Fallout 4

Fallout 4

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Invisible/flickering interior cells.
That ♥♥♥♥ is spreading at alarming rates, now. Does it have to do with broken precombines? How do I actually fix it for good?

I actually have a fix installed, for issues regarding outer cells (some said it fixed inner cells, too) but the issue still remains with the inner ones.

Should I delete Scrap Everything? What will happen if I do it? Every settlement will default to it's initial state or only those damn vines and garbages will make a comeback? Can I fix it without getting rid of Scrap Everything? Someone said a simple button in the Creation Kit fixes it. Help me out, guys!
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DLCRobot, DLCCoast and DLCNukaWorld conflicts with lots of mods, it seems. It even conflicts with the vanilla game, from what I saw in FO4 Edit.
Let's backtrack a second to physics going nuts; while I don't see you using mods for Havok Engine speed fixes, are you running it other than 1000ms/60hz, good ol framelocked 60fps? As Similar points out we can't see your .ini directives and what you've done manually like fps/vsync "fixes", make cell sizes huge and break things, globally disable precombines, etc.

Because when you stack the flickering one-sided mesh textures, flyaway ragdoll'ing and other goofy physics, I gotta ask... I don't like the way it's degrading and getting worse, either.... are you resource-starved on anything? Weak CPU, 4Gb RAM on Windows 10/11, 2G/4G GPU VRAM, too much multitasking while gaming, and such? (I know I know, but sometimes "is it plugged in?" is answered, oops, no!)

Other than Flicker Fixer and S.E. Ultimate, what else in that list deals with touching texture/mesh predefines? Nothing. It's good ol Sherlock Holmes deductive reasoning, no matter how improbable you think it is...

Just FIY I thought to myself reading that "Wow you spoiler'd it, I expected a lot of *ahem* mods, that's quite a tame list both in risque and in complexity." No relighting no heavy ENBs use, moderate PEXing, doesn't seem to be a single bad thing in there besides the "dangerous" two. I mean Glass himself says it doesn't matter where you put F.Fix.v4 but, to put it early so anything that's going to step on it will overlay his.
-I cap my game at 30fps and I get an average of 28.7fps. Downtown Boston gave me like 17-22fps, once, though. Plenty of nasty hiccups.

So you could say my rig is weak (running a Ryzen 3 3200g with 16GB RAM) but the game plays just fine, apart from the issues above, I assure you.

-Vsync is set to on and all my in-game settings are either set to low or off (only one option is set to medium).

-The only .ini edits I made were the ones which allow mods.

-I had other mods installed but the majority (9/10) only changed gameplay i.e. bullet time. Deleted them long ago, with no issues (although Unique Player did ♥♥♥♥♥♥ up the PC's textures. Fixed it myself, though and it's long gone).

I'm gonna test the Boston Airport cell and those that I happenes to come across with both Flick Fix and Scrap Everything off and see how it goes.

If I activate Scrap Everything again and load a save file where it was active it's as if I did nothing, right?

I was getting plenty of random CTD' when speaking with NPC's, early on, but they stopped after I ditched the regular, main, launcher in favor of the mod launcher (F4SE).
Dernière modification de Castyles; 26 mars 2022 à 21h07
The reason for the visual glitches is that an optimization system isn't working correctly. This can be mods, console commands, user action, high fps, crappy hardware, enb or just the game architecture etc. Tinkering is the main cause.

The important question is - can it be fixed in-game? Probably not. Is it worth going back to an earlier save? Not without disabling your mods, but the problem might be baked into a save. so probably not as going pure vanilla might be a dull game.

Trouble spots I am aware of include the Somerville vault, the big Fallons store, and the Medford hospital. Add to that any modded location. Why mods? Because mod authors often skip doing it correctly. A lighting mod, even custom weapons can cause it.

Is it scrap everything? Yes and no. Anything that changes the object precombines or preculling occlusion is a candidate. Some mods do this by changing the inis before you even start doing anything. Some overwrite key data.

I have used Scrap Everything for thousands of hours. I run into issues caused by SE rarely.

Haven't tried this but a potential fix is to increase the number of exterior and interior grids being rendered. But that needs the very latest cpus to counter fps loss.

These vids give an intro to the problem of interior spaces.
https://www.youtube.com/watch?v=dECnr1YTyq8
https://www.youtube.com/watch?v=LqzvWVuHh8I&t=305s

Creation Kit info -
https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Optimization

Exterior space problems could be scrap everything or a mod that overwrites game data.

Plus stick to 60 fps if you want to mod.

Install thiis mod and read the description =
https://www.nexusmods.com/fallout4/mods/35853?tab=description
It's about lag but explains some of the problems with the engine.
Dernière modification de hawkeye; 27 mars 2022 à 3h35
try typing TPC into the console when the place looks buggy. it toggle pre-culling. it might fix the area for you so it looks better. the drawback is that it only applies for as long as you stay in the area. if you travel away and come back you have to type TPC in again. so, not a permanent solution
Dernière modification de Shadowrun; 26 mars 2022 à 22h10
Castyles a écrit :
That ♥♥♥♥ is spreading at alarming rates, now. Does it have to do with broken precombines? How do I actually fix it for good?

I actually have a fix installed, for issues regarding outer cells (some said it fixed inner cells, too) but the issue still remains with the inner ones.

Should I delete Scrap Everything? What will happen if I do it? Every settlement will default to it's initial state or only those damn vines and garbages will make a comeback? Can I fix it without getting rid of Scrap Everything? Someone said a simple button in the Creation Kit fixes it. Help me out, guys!
Now let's not exaggerate: this is absolutely not attributable to the Scrap Everything mod. That flickering effect is exclusively due to the overlapping of two items that occupy the same physical space, that mod removes it does not add so leave it alone. I would check that patch, indeed the first thing to do was check the posts where other users point out the breaking of precombines.
https://www.nexusmods.com/fallout4/mods/4598/?msclkid=98a995f7ada411ec9126386ad73d1006&tab=posts
Dernière modification de Wasteland Project; 27 mars 2022 à 1h20
Wasteland Project a écrit :
Now let's not exaggerate: this is absolutely not attributable to the Scrap Everything mod.
Alone no. Combined yes.

Wasteland Project a écrit :
That flickering effect is exclusively due to the overlapping of two items that occupy the same physical space, that mod removes it does not add so leave it alone.
Two mods affecting pre-combines.

Instead of over writing or editing the second mod in the load order is creating a duplicate item. Op should try moving Flicker Fixer to after Scrap Everything and double check for a compatibility option or mod.
Flicker Fixer installs via fomod so you can uninstall it.
Dernière modification de Wasteland Project; 27 mars 2022 à 1h49
I moved the Fixer to the very bottom of the .txt list, before Scrap Everything (there are three mods, however, that refuse to appear anywhere but the bottom such as LooksMenu, when you look at the in-game mods option. Therefore, in-game, Fixer doesn't appear as the last one).

Moved to Fallon's Store, used the TPC command both outisde and inside the cell... Same ♥♥♥♥.

Moved to Vault 81 (having an issue with one of the walls before the residential area). TPC command both outside and inside... Same ♥♥♥♥.

TPC disables pre-culling, by the way.

I found a mod, in Nexus, about pre-culling. Also found a program to clean save files. It's used to get rid of orphan scripts etc. Tempted to use both.

Upon looking at the comments in the link provided by Wasteland Project (which were not there when I downloaded the mod), however, I think the issue is, indeed, the Unofficial patch. Trouble is, I can't get rid of it mid-playthrough so I'll either learn to deal with it or hope for a patch of the patch.
FO4Edit results:

Worldspace issues:

DLCRobot.esm
FormID: 0000E035
EditorID: BostonAiportExt01
Name: 11,-1

FormID: 0000E036
EditorID: BostonAirportExt16
Name 10, -1

DLCCoast.esm
FormID: 0000D966
Name: 17, 22

FormID: 0000D985
EditorID: POIMCamp01
Name: 17, 21

DLCNukaworld.esm
FormID: 0000DEEC
Name: -20, 9

FormID: 0000DF0D
Name: -20, 8

FormID: 0000DF0E
Name: -21, 8

FormID: 0000DF0F
EditorID: POIJS010
Name: -22, 8

All of them give the VISI - Previs Files TimeStamp error. Some give PCMB Precombined Files TimeStamp, with dates (2015 and 2016).

...

Both errors also appear in the Cell tab of the Unofficial Patch. Location: 00092B21 Railroad HQ 01.

Issues also appear in the Worldspace tab of Unofficial patch:

FormID: 0000D967
Name: 16, 22

FormID: 0000D986
EditorID: POIMCamp02
Name: 16, 21

FormID: 0000DECB
Name: -20, 10

FormID: 0000DECC
Name: -21, 10

FormID: 0000DECD
Name: -22, 10

FormID: 0000DEED
EditorID: SunshineTidingsExt
Name: -21, 9

FormID: 0000DEEE
EditorID: SunshineTidingsExt02
Name: -22, 9

FormID: 0000E20E
EditorID: JamaicaPlainExt05
Name: 2, -16

FormID: 0000E22D
EditorID: JamaicaPlainExt08
Name: 2, -17

FormID: 0000E22E
EditorID: JamaicaPlainExt09
Name: 1, -17

FormID: 00000FDA
EditorID: DiamondCityUpperStands
Name: 0, -1

FormID: 00000FEE
EditorID: DiamondCityOrigin
Name: 0, 0

All of them give the VISI - Previs Files TimeStamp error, with dates (2016).

...

Worldspace issues also appear on Scrap Everything - Ultimate Edition and all of them give the VISI - Previs Files TimeStamp error. Some give PCMB Precombined Files TimeStamp, with dates (2015 and 2016).

The majority are the same as above i.e. BostonAirport and JamaicaPlainExt.
I don't know if this thread is still active but OP, did you happen to see this?
https://www.nexusmods.com/fallout4/mods/59024?tab=description

No, I haven't used it myself but it might be worth taking a peek.
For those interested here are explained the precombines from the legend Andrewcx. I have used his mod USO for pc for a long time, gorgeous mod, if you uninstalled it the game remained intact, the saves clean.
https://bethesda.net/community/topic/86381/understanding-precombines-previs-and-why-mods-that-disable-them-can-cripple-game-performance?
P.S. maybe make a backup that could disappear soon.
Dernière modification de Wasteland Project; 28 mars 2022 à 15h12
i use this one myself. it requires 4.5 gigs of space because it covers the whole world but i get 60 FPS almost anywhere while there's no activity.

Previsibines Repair Pack
https://www.nexusmods.com/fallout4/mods/46403
Shadowrun a écrit :
i use this one myself. it requires 4.5 gigs of space because it covers the whole world but i get 60 FPS almost anywhere while there's no activity.

Previsibines Repair Pack
https://www.nexusmods.com/fallout4/mods/46403
Still waiting for an answer about it fixing inner cells because I don't have any issues, at least until now, related to the outside.
Dernière modification de Castyles; 30 mars 2022 à 14h29
yes i'm pretty sure it corrects inner cells as well because i remember it conflicting big time with my vault 88 when i was using the scrap everything mod. so in order to cause those problems it would have to be touching the textures in the vault 88 cell.

also, it looks like he's touching every cell in the game. the update log can be found here and the list is enormous, and it also looks like a work in progress (this mod) so be prepared to update it later on

https://diskmaster.github.io/ModernPrecombines/PRP-BUGTRACK
Dernière modification de Shadowrun; 30 mars 2022 à 17h20
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Posté le 26 mars 2022 à 13h32
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