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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.
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).
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.
https://www.nexusmods.com/fallout4/mods/4598/?msclkid=98a995f7ada411ec9126386ad73d1006&tab=posts
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.
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.
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.
https://www.nexusmods.com/fallout4/mods/59024?tab=description
No, I haven't used it myself but it might be worth taking a peek.
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.
Previsibines Repair Pack
https://www.nexusmods.com/fallout4/mods/46403
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