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4 hours ago, BigOnes69 said:

What causes this game to stutter constantly on the main street? You can not move.

The biggest problem is the live version doesn't have any precombines or LOD built and it's like being in downtown Boston with precombines turned off. It's also an indication of your system being pushed to it's limits.

The next version has the Gold City area pretty much done with the precombine/previs built and the LOD generated for the island, which is greatly expanded.

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45 minutes ago, vaultbait said:

You've probably got a mod trying to do something to every actor that comes within range, maybe LooksMenu's BodyGen feature or something being applied by the Spell Perk Item Distributor framework, for example. If BC doesn't include prebuilt facegen data (I can't remember if it does) then this can also be a result of the game engine building all of the actors' face meshes.

 

I just looked back at the archive for the last public release, and it did already have FaceGen data included, so I agree the slowdowns/stuttering are more likely from lack of precomputed visibility (PreVis) data in that area, which has lots of relatively complex meshes and plenty of occlusion from the various buildings you're often in between.

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1 hour ago, vaultbait said:

 

I just looked back at the archive for the last public release, and it did already have FaceGen data included, so I agree the slowdowns/stuttering are more likely from lack of precomputed visibility (PreVis) data in that area, which has lots of relatively complex meshes and plenty of occlusion from the various buildings you're often in between.

Once I built the pre stuff & LOD performance greatly increased. There was also some lights waaaaay out of spec that was causing issues to.

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16 hours ago, izzyknows said:

The biggest problem is the live version doesn't have any precombines or LOD built and it's like being in downtown Boston with precombines turned off. It's also an indication of your system being pushed to it's limits.

The next version has the Gold City area pretty much done with the precombine/previs built and the LOD generated for the island, which is greatly expanded.

I have an upper end system with lots of memory so its not that. I remember a lot of mods had this problem way way way back when and things were done to resolve it. This kind of lag is old school more like havok or script lag.

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6 hours ago, BigOnes69 said:

I have an upper end system with lots of memory so its not that. I remember a lot of mods had this problem way way way back when and things were done to resolve it. This kind of lag is old school more like havok or script lag.

Can't argue on the scripting side, I deal with the world/cell stuff. But I can say once I was done with the GC area, that issue went away. I've got an old high end system, and only had stuttering as the world was loading, once it loaded it stopped.

Still, not saying there aren't script bugs! ;)

 

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14 hours ago, BigOnes69 said:

I have an upper end system with lots of memory so its not that. I remember a lot of mods had this problem way way way back when and things were done to resolve it. This kind of lag is old school more like havok or script lag.

 

Script "lag" actually doesn't (and can't) cause "stuttering" since the Papyrus script interpreter runs in a virtual sandbox isolated from the rendering engine. Scripts can still call native functions in the game engine which interfere with rendering, but it's pretty far down the list of likely causes of that behavior.

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1 hour ago, vaultbait said:

Script "lag" actually doesn't (and can't) cause "stuttering" since the Papyrus script interpreter runs in a virtual sandbox isolated from the rendering engine.

Oh it can. BUT... when it's bad enough to cause stuttering for more than a second, the Papyrus log gets really big really fast and results in a CTD pretty darn quickly. Been there seen that. LOL

But that's not the case here.

Edited by izzyknows
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1 hour ago, izzyknows said:

Oh it can. BUT... when it's bad enough to cause stuttering for more than a second, the Papyrus log gets really big really fast and results in a CTD pretty darn quickly. Been there seen that. LOL

But that's not the case here.

 

Oh right, there's that, it's actually the logging itself which contributes in that case because the log writes are proxied through the game engine and it's spending more time burstily spewing errors to your disk. A lot of "performance guides" recommend (unhelpfully in my opinion) that you disable or not enable logging for that reason.

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2 hours ago, vaultbait said:

A lot of "performance guides" recommend (unhelpfully in my opinion) that you disable or not enable logging for that reason.

I never understood that. If there's a problem I wanna have an idea where to look. There's a mod that puts a note in the log that your stupid for having it enabled.

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  • 4 weeks later...
9 hours ago, Elvenlover said:

Is there a patch to have BC not beeing depend on ArmorKeywords?

 

I made one for personal use at one point, but it's a little hairy. There are of course custom clothing items that add AKWRC keywords, and at least one outfit entry for a unique NPC that does as well, but also some locations add items (including workbenches) from Armorsmith Extended which depends on AWKCR.

 

The next version of BC is supposed to drop AWKCR/AE as dependencies, I think, but unfortunately development on that seems to have stalled for a while.

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  • 1 month later...
34 minutes ago, CHeissen said:

In VR World, I can't trigger romeo's dialogue, and there's no way out. I tried disable and enable him. It only works when I load a old save file, but I don't want to replay another 4 hours just to get back on track. can anyone help me?

coc GoldCityDocks
You can totally skip the ship portion if you want.

or coc BCTShipInterior to get back into the ship

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  • 3 weeks later...
45 minutes ago, izzyknows said:

It's not this mod.

The mystery deepens. Anyone know how many Shake Shack missions there are? I did my first shift and had the one supermutant show up at the store but it never progressed past that. He just shows up with the same request repeatedly. Found more of them elsewhere and didnt know if they are part of the storyline or not. 

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1 hour ago, menchi8877 said:

The mystery deepens. Anyone know how many Shake Shack missions there are? I did my first shift and had the one supermutant show up at the store but it never progressed past that. He just shows up with the same request repeatedly. Found more of them elsewhere and didnt know if they are part of the storyline or not. 

Keep drinking the shakes. ;)

And yes they are part of the quest line.

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I went back in to Barbarous Continent and laboriously replaced many named male NPCs (I figure named = unique, right so it should "take" the SLM changes?) via SLM to a less good looking version (older , tougher, no gentle 22 year old european ski model boys anymore).

Also since the textures dont always work 100% for me on women in BC ( some females look great, others way too "computery" and not great) I also replaced many named female NPCs with young and attractive presets for more erotic energy in the location.

For realism, I also made the body's look of the girl with the slave collar that is on display in the Casino, look more like she had been handled roughly with overlays.  No crazy contrived tatoos ruining her skin, just realistic stuff.

And also made her more beautiful (she looked good to begin with, but I wanted to make her even more of a "catch" for the Casino especially if she will be on display like this, but the overlays show she is clearly not on vacation). PS: I love the style of collar in the Casino. So pretty!

(also a  question to the devs: Is she suppsoed to be for sale to men there, or for rent, or just as decoration?)

 

The various female shopkeepers/madams, I put into a look that is  a bit older than my normal female SLM presets, but still less computery and not bad looking only more in mid 30s to early 50s rather than the 19-25 look common to most other girls .

 

I think those changes makes the place more immersive looking and also more erotic.

Edited by katrina.balanchuk
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