Farmthat Posted June 21, 2017 Author Share Posted June 21, 2017 Perhaps in the coming weeks. But I haven't added the content I want to justify an update quite yet. Link to comment
human3166 Posted June 22, 2017 Share Posted June 22, 2017 I've tried the latest version and something makes my framerate tank. At first I thought it was that conveior belt, but it seems to be something may e between the belt and the reception area. It happens when I look in a certain direction. I'll try to narrow it down when I get home. Alos, great mod. It shows a lot of promise. Can't wait for a finished form. Are suggestions accepted? I might have an idea or two Link to comment
Farmthat Posted June 22, 2017 Author Share Posted June 22, 2017 I've tried the latest version and something makes my framerate tank. At first I thought it was that conveior belt, but it seems to be something may e between the belt and the reception area. It happens when I look in a certain direction. I'll try to narrow it down when I get home. Alos, great mod. It shows a lot of promise. Can't wait for a finished form. Are suggestions accepted? I might have an idea or two Interesting... I'd be curious to know more. I've heard about framerate issues but I assumed, like you, that it was a cell-wide overuse of animated and/or high-poly objects. Let me know if you can narrow down an area that's causing problems. I have an unscientific feeling about where that area might be. suggestions are certainly welcome. Link to comment
Alter Native Posted June 22, 2017 Share Posted June 22, 2017 In case you havn't done it already you should optmize your cell using room bounds in order to mske sure only the stuff is rendered that is actually visible. That woul improve the framerate quite a bit. Link to comment
greyspammer Posted June 22, 2017 Share Posted June 22, 2017 In case you havn't done it already you should optmize your cell using room bounds in order to mske sure only the stuff is rendered that is actually visible. That woul improve the framerate quite a bit. You're too late. Link to comment
Alter Native Posted June 22, 2017 Share Posted June 22, 2017 In case you havn't done it already you should optmize your cell using room bounds in order to mske sure only the stuff is rendered that is actually visible. That woul improve the framerate quite a bit. You're too late. Thanks, I didn't know if this was proposed before or not, but I have worked with them before and it's really not complicated at all. So in case you're interested Farmthat I could help you with the that. Link to comment
mr0new0vegas Posted June 22, 2017 Share Posted June 22, 2017 I've tried the latest version and something makes my framerate tank. At first I thought it was that conveior belt, but it seems to be something may e between the belt and the reception area. It happens when I look in a certain direction. I'll try to narrow it down when I get home. Alos, great mod. It shows a lot of promise. Can't wait for a finished form. Are suggestions accepted? I might have an idea or two Interesting... I'd be curious to know more. I've heard about framerate issues but I assumed, like you, that it was a cell-wide overuse of animated and/or high-poly objects. Let me know if you can narrow down an area that's causing problems. I have an unscientific feeling about where that area might be. suggestions are certainly welcome. the problem seems to be the new rubber iso? cells, my framerate seems to tank when im around there but goes back to normal when i move away from it Link to comment
Farmthat Posted June 23, 2017 Author Share Posted June 23, 2017 I've tried the latest version and something makes my framerate tank. At first I thought it was that conveior belt, but it seems to be something may e between the belt and the reception area. It happens when I look in a certain direction. I'll try to narrow it down when I get home. Alos, great mod. It shows a lot of promise. Can't wait for a finished form. Are suggestions accepted? I might have an idea or two Interesting... I'd be curious to know more. I've heard about framerate issues but I assumed, like you, that it was a cell-wide overuse of animated and/or high-poly objects. Let me know if you can narrow down an area that's causing problems. I have an unscientific feeling about where that area might be. suggestions are certainly welcome. the problem seems to be the new rubber iso? cells, my framerate seems to tank when im around there but goes back to normal when i move away from it okay--thank you. That's very helpful. I was planning on recreating that object due to it being unnecessarily complex. I can probably make a replacement that's 1/10th the size, either just in polygons, or go further with using textures to mimic wrinkles/ripples in the surface. Link to comment
Farmthat Posted June 23, 2017 Author Share Posted June 23, 2017 In case you havn't done it already you should optmize your cell using room bounds in order to mske sure only the stuff is rendered that is actually visible. That woul improve the framerate quite a bit. I haven't gotten around to it, but I'm encouraged to hear it's not that grueling to do. If I run into any troubles, I'll get in touch for some tips! Link to comment
Stricture Posted June 23, 2017 Share Posted June 23, 2017 I've tried the latest version and something makes my framerate tank. At first I thought it was that conveior belt, but it seems to be something may e between the belt and the reception area. It happens when I look in a certain direction. I'll try to narrow it down when I get home. Alos, great mod. It shows a lot of promise. Can't wait for a finished form. Are suggestions accepted? I might have an idea or two Interesting... I'd be curious to know more. I've heard about framerate issues but I assumed, like you, that it was a cell-wide overuse of animated and/or high-poly objects. Let me know if you can narrow down an area that's causing problems. I have an unscientific feeling about where that area might be. suggestions are certainly welcome. I disabled all of the waterwheels (there is between thirty and forty of them), and it improved the performance remarkably, especially in the room that they occupied. I believe that removing the majority of them, and leaving three or four as a proof-of-concept, would improve the performance. There is hardly a need to have all of the waterwheels there at this stage, considering the unfinished state of the mod. Link to comment
Rexorr Posted June 23, 2017 Share Posted June 23, 2017 Not sure if this has been reported yet, but the Training catsuit doesnt have a mesh/texture in game or in the CK. Also, I've been playing around with the mod in the CK and I was wondering which 3d program you were using, cause Blender doesnt seem to work. Link to comment
Farmthat Posted June 24, 2017 Author Share Posted June 24, 2017 I disabled all of the waterwheels (there is between thirty and forty of them), and it improved the performance remarkably, especially in the room that they occupied. I believe that removing the majority of them, and leaving three or four as a proof-of-concept, would improve the performance. There is hardly a need to have all of the waterwheels there at this stage, considering the unfinished state of the mod. Well, I would argue that if it's unworkably burdensome as-is, then that is the proof of concept, and that the concept is bad! I have dabbled, lightly, with transforms. there are basic animations any modder can do, without getting into skeletons and havok tools but they're limited to linear movement, rotation, and global scaling. I would like to make my own conveyor belt segments with low poly count, and linear movement rather than something like a water wheel. Link to comment
Farmthat Posted June 24, 2017 Author Share Posted June 24, 2017 Not sure if this has been reported yet, but the Training catsuit doesnt have a mesh/texture in game or in the CK. Also, I've been playing around with the mod in the CK and I was wondering which 3d program you were using, cause Blender doesnt seem to work. Yeah, you'll find a lot of stuff in the console related to this mod which has zero functionality. Lots of trial and error. I think the suit you're referring too was an attempt by me to pair an animated object with the suit, but it never worked quite right and I had to abandon the idea to make progress elsewhere. I originally did a lot of my modeling in an architectural program called Revit, which sounds insane now, but you've gotta work with the tools you know. It still required me to export to 3Ds Max for the Niftools plugin, so I could export to a format Skyrim understands. Now, I'm gotten much, much more comfortable with modeling in 3Ds Max, so I work in that exclusively now. Pretty much anything in the mod's model folder is going to be in the NIF format, unless I've accidentally saved other formats in there. Once an object has been converted to nif though, it doesn't matter what it was created in, you should be able to import it back into blender no problem. You'd need the niftools plugin first, I think. Link to comment
tfjohnson Posted June 24, 2017 Share Posted June 24, 2017 Not sure if this has been reported yet, but the Training catsuit doesnt have a mesh/texture in game or in the CK. Also, I've been playing around with the mod in the CK and I was wondering which 3d program you were using, cause Blender doesnt seem to work. Yeah, you'll find a lot of stuff in the console related to this mod which has zero functionality. Lots of trial and error. I think the suit you're referring too was an attempt by me to pair an animated object with the suit, but it never worked quite right and I had to abandon the idea to make progress elsewhere. I originally did a lot of my modeling in an architectural program called Revit, which sounds insane now, but you've gotta work with the tools you know. It still required me to export to 3Ds Max for the Niftools plugin, so I could export to a format Skyrim understands. Now, I'm gotten much, much more comfortable with modeling in 3Ds Max, so I work in that exclusively now. Pretty much anything in the mod's model folder is going to be in the NIF format, unless I've accidentally saved other formats in there. Once an object has been converted to nif though, it doesn't matter what it was created in, you should be able to import it back into blender no problem. You'd need the niftools plugin first, I think. If you don't mind my asking, what version of 3ds Max do you use? Link to comment
Farmthat Posted June 25, 2017 Author Share Posted June 25, 2017 2011, but it's buggy as hell. I have a 2012 version I've been meaning in install. Link to comment
Rexorr Posted June 26, 2017 Share Posted June 26, 2017 I was thinking, for the 'Paperwork' quest, you could make it so that depending on which form the player gives the warden, a certain suit/uniform/ is given by using an if statement. Gonna see if I can come up with something (if you dont mind- just messing around with the mod) Link to comment
Farmthat Posted June 26, 2017 Author Share Posted June 26, 2017 That was the idea, yes--but what I want to do first is work on one quest line at a time. So there wouldn't be a choice like I like at first. Link to comment
Pornucopia Posted June 28, 2017 Share Posted June 28, 2017 So which rubber parts have been added? The suits, vacbeds, some bondage gear and the padded cells. What else? Link to comment
Abbey Chase Posted July 1, 2017 Share Posted July 1, 2017 When I talk to the Warden and she offers to give me a tour of the place, nothing happens. I can't really go back the original introductions, can't really sign a contract, etc... Am I missing something? Link to comment
sfeile Posted July 1, 2017 Share Posted July 1, 2017 When I talk to the Warden and she offers to give me a tour of the place, nothing happens. I can't really go back the original introductions, can't really sign a contract, etc... Am I missing something? This mod is still a work in progress. Pretty much where you have gotten is what there is. Right now it is up so we can run the newest fixes and additions to test them out and give feedback as the work on it continues. Link to comment
Farmthat Posted July 1, 2017 Author Share Posted July 1, 2017 Yeah--sorry. I really haven't had the time to work on it much lately. Trying to wrap up helping on Suited for Skyrim too. Link to comment
mr0new0vegas Posted July 4, 2017 Share Posted July 4, 2017 really excited for the next update, keep up the great work Link to comment
Morgonus Posted July 6, 2017 Share Posted July 6, 2017 Hello, it is normal when I arrive in front of the desk or there is the 4 "book" in front of the director it happens laugh, I take a book then nothing, I talk to everyone, I Reinstall the games + DLC, always nothing, I read on the forum but I can not seem to have how to pass on. This is because the mods is still in development, or 'it's a bug Link to comment
Pornucopia Posted July 6, 2017 Share Posted July 6, 2017 Hello, it is normal when I arrive in front of the desk or there is the 4 "book" in front of the director it happens laugh, I take a book then nothing, I talk to everyone, I Reinstall the games + DLC, always nothing, I read on the forum but I can not seem to have how to pass on. This is because the mods is still in development, or 'it's a bug This has probably been answered a dozen times already. The mod is still in development. It does Nothing as of now. Link to comment
Morgonus Posted July 6, 2017 Share Posted July 6, 2017 Hello, it is normal when I arrive in front of the desk or there is the 4 "book" in front of the director it happens laugh, I take a book then nothing, I talk to everyone, I Reinstall the games + DLC, always nothing, I read on the forum but I can not seem to have how to pass on. This is because the mods is still in development, or 'it's a bug This has probably been answered a dozen times already. The mod is still in development. It does Nothing as of now. OK thank you for your answer Link to comment
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