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flickering textures / meshes


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Its caused by two meshes occupying the exact same space. I experienced this while trying to make my own worldspace. To fix it, you need to offset them on the z axis by about .01. That way they're still aligned enough to look right while being offset enough not to flicker.

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It looks like something is telling her to take it off, but her AI package is telling her to put it back on -- either because she just loves it, or because it has a higher damage for her..

 

The only real way to fix that I think is to give her a higher dam weapon (might work), or take the weapon away from her -- "better" to do this by making it playable/non-quest (or whatever it is that prevents you from taking it from her), then take it away in the trade menu.

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It looks like something is telling her to take it off' date=' but her AI package is telling her to put it back on -- either because she just loves it, or because it has a higher damage for her..

 

The only real way to fix that I think is to give her a higher dam weapon (might work), or take the weapon away from her -- "better" to do this by making it playable/non-quest (or whatever it is that prevents you from taking it from her), then take it away in the trade menu.

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Thanks, I did take it away from her. As I mentioned I edited her script by removing the line that equips it and then deleted it from her inventory. The problem I am having now is that something is doing the same damn thing with her 10 mm and cass's shotgun and I have no freaking clue what mod is doing it, deactivating mods one by one is a slow process

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Not sure if this is any help, since I dont actually have a solution to offer you, but I h ave experianced the very same probelm before I reinstalled recently. It seemed to occurs to companion weapons (in my case - Cass and Sunny) and yes I'd get the same weapons flicker, esspecially while they were idling and milling around. I never noticed if there was a flicker during combat.

 

The only thing I can suggest is do an INV on them and make sure they dont have any animation tokens. I ran into that often enough. Other then that, I wish I had more to offer.

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Hey GSB, with your flickering weapons probelm... was it accompanied by a slow down in companion run speed?

 

I just picked up Veronica in my game and not only am I getting the power guantlet flicker, she runs at a walking pace. It makes her fucking usless!

 

I was just wondeirng if you were seeing that too.

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Unfortunatly, once I disabled the Pregnancy Beta, it did in fact go away. Her INV did show 80 fertility tokens before I disabled it. Havent had a hiccup since. I'll double check and make sure I'm up to date on the extender though. Thanks Pride.

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Unfortunatly' date=' once I disabled the Pregnancy Beta, it did in fact go away. Her INV did show 80 fertility tokens before I disabled it. Havent had a hiccup since. I'll double check and make sure I'm up to date on the extender though. Thanks Pride.[/quote']

Hmm those tokens are unscripted objects, 100 of them equals 100% fertility, you should never have more than 100, I wouldn't have thought they would cause lag, I was planning on using them to "save" the current fertility level as a fix for the scripts reseting issue. I'll change their type from Misc to Ammo and see if that helps as 100 bullets doesn't bog anything down.

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Sounds like they picked up a script or enchantment somewhere, somehow, at least where the companions are concerned. That or some processing script in general is just going 'too fast.' If the pregnancy quest runs the script, which I suspect it does, you may want to turn it down to default interval if it's not already. Every 5 seconds is probably plenty to be checking for pregnancy.

 

Also, I think (did not look too closely) time left and pregnancy percent don't seem to match up if you get pregnant, and then change the gestation period. This can be fixed fairly simply by making sure you recalculate them both whenever the MCM setting is changed. E.g. timeleft = newtotaltime * (oldtotaltime / (oldtotaltime * pctpreg))

 

Alternative 1:

 

 

Use Variable05. I'm not going to use it after all. NX is progressing quick enough that I hope to have save/load functionality fairly soon (a week? two?). See alternative 2 for more.

 

 

 

Alternative 2:

 

 

Hal, it's up to you (and your users) if you want to use this, but NX_SetEVFl will do what you need. It won't save right now, and also won't reset with a new/load, but that might be an issue people can suffer through until saving and loading make it into NX, which shouldn't be *too* much longer.

 

The flow (with the way it's bugged right now) would be something like this..

 

Fallout starts

- nobody is pregnant

Game loaded

- nobody is pregnant

Somebody gets pregnant, pregnancy progresses and you set the var.. say it's up to 35%:

ref.NX_SetEVFl "Sexout:Pregnancy:PregPct" 35

- 'ref' is now 35% pregnant.

Game saved

Old pre-pregnant game is loaded

- 'ref' is still 35% pregnant.

User quits

User starts fallout

User loads pregnant-game

- 'ref' is not pregnant.

 

I know this is kind of 'weird', it basically means starting FONV is going to reset pregnancies, but pregnancies will persist across unrelated loads. If people can live with that, then the code will 'just work' with savegames as soon as the save/load functionality is implemented in the NVSE Extender.

 

Just a thought; tokens do tend to get out of hand pretty quick for one reason or another.

 

 

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Some people are reporting companions building up a bunch of fertility tokens from pregnancy which is making them bog down.. could be a pregnancy issue' date=' or if you're using the sexout beta, you may not have the latest nvse extender.

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I am using the latest nvse extender, and yeah deactivating pregnancy fixes the issue's other problems i noticed with companions getting stuck and running in place have also cleared up once pregnacy was deactivated

 

I never would have guessed that this was caused by pregnacy, thanks for the heads up. One benefit to this bug was that it got me off my ass to to work on fixing up the unlimmited companions mod to include some extra fixes such as kt's companions fallow closer and kd's removable companion armors, not to mention my own tweaks such as removing veronicas fist. I was so damn sure that this issue was somehow related to the number of mods that were all referencing companions and each of these adding in there own changes

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I don't see any scripts or anything on them in the GECK Hal, but I can assure you the # of misc items isn't the issue in itself; sexout uses misc items for all its tokens, including the one that indicates the anim # (SexoutNGAnimCounter) -- which is anywhere from 1 to around 5500 of them for normal acts, and over 10,000 of them per act for 'developer' acts in the reserved area.

 

Something else is going on, though I can't say what.

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I don't see any scripts or anything on them in the GECK Hal' date=' but I can assure you the # of misc items isn't the issue in itself; sexout uses misc items for all its tokens, including the one that indicates the anim # (SexoutNGAnimCounter) -- which is anywhere from 1 to around 5500 of them for normal acts, and over 10,000 of them per act for 'developer' acts in the reserved area.

 

Something else is going on, though I can't say what.

[/quote']

 

when cass was raped last night i noticed that there was two of her one was out of place which enabled me to see the dupe. also i noted that afterwards cass began to run much slower and eventually stop moving and begin running in place trying to get to my character it was almost as if she was over loaded with weight

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There were two of her?? something called TempCloneForm on her perhaps??

 

You know' date=' if you saw two of her, there were probably a *lot more* than two of her. That would explain everything.

[/quote']

 

it may be a bit early to say for 100% that these issues are related to sexout pregnancy but they are appearing to definately be sexout mod related maybe this thread should be moved to sexout tech support to get more input and let others know that the powers that be are aware

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See I can't say I've ever seen a duplicate of a NPC before like that.

 

In my instance, Veronica was a brand new companion. From the moment of joining she was running slow, flickering and running in place.

 

I don't understand how all the scripts tie togther and what triggers what tokens, but essentially while pregnancy was active, she had fertility and gestation tokens, a nude body token (even though she was in her robes), 11 smaller talk reset tokens and 24 of an un-named item. Everything else in her inevntory was standard to Veronica's character.

 

I did a removeallitems on her and a ressurect which cleared up the slow down for a moment, but then it would start right back up.

 

At no time did I ever use a Placeat me or MoveTo command.

 

I know its not much but you never know what tid-bit of information can help.

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I don't think there's a duplicate of her, I think the same one was flickering so fast while moving that it just appeared in two places. If GSB can get it to happen again and open the console, should be able to tell by click/scrolling through them looking for different form IDs.

 

I'm investigating hals preg scripts right now to try and help him out. I'm sure it's a script problem, not a token problem.

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I don't think there's a duplicate of her' date=' I think the same one was flickering so fast while moving that it just appeared in two places.

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i dont think that is the case pride one was sideways inside the other. there was definitely two of them. Also removig veronicas fist fixed her until she got pregnant and then the fist returned as did her flickering and what not and in the veronica esp i am using i wiped out her fist by removing the line EquipItem WeapPowerFistVeronica from the veronica script. Even cass had other issue's such as after i removed her caravan shotgun from her inventory in the esp she still had it

 

this may be a result of using a esp that makes changes to our companions i'll look into that and see if i can duplicate and record the character dupe too

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I am having the same issue with only Sexout, SCR, Slavery, and Pregnancy activated. No other sexout mods, none that actually do anything. No companion mods except KDC..removable armors and unlimited companions, both of which I've been using for ages..

 

Full test load order right now:

 

 

FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
Primary Needs HUD.esm
MikotoBeauty.esm
Sexout.esm
SexoutCommonResources.esm
SexoutSlavery.esm
SexoutPregnancyV3.esm
The Mod Configuration Menu.esp
BlueTint.esp
KDC_Companions_Removable_Armors.esp
UnlimitedCompanions.esp
populatedcasino.esp
bzArmour.esp
FalloutNVCheatTerminal.esp
Centered 3rd Person Camera - Unraised.esp
SmallerTalk.esp
MikotoBeauty.esp

Total active plugins: 21
Total plugins: 54

 

 

 

I have a save with both veronica and cass as companions.. as soon as the pregnancy fert stuff kicks in, both of their weapons start flickering like mad. I'm betting removing the weapons is not fixing the issue -- it's just removing the visual indication that there *is* an issue, because the debug log is still flying by like crazy with the fert cycle being updated @ 50hz (every 0.02 seconds).

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I am having the same issue with only Sexout' date=' SCR, Slavery, and Pregnancy activated. No other sexout mods, none that actually do anything. No companion mods except KDC..removable armors and unlimited companions, both of which I've been using for ages..

 

Full test load order right now:

 

 

FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
Primary Needs HUD.esm
MikotoBeauty.esm
Sexout.esm
SexoutCommonResources.esm
SexoutSlavery.esm
SexoutPregnancyV3.esm
The Mod Configuration Menu.esp
BlueTint.esp
KDC_Companions_Removable_Armors.esp
UnlimitedCompanions.esp
populatedcasino.esp
bzArmour.esp
FalloutNVCheatTerminal.esp
Centered 3rd Person Camera - Unraised.esp
SmallerTalk.esp
MikotoBeauty.esp

Total active plugins: 21
Total plugins: 54

 

 

 

I have a save with both veronica and cass as companions.. as soon as the pregnancy fert stuff kicks in, both of their weapons start flickering like mad. I'm betting removing the weapons is not fixing the issue -- it's just removing the visual indication that there *is* an issue, because the debug log is still flying by like crazy with the fert cycle being updated @ 50hz (every 0.02 seconds).

[/quote']

 

right so that puts a bullet to my thoughts, now i need to figure out why even after I remove cass and veronicas weapons in the esp they come back and begin flickering after becoming pregnant. it should not be possible.

 

one other thing i forgot to mention. The reason i started using kt's fix for companion fallowing distance is that no matter how many times i told my companions to stay close they still kept there distance.

 

I also noticed that even if i told them to use ranged they would continue to use melee

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You removed the EquipItem but did you also remove any AddItem's that might be in there' date=' and from her inventory in the geck as well? She'll equip it on her own if it's in her inventory.

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I did not see any add item lines in the script's regarding companion weapons. I did remove them from the inventory for both cass and veronica. It's just not making sense to me. once my disk is finished defraging i'm going to take my frustration out on the geck

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