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OwlFancier posted: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. You are correct on this. However, as you can see here the bounding boxes of these trees are easily enveloped by the plane. OwlFancier posted:Or, perhaps the pregenerated occlusion is overriding the occlusion plane or something? It might have something to do with this, but it doesn't explain everything. Everything that disappears behind the occlusion plane is in a different cell, while everything that stays visible is in the same cell. OwlFancier posted:Your video looks like it's trying to work logically but that for some reason it's very conservative. What I called pregenerated visibility is also probably precalculated occlusion - the cell's visibility is generated in the Creation Kit. The engine does use it, too, I had to turn it off in the cell order to get the occlusion plane to work. I'd like to try to create an invisible, non occluding object, and get it to bake with the precalculated visibility, but it seems to ignore occlusion planes I add. e: Never mind, I tried generating it a few more times and it worked. An occlusion plane with pregenerated or precalculated or whatever the hell visibility enabled doesn't appear to be working any differently. turn off the TV fucked around with this message at 01:03 on Mar 5, 2017 |
# ? Mar 5, 2017 00:55 |
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# ? Jun 5, 2024 04:32 |
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turn off the TV posted:It might have something to do with this, but it doesn't explain everything. Everything that disappears behind the occlusion plane is in a different cell, while everything that stays visible is in the same cell. Then is the occlusion plane actually just occluding cells, rather than geometry? And as you withdraw, the bounds of more cells are coming into view and the engine is drawing the entire cell? turn off the TV posted:What I called pregenerated visibility is also probably precalculated occlusion - the cell's visibility is generated in the Creation Kit. I dunno how the engine handles precaluclated visibility but the way Source does it is it calculates planes off the edge of world geometry brushes (brushes being basic 3d solids) and any you manually add with a special brush texture. It uses these planes to hack the level into 3d volumes and then calculates visibility based on whether anywhere in the chunk you're in can see anywhere in another chunk, so as you move between chunks it loads and unloads all chunks that have been precalculated as visible or not from that chunk. It's very fast in runtime and also very powerful because a little manual tweaking can subdivide complex areas into exactly optimal segments based on the specific level geometry, but it takes like, half an hour to compute in compile time (or did in, like, 2010 when last I used it) I would imagine that fallout 4 uses something at least like that but the question becomes how it calculates its chunks. If it is actually doing it on a cell basis then that would be very limited as overworld cells are a standard size afaik? But at least in Source, occlusion and visibility are completely separate systems, the whole point of occlusion is that it does it in real-time so you get much more precise occlusion of objects. If fallout is doing it on a per-cell basis I... really can't imagine how grossly inconsistent that would be. Either way it's loving :bethesda: as hell... OwlFancier fucked around with this message at 02:49 on Mar 5, 2017 |
# ? Mar 5, 2017 02:45 |
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From what I understand the Bethesda system is tied to static object references that do not have the nonoccluding tag. Unless a static has that tag its exterior (or possibly visible textures), from what I understand, is treated as an occlusion plane or box. Since objects like buildings are often made of dozens of individual chunks this should be a pretty good method. The source method sounds similar to a system used in the Fallout 4 engine for managing interior chunks by chopping them up. As for whether or not occlusion is on a per cell basis, I'm not entirely sure what you mean, but occlusion appears to apply to objects within and without the cell that it's based in, and seems to apply to statics individually.
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# ? Mar 5, 2017 03:07 |
Hey everyone, know what time it is? that is right, weekly Nexus mod round up! Tribal Power Armor recreates the customised stuff you could get at the end of The Pitt DLC for Fallout 3. Remote Explosives adds the C4 from Fallout New Vegas and a selection of other minor and major devices that can be triggered to go boom in hiding. Four Leaf Knuckler is a customised set of knuckles shaped like a luckly four leaf clover. Luck of the Irish the poo poo out of some raiders face! If for some reason you don't don't want any of the factions to kill each other in the storyline, Four Faction Alive puts a break on triggering the events that lead to their destruction. Shadow is a dogmeat replacer dedicated to the modders now decease pet black labrador. Awww. The Legendary Overhaul is an interesting one that completely overhauls the random upgrades of drops and not only introduces a bunch of new ones, but cuts out or retweaks the more well useless ones. Also adds them to helmets. Moon's Chem Changes tweaks the Chem Perks to actually be worth following and putting points in if you want to model a character around crafting and using chems. Eli's Armor Compendium is another mix and match default assets to create original lore friendly clothing and accessories style mod, actually some really nice stuff there for people who just want a bit more visual variety outside factions. Unbreakable Stores pretty much ensures the fragile wooden stalls of your settlements bazaar isn't broken during combat around them. Private Vertibird lets you craft a Vertibird for you, dogmeat and friends to just travel around the Commonwealth with. Great for those who want a Vertibird but hate the Brotherhood! Weapon modder DOOMBASED is at it again creating two more custom weapons, the first is a triple barreled shotgun and the second is a suspiciously Uzi looking smg.
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# ? Mar 5, 2017 15:26 |
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Could someone hook me up with a way to solve this? I have all the DLCs so I'm just sitting here confused as poo poo. ninja e: nvm, I actually looked around for two seconds and fixed it.
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# ? Mar 5, 2017 19:28 |
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Anita Dickinme posted:Could someone hook me up with a way to solve this? I have all the DLCs so I'm just sitting here confused as poo poo. Whenever I run LOOT through Mod Organizer 2, it disables my DLC for... some reason. I've no idea why. But yeah just reenable them and manually sort them, less of a headache that way.
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# ? Mar 5, 2017 21:35 |
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Yeah, that was exactly it. Learned a lesson to actually look at the esp's first before running to the tread like the sky's falling.
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# ? Mar 6, 2017 00:36 |
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F4Edit takes a look at a file in your driveletterhere:\Users\Username\AppData\Local\Fallout4 to see what to load, recently the dlc have stopped being added to that list, so, just copy and paste your dlc into that list, save and then open F4Edit. Best to do your editing with MO or NMM off, as they might change the Plugins.txt while you are working on it. (especially if you do something to change the load order, like create a new file.) at least, that's my experience.
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# ? Mar 6, 2017 06:57 |
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Sorry to read the first page and jump in here but I have a question. I have an out of state buddy who says Fallout Xbone Mods are a thing. Is he nuts?
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# ? Mar 6, 2017 07:02 |
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Captain Log posted:Sorry to read the first page and jump in here but I have a question. You tell me.
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# ? Mar 6, 2017 07:20 |
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Is the BIG GOOD LIST OF FALLOUT 4 MODS in the OP being kept up-to-date?
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# ? Mar 6, 2017 08:02 |
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I've been meaning to update the OP for a while, the last time I tried the nexus was down and I ragequit. I dunno if the big list is kept up to date but maybe Seanbeans can make a new thread with it if he has the energy
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# ? Mar 6, 2017 09:42 |
MikeJF posted:Is the BIG GOOD LIST OF FALLOUT 4 MODS in the OP being kept up-to-date? Most of the stuff Sintax has posted is still doing alright, and I trimmed all the dead/removed stuff from the Google document a few weeks back. I post mostly stuff I find interesting weekly in the thread. I don't think we need a new thread at the moment now, if somebody wants to volunteer that is fine. Sintax really did a good layout with the guns so if somebody wants to follow that pattern that would be awesome if they think they can meet the challenge.
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# ? Mar 6, 2017 15:49 |
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Some fella at the nexus made a bunch of good mods that I want to point out, mainly because I find them indispensable : http://www.nexusmods.com/fallout4/mods/20890/ Restore power armour frames. Used to be, you could sneak up to someone in Power Armour and steal their 'core. now you can just batter them then restore their frame. much more fun. http://www.nexusmods.com/fallout4/mods/20353/ of the Way/push away companions. As you may have noticed Bethesda and some other aaa games making companies have not bothered using legs in combat. fine, so, now you can push people around, literally. bleep, become pusher robot. can eventually be used in combat. (Have not tried, but looks fun) http://www.nexusmods.com/fallout4/mods/20226/ Tina de Luca, Voiced as a settler. fixes a bug, I guess. in case you want your settlement to have a dealer ex vaulty hanging around. http://www.nexusmods.com/fallout4/mods/12087/ More things wander into cages. More cages. Have you ever been triggered by the paucity of things you can make fight to the death in your settlements? you can also guard your settlements with Behemoth, 'Lurk Queen, Captured sentry bots. and so on.... http://www.nexusmods.com/fallout4/mods/11976/ Pusher robot part seux. some fixes, like goodfeels, but more stuff to do with the robot workshop.
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# ? Mar 6, 2017 20:58 |
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Restoring power armor frames is great, it even has a little elevator music jingle for the time that elapses while you restore them. And Fallout has a rich tradition of companions getting in the way and needing shoves; Fallout 1 it was possible to soft lock your game if a companion stood in a door and you couldn't make them move, you had to kill them if you wanted to exit. Fallout 2 had the problem even worse but they "fixed" it by letting you push them.
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# ? Mar 6, 2017 21:33 |
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http://www.nexusmods.com/fallout4/mods/22486/ Is the Wattz 2000 the new immersive manhole covers or something?? http://www.nexusmods.com/fallout4/mods/22442/ Also, now you can just export your settlement from ingame and import a new one the same way. Midnight Voyager fucked around with this message at 22:40 on Mar 6, 2017 |
# ? Mar 6, 2017 22:37 |
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Fuuuuck off. I'd rather ask the goon mind than google because I know I'll be steered to a good source if the information isn't already on the forums.
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# ? Mar 6, 2017 23:11 |
We got three different Wattz rifles but barely any of the melee weapons from the earlier games have been done sadly.
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# ? Mar 6, 2017 23:22 |
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Captain Log posted:Fuuuuck off. I'd rather ask the goon mind than google because I know I'll be steered to a good source if the information isn't already on the forums. Have you ever considered consulting the Bethesda website? I hear that they have a pretty good handle on Fallout 4's features.
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# ? Mar 6, 2017 23:29 |
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turn off the TV posted:Have you ever considered consulting the Bethesda website? I hear that they have a pretty good handle on Fallout 4's features. This is debatable.
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# ? Mar 6, 2017 23:45 |
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Kimsemus posted:This is debatable. Yeah, you got me on this one.
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# ? Mar 6, 2017 23:56 |
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SeanBeansShako posted:We got three different Wattz rifles but barely any of the melee weapons from the earlier games have been done sadly. Still waiting on a ballistic fist. And on Millennia to do anything, really.
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# ? Mar 6, 2017 23:57 |
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Captain Log posted:Fuuuuck off. I'd rather ask the goon mind than google because I know I'll be steered to a good source if the information isn't already on the forums. The problem with asking the goon hivemind is that it's full of assholes who aren't fans of questions with super obvious, easy to find answers.
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# ? Mar 7, 2017 00:16 |
Though it's rather obvious what it does, I just want to take a moment to recommend the 'more spawns' mod. If your machine can handle it, it does make fights a lot more fun. Reasons to actually use cover and grenades. Had a huge fight a bit ago. Going down the alleyways in boston, come upon a super mutant location that has about two dozen of them milling about. Fight starts, and I notice some are shooting away from me. A bunch of raiders heard the fight and wandered over. And just as the three way battle was underway, I get smacked in the back of the head by a feral ghoul. I turn around to see a horde of them sprinting into the battle, attacking all sides. Went through quite a few stimpacks, but it was nice, as someone with an endgame level character to really be challenged without everything devolving into a bullet sponge.
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# ? Mar 7, 2017 01:10 |
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Just picked up Fallout 4 two weeks ago and "finished" my current run, and I'm looking to start a new character on Survival difficulty. I guess this is only half a modding question, but I see a lot of recommendation for Horizon and Frost for survival mods and I wanted to check if I should go with them right away or try the regular Survival mode difficulty first? They seem to make the game even harder, so I'm not sure if I should only use them after I've decided I like Survival in general.
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# ? Mar 7, 2017 01:47 |
Arcsquad12 posted:Still waiting on a ballistic fist. And on Millennia to do anything, really. Yeah, ballistic fist, the classic pneumatic fist and the classic chainsaw knife ripper would all be great if somebody modded them into the game already.
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# ? Mar 7, 2017 01:50 |
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Gilg posted:Just picked up Fallout 4 two weeks ago and "finished" my current run, and I'm looking to start a new character on Survival difficulty. I guess this is only half a modding question, but I see a lot of recommendation for Horizon and Frost for survival mods and I wanted to check if I should go with them right away or try the regular Survival mode difficulty first? They seem to make the game even harder, so I'm not sure if I should only use them after I've decided I like Survival in general. Challenge : get a companion recruitment mod, http://www.nexusmods.com/fallout4/mods/11829/ and just recruit insects. you can roleplay a certain character from an earlier fallout. My next one will be Robots.
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# ? Mar 7, 2017 02:45 |
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SeanBeansShako posted:Yeah, ballistic fist, the classic pneumatic fist and the classic chainsaw knife ripper would all be great if somebody modded them into the game already. I want a bear trap fist.
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# ? Mar 7, 2017 03:02 |
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Hunting Shotgun Easily the most fleshed out shotgun mod so far. https://www.youtube.com/watch?v=P24e_Sfipkw Look at it! It's so pretty
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# ? Mar 8, 2017 17:07 |
Yeah It's super neat, I was gonna mention it at the end of the week. Adding it to the the old school weapon mod list now too. All we really need is a Caravan and Riot Shotgun variant.
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# ? Mar 8, 2017 17:10 |
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I'm so happy with the quality of weapon mods being thrown out right now. What I'm wanting is the service rifle and carbine from NV to come back, but with the modular weapon modding, so you can make it super tactical if you so wish. Reload animation with the bolt release being slammed after a new mag too. Dribble.
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# ? Mar 8, 2017 17:15 |
It's neat, though a shame we're being penny packeted with this stuff due to the nature of the modding instead of it being a sort of single project pack under a single modder. Better than a kick in the teeth, though it would be nice if we saw more melee/laser weapons recreated now.
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# ? Mar 8, 2017 17:19 |
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Falken posted:I'm so happy with the quality of weapon mods being thrown out right now. What I'm wanting is the service rifle and carbine from NV to come back, but with the modular weapon modding, so you can make it super tactical if you so wish. The most popular weapon mod on the Nexus is an M16. http://www.nexusmods.com/fallout4/mods/8807/
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# ? Mar 8, 2017 17:31 |
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SeanBeansShako posted:...it would be nice if we saw more melee laser weapons recreated now.
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# ? Mar 8, 2017 17:38 |
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Holy moly, there's a mod that allows you to import and export custom settlements. http://www.nexusmods.com/fallout4/mods/22442/
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# ? Mar 8, 2017 17:40 |
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turn off the TV posted:Holy moly, there's a mod that allows you to import and export custom settlements.
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# ? Mar 8, 2017 17:47 |
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Sintax posted:This is awesome, I hope it's the basis for future mods. If anyone ever gets a multiplayer mod working, this seems like a great way to have synchronized settlements. I'm hoping that they can eventually get the Creation Kit to load custom settlements so that they could have LODs generated. It would be nice to just populate the map with already built up settlements and just ignore the building mechanics entirely.
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# ? Mar 8, 2017 18:39 |
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turn off the TV posted:The most popular weapon mod on the Nexus is an M16.
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# ? Mar 8, 2017 19:46 |
We want our Warham style Ripper back dammit!
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# ? Mar 8, 2017 20:18 |
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# ? Jun 5, 2024 04:32 |
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I want a rediculous chainsaw sword. and an anti chainsaw shield. strong is now an ork. Actually, I got that blueprints mod as well, it gave me the idea of going back to saves when I gave more of a gently caress and exporting those settlements I really built up.
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# ? Mar 8, 2017 21:18 |