the overpowering feel of a personal teleporter or vertibird, I can suggest Lone Wanderer Fast Travel. Just a motorcycle that needs fuel, has a few upgrades (like better suspension for allowing you to ride in power armor), and a saddlebag for carrying stuff. Also will apparently need occasional maintenance, though I haven't gotten that far yet.

Catalyst-proof fucked around with this message at 16:48 on Mar 2, 2017

turn off the TV
Aug 4, 2010

moderately annoying

I accidentally posted this in the game's main thread, but I'll share it again here because this is kind of hilarious and depressing.

It turns out that, with the Fallout 4 version of the engine, it's possible to mark static objects as being occluding or non occluding. By itself this means nothing, but this information can be taken and used to create pregenerated visibility, or, in other words, an occlusion map for every object in the cell. My guess is that the occlusion planes and boxes that I've found are actually placeholders from before this addition was made to the engine.

So, then, why is downtown Boston so god drat laggy? Well, this video can probably explain things better than I can:

https://www.youtube.com/watch?v=FJcu00VELcM

What's happening is basically this: I disabled pregenerated visibility and dropped in an occlusion plane just outside the Vault 111 exit. While I'm standing further away from the occlusion plane there seems to be no clear effect, but as I approach the plane more and more of the objects on the other side are culled, until I finally reach the plane and step through it.

In other words, the further you are away from a source of occlusion the less it occludes. So, all those long streets that lag like hell in downtown Boston? It's because only the buildings immediately around you have functioning occlusion.

Bethesda.txt

OwlFancier
Aug 22, 2013

That would be entirely logical for an occlusion plane, as generally it should not occlude objects that are only partially behind the plane, otherwise you would get pop in. So as the plane occupies less screen space, the fewer objects that will be completely behind it, and thus the less it will occlude. The occlusion works, well, like a shadow, if you move the object close to the light (the player) the shadow it casts (what it occludes) is much larger. Further away, less so.

Generally I find dynamic occlusion to be pretty laggy full stop, as I said earlier the source engine used pregenerated occlusion but also includes the facility to have dynamic occluding brushes, you should, however, try to fix things by adding more geometry in the level editor to slice the level better before you resort to them because the pregenerated version is much much faster. Dynamic occluders need to be hiding quite a lot of stuff before they become worth it over precomputed occlusion at least in that implementation.

I would suggest that downtown boston is laggy because it is very vertical and the engine isn't really designed for it, there's no other game in bethesda's library that is quite so vertical or densely populated. If it uses lots of dynamic occlusion planes then that's probably going to cause problems too.

OwlFancier fucked around with this message at 00:18 on Mar 5, 2017

turn off the TV
Aug 4, 2010

moderately annoying

OwlFancier posted:

That would be entirely logical for an occlusion plane, as generally it should not occlude objects that are only partially behind the plane, otherwise you would get pop in. So as the plane occupies less screen space, the fewer objects that will be completely behind it, and thus the less it will occlude. The occlusion works, well, like a shadow, if you move the object close to the light (the player) the shadow it casts (what it occludes) is much larger. Further away, less so.

Generally I find dynamic occlusion to be pretty laggy full stop, as I said earlier the source engine used pregenerated occlusion but also includes the facility to have dynamic occluding brushes, you should, however, try to fix things by adding more geometry in the level editor to slice the level better before you resort to them because the pregenerated version is much much faster. Dynamic occluders need to be hiding quite a lot of stuff before they become worth it over precomputed occlusion at least in that implementation.

I would suggest that downtown boston is laggy because it is very vertical and the engine isn't really designed for it, there's no other game in bethesda's library that is quite so vertical or densely populated. If it uses lots of dynamic occlusion planes then that's probably going to cause problems too.

No, there's definitely a bit of a problem. This might help put this in perspective:





e: For what it's worth, I did tests in Boston looking directly at an pre-baked occlusion plane, from the inside out, at Boston Commons. While inside I had 60 FPS, when I stepped outside I dropped to 40, so I doubt that it's the density of objects loaded in the cell is having a performance impact.

turn off the TV fucked around with this message at 00:35 on Mar 5, 2017

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OwlFancier
Aug 22, 2013

It may be occluding based on whether any part of the bounding box of the object is visible, which would make it absurdly inconsistent and conservative depending on how that terrain is constructed.

Or, perhaps the pregenerated occlusion is overriding the occlusion plane or something?

Your video looks like it's trying to work logically but that for some reason it's very conservative.

I suppose turning off distant occlusion planes would make sense if you assume in the city streets they're probably being rendered useless by more nearby ones, which would allow you to place more of them without getting as much lag from having to calculate occlusion from all of them all the time, even if they're largely irrelevant.

Really city streets are the perfect environment for precaluclated occlusion and if the engine can support it I don't know why they aren't using them.

OwlFancier fucked around with this message at 00:40 on Mar 5, 2017

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