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Add to that some of the baked in lighting directions from lights available to build? yikes. They simply go *the wrong direction*.
I haven't checked out much more than the description on this page, and this mod hasn't been actively worked on for 4 years or so, but:
https://www.nexusmods.com/fallout4/mods/20003
?? Maybe? Read the bug reports / forum posts first.
https://www.nexusmods.com/fallout4/mods/51188
Though, the mod that The Cure linked looks nice even though it wasn't what I was looking for.
I made the error of putting in a bunch of hanging lanterns (far harbor styled) in one raft-based community I made but FORGOT that there are two versions of that lantern. One of them just basically sways and casts a steady light.
The other - which I made the dreadful error of installing over 30 of these things on walls all across the complicated raft settlement - CASTS SHADOWS.
My FPS tanked so hard and I got actually motion sick just entering the area. It took a hot minute to remember omg the shadows and went through and rapidly removed and replaced them. That was a visual nightmare on so many levels.
Now every. single. thing. is just a 3d Object, static or non-static. This causes all kids of havok with navmeshing, lighting, and any kinda of sensory type things if the studio doesn't focus on it, particularly in these "building" type games where this stuff is generated on the fly.
I think Skyrim was the first Bethesda game where the studio actually put out their own Tutorial videos, and they basically showed if your meshes don't line up right, just shove a boulder in it.
That's why some older PC's see crazy slowdown in the downtown Boston area. There's tons of things being rendered because someone decided to shove a whole tree underground just to get the tips to show. This kind of stuff saves them time in the modeling process, but plays havok on optimization. They tried to fix it with preculling, but you see how well that worked and it just caused issues with scrapping mods.
Those trees you guys complain about at Coastal Cottage? Those aren't individual tree clumps. That's all rendered as one big object. That's why you can't scrap it because it'll leave a huge hole in the map. But it's probably better than generating 8 different trees. From purely a rendering standpoint, the number of triangles is the number of triangles, but from a processing standpoint, the game has to decide to load each of those objects, instead of loading 1.
See another thing about those early games? Memory was expensive back then. Until manufacturers starting seeing a market for it and everyone started producing it. So then when memory became cheap, optimization took a back seat.
It's also why rain and radstorms manage to permeate your buildings and your screen gets that glossy covering on everything and your settlers in vaults get stuck all over the place because the navmesh doesn't generate properly.
And it's not just Fallout, it's an industry issue. Ark's been out since late 2014 or 2015 and it still rains inside your base if the ceilings are high.
You'd think they would WANT to fix this.
AND YET
.... Every. Single. Piece. Of. "MACHINERY".
Is made of SCREWS and PANELS and VALVES and RINGS and GAUGES and... They didn't bake them all into one stupidly simple object. They KNEW this would be a problem, but still went right ahead and put 14 thousand more individual triangles in one factory floor.
I would love to see an example of where you see this. I pulled two random consoles, one from Hallucigen Inc, and one from the FEV lab in the Institute, and both .nif files show the meshes having the gauges, etc. as part of the whole, not individual objects.
I'm somewhat surprised at the level of detail in the models, actually. In the past you would have just made a flat panel and made a normal map for the texture to simulate depth. I'm curious what the payoff is. I could see more detailed meshes being useful in animations and collisions, but for a background console it seems excessive. But then I don't do this for a living.
Try disassembling the Starlight Drivein projector. Any other piece of machinery sitting around in a settlement is just godawful. I run a lot of settlement mods allowing me to put roots down in places like the Natick Power Plant and good LORD there's so many pieces.
That's because there is no projector in Starlight Drivein. What you're seeing is something some clever level editor threw together using generic industrial parts. Judging by the layer title, it was someone named "John G". (possibly John Gravato, or based on his art?) There is no projector model.
For example, the "reel" is actually a valve handle, and the projector part as well as the bell on the side of it are both some type of tanks, presumably air tanks or something.
They used a material swap to make it appear dull instead of the yellowish/orangish color that's used on so much machinery in the game.
Little things like this are what allow you to come up with some clever level designs.
But, and again, I'm no expert.... I don't see anything indicating the parts are linked together, which I assume they would be if they were precombined. One of the supposed new features of the upgraded Creation Kit for Fallout 4, was supposed to allow them to be loaded as one object, thus making them optimized.
I just want to make sure you understood what I said. It's not that there isn't a "single unit" of a projector.
There literally is no projector model. It was created by a hodge podge of other industrial part meshes.
I'm not going to get into the settlement budget. I find them to basically be a waste of time and if you're running mods and worrying about scrapping screws, then you obviously have the ability to increase your settlement budget, so I don't see the issue. I wouldn't bother deleting it.
every
damnable
part
individually.
Then why don't you just make a blank settlement if you're going to delete everything anyways.
I don't understand people who complain about problems they themselves create. The whole point of every settlement being different is so you have to make choices.
If you don't want to make choices then clear the slate. Go into the Ck and make a mod. It's not that hard. Or download one of those mods that lets you blueprint your settlements and then you can load it up on every new save.
There are solutions.
If you were playing the stock game you wouldn't be able to delete those things in the first place to complain about them.
I think you're SUPER missing my point.
The game's developers could just as easily have made "machine one" "machine six" or whatever, with all those individual pieces baked together as one solid, possibly scrappable model.
Not sure why you think I want "a blank settlement" dude I want to actually build settlements. Both vanilla locations AND new ones. I don't want to just create GM_FLATGRASS all over again. Go look at how many hours I have in this game, go look through my screenshots, and tell me what I know or don't know about what I personally "want" out of settlement building.
I like the challenge of having a new settlement, but I think that the developers were incredibly short-sighted in terms of code load on the user's computer, which could have reduced a LOT of strain, if they'd bothered to "not" use a billion different parts to make heavily repeated devices. The same devices are found across the *entire game*. All of them, made out of individual models with textures, normals, etc - all of which create a ridiculous amount of math needed.
I didn't "create" this problem for myself, the developers put in stupid amounts of things which any sane development team or art department would have said "yo, let's REDUCE the amount of individual parts on this thing" rather than having to spawn all of those things.
Also it's not just settlements, this is literally *the entire game*. The WHOLE map, interiors and exterior, is filled with a volume of junk that could very, very easily have been baked into portions of the maps or as one large item.